To start, today!
Today we have patch 51.05 with some crash fixes and some other helpful changes. We also now have art for all of the tree growths, like fruit, flowers, and leaves.
Patch Notes 51.05
[b]Fortress Mode [/b]- Fixed crash on justice screen and adjusted convicts menu position
- Fixed crash relating to empty work details list
- When choosing rectangles, shows dimension of rectangle
- Allowed numbers and symbols in unit list search
- Display speed and gait and momentum on main screen
- Summoning abilities should work now
- Stopped creating beast rumors (and thereby kill quests) for civilized predator/subterranean creatures (new worlds only)
- Added button to go back to destiny/difficulty selection from character creator
- Classic mode travel maps now show up properly
- Tree growth pictures (leaves, flowers, fruit, etc.)
- Added zombie syndrome class to husks so they'll display properly (new worlds only)
- Option to print only periods for the ground in Classic mode returns
Next few updates
Very soon we will also have Programmer Putnam’s Lua upgrade which will allow you to create more powerful mods and lay the foundation for future Myth and Magic updates. We just have a few more fixes to make and then we will be ready to put it out on the experimental branch. Stay tuned! Our first Fortress Mode releases will focus on improving sieges. We want to give players the tools and abilities to be more properly prepared for an attack. The update will also add the first Fortress mode abilities to interact with magic systems (beyond necromancers and mods.) Here are some possible changes, none of which are guaranteed, but which we are aiming for:- Allow siegers to plan and learn, tracking where deaths occur and using alternate routes
- Properly equipped siegers should be able to build, demolish and dig (default on, can be turned off in difficulty settings)
- Kidnapped humans and dwarves should be more interesting - warlords and demon-trained sorcerers focused on siege warfare and infiltration (for now)
- Temple/etc.-based defenses for any magic that proves too annoying to combat with soldiers
- Ranged weapon/squad fixes
- Changes to defensive siege weapons to make them more useful
- If ranged weapon changes remove the delightful effect of fast-shooting crossbows, add a repeating defensive bolt thrower emplacement that uses regular bolts
- Changes to cage traps to make it more intensive but still possible to e.g. capture megabeasts
- Make megabeast and kobold attacks more functional and interesting
- Fix and improve underground civilization attacks (as far as we can without future map changes)
- Anything from Combat Flow and Combat Styles that comes up, also a notion of reach
