Версия игры/0.27.169.32a: различия между версиями

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Вместе с релизом z-уровней было введено много изменений. Главным изменением стало добавление оси Z на игровую карту; в предыдущих версиях все крепости строились на одной плоскости — с новым релизом крепости могли расширяться на десятки уровней. Ландшафт так же подвергся радикальным изменениям, теперь он представлял несколько отдельных каменных слов с геологически (почти) точным содержимым; крепость могла теперь охватывать несколько разных биомов.
Вместе с релизом z-уровней было введено много изменений. Главным изменением стало добавление оси Z на игровую карту; в предыдущих версиях все крепости строились на одной плоскости — с новым релизом крепости могли расширяться на десятки уровней. Ландшафт так же подвергся радикальным изменениям, теперь он представлял несколько отдельных каменных слов с геологически (почти) точным содержимым; крепость могла теперь охватывать несколько разных биомов.


Ниже находится список основных аспектов версии без Z-уровней, полностью измененных в релизе.
=== Terrain layout ===
Rather than simply having an "outside" with a river zig-zagging north to south, you now embark on a hilly plot of land and can dig either sideways (into the hillside) or straight down. Availability of map features ([[river]]s, [[chasm]]s, [[magma]], and [[adamantine]]) are now dependent on where you embark, so careful planning is needed in order to make sure you get everything you want. When you uncover a map feature, it is now fully revealed, rather than only revealing tiles visible via line-of-sight.


=== Разное ===
Map features no longer contain an infinite number of creatures - once their inhabitants are dead, no more will appear, leaving them safe for you to use as you see fit.
* Z-уровни существовали только в [[adventurer mode|режиме приключений]], и только в ограниченной манере. Большинство [[cave|пещер]], [[ruin|развалин]], гоблинских крепостей и строений людей имело небольшое количество внутренних уровней, соединенных лестницами или рампами, но окружающий ландшафт был полностью плоским. При посещении в режиме приключений крепости игрока схема крепости сохранялась, но поворачивалась на 90 градусов, а ряды рамп могли вставляться как соединение между разными частями крепости без видимых причин.
* Выбор стартовой локации — в предыдущих версиях было только несколько десятков фиксированных локаций на каждой карте, доступных для выбора, все одинакового размера и расположения; варьировался только биом (климат, существа, деревья и кусты), и в каждой локации был только один биом. Доступность для контактов с другими цивилизациями также варьировалась, исходя из стартовой позиции — это, возможно, немного изменено в текущей версии. Теперь же можно было начать в ''любом'' месте карты мира, стало возможными изменять размер для карты крепости, которая могла теперь охватывать несколько ближайших биомов и типов местности.
* Выбор стартовых вещей был очень ограничен. Нельзя было взять с собой наковальню (ее автоматически приносил с собой кузнец в первое лето). Количество стартовых очков тоже было ограниченным — всего 200 очков плюс стартовая экипировка по умолчанию (2 кирки, 2 боевых топора, 15 кусков мяса/рыбы, 15 съедобных растений, 5 семян съедобных растений, и 5 семян для растений, из которых можно было получить нить для ткани).
* Знать сильно переделана. Существовали «мастера гильдий», соответствующих разным профессиям (фермерство, горное дело, строительство и т. д.). Управляющий был вашим первыми представителем знати, он приходил после достижения крепостью населения в 20 дварфов. Не было «дворянина-торговца» или торговых навыков («министр торговли» не делал ничего важного); можно было торговать в любой точке, когда караван полностью разгрузится. Нельзя было создать профиль мастерской до прибытия управляющего и нельзя было использовать экран запасов до прибытия счетовода, который, в свою очередь, мог запустить [[dwarven economy|экономику]]. Мэр, управляющий, министр торговли и казначей были разными, постоянно занятыми дворянами, и барон/граф/дюк (и их супруги) были так же разделены. Добавьте к этому мастеров гильдий и дворян «Ордена <оружия>» и вы могли бы получить в крепости до '''39''' дворян в общей сложности.
* Не было зон активности — рыбалка, питье и собирание песка всегда происходили в ближайшем доступном месте с водой (с предпочтением текущей воды), пруды были особым типом [[channel|канала]], мусор всегда сбрасывался в [[chasm|пропасть]] и уничтожался, а зоны встреч назначались от зданий (делая их доступными для проведения вечеринок).


Water and magma no longer consist of "floods" that expand infinitely - instead, each map tile can contain varying amounts of liquid (from depth 0 to 7) which spread out to adjacent tiles.


=== Разница материалов ===
The stone beneath the surface is now divided into distinct geological layers, each having their own inclusions of minerals and gems. Some layers may even hold [[aquifer]]s, providing you with unlimited amounts of water if you're careful (and nasty flooding if you aren't).
Было не так много, как сейчас, видов камня. Камень был разделен на три категории: легкий([[Limestone|известняк]], [[Marble|мрамор]], [[Moonstone|лунный камень]]), темный([[Jet|черный янтарь]], [[Obsidian|обсидиан]], [[Onyx|оникс]]), и серый/скальный (все остальные). Легкие и темные камни (кроме обсидиана) имели двойную стоимость, а обсидиан тройную. Можно было выбирать камень для производства чего-либо из легкого, темного или скального, но нельзя было конкретно указать темный или светлый, только известняк или обсидиан.


Руда и драгоценные камни логически были отделены от камней. Можно было найти все типы руды и драгоценных камней — доступность определялась глубиной раскопок. Например, [[Native gold|золото]], [[Native platinum|платина]], и [[hematite|гематит]] всегда находились недалеко от пропасти, так же как и уголь.
=== Materials differences ===
* Dozens of new minerals have been added, each having different colors, weights, and values.
* Over a hundred new types of [[gem]]s have also been added, giving your dwarves a much wider variety of materials for decorations.
* The surface is now covered in a layer of [[soil]], of which 20 different varieties now exist, including multiple types of [[sand]] which can be gathered to make [[glass]].
* More [[tree]]s and [[plant]]s have been added, some of which are exclusive to [[good]], [[evil]], or [[savage]] regions.
* [[Metal]]s are now defined in the raws, allowing modders to add as many new ones as they wish. Over a dozen new metals and alloys have been added as well.
* Steelmaking can now use multiple types of flux - in addition to [[limestone]], you can also use [[chalk]], [[dolomite]], [[calcite]], and [[marble]].
* [[Obsidian]] is now created when [[water]] and [[magma]] combine, allowing infinite amounts of stone to be created if your map has infinite supplies of water and magma.
* Metal ores are now treated the same as stone, in that you can make them into furniture or crafts, as well as smelt them into metal bars, if you flag them as "available for non-[[economic]] use".
* Stone, gems, coal, and metal ores now follow the same formula for mining yields - 25% for an unskilled miner, scaling up to 100% for a Legendary miner.


Было не так много металлов и всего несколько сплавов. Каждый тип металла изготовлялся только из одного вида руды — — [[galena|галенит]] содержал серебряную руду; свинца не было. Все сплавы выплавлялись из руды, за исключением только стали (чугун изготовлялся из железных слитков, но сталь делалась из чугуна и ''гематита'').
A single embark may only contain a small number of these new materials, so careful planning is needed to ensure that you have access to everything you want. Stones and metal bars can now be traded from the mountainhomes, so even if you can't mine something locally, you may also be able to import it.


Результаты добычи основывались на уровне навыка (начиная с 25 % для шахтера дилетанта), но 100 % результат могла иметь только добыча руды — драгоценные камни и уголь максимально 63 %, а обычный камень — 44 %. До версии 0.34.07 все побочные продукты добычи просчитывались по формуле руды — до 100 %, в зависимости от уровня навыка.
The [[encumbrance]] system has also changed significantly, reducing the original Γ unit to handle the wider variety of material densities.


Существовал только один вид угля — битумный уголь, дававший два слитка кокса при переработке. В качестве [[Flux|флюса]] для изготовления [[Steel|стали]] использовался только известняк.
=== Building differences ===
* Caravan [[wagon]]s no longer require an actual [[road]] to be built - instead, they just need an uninterrupted 3-wide wagon-accessible path from the edge of the map to your [[trade depot]]. Additionally, Dwarven caravans also bring wagons now.
* Outdoor farming is now possible - most plants gathered from [[shrub]]s now yield seeds, and those seeds can be planted all year round to allow your dwarves to produce a wider variety of food, drinks, clothing, and dyes.
* Indoor farming is no longer forbidden during winter, and your farm plots no longer need to be rebuilt every year.
* [[Trap]]s can now be placed outdoors, and outdoor [[bridge]]s can now be made to raise or retract.
* New walls, floors, stairs, and ramps can now be [[constructions|constructed]] in any location you desire, allowing you to build above-ground fortresses as well as replace excavated walls.
* Water-powered mills have been replaced with machine-powered [[millstone]]s and hand-powered [[quern]]s. Machine power can be gathered from [[windmill]]s and from [[water wheel]]s and transmitted using [[gear assembly|gears]] and [[axle]]s. Machine power can also be used to power [[screw pump]]s, allowing you to move liquids around your fortress in a more controlled manner.
* Magma workshops can now be built over any tile that contains magma at a depth of at least 4/7, so you can pump magma from a magma pool or magma pipe into a secured area to keep your workers safe.


Песок всегда доступен с берегов подземных и наземных рек.
=== Cave-ins ===
 
Rooms can now be as large as you want - cave-ins only happen if you have a chunk of stone which has no connection to the rest of the world and is thus floating in mid-air.
Весовая система была изменена; единица Γ уменьшилась в 10 раз и было введено огромное количество вариантов веса материала.
 
=== Различия в строительстве ===
* Караван требовал дорогу шириной в 3 тайла (не просто расчищенный путь) от правого края карты до торговой площади (которая должна была находиться внутри крепости.
* Нельзя было строить ловушки и фермы снаружи. Можно было построить мост снаружи, но нельзя было сделать его подъемным.
* Нельзя было строить или перестраивать стены или любые другие [[construction|конструкции]].
* Сталь была необходима для построек над магменной рекой. Железо могло использоваться с магмой в других местах.
* Механизмов таких как колеса, помпы, водяные мельницы и пр. не существовало. Но была «мельница» как мастерская, которая должна была быть построена на одной из рек.
* Магменные строения (плавильня, кузница) должны были быть расположены центральным левым или правым тайлом над магмой — можно и другими тайлами, но тогда строение не получало бы энергию, а магменные каналы не работали.
 
=== Типы местности ===
Существовала только «наружная» местность, с рекой, зигзагом проходившей в севера на юг (кроме палящего/морозящего климата), почти плоский утес скалы, пещерная река, пропасть, магменная река, яма с демонами, пропасть со слоем адамантия на достаточно постоянной глубине горы, которая встречается в каждой крепости. Пещерная река ограничивалась известняком; магменная — обсидианом. «Открытые» особенности местности (пещерная река, пропасть и пр.) могли быть только частично открыты, ограничиваясь линией обзора со всех, доступных дварфам тайлов.
 
Направления, указанные здесь — всего лишь абстракция, и река не обязательно должна была течь с севера на юг с утесом на востоке.
 
Пропасть могла содержать муравьлюдов, крысолюдов, и бэтменов; от 5 до 15 особей могли внезапно выползать из пропасти до тех пор, пока вы не зальете пропасть магмой. Пока зоны активности не существовали, можно было приказать выбрасывать отходы в пропасть.
 
=== Rivers, Fluids and Flooding ===
The underground river would flood when breached and then once each spring, summer, and fall (in the form of waves sweeping out up to 20 tiles from its banks), and the floods would tend to sweep dwarves into the river, who would almost always drown. Items swept into the river would permanently disappear. Irrigation was much more necessary for farming than it is now (as you could ''only'' build farms on muddied tiles; soil types did not exist), though some fortresses survived purely on tiles muddied by the natural flood («Nile-style farms»).
 
Both the cave river and magma river had a chance of flooding when first breached; this would often drown the miner (or flat out kill him, in the case of magma).
 
While natural floods were limited in size and would subside naturally, floods released by floodgates expanded ''forever'' and were only ended by an «anti-flood» caused by a floodgate closing or a cave-in. An antiflood would not be generated if the flood waters were connected to a source of water, leading to permanent flood states if one was not careful. One floodgate being destroyed (by a troll or magma man, for instance) or opened would pull fluid from the river into a channel, a second will release it onto the surface. Channels would absorb surface water and not allow floods to pass. Channels could be walked on when not filled with fluid. To carry fluid over rivers or the chasm, you had to use a bridge-like building called an aqueduct.
 
Wells could just be «dug», and did not have to be connected to a water supply. Cave river creatures (frogmen, snakemen, or lizardmen) would show up spontaneously along the banks of the river (and also crawl out of wells beyond the cave river), though much less often than the chasm creatures.
 
Aquifers did not exist in the 2D version.
 
=== Обвалы ===
Обвалы могли случаться вскоре после раскопки зоны 7х7 тайлов или более без оставления поддержки (или постройки опоры). Обвал не случался мгновенно, но обвал, вызванный удалением опоры, случался моментально. Опоры могли выдерживать затопление магмой.


=== Adamantine ===
=== Adamantine ===
[[Файл:DF2D Too Deep.png|thumb|right|Too Deep…]]
Gone is the adamantine-lined chasm and the instant end-of-game that was triggered after mining it. Now, adamantine can be found in certain mountain embark areas, and digging too far will uncover the [[eerie glowing pit]]s and give your miners a lot more than they bargained for.
Beyond the [[Eerie glowing pit|eerie glowing pits]], forming the far edge of the map, was an adamantine-lined impassable chasm (containing no creatures — at least, none you ever saw). Mining even a little bit of raw adamantine set into motion an eventual and unavoidable end-of-game, and mining 100 or more units would guarantee the game ended at the start of the next season. You could not reclaim a fortress lost this way. If you visited a "too deep"ed fortress in adventure mode, you would find a large «Demon». After the demon was defeated[http://www.bay12games.com/forum/index.php?topic=16340.msg156707#msg156707], all raw adamantine, mined or not, would turn into galena. The 3D versions effectively switched this around — rather than having to release demons in order to get to the adamantine, the demons would instead be released (either from the [[Eerie glowing pit|eerie glowing pits]] or from [[Hell|Hell]] itself) as a result of mining too much raw adamantine.


=== Skills and labors ===
=== Skills and labors ===
All [[skill]]s now have their own [[labor]] setting - for example, metalsmithing has been split into weaponsmithing, armoring, blacksmithing, and metalcrafting, giving you much finer control over your dwarves. Each skill also now has its own distinct profession, so dwarves specializing in different skills within the same group (e.g. [[butcher]]s and [[wood burner]]s) can now be immediately distinguished in the units list. Additionally, adamantine working no longer requires special skills, instead using your normal metalworking skills, and adamantine extraction is now performed by [[strand extractor]]s.


In the 2D version, a number of related skills were lumped together via a common [[labor]]. The skills of weaponsmithing, armoring, blacksmithing, and metalcrafting all existed separately but were enabled via a single [[labor]] called «metalsmithing». Potash making and lye making were grouped under «ashery operating». Gem cutting and gem setting were lumped under «jeweling».
=== Miscellaneous ===
 
*You can now [[embark]] at almost ''any'' location on the world map (with the sole restriction that at least one region tile must be non-mountain and non-ocean), and your fortress can be of varying size (default 6x6, with at least 15 Z-levels of stone underneath). Fortresses can also cover multiple [[biome]]s in order to have access to a wider variety of plants and animals. It is even possible to embark on top of existing sites (Human towns, Elven forest retreats, Goblin towers, [[cave]]s, and [[ruin]]s, but not Dwarven mountain halls), though you will need to deal with the original inhabitants.
Adamantine processing was divided into four skills (adamantine extractor, smelter, weaver, and worker) and controlled by 2 labors. It was nigh impossible to produce top-quality adamantine items because there wasn’t enough adamantine available to train up an «adamantine worker» unless you managed to get a lucky [[strange mood]]. In the 3D version, adamantine extractor was renamed «strand extractor» and all further processing was transferred to the ordinary furnace operator, weaver, and smithing skills and labors.
*Starting goods now include 60 units of alcohol and an [[anvil]] (worth 1000), which can be potentially traded for a wider variety of supplies.
*The [[Manager]], [[Broker]], [[Bookkeeper]], and [[Sheriff]]/[[Captain of the guard]] are now ''appointed'' from your own population and continue to perform their original labors when they are not busy with their special tasks (approving work orders, trading at the depot, and updating stockpile records). Additionally, a random dwarf will be appointed [[Expedition leader]] on embark and will be promoted to [[Mayor]] once your fortress becomes large enough, and a new Mayor will be elected each year. The [[Baron]] and consort also get promoted to [[Count]] and then [[Duke]] as your fortress grows, rather than being distinct nobles with their own separate room requirements, [[mandate]]s, and [[demand]]s.
*[[Guild]]s no longer have distinct leaders, and some guilds have been removed - now, work-deprived miners, masons, carpenters, metalsmiths, jewelers, and craftsdwarves will meet directly with the [[Manager]] who will then relay their requests to the [[Mayor]].
*[[Activity zone]]s now permit restricting which areas are allowed for fishing, water sources, sand gathering, ponds, meeting areas, and garbage dumps.
*World generation now allows you to specify a ''seed'' value, making it possible for multiple people to generate exactly the same world without having to upload it to a file sharing repository.
*Over a hundred new creatures have been added, including lots of large fish which now populate ponds, rivers, lakes, and oceans.
*Creatures now have distinct [[personality|personalities]] which affect their behavior in many ways.


[[en:40d:Release_information/0.27.169.32a]]
[[en:40d:Release_information/0.27.169.32a]]

Текущая версия от 15:08, 3 мая 2024

История версий
(полная история версий)
v50v0.40v0.34v0.31v0.28v0.23

Версия 0.27.169.32a вышла 29 октября 2007 года и стала первым из цикла обновлений, обозначаемых как v0.28 или 40d.

Комментарии Toady One

Что ж, это было долго. Потенциально нестабильна, поэтому не слишком привязывайтесь к своим крепостям на этом этапе. Я буду выпускать новые релизы по мере решения проблем. В любом случае, режиме крепости теперь есть ось Z, и вы можете создавать крепости, которые охватывают несколько этажей. Жидкости ведут себя гораздо правильнее, и, перемещаясь по миру в режиме приключений, вам больше не нужно доходить до края экрана местности. И многое другое.

Новое

Данная статья помечена как не оконченная.
Вы можете прочитать эту статью на английском или помочь проекту её переводом.

Вместе с релизом z-уровней было введено много изменений. Главным изменением стало добавление оси Z на игровую карту; в предыдущих версиях все крепости строились на одной плоскости — с новым релизом крепости могли расширяться на десятки уровней. Ландшафт так же подвергся радикальным изменениям, теперь он представлял несколько отдельных каменных слов с геологически (почти) точным содержимым; крепость могла теперь охватывать несколько разных биомов.

Terrain layout

Rather than simply having an "outside" with a river zig-zagging north to south, you now embark on a hilly plot of land and can dig either sideways (into the hillside) or straight down. Availability of map features (rivers, chasms, magma, and adamantine) are now dependent on where you embark, so careful planning is needed in order to make sure you get everything you want. When you uncover a map feature, it is now fully revealed, rather than only revealing tiles visible via line-of-sight.

Map features no longer contain an infinite number of creatures - once their inhabitants are dead, no more will appear, leaving them safe for you to use as you see fit.

Water and magma no longer consist of "floods" that expand infinitely - instead, each map tile can contain varying amounts of liquid (from depth 0 to 7) which spread out to adjacent tiles.

The stone beneath the surface is now divided into distinct geological layers, each having their own inclusions of minerals and gems. Some layers may even hold aquifers, providing you with unlimited amounts of water if you're careful (and nasty flooding if you aren't).

Materials differences

  • Dozens of new minerals have been added, each having different colors, weights, and values.
  • Over a hundred new types of gems have also been added, giving your dwarves a much wider variety of materials for decorations.
  • The surface is now covered in a layer of soil, of which 20 different varieties now exist, including multiple types of sand which can be gathered to make glass.
  • More trees and plants have been added, some of which are exclusive to good, evil, or savage regions.
  • Metals are now defined in the raws, allowing modders to add as many new ones as they wish. Over a dozen new metals and alloys have been added as well.
  • Steelmaking can now use multiple types of flux - in addition to limestone, you can also use chalk, dolomite, calcite, and marble.
  • Obsidian is now created when water and magma combine, allowing infinite amounts of stone to be created if your map has infinite supplies of water and magma.
  • Metal ores are now treated the same as stone, in that you can make them into furniture or crafts, as well as smelt them into metal bars, if you flag them as "available for non-economic use".
  • Stone, gems, coal, and metal ores now follow the same formula for mining yields - 25% for an unskilled miner, scaling up to 100% for a Legendary miner.

A single embark may only contain a small number of these new materials, so careful planning is needed to ensure that you have access to everything you want. Stones and metal bars can now be traded from the mountainhomes, so even if you can't mine something locally, you may also be able to import it.

The encumbrance system has also changed significantly, reducing the original Γ unit to handle the wider variety of material densities.

Building differences

  • Caravan wagons no longer require an actual road to be built - instead, they just need an uninterrupted 3-wide wagon-accessible path from the edge of the map to your trade depot. Additionally, Dwarven caravans also bring wagons now.
  • Outdoor farming is now possible - most plants gathered from shrubs now yield seeds, and those seeds can be planted all year round to allow your dwarves to produce a wider variety of food, drinks, clothing, and dyes.
  • Indoor farming is no longer forbidden during winter, and your farm plots no longer need to be rebuilt every year.
  • Traps can now be placed outdoors, and outdoor bridges can now be made to raise or retract.
  • New walls, floors, stairs, and ramps can now be constructed in any location you desire, allowing you to build above-ground fortresses as well as replace excavated walls.
  • Water-powered mills have been replaced with machine-powered millstones and hand-powered querns. Machine power can be gathered from windmills and from water wheels and transmitted using gears and axles. Machine power can also be used to power screw pumps, allowing you to move liquids around your fortress in a more controlled manner.
  • Magma workshops can now be built over any tile that contains magma at a depth of at least 4/7, so you can pump magma from a magma pool or magma pipe into a secured area to keep your workers safe.

Cave-ins

Rooms can now be as large as you want - cave-ins only happen if you have a chunk of stone which has no connection to the rest of the world and is thus floating in mid-air.

Adamantine

Gone is the adamantine-lined chasm and the instant end-of-game that was triggered after mining it. Now, adamantine can be found in certain mountain embark areas, and digging too far will uncover the eerie glowing pits and give your miners a lot more than they bargained for.

Skills and labors

All skills now have their own labor setting - for example, metalsmithing has been split into weaponsmithing, armoring, blacksmithing, and metalcrafting, giving you much finer control over your dwarves. Each skill also now has its own distinct profession, so dwarves specializing in different skills within the same group (e.g. butchers and wood burners) can now be immediately distinguished in the units list. Additionally, adamantine working no longer requires special skills, instead using your normal metalworking skills, and adamantine extraction is now performed by strand extractors.

Miscellaneous

  • You can now embark at almost any location on the world map (with the sole restriction that at least one region tile must be non-mountain and non-ocean), and your fortress can be of varying size (default 6x6, with at least 15 Z-levels of stone underneath). Fortresses can also cover multiple biomes in order to have access to a wider variety of plants and animals. It is even possible to embark on top of existing sites (Human towns, Elven forest retreats, Goblin towers, caves, and ruins, but not Dwarven mountain halls), though you will need to deal with the original inhabitants.
  • Starting goods now include 60 units of alcohol and an anvil (worth 1000), which can be potentially traded for a wider variety of supplies.
  • The Manager, Broker, Bookkeeper, and Sheriff/Captain of the guard are now appointed from your own population and continue to perform their original labors when they are not busy with their special tasks (approving work orders, trading at the depot, and updating stockpile records). Additionally, a random dwarf will be appointed Expedition leader on embark and will be promoted to Mayor once your fortress becomes large enough, and a new Mayor will be elected each year. The Baron and consort also get promoted to Count and then Duke as your fortress grows, rather than being distinct nobles with their own separate room requirements, mandates, and demands.
  • Guilds no longer have distinct leaders, and some guilds have been removed - now, work-deprived miners, masons, carpenters, metalsmiths, jewelers, and craftsdwarves will meet directly with the Manager who will then relay their requests to the Mayor.
  • Activity zones now permit restricting which areas are allowed for fishing, water sources, sand gathering, ponds, meeting areas, and garbage dumps.
  • World generation now allows you to specify a seed value, making it possible for multiple people to generate exactly the same world without having to upload it to a file sharing repository.
  • Over a hundred new creatures have been added, including lots of large fish which now populate ponds, rivers, lakes, and oceans.
  • Creatures now have distinct personalities which affect their behavior in many ways.