https://store.steampowered.com/news/app/975370/view/530987265859522075

spoiler

Attention Urists!

The Siege Update is available now! This update completely revamps the way enemies invade your fort, empowering them to dig, build bridges, and overcome old standby defences like water or lava. Invaders will be smarter and have new weapons, but dwarves will also have new defensive tools as well.

Release notes for 53.01:

This is the Siege Update. Invaders should cause some more trouble now. Aside from a few minor things mentioned below, you don’t have to create a new fort or world for this update.

We’ve done about half of the possible changes we were contemplating on the roadmap and we will certainly be doing some more, especially the magical stuff, as work continues. This update is a nice self-contained improvement for regular siege behavior, so we’re posting it without further delay.

Siege update - Attack

Invaders can build stairs and floors.
Invaders can break down constructions and many blocking buildings
Invaders can bring battering rams to bash through constructions and buildings.
Invaders can dig through natural walls (including trolls with great picks in new worlds.)
Invaders can be lead by historical military-related position holders.
Invaders track where deaths and trap incidents have occurred and eventually plan to avoid them.
Invader army composition is more varied, and invaders have different behavior roles.
Invader can be more skilled and have better equipment.
Invaders can free their caged companions.
Goblins use more of the underground creatures (in new worlds.)
Flying invaders and invaders with flying mounts behavior improved.
Invaders enter over a wider edge width.
Difficulty settings allow you to change invader behavior and add restrictions.

Siege update - Defence

New bolt thrower siege engine. These fire regular bolts and can be freely rotated to any direction if an operator can stand behind it.
Catapult and ballista siege engines are placed with fixed firing arcs but can target in the full arc rather than firing only in cardinal directions, and they can fire vertically somewhat.
Boulders thrown by catapults explode on impact, ejecting sharp rock shards.
Reinforced walls can be made with two building material and one metal per tile. These are much more resistant to damage.
Materials of constructions and buildings matter more for damage amount.
Siege operators aren't as quick to abandon their positions.
Added siege operator default work detail (in new forts.)
Made fortress patrollers more careful to hit the nodes of their routes exactly.
War dogs should stay with their masters when their masters have squad orders.

Audio updates

New song Danger Room! Plays in the lively tavern.

General updates

Made carrying of the wounded more reliable.
Fix for non-square worlds.
Fix for archery training so they use unquivered ammo stacks properly.
Fixed issue with cavern critters sometimes failing to enter the map.
Fixed issue causing wilderness populations to slowly drain.
Fixed necromancer experimentation.
Fixed a typo in post world generation settlement placement.
Major optimization for pond filling.
Some general optimization and memory safety cleanup.
Fixed some plural names. 

Some FAQs:

Q: Will other factions be effected by the changes?

A: The humans have little pack mules and can build stuff using the blocks they carry. They can also mine with regular picks, so they are slower than trolls but they can do it. And they have battering rams.

Q: Can I use old saves with this update?

A: Old saves should still work with the update, except for great picks and the new mounts which use the new behaviours. If you load an old save, trolls will come with small picks instead of great picks.

Q: I want a more peaceful experience. Is there a way to adjust or turn off sieges?

A: Yes! You can turn off digging, deconstructing, and building separately, and also toggle the speeds. Or you can turn them off entirely.

  • happybadger [he/him]@hexbear.netOP
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    1 month ago

    Since the release of Z-levels, I can’t think of anything that has impacted my basic fortress defenses as much as this. I’ve always been able to rely on a simple covered labyrinth full of increasingly vicious traps and magma/water channels, but that relies on the assumption that the enemy will go into the labyrinth. It’s all for nothing if they can breach a wall or dig through my housing levels without barracks. I now have to make a perfectly fortified doom tower that extends its kill zone across 10+ levels. My fortress will have to be under a vast chasm that kills anyone digging into the map, only accessible by the doom tower covered in siege weapons and a magma seal.

  • Infamousblt [any]@hexbear.net
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    1 month ago

    Oh my god this is a big change. Gone is the day of a single file zigzag bridge over the chasm of death. This is likely a significant difficulty upgrade and will absolutely require more thoughtful defenses. I do wonder if the digging requires scouting first or if the invaders naturally know where to dig. Or if they will do exploratory digging requiring better/more frequent patrols. Extremely interesting update. Might be time to try some new FUN

    • happybadger [he/him]@hexbear.netOP
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      1 month ago

      I do wonder if the digging requires scouting first or if the invaders naturally know where to dig.

      That’s where I’m not taking any chances. The first 5-10 subterranean levels are going to be one complete stripmine with 11x11 gaps between supports. Not enough to completely obliterate enemies but enough to break their limbs if they dig anywhere. If they land and dig out the support, they’ll wipe out the army above but not collapse the entire map. The bottom of that chasm will be covered in stone and saw traps, have a second layer of siege weapons surrounding it with a fortified stairway, and a second archer barracks just to mop up survivors/flying enemies that make it through the top. Beneath that I’ll make a stone-enclosed fort, maybe under multiple chasm layers. Safety will only come from layers of things that inconvenience guests and break as many bones as possible before they reach the front door.

  • abc [he/him, comrade/them]@hexbear.net
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    1 month ago

    surely the magic update will come out by this time next year and I can finally have my dream fortress of dwarves banging rocks together & wiping the nearby elves out with a fireball