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CCleaner Browser blocks ads, hides your digital identity, and speeds up websites. Download Free. System Requirements Runs on Microsoft Windows 10, 8. Release notes CCleaner v5. CCleaner Business. Hopefully this will allow total object conversions and other large changes without needing to leave the in-game interface. Saves no longer store their mods - this isn't feasible with all the graphics, so you'll need to have the right mods installed to load modded saves.

Different saves on the same computer can still use different mods; it loads the specified mods with each save, so it doesn't matter if you have conflicting mods installed, as long as they don't conflict within a single world. Mods store version compatibility information, so saves should be able to update their mods if the authors provide when they release new versions. Lutefisk is on New Year's Day this year.

Another week of anticipation. December's report is here. The Future of the Fortress is here. It runs a little under two hours and we discussed all sorts of dwarfy matter. In particular, the map part of the embark screen is done!

Previously, near the beginning of the graphical work, we started with the "prepare carefully" part of embarking, but we were saving the map part where you choose your embark location for later. You can also zoom in sixteen times to an expansive zoomed-in view which used to be restricted to adventure mode -- it's great to see all of the little brooks coming down through the mountains, and to see the tiny one or two tile islands blow up into their true shapes complete with beaches.

We've also gotten rid of the F1-F8 biome view, which was very clunky, and replaced it with a more normal-feeling hover window. The site finder is currently unchanged, and you can still pick your civilization - it gives you information about the total population, ruler, and number of sites. It also gives you a little more information about your neighbors and your civs diplomatic state with them. Here is the report.

And also the Future of the Fortress reply. First, here's the Steam news from the 7th with an underground well. More on topic, the more recent Steam news from today with a siege and a brief look at the squad menu. Squad menu Here's a still image of the squad menu. This looks similar to the old 's'quad menu we have in the ASCII version, but the major difference is that this menu is now the entire military screen.

You can do everything from here. Squad positions Before we look at equipment and schedules, here's a look at where you assign dwarves to positions in the squad and also give individuals orders. I've set three of the dwarves to stand in the hallway the white rectangle is animated. Squad equipment Here's the information you get when you click the equipment button. Green means they have everything in the category, So you can tell very quickly for instance in this fort that there is a boot shortage.

Some of the dwarves with weapons don't show them in their image because they are strapped to their body. Equipment customization Here's what you get when you click customize. You can also save the customized equipment as a uniform by giving it a name up at the top.

Then using the assign uniform option on the last menu, you can assign it to everybody who is selected. You can also use the add uniform button from the main equipment menu to create a uniform using this menu. The only difference is that you can only assign specific items when customizing since they don't make sense in uniforms. These are done; I just have to type them in. Now, the months are optional.

The routines are named along the top. These were formerly "alerts". You can add as many routines as you like and page the columns by clicking some arrows that pop up. The new default "ready" routine has dwarves pick up their equipment and remain as active as possible for special orders. Equipment is also not replaced as often, so they shouldn't run off all the time for every new item, though we're still working out some details there.

The distinction between "off duty" and "no orders" is that off duty only shows when you've set the grid cell to allow civilian clothing and sleeping outside the barracks.

Monthly schedules Here's the monthly schedule view. The months should probably also be colored by season and the active month highlighted so you don't have to glance up to the calendar. Editing scheduled orders And finally here's the editing of a grid cell. Here I'm telling a squad to patrol a hallway. We still have to handle food, drink, and ammunition concerns, and a few other things, but it feels like we've jumped the major hurdles. Here is a Future of the Fortress as well.

The Steam news from the 9th has a short gif and summarized the cleanup I'd been doing early in the month. The Steam news from the 23rd has a video of a desert fort where you can see elements of the new interface in action.

I appeared on the Stack Overflow Podcast. So yeah, the first part of the month was mostly catching up on stuff, as described in the first news post. After that, I did burrows. That part hasn't changed - we'll probably just be focusing on cleaning up issues with them rather than changing how they work. You can place them, assign dwarves to them, give them symbols, and set their workshop behavior like before.

Ah, I did add the ability to "pause" burrows, so you can quickly turn them on and off without worrying about alerts. They'll likely change a bit more as we get to the military stuff, and we'll need to do a pass on their bugginess now that they are back in the game. The military stuff is also underway!

I'm starting from a squad window, which like many games these days is handled in a popup on the right under the minimap. So far so good - we've recaptured the functionality of the old squad menu, in that you can give orders to squads or individual squad members. You can also create squads from the squad popup. It feels like handling the military interface is one of the last potentially horrifying bits to manage, even though there's still a lot of work left to do overall, so our morale has been increasing as it has started off well!

But we'll see how equipment goes, ha ha ha. I have to do an internal rewrite there in another attempt to squish the raid crash as well. I also did the display of snow, though there are a few edging issues left there on hillsides. And the Future of the Fortress answers! Beyond the information there, which was posted on the 12th, the work has continued in the same vein. The next task has been handling occupations, stuff like tavern keepers, performers, priests, scholars, that sort of thing.

This led to doctors being left in a strange spot, and ultimately we decided to change doctors into a location occupation, and upgrade hospitals to a location, which means that hospitals get historically-remembered names and can span several zones. Doctors will also be assignable to the whole site as before, if you want them to work in multiple hospitals. We're also taking this opportunity to finish updating all the different location details interfaces, e. The summer video update post video link on YouTube.

I also did a more code-oriented interview over on Stack Overflow. For me, menus within menus! As of the last news post , we had done stockpile links being created from workshops and were working on work orders. Then through the week which just passed, we haven't left work orders, since work orders are complicated! In particular, adding conditions for them. But those are done now at least, ha ha. The conditions for work orders related to products and reagents are a lot less cryptic now.

We've moved them to a "suggested conditions" section which is hopefully easier to understand. Here's a look, adding to the news post's add work order menu: Work orders list The main new thing on the work order list is the ability to change the number left in an order at any point, doing either an infinity order, or from 1 to completions. Work order conditions We still have some of those all-caps adjectives, but it's a bit easier to understand now, anyway.

You can use the buttons in the top right to add your own custom conditions that you tailor in that way, and also to add order-based conditions so you can set the order in which work orders are completed. I think all that remains here is getting building-based work orders up from the building sheet.

Then we can finally move on! And a Steam news post concerning the new information hub! As we started to think about labor and military stuff, it became natural to just put it all into an info screen with various tabs. So far I've mostly finished up the coding on the creatures and tasks tabs, which cover the old 'u'nit and 'j'obs screens aside from the manager, which is now its own tab. The new creatures tab also covers the animals section of the old 'z' status screens, and the main unit list also has a stress readout so you can easily figure out who is having trouble.

Jojo is very small. She is also fierce and ridiculous. Since then, I've mostly been working on the trade screen. It's basically at a good spot now, though there are various bits that could be added, probably most notably the ability to view items again it's not compatible with how we have our item sheets set up now, but I can work through it , and a few new lines of text to make the hidden haggling mechanics a little more sensible to new players, counter-offers feel like they trigger at random, but it's actually based on skill rolls vs.

Also notably, there are item string filters now. The little merchant in the top left is so low because creatures can be 64 pixels tall now, and dwarves can even be taller than 32 pixels if they have the right hair style, I think, but I'll probably adjust the positioning for smaller creatures before the end. These sorts of things add up to make each of these screen rewrites take longer than expected, but another one down brings us that much closer.

Next up we'll probably be looking at finishing the labor rewrite, the workshop profiles, and then how that all connects up e. That's also bound to get a little messy, ha ha.

Additionally, a reply to the Future of the Fortress questions from this month can be found by following the second link. Most notably, the apartment move is done. Which is good, because that should convey a healthy chunk of anti-Covidness. But it has also knocked me out for days, and I've still got insomnia and I physically tire quickly. Hopefully that'll all pass before too long. Still moving this month, and it's going to keep slowing everything down to a crawl.

The lease on the old place lapses this month, so we'll get through it one way or another! Here's the Steam news from earlier, with the excellent trade depots and pack critters Patrick drew up. Here is an archive of IGN's list of charities helping Palestinian civilians , before it was taken down. Also a future of the fortress reply. The trade depot stuff is going well. We have a new trade depot design that shows the goods of the traders on the top portion, and the fortress goods at the bottom portion, so you'll be able to more easily see what has been placed and who is ready.

The traders stand on the north side of a little table in the depot, and the broker takes their place on the south side with the fortress goods.

Wagons no longer pull all the way into the depot but stop short so nothing is obscured. 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. Sorry, to fulfil this action you have to be CheatsGuru User. Make your own CG account! Enter in your CG account! Close this form. Level Hack Appears once you go into your inventory or something Mor e hacks coming soon!

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