DevLog 26 September 2022: “…I got the keyboard up and…

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DevLog 26 September 2022: “…I got the keyboard up and running, the basic stuff we said we’d do in Future of the Fortress, which is a designation/building cursor, hotkeys for the main screen/designations/all buildings, and macros up again.”
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  1. > And constructions can be built vertically now

    This is a **GIANT** deal for me as I always build some above ground castle/fortress on top of my central staircase and for the trader and this will make it much faster.
    No more tedious building in baby steps to make sure that the staircases and floors are built in the correct order.

  2. Full text:

    >09/26/2022

    >Toady One

    >Ah shoot, sorry for being silent the last few weeks. I feel like I’ve entered the same frame of mind I was in when I was finishing my thesis. There can be up days and down days, some with a ton of progress and some with very little tangible to show, but the mind has completely disappeared into the work.

    >Yesterday went great. I reworked the object load system so we can now alter text definitions all the way up to the end – it used to process them as they were loaded. The primary benefit of this change is allowing mods to snip out and replace individual entries without having to drop entire files, or to append a few lines to an existing entry, etc. I also fixed some layout issues with the building sheet, got custom building nicknames working again, fixed a sizing issue with sprites on sheets, put in some missing graphics, added a few new helpful messages, etc.

    >Some day not long before that, I got the keyboard up and running, the basic stuff we said we’d do in Future of the Fortress, which is a designation/building cursor, hotkeys for the main screen/designations/all buildings, and macros up again. There’s a lot more to do there, menu by menu, but this is a good start.

    >I don’t recall if we mentioned adding an option to use the closest material for buildings (rather than having to select it), and an option to continue building after placement, so if you have, say, a nearby stockpile filled with blocks, you can just splat down multiple constructions now (or anything else) like ding ding ding. And constructions can be built vertically now, as long as one of the levels has access to building materials – we haven’t yet set up the system where you don’t even need specific items available at all, and that’ll be too risky to set up before the release, but building things generally is way way easier now, and the initial selection menu is much nicer as well.

    >Finally – and this accounts for more than half of the time – lots of art has come in. We’ll show some with the news post in a few days. We’ve been in Autumn for a few days now, and everything is still going well.

  3. Do I deserve this?

  4. This is actually massive, those building improvements will be a godsend. Building vertically, build from anything nearby, start build even without having all materials available, keep placing buildings/furniture in same menu and repeatedly(actually a big time saver when making workshops and rooms!)

    Also, more modding support is always good

  5. The modding changes are interesting. They might make it possible to remove and replace tokens on creatures too, by adding CV_REMOVE_TAG or CV_CONVERT_TAG respectively.

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