Author Topic: Dwarf Fortress - In other news, 0.40.13 is now released.  (Read 30240 times)

Anything other than the ASCII graphics will ruin it for you imo.

Learning what each character represents is half the fun

That does not excuse the complexity of the GUI.

Jesus why is this game so hard to learn.

Because it's meant to be extremely complex.

It's the dev's life's work.

I feel like this game would be a lot easier with a mouse. Even if you have to bring up all the guis with a keystroke.

I feel like this game would be a lot easier with a mouse. Even if you have to bring up all the guis with a keystroke.
There's actually a mod somewhere that adds mouse capabilities. I think in the default game you can use certain things with a mouse as well, such as selecting tiles for digging.

Quote from: Toady One
This is a bug fix and optimization release, which is probably something we should get used to for a while, since there is a lot left to do!  I've tried to make it possible to play in larger worlds again, but there's also more that can be done.

Major bug fixes
   (*) Fixed several large slow-down culprits - Holy stuff, yay! Now calendar times on bigger worlds aren't absolutely horrendous anymore!
   (*) Stopped trees from growing through floors
   (*) Fixed a problem causing the suspension of constructions (old saves with affected jobs will still need to restart them) (ag)
   (*) Fixed a few problems with hospital code causing them to overstock item (ag)
   (*) Fixed problem stopping underground fishing (UristDaVinci/Quietust)
   (*) Made cultures that oppose intruders more lax when in places controlled by less wary groups (one cause of marketplace knifefights)
   (*) Made adventure-mode ambushers somewhat more in tune with their task
   (*) Made master soldiers stop reverting back to corresponding regular soldier type
   (*) Fixed crash that could occur when looking at adventure log while traveling

Other bug fixes/tweaks
   (*) Stopped clearing professions upon achieving master soldier type
   (*) Fixed the population cap
   (*) Made it possible to detect plantings too late in the season again (Quietust)
   (*) Stopped migrants from retaining certain adv/etc. flags harmful to their integration into the fort (making them 'hostile')  Note: those from old saves might take off articles of clothing and store them and other strange things, since the integration could not be made complete easily...
   (*) Fixed problem with non-entity armies/travelers failing to evaluate nearby creatures properly
   (*) Tried to improve prioritization for creatures trying to handle many targets, especially w/ extra senses (caused combat AI paralysis)
   (*) Stopped fliers from wanting to jump (and sometimes colliding mid-air)
   (*) Added some basic climbing skill to wg/etc. soldiers, esp. thieves
   (*) Vermin can escape from non-artifact containers properly (Quietust)
   (*) Caravans check weapon type properly for material selection (Quietust)
   (*) Diplomats that wanted bodyguards should get them now (Quietust)
   (*) Stopped aquarium check from turning off other vermin code (Quietust)
   (*) Fixed crash that happened in the arena when doing v-p on a dwarf with a weapon
   (*) Creature art value considered properly by civs now (Quietust)
   (*) Fixed problem dividing out item milligrams in weapon velocities (UristDaVinci)
   (*) Can now melt metal chests (Quietust)
   (*) Handled a few problems causing extra/erroneous long patrol thoughts (Quietust)
   (*) Made children get full list of default labors upon growing up and respected any existing skills
   (*) Stopped migrant historical children from receiving labors
   (*) Made underground populations properly respect layer size (the numbers can get very high, but blame the giant under-ocean caves in part)
   (*) Stopped hyper-obese digesting dwarves from constantly recalculating insulation/mass data (ag)
   (*) Fixed some problems causing certain jobs to check too many items (angavrilov/Quietust)
   (*) Allowed egg-laying critters without baby/child state to have viable eggs
   (*) Stopped listing dead non-fort animals/etc. as missing
   (*) Fixed a rounding error with projectile calculations (Pirate Bob/UristDaVinci)
   (*) Adjusted contact area/depth of ammo, max velocity of shooters (Joben)
   (*) Fixed a problem causing saplings to grow up 10x as fast as they should
   (*) Stopped sparring from being placed in combat reports
   (*) Displayed proper key for viewing agreements in civ screen
   (*) Stopped dwarves from swiping hospital goods from the caravan
   (*) Made the game respect more circumstances whereby medical inventory items are removed (fixing the crutch speed bug, for instance)
   (*) Stopped ghosts from being able to realize dreams after they are dead
   (*) Fixed problem where tools made from adamantine wafers required the wrong material amounts (Quietust)
   (*) Fixed problem with seed initialization for mid-level maps that could cause inconsistency (Quietust)
   (*) Fixed broken lack of cage/chain thought for law dwarf (Quietust)
   (*) Adjustments to animal people frequencies (see file_changes.txt)
   (*) Made king cobra people legless like other snake people
   (*) Fixed a problem causing the tortoises not to appear
   (*) Made random creature spines connect up properly
   (*) Fixed material values for obsidian (UristDaVinci)
   (*) Various typos fixed (see file_changes.txt) (thanks to Gorobay for finding most of these)
   (*) Re-added elven diplomacy, though it is still unchanged from its first incarnation

The new version sounds so fun, I can't wait for it to become stable!

I started playing fortress mode as my adventurer broke with the update. My first fortress starved, the second got slaughtered by a giant bat, the third I abandoned because absolutely no immigrants came. My current fortress is basically a small castle, with half the stuff being underground. Two dwarves died in accidents. One dwarf was so sad about the second one that he spent days sitting at the river staring into the water. And right now I'm waiting out a tiny gobling siege as I have no soldiers yet.

I can't wait for more immigrants, forcing me to expand into the glorious lands of infinite fun.

Quote from: Toady One
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Another bug fix release.

Major bug fixes
   (*) Fixed a problem causing certain jobs to become stuck when their paths were interrupted
   (*) Stopped dwarves from starting conflicts with led creatures
   (*) Stopped led creatures from wandering away from leader
   (*) Made buildings with burrows require a connectivity check when searching for items
   (*) Made dwarves forbid webs that are "accessible" but require pathing through unexplored areas
   (*) Reduced number of automation jobs created
   (*) Made some jobs respect fish/vermin amount when producing products
   (*) Make potash from lye respects lye stacks
   (*) Made jobs requiring several e.g. bones not need many individual stacks
   (*) Made thread spinning job not use up all of a stack of wool
   (*) Stopped decoration job from consuming entire stacks
   (*) Stopping using entire stack of meat to bait animal trap
   (*) Stopped reactions from consuming way too many raw materials from stacks (ag), though reactions that use very small amounts still use at least 1 item from a stack
   (*) Stopped mining of root from removing the tree

Other bug fixes/tweaks
   (*) Stopped announcement of theft of hidden reclaimed underground objects
   (*) Stopped birth announcements for hidden creatures and separated wild/tame animal birth announcements
   (*) Stopped hidden/forbidden buildings from being listed in lever link menu
   (*) Stopped hidden/forbidden buildings from appearing in room list
   (*) Stopped hidden items from appearing in military equipment lists
   (*) Made trees update indoor/etc. settings properly upon removal
   (*) Made building/stockpile menus to respect different window heights
   (*) Made hunger/thirst/etc. indicators display properly in travel
   (*) Made vision arc display turn off for blinded creatures
   (*) Made scarred over wounds to broken functional layers continue to impair function
   (*) Removed requirement that a creature have a baby/child state to breed
   (*) Fixed plant growth consumption preferences (Quietust)
   (*) Fixed display of tree roots designated for mining
   (*) Fixed reversed display of zone sizing controls
   (*) Made random creatures only spit liquid spittle
   (*) Fixed state token for mud creature tissues (Quietust)
   (*) Stopped traders from bringing unspecified "liquid" from bloodsucking animals (Quietust)
   (*) Fixed problem causing multiple plant listings in stockpile
   (*) Made jobs properly cut away pieces of corpses for use (so that reanimation etc. respects partial use)
   (*) Made reactions count up and trim away body component materials properly
   (*) Added wound description for partially butchered parts
   (*) Made globs stackable
   (*) Fixed unretire message on linux/osx
   (*) Stopped dwarven forges in world gen sites from using thrones instead of anvils
   (*) Fixed message for being caught in a cloud of vapor/dust (Quietust)
   (*) Removed special materials from dwarf prefs
   (*) Clarified generated items in stockpiles (can't remove yet)
   (*) Fixed adjectives for randomly generated blowdarts/bolts (old saves still broken)
   (*) Made burrow indicator show over hidden areas
   (*) Fixed broken language selection for certain names
   (*) Can copy basic item type/subtype with reagent using GET_ITEM_DATA_FROM_REAGENT:<reagent token>:NONE

Bit of a bump.

Old Genesis is now updated to the current version.
Other large mods will presumably follow. Probably Masterwork first, as it's updated as well, however it's still using 34.11.

It is easy to get roostery in this game. You can kill loads and loads of peasants without a problem, but your skills don't rise very fast. I decided I would try some more difficult fighting and was torn to pieces by the bogeymen.

On my most successful adventurer, I killed like 50 peasants and about 150 of their domesticated animals, then went to fight bogey men.

The worst that happened was my right floating rib being fractured, and I CUT THEM TO BITS!

It might have also been that I was hungry, thirsty, drowsy, on the ground, and stunned when they encountered me.

I'm tempted to forget around with the modding system since it's pretty easy at the basics. I did figure out how to adapt a thing so you can play as armok with some basic knowledge so I feel pretty confident about it. All it'll take is reading through some stuff and the will to actually do something.....

On second thought, I'll probably never have the latter.

I'm tempted to forget around with the modding system since it's pretty easy at the basics. I did figure out how to adapt a thing so you can play as armok with some basic knowledge so I feel pretty confident about it. All it'll take is reading through some stuff and the will to actually do something.....

On second thought, I'll probably never have the latter.
basic i can do is make creatures into playable characters with actual civilizations-ish, because seeing a sponge civilization is a great idea right. right?

Quote
Enjoy another set of bug fixes!

Major bug fixes
   (*) Fixed crash that involved promoting certain stops above their route
   (*) Removed some stale invasion data preventing further invasions
   (*) Stopped dwarves from breeding like animals, technically speaking
   (*) Made diplomats search for civ-level land-holders properly
   (*) Fixed some path buffering problems that could screw up neighbor list etc.
   (*) Fixed a few problems with undead AI <--- hooray, no more necromancers having to run in terror from their own zombies who give no stuffs about anything else!
   (*) Stopped sleeping/incapacitated dwarves from doing things
   (*) Fixed problem with squad leader assignment in military screen
   (*) Made sparring people use their weapons properly
   (*) Made unretired forts unhide fully, flowing from surface and all units

Other bug fixes/tweaks
   (*) Made masterpiece announcements wait for all item info to be decided before trying to print item name
   (*) Eliminated an OSX key conflict for text deletion
   (*) Made install colony jobs respect each other's targets
   (*) Made install colony jobs react to missing hive at gather destination
   (*) Added another adjustment to designation jobs to help them vs. paths that became bad
   (*) Required animal hauling labor for various jobs
   (*) Added new labors for hauling trade goods, pulling levers, removing constructions and hauling water
   (*) Attached trap cleaning to clean labor
   (*) Made laborless building construct/destroy jobs take furniture hauling
   (*) Allowed burrows to restrict workshop item search or not (default off)
   (*) Added assigned citizen number to burrow list
   (*) Stopped paralyzed injured dwarves from spamming rest cancellation messages
   (*) Stopped some CPU-intensive temperature wobble (ag)
   (*) Cleaned up the creature pressure plate interface
   (*) Made paved roads only need as much material as required by the road tiles (rather than the whole rectangle)
   (*) Made translated name appear properly at the top of the screen when viewing creature
   (*) Stopped dwarves from liking special items
   (*) Fixed a problem with unnamed historical figure statue/figurine item names and descriptions
   (*) Fixed color display problem in civ list
   (*) Gave not-you civs range of 30 path-wise for neighbor status on embark (towers still 10)
   (*) Allowed use of number in burrow names without moving cursor
   (*) SDL string question mark should no longer enter as a pipe, and pipe should be enterable
   (*) Respected question mark entry in several places

So many bug fixes, I think it's smart that I'm trying to learn the game in 0.34