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{{migrated article}}
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{{Quality|Fine|05:10, 17 May 2015 (UTC)}}
{{Quality|Unrated}}
 
 
[[Category:Game development]]
 
[[Category:Game development]]
 
{{av}}
 
{{av}}
'''Version numbers''' (also known as "software versioning") - by definition - are numbers designated to any kind of software, including video games. Version numbers increase as more features, fixes and changes are added over time. The number that increases is heavily dependent on how much changes are made. For example, a complete redo of a type of software can bring a version from 1.0 to 2.0. A major improvement of software could bring version 1.0 to 1.1. A minor change could bring version 1.0 to 1.0.1, and so on. Different developers have their own way of incorporating version numbers, but the general concept is always the same between them.
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[[Main:Toady|Tarn Adams]] assigns a '''version number''' for every [[Main:Dwarf Fortress|Dwarf Fortress]] release. Recent version numbers contain three number sections defining the release information. The older format contained four - see the older versions of this page for more information.
 
 
When software is in the early stages of development, such as alpha or beta, it will likely have version numbers starting with zero, such as 0.3 or 0.23.5. This is currently the case with ''[[Main:Dwarf Fortress|Dwarf Fortress]]''.
 
 
 
[[Main:Toady|Tarn Adams]] assigns a version number for every ''Dwarf Fortress'' release. Version numbers contain two number sections defining the release information, but don't let this deceive you:  the system is more complicated than simple [https://semver.org/ semantic versioning]. Releases from 2009 and earlier contained ''four'' numbers and a letter - see the [[40d:Version number|older versions of this page]] for more information.
 
  
 
# The first number is how many hundreds of core components have been completed.
 
# The first number is how many hundreds of core components have been completed.
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==Example==
 
==Example==
{{#vardefine:minor-version|{{#strsplit:{{current/version/ns}}|.|1}}}}{{#vardefine:patch-version|{{#strsplit:{{current/version/ns}}|.|2}}}}
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{{#vardefine:minor-version|{{#strsplit:{{current/version/ns}}|.|2}}}}{{#vardefine:patch-version|{{#strsplit:{{current/version/ns}}|.|3}}}}
v{{current/version/ns}}, the {{ordinal|{{#var:patch-version}}}} minor release of the version of ''Dwarf Fortress'' with {{#var:minor-version}} core components complete.
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v{{current/version/ns}}, the {{ordinal|{{#var:patch-version}}}} minor release of the version of Dwarf Fortress with {{#var:minor-version}} core components complete.
 
{| style='width: 25em; margin: 1em auto; border-spacing: 0; text-align: center'
 
{| style='width: 25em; margin: 1em auto; border-spacing: 0; text-align: center'
 
|-
 
|-
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|PRESENTATION OF ENEMY LEADERS AND OTHER IMPORTANT FIGURES
 
|PRESENTATION OF ENEMY LEADERS AND OTHER IMPORTANT FIGURES
 
|(Future)
 
|(Future)
|Enemy leaders play an important part in creating a story around otherwise by-the-numbers conflicts that can occur, so the leaders can afford to be presented in such a way that you as the player can learn something about their background, motivations and appearance without digging around in the legends screen. There can be a variety of mechanisms for this. Diplomats and others that visit your fortress could be afforded the same treatment, as well as the people you talk to and about in adventure mode conversations, etc.
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|Enemy leader play an important part in creating a story around otherwise by-the-numbers conflicts that can occur, so the leaders can afford to be presented in such a way that you as the player can learn something about their background, motivations and appearance without digging around in the legends screen. There can be a variety of mechanisms for this. Diplomats and others that visit your fortress could afford the same treatment, as well as the people you talk to and about in adventure mode conversations, etc.
 
|-
 
|-
 
|Core16
 
|Core16
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|Core19
 
|Core19
 
|TUTORIALS
 
|TUTORIALS
|'''Completed'''
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|(Future)
 
|Set up small tutorial files that you can load up. These would have text instructions and little activities for you to do so you can learn how to play more easily.
 
|Set up small tutorial files that you can load up. These would have text instructions and little activities for you to do so you can learn how to play more easily.
 
|-
 
|-
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|Core21
 
|Core21
 
|SOUND
 
|SOUND
|'''Completed'''
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|(Future)
 
|Make all music/sounds optional, in groups. More songs (possibly seasonal), incidental music (like spotting the first kobold in a cave, etc.), various combat type sounds and ambient sounds, pleasing interface clicks.
 
|Make all music/sounds optional, in groups. More songs (possibly seasonal), incidental music (like spotting the first kobold in a cave, etc.), various combat type sounds and ambient sounds, pleasing interface clicks.
 
|-
 
|-
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|Core27
 
|Core27
 
|ARMIES OF DWARVES
 
|ARMIES OF DWARVES
|'''Completed'''
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|(Future)
 
|You should be able to send patrols (and, as you get more dwarves, armies) out over the world map. They could attack smaller nearby threats, such as a kobold cave, or let you know about incoming invasions. Requires Core26.
 
|You should be able to send patrols (and, as you get more dwarves, armies) out over the world map. They could attack smaller nearby threats, such as a kobold cave, or let you know about incoming invasions. Requires Core26.
 
|-
 
|-
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|Core36
 
|Core36
 
|BURROWS
 
|BURROWS
|'''Completed'''
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|(Future)
 
|You should be able to associate buildings and dwarves to areas called burrows. A dwarf would only work on jobs at its burrow, and could not haul between burrows unless specifically designated to do so. Miners, outside workers, engravers and so on would be exempt while doing those jobs. Burrows could have general goals for the amount of objects, such as bins, that they need to have, and you could order transfers between burrows with the manager. Manager work orders could specify burrows. Once your fortress is large, having such a system to reduce the amount of hauling is very important. Coupled with some of the other ideas, large fortresses should become easier to manage.
 
|You should be able to associate buildings and dwarves to areas called burrows. A dwarf would only work on jobs at its burrow, and could not haul between burrows unless specifically designated to do so. Miners, outside workers, engravers and so on would be exempt while doing those jobs. Burrows could have general goals for the amount of objects, such as bins, that they need to have, and you could order transfers between burrows with the manager. Manager work orders could specify burrows. Once your fortress is large, having such a system to reduce the amount of hauling is very important. Coupled with some of the other ideas, large fortresses should become easier to manage.
 
|-
 
|-
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|(Future)
 
|(Future)
 
|Dragon attacks need to be more righteous. Their flying needs to be more of a benefit. Snatching and dropping people should be possible. Would also be good to get the wizards and undead armies from the old fixed-plot stuff back into the mix. There was a time when the dead dwarves and pets would suddenly rise in your fortress, due to a plot event. That might have to wait for magic.
 
|Dragon attacks need to be more righteous. Their flying needs to be more of a benefit. Snatching and dropping people should be possible. Would also be good to get the wizards and undead armies from the old fixed-plot stuff back into the mix. There was a time when the dead dwarves and pets would suddenly rise in your fortress, due to a plot event. That might have to wait for magic.
|-
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Core41, TOWN, HOME AND SCHEDULES, Completed: People in towns should have families and they should live in locations together. People should have a rough idea of where they should be over the course of the day. The peasants should need to eat and sleep, but for now they'll be well provided for. Many of the armed people in the town should be guards that won't join you.
|Core41
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Core42, TOWN, ITEMS, (Future): Basic items all around the town, including differentiations between the homes of various people. Keys. Clothes, outfits, uniforms and symbols. Workshops/etc. in towns related to professions, trade and resources.
|TOWN, HOME AND SCHEDULES
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Core43, TOWN, IMPORTANT LOCATIONS, (Future): Make the important people stay in relevant locations. Make the keep in the capital more interesting. Interesting adornments. Add a bit more culture to the mead hall where the mayor and drunks stay. Requires Core42.
|'''Completed'''
 
|People in towns should have families and they should live in locations together. People should have a rough idea of where they should be over the course of the day. The peasants should need to eat and sleep, but for now they'll be well provided for. Many of the armed people in the town should be guards that won't join you.
 
|-
 
|Core42
 
|TOWN, ITEMS
 
|(Future)
 
|Basic items all around the town, including differentiations between the homes of various people. Keys. Clothes, outfits, uniforms and symbols. Workshops/etc. in towns related to professions, trade and resources.
 
|-
 
|Core43
 
|TOWN, IMPORTANT LOCATIONS
 
|(Future)
 
|Make the important people stay in relevant locations. Make the keep in the capital more interesting. Interesting adornments. Add a bit more culture to the mead hall where the mayor and drunks stay. Requires Core42.
 
 
|-
 
|-
 
|Core44
 
|Core44
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|Core50
 
|Core50
 
|TILESET SUPPORT
 
|TILESET SUPPORT
|'''Completed'''
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|(Future)
 
|Allow graphical tiles to be used for all game objects.
 
|Allow graphical tiles to be used for all game objects.
 
|-
 
|-
 
|Core51
 
|Core51
 
|SIZEABLE GAME WINDOW
 
|SIZEABLE GAME WINDOW
|'''Completed'''
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|(Future)
 
|Allow the resizing of the game windows, and possibly the support of variable width fonts to allow more text to be displayed.
 
|Allow the resizing of the game windows, and possibly the support of variable width fonts to allow more text to be displayed.
 
|-
 
|-
 
|Core52
 
|Core52
 
|INTERFACE OVERHAUL
 
|INTERFACE OVERHAUL
|'''Completed'''
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|(Future)
 
|A coherent interface, additional options and mouse support.
 
|A coherent interface, additional options and mouse support.
 
|-
 
|-
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|IMPROVED FORTRESS TRANSPORTATION
 
|IMPROVED FORTRESS TRANSPORTATION
 
|(Future)
 
|(Future)
|Though there's always going to be room for improvement here, some basics are needed in the first version. Work animals, carts or wheelbarrows, perhaps some more mechanical options, and the ability to organize stockpiles, workshops and other elements of the fortress so that transport of items can be done with less pain.
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|Though there's always going to be room for improvement here, some basics are needed the first version. Work animals, carts or wheelbarrows, perhaps some more mechanical options, and the ability to organize stockpiles, workshops and other elements of the fortress so that transport of items can be done with less pain.
 
|-
 
|-
 
|Core57
 
|Core57
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|(Future)
 
|(Future)
 
|Diplomacy in dwarf mode could afford a lot of changes. Aside from trade agreements that are more interesting, fun to uphold and related to the state of the world, all sorts of relationships could be established with both neighboring civilizations and the parent civilization. Though we'll leave quite a bit of work for later versions, the system should be satisfying for version 1 as it merges with the caravan arc, wars, tribute and succession conflicts described in other v1 dev items.
 
|Diplomacy in dwarf mode could afford a lot of changes. Aside from trade agreements that are more interesting, fun to uphold and related to the state of the world, all sorts of relationships could be established with both neighboring civilizations and the parent civilization. Though we'll leave quite a bit of work for later versions, the system should be satisfying for version 1 as it merges with the caravan arc, wars, tribute and succession conflicts described in other v1 dev items.
|-
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Core63, SUCCESSION, ASSOCIATED CONFLICTS AND SCHISMS, (Future): First of all, succession for positions needs to occur in play, so that dead liaisons are replaced, as well as dead monarchs. Then the process needs to be made messier all around. Wars over succession, schisms over religious disagreements, etc., starting from world gen and coming into regular play. In dwarf mode, you might be involved on one side or the other, directly or indirectly, relying on more involved diplomacy and army code than we currently have, and adventure mode can also gain a lot from such conflicts.
|Core63
 
|SUCCESSION, ASSOCIATED CONFLICTS AND SCHISMS
 
|(Future)
 
|First of all, succession for positions needs to occur in play, so that dead liaisons are replaced, as well as dead monarchs. Then the process needs to be made messier all around. Wars over succession, schisms over religious disagreements, etc., starting from world gen and coming into regular play. In dwarf mode, you might be involved on one side or the other, directly or indirectly, relying on more involved diplomacy and army code than we currently have, and adventure mode can also gain a lot from such conflicts.
 
 
|-
 
|-
 
|Core64
 
|Core64
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|(Future)
 
|(Future)
 
|Battlefields are currently referenced by their general coordinates on the world map during legends, but they don't actually exist as places. Though not all battles would leave traces, especially after a long time has passed, others would, and since this is a fantasy game, it's important to take this in various directions. The first target would be world gen battlefields, but battlefields that occur once armies are fighting need to be handled as well, whether you are present as an adventurer or dwarven army or not.
 
|Battlefields are currently referenced by their general coordinates on the world map during legends, but they don't actually exist as places. Though not all battles would leave traces, especially after a long time has passed, others would, and since this is a fantasy game, it's important to take this in various directions. The first target would be world gen battlefields, but battlefields that occur once armies are fighting need to be handled as well, whether you are present as an adventurer or dwarven army or not.
|-
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Core70, FORTRESS RUINS, PRODUCTION TRACKING AND HISTORY TRIGGERS, (Future): Right now, an abandoned fortress is basically a scattered mass of crap. If any item is moved, there should at least be a plausible reason for it to happen. Additionally, since tracking too many items in fortress mode can lead to problems, one early idea was to add additional items after abandonment that would flesh out the fortress, such as production logs and diaries. These would have to be squared with reclaim, however. Depending on how that works out, the items themselves might occur during standard play instead or not at all. In any case, various facts about production and prominent (and other) artisans need to be tracked and available after sufficient poking around (or earlier should the parameters call for it, as with historical events).
|Core70
 
|FORTRESS RUINS, PRODUCTION TRACKING AND HISTORY TRIGGERS
 
|(Future)
 
|Right now, an abandoned fortress is basically a scattered mass of crap. If any item is moved, there should at least be a plausible reason for it to happen. Additionally, since tracking too many items in fortress mode can lead to problems, one early idea was to add additional items after abandonment that would flesh out the fortress, such as production logs and diaries. These would have to be squared with reclaim, however. Depending on how that works out, the items themselves might occur during standard play instead or not at all. In any case, various facts about production and prominent (and other) artisans need to be tracked and available after sufficient poking around (or earlier should the parameters call for it, as with historical events).
 
 
|-
 
|-
 
|Core71
 
|Core71
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|ADVENTURER GENERATION AND SCENARIOS
 
|ADVENTURER GENERATION AND SCENARIOS
 
|(Future)
 
|(Future)
|"The adventurer" is quite a nebulous object at this point. There are a variety of angles that can be taken here, from weaving the adventurer fully into their starting location's history, actually playing an existing creature in the world, creating starting scenarios that at least make sense of the adventurer's existence and/or mysterious arrival, etc.
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|The adventurer is quite a nebulous object at this point. There are a variety of angles that can be taken here, from weaving the adventurer fulling into their starting location's history, actually playing an existing creature in the world, creating starting scenarios that at least make sense of the adventurer's existence and/or mysterious arrival, etc.
 
|-
 
|-
 
|Core76
 
|Core76
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|ARREST AND PUNISHMENT
 
|ARREST AND PUNISHMENT
 
|(Future)
 
|(Future)
|The guards shouldn't just kill you. You have rights, sort of. It's important that there are jails and dungeons and executions, anyway. The guards will need to arrest you to put you into the system, and once you've been arrested, there are various delicate steps that need to be performed properly for everything to work out. Whatever happens in adventure mode should be tied back in to dwarf mode. If this includes beard-shaving, well, you'd better just obey the law.
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|The guards shouldn't just kill you. You have rights, sort of. It's important that there are jails and dungeons and executions, anyway. The guards will need to arrest you to put you into the system, and once you've been arrested there are various delicate steps that need to be performed properly for everything work out. Whatever happens in adventure mode should be tied back in to dwarf mode. If this includes beard-shaving, well, you'd better just obey the law.
 
|-
 
|-
 
|Core84
 
|Core84
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|(Future)
 
|(Future)
 
|You need to be able to obtain food from the wilderness and perform other tasks related to processing a hunted creature's body, trading with the a town perhaps but able to survive in the wilds. More abstract hunting on the travel view needs to be roughly equivalent to hunting only on the local view. You should be able to find signs of animals to help you out, and you should be able to gather any plants you find.
 
|You need to be able to obtain food from the wilderness and perform other tasks related to processing a hunted creature's body, trading with the a town perhaps but able to survive in the wilds. More abstract hunting on the travel view needs to be roughly equivalent to hunting only on the local view. You should be able to find signs of animals to help you out, and you should be able to gather any plants you find.
|-
+
Core85, CHOP, DIG, BUILD!, (Future): As an adventurer, chop down trees, dig channels, mine into a cliff face, build whatever structure you have the patience for. Your efforts should be saved as a proper site or at least some similar notion (whatever inns and so on along roads end up using), and the contents should remain relatively undisturbed with proper precautions.
|Core85
 
|CHOP, DIG, BUILD!
 
|(Future)
 
|As an adventurer, chop down trees, dig channels, mine into a cliff face, build whatever structure you have the patience for. Your efforts should be saved as a proper site or at least some similar notion (whatever inns and so on along roads end up using), and the contents should remain relatively undisturbed with proper precautions.
 
 
|-
 
|-
 
|Core86
 
|Core86
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|PROPER ELVES
 
|PROPER ELVES
 
|(Future)
 
|(Future)
|As with the dwarves, the current elves, especially their sites, suffer from a lack of almost everything. Multi-tile trees, how the druids and the regional forces interact, their relationship with animals and the animal people, their dining habits in-game rather than just in world generation...
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|As with the dwarves, the current elves, especially their sites, suffer from a lack of almost everything. Multi-tile trees, how the druids and the regional forces interact, their relationship with animals and the animal peoples, their dining habits in-game rather than just in world generation...
 
|-
 
|-
 
|Core89
 
|Core89
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|Parchment, vellum and their buddies then books, songs, poems... all for your entertainment (and horror, if there are random poems). Requires Core99.
 
|Parchment, vellum and their buddies then books, songs, poems... all for your entertainment (and horror, if there are random poems). Requires Core99.
 
|}
 
|}
[[ru:Version number]]
 

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