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本词条收录并整理《矮人要塞》官方发布的游戏开发日志。具体来源包括:

  • Bay 12 Games 官网《矮人要塞》主页上的开发日志——简称“主站公告”;
  • Steam 平台上 Dwarf Fortress 新闻中心——简称“开发新闻”。

除了以上来源外,未来可能会进一步翻译如下内容,但目前因人手不足而暂时无法启动:

这部分内容未必可归入“开发日志”的范畴,但目前暂列此词条下,待未来再进一步考察。由于之前已发布过较多内容,本翻译项目将确保优先完成近期发布的新内容,更早的内容则会逐渐补齐。也欢迎您按照当前页面格式整理翻译相应内容!

格式说明

  • 链接到本维基的内链均为译者手工添加。
  • 除非另有说明,外链均为原文本中已有的内容。

2022 年

7 月

主站公告:2022/07/25

Toady One 发布。

As we're trying to figure out the final shape of the release, we ultimately have to make some decisions about Classic, Adventure mode, and Arena mode, as we've been discussing here and elsewhere for the last months. Before doing that, I thought I'd take a good stab at Classic and get a better feeling for how long it would take to do the conversion. This required entering a semi-conscious data entry state. After days of grinding away at a 120KB txt file, I ended up just finishing a whole preliminary look.

Preliminary classic unit sheet

Preliminary classic creature list

All of the new menus are converted - the tooltips are essential for the small buttons of course, and we have those. Looking at these screens, obviously there's more that needs to be done and some of the glyph choices are Questionable (it was hard enough keeping my eyes open after doing ~2000 entries.) But on the plus side, it looks like we'll have a Classic release on the website at-or-around the initial launch, and every one of these glyphs is also easily moddable in the txt if you want to make different choices. As a bonus, in the Premium version you can flip between graphics and Classic with a simple settings option during play without having to reload.

Over in Adventure land, the community consensus was that pushing it to post-launch is acceptable, and we're going to take that route - it'll save us months (and months) of pre-launch time, which we need to do at this point. Don't worry - I'm a big adv mode fan and it's not going anywhere, we just need to get the launch together after these several years. Arena mode is still undecided - it's really important for testing and modding, but another chunk of time. Maybe I'll have another good half-conscious run on it as with Classic here, though it requires some art etc. so I can't just grind myself through it ha ha.

主站公告:2022/07/22

ThreeToe 发布。

Just completed first playthrough of the premium version. It took about 47 hours of playtime to establish a new Mountainhome. You could probably cut that time in half if you cut corners and knew exactly what you were doing. (I AM throwing down the gauntlet. The nine hour speed-run is impressive, however the rules have changed in premium!) If you want to avoid spoilers- read no further!

I started the game in the year 100 on a small world with standard difficulty. (The new balance of triggers and difficulty that can be adjusted in the settings menu.) This meant that all the hazards are active and the event triggers are pretty much the same as in the current version. I started the run in a savage biome that was heavily forested next to a decent river. By early spring of 109 I had my Moutainhome.

To achieve this victory of sorts, you now have to be nice to the nobility. The caravans are pretty small in the beginning and the only way to get those big wagon trains is to establish a barony. This will also open up diplomacy with the elves. I was able to do this around year 104, spreading wealth around like crazy.

This extravagance attracted the typical invaders, but it's not only wealth that brings chaos to the fortress now. Your industry can also bring attention from the locals. Savage creatures from above and below become irritated by your activity. But you need that lumber, and farming is so much easier in the underground.

While waiting for my wealth to pile up I spent most of my time on projects like connecting the various parts of my fortress with minecart tracks in order bring treasure up from the magma forges and goblinite down to the smelter. Running on the defaults, the nobles need about the same amount of wealth to attract. The monarch, however, demands much more.

It's not enough to merely bring the monarch to your fort. You need to fulfill their every desire. It took almost every treasure I had to decorate the queen's throne room to her standards. But even then, the monarch's thirst for treasure runs much deeper. So deeper you must dig, if you want to claim the title of Mountainhome as your own!

主站公告:2022/07/18

Toady One 发布。

I decided to jump into interface scaling over the weekend, since the text especially is just a little small on 1920x1080 monitors (and even worse on larger ones). And... mostly working so far! I had the old scaling code, which helped a lot, but there are various new wrinkles to do with embedded images and the minimap and so forth, and I'm hammering those out. So, you won't have to worry about tiny buttons.

I also added some additional display settings while I was at it. A quick way to turn numeric liquids on and off, a quick way to turn on visible ramp arrows in case some convoluted jumble you've carved out is confusing, and a way to set the number of elevation levels displayed below your current visible slice.

Here's the Steam news from last week with the promised tree images!

主站公告:2022/07/15

ThreeToe 发布。

Everything is beginning to coalesce, to congeal, to coagulate. All that's left is the detritus that is required to bring us to the starting line, waiting for the crack of the pistol. What does that mean? It means that I took a creative writing class in college.

We have reached the point that squashing the last of the bugs is as much of the focus as finishing the menus and tutorials. It means that all we have left is to polish this sucker and we can finally sprint to the end. But we aren't there quite yet. Just a little longer.

In the mean time, here is an interview we did with Blind, featuring Tarn and I, plus questions from Tekkud!

主站公告:2022/07/11

Toady One 发布。

Carolyn 完成了一大批新的树木艺术创作,所以现在我把重心放到这方面所需的代码调整上来了。这将意味着(会有)木材的颜色、秋叶、花朵和果实!几天之内我们会准备好更多的图片;现在,先请看一看仲秋时节的叶子和不同颜色的木材

主站公告:2022/07/04

Toady One 发布。

我开始做设置菜单的工作了。在窗口模式和全屏模式之间用 F11 键切换通常是很快的,但如果您在游戏过程中出于任何原因、想进行切换,现在还可以在设置的“视频”选项卡中通过一份完整的分辨率列表来切换。最近我正在将 initd_init 文件中的其余选项添加到(设置菜单的)各个选项卡里。昨天我还处理了文件输入/输出。玩家之后一般就不用理会 data/init 文件了,而是通过一个类似 prefs 的文件夹来保存自己的设置。这样您就不用在游戏之外去调整这些配置文件了;但如果您真的愿意把那些 txt 文件给搞乱,那么它们将来还是可以放在那里供您调试,并且您之后下载的游戏更新也将不会再覆盖这些改动(只有在添加了新的设置项时才会覆盖这些默认文件)。

设置界面目前在游戏标题窗口和之后的环节中都可用,但登陆难度的选项只有在您开始游戏之后才会出现(在您登陆时也会看到它们)。有一个问题值得讨论:是否需要有某种“铁矮人模式”之类的东西来阻止玩家调整登陆难度?因为我知道大家可以选择其中的任何一种方式。估计之后会有一两个这样的东西(做出来)。我把对 FPS 影响比较大的东西——比如温度和天气之类——放在了不同部分里面,这样您无论如何都不用担心它们的抖动了。

主站公告:2022/07/01

ThreeToe 发布。

七月报告矮人要塞未来展望,以喜悦和感激之情呈现给大家。

6 月

主站公告:2022/06/28

Toady One 发布。

连着过了好几个热的要命的日子了……(谢天谢地,今年起码比去年好些,而且也没飓风警告)随着游戏发布越发临近,今后一段时间可能都将处于这样的状态当中。各个方面都有进展,无论是美工、音乐、图形技术(这里指屏幕分辨率测试),乃至您能想到的各种东西,而我更习惯参与的、常规的代码编写工作也在稳步推进。美工人员已经开始了他们的下一轮更新工作:Carolyn 已经从界面内容转到了植物设计上,Jacob 则从物品绘制转向建筑的外观展示。我们之后会放更多游戏截图上来。

仅就我这一边来说,剩下的工作基本上都是些技术方面的事情。材质现在已经得到了清理,以免其留下来把后续的游戏过程给弄乱了。我也测试了一下 FMOD(我们的音频库)以确保能够应对接下来出现的各种问题,此外为了满足显示某些酷炫的组件的需求而改动了一些东西。我估计接下来一段时间都将保持这种工作状态,也就是不断的在需要处理的技术性内容可访问性内容和漏洞之间切换工作。教程的文本内容、初始化/设置页和键盘相关的内容目前在我的工作中优先级最高,还包括帮助其他人解决各类问题的任务。

主站公告:2022/06/24

ThreeToe 发布。

虽然在过去的几天中承受了极大的苦痛,但我们仍然努力推进了若干工作进展。现在游戏已经为新手们建设了一套互动教程。我们也在制作一些百科词条式的微型教程来解释如何才能存活下来。对于老玩家们,我们则在信息界面中创建了一系列选项卡,以便您轻点一下鼠标就找到活动区工坊储藏区

我们就快大功告成了。画师们正努力工作,让建筑和地底树木变得更精致些。音乐正在加紧制作,听起来棒极了。同时我们也在调整商队入侵的触发机制。但更为重要的是:我们正在对付各种漏洞

这里提其中一个很烦人的问题,它会把所有事情都弄糟掉:在登陆之后一个月,世界的深度突然在第 38 层中止了。没有地底的岩层,也没有洞穴,更没有熔岩……什么都没有了。当这种情况再一次发生时,我们意识到出问题了。这种问题其实极少发生,但在登陆教程里面却更容易碰到。

最后发现,原来是游戏因为动画和加速的原因而没有生成某些中间层的地图,但在完整版下游戏却并没有清理并替换这些区域所致。现在已经把这部分修复了。又避免了一场灾难!

再次感谢大家在过去的悲惨一周以来如潮水般涌来的支持与关怀。是各位帮我们挺过难关!善有善报

开发新闻:2022/06/23

Toady One 发布。原文链接

大家好!

我们仍在继续推进可用性方面的工作。这方面不仅有教程,还有一些底层菜单,它们用于从不同层面提供有用的概览或具体信息。作为例子,让我们来看看最新的位置选项卡。

Steam dev 20220623 zone.png

上面是排好序的区域列表。最重要的内容是列表项右侧的聚焦按钮;毕竟,您可能会把垃圾场地牢放在上百高度层中的不知道哪一层上,然后就忘记在哪儿了,直到您下一次需要用到才慌忙去找。所有的集合区会连同其关联的酒馆/图书馆/神殿等场所一同展示,而兵营则会显示其从属的小队

Steam dev 20220623 location.png

对于那些更大的区域——如果您需要的话,可以让它由数个位于不同高度上的区域组成——也会有它们专属的列表。医院则会显示病人的数量(如果有的话)。

Steam dev 20220623 stockpile.png

上图为储藏区列表。自定义名称的储藏区会展示在列表中对应分类的顶部位置(Zach 给其中一些起了名字)。判断一个储藏区盛得有多满并非易事,因为有木桶箱子等容器的存在,不过这里所展示的占用比应该能够说明每个储藏区离扩展还要多久了。

Steam dev 20220623 workshop.png

跟某些活动区一样,工坊也很容易摆得乱七八糟,而这里按字母顺序显示的列表则可以帮您无痛定位任何一座工坊。各工坊指定的管理人员显示在工坊名称下方,列表中同时也会展示工坊当前的任务。如果该工坊还被安排了更多的任务,列表中将显示 "+ X tasks"。

Steam dev 20220623 farm plot.png

耕地一般不会弄丢,因为理论上只有很少几层上才能布置耕地。当然,能有这样一个界面来显示耕地上正在种植的作物和可收获数量也是很好的。

这部分仍然有可以改进的地方。列表的布局还有点稀疏,并且我们实际上还可以在这个列表里显示更多信息;不过,这些都将在之后进一步实现。

主站公告:2022/06/17

Toady OneThreeToe 共同发布。

这是一则令人悲伤的消息,但有些朋友可能想要了解。在周三的早晨,由于病情突然恶化,我们把 Scamps 带到了宠物医院,结果发现是淋巴瘤扩散。他在周三下午过世了。他是个好孩子,我们会非常想念他的。

Scamps (2009)

Scamps (2022)

主站公告:2022/06/13

Toady One 发布。

The continuing efforts. One side of it as we've mentioned is setting up the framework for further tutorials and instruction sheets and filling them with text. Another is fixing up bugs as they arise to keep the upcoming Stage 3 manageable.

Then there's the general approachability of the game, which is where stuff like the worldgen speed changes came in. To make sure that wasn't just reliant on necromancers killing the world, I ran a world without any of that, and a medium still only took 27 minutes! I noticed the world was infested with rocs, and people worshipped them, as they tend to do when there's enough city attacks, but there weren't any formal roc religions. Turns out megabeast prophets weren't generating properly - fixed now! Ran another world and after some hundreds of years, somebody founded a bronze colossus worshipping monastery ha ha. They are reasonably rare but it is wholesome to have them.

As for the necromancers tending to kill off most worlds in their later years, we're still pondering that - our planned solution for that was to have religions organize the destruction of the secret scrolls and the keeping of forbidden slabs, and the rise of undead-hunting orders and such, but it's probably best not to start anything ambitious or prone to breakdown at this stage. But we'll see what happens!

Also in the usability vein, I added in place and object lists, kind of analogous to the previous rooms and treasure list buttons, but with categories and more information. So far I've done zones, stockpiles, locations, workshops, and farm plots in separate subtabs, and objects are grouped as crafted artifacts, symbols (of positions), named objects, and written content. This means that if you've misplaced your dump zone or a favorite stockpile, say, you won't have to look all over for it. You can just find it in the list and recenter.

We've also extended the endgame and given it a bit of optional structure, on top of the underground rewrite we already mentioned. Getting the monarch requires a certain baseline of happiness now. Once you get your monarch situated with proper rooms, it'll give you a little congratulatory message, and then the game gives you a more ambitious goal to become a true Mountainhome, involving the underground and such. If you can do it, you're pretty good at the game! It's not like Archcrystal-ambitious, just a little taste. It doesn't kick you out for 'winning' the game (see: a much older version of DF that literally did this ha ha), but it's good to continue to have something, just as the goal of getting the monarch or deeper treasures was there already as a previous form of victory. Now they are just united somewhat. You can still get the monarch early if you know how, and go from there (get them rooms, do the ambitious thing.)

主站公告:2022/06/10

ThreeToe 发布。

A game with this level of complexity can be confusing and overwhelming for the average gamer. It already has a reputation for being one of the most obtuse games every created. That ends here. As we go through the UI overhaul, we are adding short guides for the crucial mechanics on top of the tooltips that are already there. These can be dismissed and disabled in order not to annoy, but we are on a mission. There are so many aspects of this game that are hidden inside menus or info screens. We are going to shed a light on these tools and show the world the result of twenty plus years of work they have only seen a glimpse of.

These guides are only a tiny part of the time we are spending on improvements, improvements that you made possible. Your generosity is being put to use squashing some of the most important bugs that have dogged the project for years. Did we tell you that we ran worldgen on the laptop for 1000 years on a medium world and it only took 28 minutes?

开发新闻:2022/06/08

Toady One 发布。

Hello there!

When you're starting out in Dwarf Fortress, there's a lot to learn, and we're working now on various forms of tutorialization and instruction to help out new players.

First off, when you are placing your fort, you'll have an option to have the game pick a spot in the world you've made where it can do a more traditional tutorial:

Steam dev 20220608 camera.png

This is the camera controls tutorial. It's important to lead with this since the elevation slices can be a little confusing if you haven't played a game with them before. Once you can operate the camera, we expand out into mining, woodcutting, stockpiles, and workshops.

Steam dev 20220608 more.png

Another way we can teach people is to have popups on any menu that might be confusing. These are all works in progress, but in the image above you can see the general idea.

Steam dev 20220608 tooltip.png

Finally, tooltips, tooltips everywhere. We have 350 so far, and we'll keep on adding them until everything makes sense!

This isn't all we have planned. You may have noticed the help button at the top of the screen. Here we'll have more information, and we're thinking about ways to guide players toward goals and things they might have missed in a more interactive fashion as well.


主站公告:2022/06/06

Toady One 发布。

After the various additions from last time, I turned back to instructing new players. It didn't take us long to decide we needed tutorials after all, ha ha ha. Now as you are entering the embark map, it asks if you'd like to do a tutorial. The game searches the world for an optimal tutorial location - forested, brook, pretty flat, shallow metals, if it can get all this - and plops you down there after a short animation. As it stands, and this is subject to change of course, there's a short four stage tutorial covering camera controls, mining a staircase, chopping trees and stockpiling wood, making a carpenter's shop and adding a task. Obviously there's a lot left to teach, and this may expand. Whatever isn't tutorialized we're trying to cover by other means - I've also added ten instructional popups so far for various menus (using the typical "don't show me this again" checkbox), and we have more stuff in the works. Hopefully by the time we're done, people will have enough of a handle on the game to continue learning on their own.

I also updated the save options and cleanup screens which had been lingering up to this point - no news here, just making them fit. Thanks to a tip from Putnam, world gen is somewhat faster now (25% or so, people were obsessing about their books a bit too much), and I did some other speed optimizations that apply everywhere. Continued tweaking item values. And Jacob and Carolyn have been sending in art which I've been incorporating. More items show their material colors now where they didn't before.

主站公告:2022/06/03

ThreeToe 发布。

Thanks to everyone who helped out in our time of need! Without your help we can't keep the lights on, even this close to the Steam release, so we are so very grateful for your support.

Old and new features are coming along great in the graphical interface. I have now put my stamp of approval on the minecart system after having my waterwheel powered rollers shoot a minecart carrying a dwarf carpenter out of a hole in the wall and out over a three layer drop into the underground cavern. There was more chaos above. The new animal agitation system in the Savage Wilds seemed to work on the first try. After cutting down a bunch of trees my poor unprepared fortress was stormed by a pack of enraged ostriches. Even the caravan and price calibration is more satisfying as it meters the rate at which your population used to balloon out of control. All and all, I think things are coming off better than was expected.

主站公告:2022/06/01

Toady One 发布。

六月报告矮人要塞未来展望帖子回复。