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Pack animals are shown with graphical saddlebags now to indicate roughly the number of items they are carrying. I've also mostly finished up the new "bring stuff to the trade depot" screen. Even though it is easier to select things now, it's sort of fundamentally unsatisfying to have everything so centralized, so we'll likely also allow the player to select individual items or entire stockpiles to be brought to the depot as well.

The next big project is the trade screen itself. My Excuses, he he: first Covid shot! Birthday incoming. Moving very soon after 12 years in the same place, which is a load of distraction to say the least and will continue to be an issue through May. Regardless, of course, work has been ongoing. First, here is the Spring Update Video with some more shots of the underground.

So what has happened Click on lever, click 'link lever', click on target, and the job is queued. Two viable mechanisms are chosen by default, but you'll also be able to pick the mechanisms you want to use if you'd like the two mechanisms are visible in a little window during target selection.

It shows a list of all the buildings that the lever is currently linked to and you'll be able to recenter on them. I also updated the farm interface; it works about the same but is click-friendly now. We've got new container graphics underway! I went through today and selected alcohol colors for all of the alcohols, because you can now see them in the barrel tops, along with meats, bags, fish, prepared food, and the various plants.

This is also true of large pots, and we're also doing bags and some other similar items. Lots of improved furniture graphics. Large and small gem graphics including specific cut types. Should have images of these things as they get closer to being finalized. Next up will be the trade depot and the trade screen! Also a Future of the Fortress reply. Additionally, the Steam news post on the underground caverns from a few days back.

The rest of the work the last week has mainly been on the room-to-zone conversion. If you are placing bedrooms, dining halls, offices, or tombs, you can now just drag a rectangle over an area with a bunch of enclosed potential rooms of that kind and have them all made at the same time. It works on whatever shapes as long as they are reasonably sized fewer than 20 tiles to flood and enclosed by walls and doors - it uses a flood routine from each potential piece of furniture and tries to be reasonable about conflicts, etc.

You can undo its selections with one click if you don't like them or if you made a mistake forgetting a door, etc. It also reports back failures that came from furniture that was already being used or that failed to be in an enclosed space. Drawing single rooms in the normal way is also possible. On the subject of continuing to be wrong in old Future of the Fortress replies, archery ranges also no longer depend on individual archery targets.

You can change the shooting direction manually if the guess is wrong the guess always gives the best shooting direction for rectangular zones with lines of targets at one end, or anything that looks remotely like that. This will let your practicing dwarves shoot off into space if you'd like to do that for various reasons. Later on, we'll likely add some squad orders to make ranged dwarves do similar things in combat situations, but we aren't to that part yet.

Archery range zones can also be laid out over space, and the targets don't need to be accessible from the shooting square - I had dwarves shooting from an elevated wooden platform out at some targets on a distant cliffside for instance.

Finally, the distance of the practice shot matters for skill gain, and the existence of the target doubles skill gain. They would have been weird to tutorialize, since the idea that one piece of furniture rules over and determines the function of a room that could have all sorts of furniture in it is kind of strange.

So now it's all done zone-style. You place a bedroom zone in the new system, for instance, by just laying out a rectangle or whatever shape and selecting that type. Have a bed placed there? Don't have a bed? The floor is being suggested, and if you add a bed later, that'll work too. The logic for tombs, dining halls, archery ranges, some meeting halls, etc. This has been a somewhat involved ongoing rewrite, but presumably no more than trying to explaining the old system.

So this will be fine. We also have various exciting art movement on the underground vegetation and elf front, among other things, so we should have some more cool images soon as well.

This is the March report. I've been letting the news over at Steam take up the work of the dev logs lately, which has been weird, though there hasn't been anything else going on. We recently showed the statues there, and you can see that over at the forum as well. I tested out some item statues today as in, statues representing items, with like a battle axe on a pedestal , and set up the screwpump and hive interfaces nothing new there. We're almost to rooms, which should be entertaining.

I did the workshops and am working on the various special buildings now. I don't have anything to add this time to the news writeup with screenshots, which you can see over on the forum here, along with some Scamps birthday pictures!

There's also been another DF Talk earlier this month. It features Scamps being perhaps as bad as he's been on a recording. Answered the month's questions over at The Future of the Fortress. This isn't meant to address everything of course, or even most things, and we'll be cleaning up a lot more bugs and issues for the Premium release itself. This one gets rid of some long-standing crashes and also attempts to address most of what we learned from the stress discussion from the forum.

There are still a few unmet needs which don't contribute much to stress, but are an eyesore , and a few outstanding ideas related to winning sieges, ending wars and unattended children, but we'll need larger changes there that are better integrated with the Premium work. Major bug fixes Fixed w. The first bit from News land is a look at the work-in-progress window that pops up when you click on a dwarf or other creature. Dwarf sheet The overview seen in the image summarizes elements from all over the place, and hopefully has the data point you are looking for most of the time.

You'll still be able to find everything in full, including the inventory list, all of the skills, the physical description, and whatever else, in the many evolving subsections. The idea is to carry this approach over to buildings and items as well as engravings you click on , so that the v-q-t-k modes and all their subscreens from the old version are rendered obsolete.

It remains to be seen how stuff like the manager, unit list, rooms, workshop profiles, etc. If there's more than one creature in a tile, or a creature is standing on a building or items, some helpful tabs pop up on the right hand side with images of the relevant object so you can select what you want to look at.

These become full scrollable lists if necessary. This lets you watch their thoughts change as they run about. And here we have the burial hallways of Zach's fortress, from December's video update, now complete with caskets and more dead dwarves: Dwarf caskets Next up We'll be addressing some crashes, stress balance, and other matters. This interim release will be here on the site as usual and won't have any of the new stuff we've been talking about, but these are all issues that need to be handled, so we wanted to get some of them out early.

I was hoping to do this for Christmas, but I only managed to get my sleep thing sorted out a week ago. With new sheets! New sheets managed to trick my brain somehow. Hopefully I remain repaired. It's report. The Future of the Fortress reply is here. Somehow, a lutefisk delivery was made, so that still happened this year. It was smellier and chewier than usual. We ate it. Fairly quiet week, as my sleep schedule had some kind of boil-over event, and I was on hours sleep at random hours of the day for most of the last 10 days.

That seems to be fixed now, or has been for one whole night anyway, but I'm optimistic tonight will be okay as well. I put in better liquid and tile edging sprites for liquids in player-made channels, so those are almost ready to show. Stairs can now be designated in a way that puts an up stair at the bottom and a down stair at the top, with up-down stairs in between, without having to designate the top and bottom separately - just select one column and it handles it.

Here's an invasion, complete with a war elephant: Human invasion And not just any elephant Many other elephants followed. Here's a comparison of humans and dwarves with different equipment. We haven't done human materials yet. Arena humans and dwarves 1 And here are some more humans and dwarves in the arena. Arena humans and dwarves 2 And here's my human adventurer and their camel friend meeting a dwarf on patrol.

Human adventurer We also showed various wholesome giant critters in the last news post. Patrick drews some coffins, which are of course very important to keep the ghost population down: Coffins When you place them, they are displayed open until they are used: Casket and some beds You can see some bed variations here - we also have improvements, quality, and spatter reflected as with the tables, chairs, and cabinets.

Finally, remains, corpse pieces, and butchery products have their tiles now. Proud bronze colossus by rearranged giant All of those represent some specific piece or other, except the nails, which get the generic "small corpse piece" at the bottom - the nervous tissue, cartilage, fat globs, hair, teeth, and meaty bits are all there.

The bronze colossus won the fight in the arena, and then I used the arena's butchery button. I took control of the colossus and arranged things nicely. You can see the hover info here as well - we don't have blood smears yet. Here is the last Future of the Fortress reply posted in Perhaps having the windows out for a time made it count as outdoor contact, but it wasn't great. And so on. Maybe things will be less stressful now somehow, though cases continue to rise locally and elsewhere.

Most recently, the artists have made progress on giant creatures, and we should also have our first humans and goblins soon! If there's more than one object in the tile, you'll need to disambiguate using the list. Once you get to a single object, you'll have the object's pane to work with. There's too much data, so some of it will still be hidden behind tabs, etc.

Cases like items and engravings should be more simple. For a time, as you may have seen elsewhere, Scamps had a co-workerly spirit , on a dead laptop where he couldn't make his typical well-meaning contributions to the codebase. Now he's back to living in a box. I can't promise things will be more normal soon, naturally, since things are not normal now, and are in some ways less normal than they've ever been, especially on the Covid front Bay 12 associated people all still okay so far.

Most recently, I've been working on the building interface. We haven't done a graphical pass on it yet, so I don't have any images, but the general idea is that there's a building button at the bottom of the screen, and this leads to categories like workshops and furniture.

Once you choose the building you want, you click a place on the map, and then choose from a material list much like the current material list, but now with a text filter and the ability to expand individual categories of material rather than all-or-nothing. That means most buildings are along the lines of four clicks to place: a few to get to the type, one on the map, and one for the material. The main savings vs. So this feels like a good step forward. I was able to keep the game optionally unpaused during the type selection and placement portions, but I wasn't able to do so during the material selection, since the distance calculations there rely too much speed-wise on some precalculations being preserved calculations that are disrupted by mining, etc.

There are still some pieces of the building interface update left to handle, and then we'll likely be moving to the v-q-t-k look-and-do-stuff command set. Here is a Future of the Fortress reply. Hmm, slipped off the reliable logging wagon there for a bit.

I'll get on that for November, which is obviously going to be a normal month. Over at Steam news, the last post was about the stockpile interface. Placing stockpile It works much like the new zone interface, and also includes the ability to redraw existing piles. Choosing stockpile type The same main types are available, with the addition of an All button for people that want to use an "everything pile" quickly.

Custom stockpiles A few of the more significant additions are for the custom stockpiles. The lists are now alphabetized, and they can also be filtered! Since the last log we've done, well, a ton of corpses. There are many different things that can die in this game. Furniture has had a revamp, and they'll even show rain droplets now if they are left outside. We have floodgates, bridges, the small workshops, traction benches, wells complete with bucket moving below, and vertical bars.

We should be able to take a look at this and some more for next time. In part, we discuss the new dwarf artwork! And unlike the more notorious teaser episode where we discussed the embark screen, we can actually share this stuff with you at the same time. Professional dwarves Here we have a fisherdwarf and a stoneworker. It shows their actual worn clothing dresses and gloves in this case, based on their generated civ clothing selections , but it is colored according to their profession, like the ASCII smiley faces.

That's one of the two main dwarf display modes we're exploring. The other is to show the clothing with proper dyes. We might end up with additional ones as well. You can also see here that hair styling choices are respected, along with hair colors or the absence of hair color because shaving has ensued.

We should also end up with at least four skin color groupings you can see two in the images below. The dwarf definitions have a lot of colors, but some of the names are close enough that we're going to use broader categories to keep the amount of artwork under control - we're not using shifts or recolors here, but Mike is rather selecting all of the colors by hand for each palette.

Arena dwarves Visible equipment! The day has finally arrived, ha ha, outside of the venerable 'my adventurer changes color when I take off my coat. As you can see, the materials are also represented - we have bronze axes and plate at the top, and a variety of clothing items, a steel spear, and iron mail at the bottom. The clothing are cyan because arena mode treats them like the standard jobless profession currently.

The hoods are also going to be improved by some alpha blending on the next pass. There's a human there on the right, as the debug creature, and they'll also be receiving this layered look, along with goblins, elves, and kobolds. Others like animal people and night trolls should be able to display their weapons as well - doing additional layers is difficult as you can imagine, drawing caps for elephant people and slug people are different projects , but we'll see how it unfolds.



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