- #TEAM FORTRESS CLASSIC WINDOWS 10 CODE#
- #TEAM FORTRESS CLASSIC WINDOWS 10 PLUS#
- #TEAM FORTRESS CLASSIC WINDOWS 10 DOWNLOAD#
I started the run in a savage biome that was heavily forested next to a decent river. (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 game in the year 100 on a small world with standard difficulty. The nine hour speed-run is impressive, however the rules have changed in premium!) If you want to avoid spoilers- read no further! You could probably cut that time in half if you cut corners and knew exactly what you were doing. It took about 47 hours of playtime to establish a new Mountainhome. Just completed first playthrough of the premium version.so I can't just grind myself through it ha ha. Maybe I'll have another good half-conscious run on it as with Classic here, though it requires some art etc. Arena mode is still undecided - it's really important for testing and modding, but another chunk of time. 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. 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. 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.
#TEAM FORTRESS CLASSIC WINDOWS 10 PLUS#
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.
After days of grinding away at a 120KB txt file, I ended up just finishing a whole preliminary look.Īll of the new menus are converted - the tooltips are essential for the small buttons of course, and we have those. This required entering a semi-conscious data entry state. 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.
like 1000 times, each time taking fifty minutes. Somewhere out there there's a brand new computer running DF with twice the FPS as I ever could, but you know what? I'm fine with that.
#TEAM FORTRESS CLASSIC WINDOWS 10 CODE#
Sure, the code compiles five times as fast, but that doesn't take away the sting of resting in a darkened closet while all the young computers live fulfilling lives. What does it feel like turning 39 for the ninth time? It feels like Tarn's old computer, yesterday, when he traded it in for one that could run his new compiler.Here are some baby photos I pulled off today: I've also been collecting Scamps photos from my parents' devices to make sure I had them all. As discussed in Future of the Fortress over the last few months, this'll cover designations and buildings at the very least, including making sure they still interact well with macros, but not all of the selectors on menus on the first pass. In code land, I'm nearing completion of the keybinding screen and should be doing keyboard support after that. Got some workshop art and evil/good/desert grasses in, and also some good progress on the music side.
#TEAM FORTRESS CLASSIC WINDOWS 10 DOWNLOAD#
Coming to Steam and itch.io! DOWNLOAD DWARF FORTRESS CLASSIC 0.47.05 (January 28, 2021) Windows |Īll Versions Current Development: RSS Feed, Release Feed, Happy 16th DF release anniversary! While we don't have a release quite ready, work continues to go well.