Dwarf Fortress - Despite the multiple let's sperg threads, we never had a general

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  • 🔧 At about Midnight EST I am going to completely fuck up the site trying to fix something.
One trend I've certainly noticed on Steam is that people react to negative reviews with the jester award.
This is something I've noticed too and it annoys me. Most of the time negative reviews are longer and better written than positive reviews, but the gen-z simp brains cant comprehend someone having issues with a product, so they just spam jester awards. If comments are enabled its even worse. They go in and attack the reviewer for having a 'wrong' opinion. I've noticed this quite a bit because negative reviews are pretty much the only reviews I bother to read, since positive reviews these days are just spammed full on one sentence 0.8 hours gen-z reviews.
 
It's DF, if it wasn't bugged to shit and random crap would break beacuse 2 spergs can't be assed to do a full End 2 End QA cycle as SDLC process for them involves how many lines of pixie stix they can fit up their nose you'll exuse me for not caring.
this is the reason NOT to buy the game.
those Kitfox trannies didn't bring any of the qualities you'd expect from a corp environment.
Saves are getting corrupted just like years ago, game dies, just like years ago, accessibility to moding and changing the internals of the game reduced.
Now you have official graphics on top of censorship in moding, comments, reduced content, etc.
I know I sound salty, but it's very upsetting (not really, I have my 0.47 game archived) to have a game like that get destroyed in that way.
Out of all the normal and talented people in the whole world, Tard Adams partnered a Tranny and a Commie.
I don't think that there's any fixing in DF. The things will continue the commie tranny way from now on.

I wasn't disappointed by the release at all, 'cause I was expecting it to be as bad as it turnt out to be.
First of, the economics of the release.
IIRC valve takes a 30% cut (Valve says Steam's 30% cut is still competitive), so that's a $20 for for Tard Adams and Kitfox Games.
from that $20, or should I say $19.99 (?), a 70% (https://www.quora.com/How-are-sales...cally-divided-between-developer-and-publisher) goes towards kitfox games, so that's $6 buckaroos for our buddy Tard based on a favoring estimate towards the Tard family.
As per some anon at /vg/ there were 25k dorfs online on steam the first day of release, let's assume that double of that were the actual purchases, which makes it $6x50000, so this makes it for $300k for the release and according to graphs from other devs, the first couple days of the release account for the majority of the sales, and I even doubled my estimations on the sales.
according to tard (http://www.bay12forums.com/smf/index.php?topic=180621.0) they've been getting DSP money per month, but that's not enough even for groceries, dude.

November: $14071.27
October: $15374.72
September: $14679.51
August: $14555.24
July: $15238.83
June: $24529.74
May: $9664.66
April: $10053.33
March: $10183.91
February: $10297.88
January: $10382.37

They managed to get $150k in the first 11 months of 22, which is half of what they made by bending the knee to the NPCs, where the actual money are more close to $200, than my estimated $300k.
In terms of making money, Tard did another frogga move, just like when he bended the knee to the kiddie diddlers and introduced the group of the 40% of the pedophiles to the game's gender mechanics.

Secondly, what brought us this release?
1. A great setback to the development of the game. Is it 2 or 3 years of drawing sprites and removing features?
2. 0.50 is the first release of the game without a changeremovelog. The game has been polished like a polished turd. It looks shiny to those one time purchasers from Steam, I bet it's worth the $6 per retard. Removed the micromanagement from the game and buried it into some obscure menu, because, you know getting $6 is fun! and fun! can't come without walking simulators.
3. game crashes like a bitch, it's a beta version of a game with some alpha version of UI.
4. removed shortcuts from the original game, taking a huge shit on the original community that's been showering Tard with $10+k/month for the last 10 years. I mean, there was nothing they could do. It's not their fault that they have to remove even the keymap that was already on the game.
5. adventure mode was removed. Did you know you could retire your fortress for the time being, start in adventure mode, steal artifacts, transfer them to your fortress and then resume your retired fortress? Well, removing stuff is fun!
6. it makes me feel sorry for those autists that post on the bay12 forums claiming that keyboard shortcuts should come back, labor options should come back, many aspects of the game that were either removed of replaced with automation, should come back and then at the end they are apologizing for making "negative" comments.
they have to apologize for stating the obvious.

Finally, a TLDR; the game shouldn't be on steam, as it had to appeal to DSPs all over the world (see GDC god of war), the potential earnings from this "huge" release, were a few months' worth of income, major part of purchases go towards kitfox and steam, game plays now like Stardew Valley.
I stand corrected.
300k copies sold, $9m made, $3m for valve, $6m for trannies and the Adams (most prolly 70-30 split according to industry rates. $4.8m for the trannies $1.8m for the brothers)

1670951321239.png


edit:
from the article
"It's just a ton of money, but it's also for 20 years," Tarn Adams said. "So when you divide that by 20, you're kind of back down into normal tech salary range. Which is still pretty high, obviously."

"We found a foolproof way of saving our money, which was to not sell anything for 20 years and then drop it all," Zach deadpanned.
Oh, and I thought that not selling out till 22 was due to those facts:
2022: $149025.00
2021: $127325.50
2020: $130801.30
2019: $119133.25
2018: $92558.50
2017: $83491.24
2016: $89423.38
2015: $60603.43
2014: $66765.31
2013: $48999.11
2012: $57854.88
2011: $42294.19
2010: $54501.15
2009: $32516.44
2008: $32318.46
2007: $19052.28
total: $1206658 and some change that I didn't include
 
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I've noticed this quite a bit because negative reviews are pretty much the only reviews I bother to read, since positive reviews these days are just spammed full on one sentence 0.8 hours gen-z reviews.
Positive reviews are just the verbal equivalent of the pointing gaping soyjak meme telling you to consooom.
 
This is something I've noticed too and it annoys me. Most of the time negative reviews are longer and better written than positive reviews, but the gen-z simp brains cant comprehend someone having issues with a product, so they just spam jester awards. If comments are enabled its even worse. They go in and attack the reviewer for having a 'wrong' opinion. I've noticed this quite a bit because negative reviews are pretty much the only reviews I bother to read, since positive reviews these days are just spammed full on one sentence 0.8 hours gen-z reviews.
It's very hard to tell whether a game is good or not these days with all the meme reviews by players who haven't played at all.

I've been seeing tons of articles from game journos like this or otherwise lauding the praises of the game with 10/10s: https://archive.ph/ihs5H

These guys make +10k a month on Patreon. What's going on? I feel like I'm taking crazy pills.

Are KitFox this much of a game journo darling?
 
Well, I played the Steam version for a couple of hours and, honestly, it felt like a downgrade compared to the original. The main selling points were a more convenient interface and better graphics, but I feel only the latter was fulfilled. Here are my thoughts and observations after trying out the game:

- Dragging a mouse to click on something often takes way longer than doing the same thing with a keyboard.
- The alerts being tucked away behind tiny icons is a terrible decision and often makes you miss important announcements.
- On some screens, such as embarking menu, I couldn't find a way to edit the item quantity other than clicking the +1-1 increment. If that's the case, then having to select over a 100 items regularly sounds torturous.
- Having a whole block for dwarves' whims, especially when you often can't directly fulfill them just takes up space.
- Haven't met the elves yet, but I've heard they made them into total hippies? That's just lame, in the original game the elves were actually pretty interesting because of their unconventional morals of valuing trees more than fleshy creatures. I bet that these soy-chuggers are no longer cannibals too.
- Placing a workshop order no longer memorizes it, so you can't quickly queue multiple ones, you'll have to type/scroll and click each individual one after every order. Can't imagine doing that constantly without a manager and not going crazy.
- Taking away the architect job and making miners responsible for tearing down structures is dumb.
- Selecting a rectangle doesn't show its area, which makes precise construction a pain in the ass (unless that function was added in dfhack. In which case, disregard that, I kiss elves)
- Adventure mode apparently was too hard to implement for the gelded devs.
- Savegame corruption. Enough said.
- On one hand, having multiple saves is nice, but I feel that only having a single save slot made the consequences of your actions more impactful, not a big fan of that change.
- The mere fact that your money will be going to these developers x♂️x.

I've got some good things to say as well, but the majority of improvements were already in the LNP (mouse implementation, small QoL changes, fancy tilesets, more convenient labour designation, easily editable config). If there's one thing I can praise full-heartedly, it's the music. Hope there's a way to add it to soundsense.

I'm conclusion, just get the lazy newb pack instead. You'll be getting the same (if not better) experience for free.

Also, it really does make me feel like the game's fans will get split into the Steam and OG camp and it makes me wonder how it'll affect the modding and community. The game and its fans has always reveled in over the top violence (I mean, the very lore of the game about how a bloodthirsty God creates new worlds for its inhabitants to kill each other for his amusement), but the tranny jannies are already eager to put down "NO FUN ALLOWED" signs wherever they can, god forbid someone gets offended at a game where you can freely smash babies into pulp with a falling bridge. I guess, all we can do is wait and see how it all will end up.
 
About 70 hours in and I think I'm finally done. Probably 60 of that was on a single fort which I'd bet is by far longer than I've kept interest in a single run in the past so yeah, redundant clicking aside (and they did add a patch for mass selecting construction materials at least, but the game's always had niggles) I think I definitely prefer the new version.
Despite dumb shit like marksdwarves being broken unless you use the default archer uniform I still found myself willing to try out crap I'd never bothered with before like warfare. I'm too burned out to finish the campaign but I'm systematically bullying the goblins at this point with a few squads of crippled veterans that have to limp across the map at a snail's pace.

The changes to adamantine veins that people are praising are interesting but I can't really be fucked putting down a deep outpost to deal with them properly at this point. I've got a few chunks stockpiled away safely after my home security squad heroically wrestled a pair of nightmare clowns into a lava moat (twice; the first suicide wave didn't finish them off) and we'll consider that the win condition I guess.

- Placing a workshop order no longer memorizes it, so you can't quickly queue multiple ones, you'll have to type/scroll and click each individual one after every order. Can't imagine doing that constantly without a manager and not going crazy.
Yeah you need a manager ASAP. But once I got used to using work orders for everything, the suggested order conditions are really nice and made it easy to automate literally everything (with the help of a handful of dedicated stockpile chains) so I ended up preferring that.
 
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- Haven't met the elves yet, but I've heard they made them into total hippies? That's just lame, in the original game the elves were actually pretty interesting because of their unconventional morals of valuing trees more than fleshy creatures. I bet that these soy-chuggers are no longer cannibals too.
While I still haven't gotten around to starting up a fort yet on Steam, I did look through the files, and in entity_default.txt, [ENTITY:FOREST] (which is the elven civilization template) still has [ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]. So they should be doing the usual Green Pact business of eating what they kill, including intelligent races. I don't know the full details on all the changes (like the earlier post mentioning them hating animal products), but the RAW itself isn't different outside of giving the civilizations the name Hospital for hospitals and removing architect jobs. There might be some change under the hood to something like [ETHIC:MAKE_TROPHY_ANIMAL:UNTHINKABLE] or [ETHIC:KILL_ANIMAL:JUSTIFIED_IF_SELF_DEFENSE] that could be pissing them off, but I don't know, could be hearsay.
 
Yeah you need a manager ASAP. But once I got used to using work orders for everything, the suggested order conditions are really nice and made it easy to automate literally everything (with the help of a handful of dedicated stockpile chains) so I ended up preferring that.
Even in the old version I always almost immediately get a bookkeeper and a manager so this doesn't really bug me.
 
I was planning on day one buying Df which normally breaks my golden rule but I never gave the Adam’s money because I don’t trust Zak with my PayPal dox.
I have an old PO Box for mailed checks and postal money orders but I have not verified that it is currently active:

PO Box 2990
Silverdale, WA 983838-2990

Are KitFox this much of a game journo darling?
Nah, nobody gives a shit at all about Kitfox. DF is literally the "game I wish I could be smart enough to play" for the entire fucking industry is all.

Tarn could have released .47 on steam with ZERO CHANGES and it would have hit sales numbers like this.
 
Nah, nobody gives a shit at all about Kitfox. DF is literally the "game I wish I could be smart enough to play" for the entire fucking industry is all.

Tarn could have released .47 on steam with ZERO CHANGES and it would have hit sales numbers like this.
Kitfox for me was a "literally who?" when I first heard of them. Everything I've seen since (Especially in their Discord) is proving that this will be the only game I purchase. There's so much LGBT genderspecial thirsting in there it spoils even the news announcements.

I wholeheartedly agree with this second point. To be slightly less lazy, they could have just done the tileset/music and would likely have made bank. I'm going to be sticking with classic until they get some of the issues and missing features addressed.
 
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I let a performance troupe petition to stay to do their thing and then realized afterwards when I actually looked at the tavern it's a goblin troupe. Two half-brothers that are a poet and a dancer, their 300-something year grandmother, and two apprentices. Welcome to Bootsizzle, we don't even look at you when you ask to live here.
 
Bruh I never get Kiwis in DF classic. I tried really hard to get them for a Kiwifarms community fort with the goal of making a kiwi farm.

Buy it, even if it’s two dudes it’s ok and not gay.
They'll probably bring more and if you get a diplomat you can probably make a trade deal asking for them specifically. I forget but you might even be able to ask for a female. If nothing else they'll make great eggs.
 
>Keyboard hotkeys nerfed
>No announcement / logs screen
>No health screen
>Cant assign ammo to squads
>Cant see room quality
>Cant see description of items being sold
>Cant dig up / down stairs manually
>Saved uniforms cant be edited
>No button to advance frame by frame
>Cant view petitions
>Have to individually click materials one at a time for building
>Cant search every screen
>Graphics missing for foreign weapons and many plants
>No civilian alerts
>Cant easily make communal graveyards (have to make single individual tombs)
>Vague task descriptions (hauling what?)
>can't check if depot is accessible
>zooming out status is not saved and it defaults every time you load a save
>no edge scrolling or the option to enable it
A more detailed feature-list of missing functionality with this new version.
The individual materials for building has been added with a patch.
 
>Keyboard hotkeys nerfed
>No announcement / logs screen
>No health screen
>Cant assign ammo to squads
>Cant see room quality
>Cant see description of items being sold
>Cant dig up / down stairs manually
>Saved uniforms cant be edited
>No button to advance frame by frame
>Cant view petitions
>Have to individually click materials one at a time for building
>Cant search every screen
>Graphics missing for foreign weapons and many plants
>No civilian alerts
>Cant easily make communal graveyards (have to make single individual tombs)
>Vague task descriptions (hauling what?)
>can't check if depot is accessible
>zooming out status is not saved and it defaults every time you load a save
>no edge scrolling or the option to enable it
A more detailed feature-list of missing functionality with this new version.
The individual materials for building has been added with a patch.
To add to this:
>Can't get a detailed description of items in the depot

I once got an instrument during my first caravan. I wanted to get a "better look" at it to learn more about it. Except, there was no way I could do so from what I could tell. All those decorated helmets? You don't get to see what they're decorated with. Those books? You don't get to see what they're about before you buy them.
 
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