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(*) Stopped certain situations where you could be stuck in the air above
certain tiles
(*) Fixed a few problems with necromancers attacking (and generally bein
g killed by) their zombies
(*) Stopped crash from moving/centering squad menu going out of bounds
(*) Fixed crash involving squads and minimap
(*) Fixed unretire crash that generally triggered when caravan arrived
(*) Stopped dwarf from stressing out over the same wound forever
(*) Stopped certain inaccessible jobs from blocking lower priority ones
Other bug fixes/tweaks
(*) Allowed embarks with x/y dim 1
(*) Made removal of trees check building/bridge/machine stability
(*) Stopped worker chaining to next construction job from choosing suspe
nded one
(*) Tentatively fixed text mode error on OSX (lethosor)
(*) Tentatively fixed broken sound on some linuxes (Baughn)
(*) Fixed problem with water disappearing when it crosses the z=0 bounda
ry
(*) Made certain old civilian weapon assignments clear over time
(*) Made t/q building selector respect stockpile shapes when looking for
closest one
(*) Fixed error with underground pops in small forts not appearing
(*) Stopped mood jobs from going outside of burrows
(*) Capped various combat skill gains per action (Urist Da Vinci)
(*) Stopped "fighting" skill from increasing from trap/projectile attack
s
(*) Stopped random creature proboscis from sometimes messing up poison a
ttacks
(*) Fixed key display issue in bindings screen (lethosor)
(*) Fixed problem with display of kill order status
(*) Made geld indicator appear for pets on animal screen properly
(*) Fixed display problem with agreement conclusion dates
(*) Added error logs for missing materials set to defaults, fixed variou
s raws
(*) Stopped announcement screen date from overrunning title depending on
window size
(*) Differentiated two pain readouts on health screen
(*) Fixed a few empty announcement errors
******************************************************
Release notes for 0.40.23 (December 24, 2014):
A third set of fixes for the job priority release, as well as a fix for the army
"camp forever" problem from July.
Major bug fixes
(*) Fixed cancellation bug with farming jobs
(*) Fixed problem causing camping armies to lose sight of certain goals
once play began
Other bug fixes/tweaks
(*) Stopped situation where channeling dwarf decides to stand on channel
tile
(*) Fixed some raw typos (Gorobay)
******************************************************
Release notes for 0.40.22 (December 21, 2014):
rld-generation non-player battles. The fix for the latter could not be done cle
anly at this time, so the battle readouts in legends are a little off compared t
o the ones from world-gen, but defenders are very often successful now. I also
fixed some missing aunts/uncles/cousins in the listing of relatives.
******************************************************
Release notes for 0.40.15 (November 5, 2014):
Here's another release with bug fixes and small changes to brighten your day.
Major bug fixes
(*) Made growing trees update cave-in and light information properly
(*) Handled stress counter timing properly in adv mode
(*) Stopped nerve check from bypassing broken parts between thought cent
er and body roots
(*) Stopped part from being pulped if inner nervous tissue is not detach
ed
(*) Made pulped parts bleed properly
(*) Stopped crash from trying to place unit in proper connected componen
t of crowded retired fort
(*) Fixed reversed inside/outside check for outdoor refuse hauling
Other bug fixes/tweaks
(*) Animals that can escape from cages no longer brought by traders
(*) Made reactions try to guess how their containers will be filled to s
top problems with brewing large stacks etc.
(*) Small coin stacks can no longer be stuffed into non-containers
(*) Small coin stacks no longer pass through opponents
(*) Stopped tantrum dwarves from checking burrows for fistfights
(*) Changed tantrum action frequency
(*) Being in an owned site makes bogeyman not an issue
(*) Made ballista arrow heads and ballista arrows have edges
(*) Added ability to trade everything in the depot from either column
(*) Made column widths even in trade view and abbreviated strings differ
ently
(*) Added select visible and select category to bring-to-depot menu
(*) Added totems to crafts tab of bring-to-depot screen
(*) Added a few categories to the kitchen menu
(*) Alphabetized stone and kitchen menus
(*) Added magma-safe indicator to stone menu
(*) Made encrust jobs respect furniture tools
(*) Cannot go into specific encrust menus if selected gem not available
for encrust
(*) Dead dwarves removed from burrow count
(*) Made toggle button update properly when moving unit labor view to no
n-laborer
(*) Fixed a problem causing the right edge of the embark world map to di
sappear, including the cursor
(*) Fixed location of cursor in minimap for resized windows
(*) Made DOES_NOT_EXIST exclude creatures from certain lists properly
(*) Stopped stress reactions from being applied to unintelligent critter
s
(*) Stopped stress reactions of hidden creatures from being announced
(*) Fixed many typos (Gorobay)
(*) Updated description for pulping so it doesn't say "bruised" etc.
(*) Fixed broken artifact thought text
(*) Stopped immortality goal from having a broken display in thoughts
(*) Properly recognized multiple embark minecarts of the same material
(*) Slowed down tantrum/mood/etc. indicators
(*) Stopped zombies from interrupting your sleep to ask if they can help
you with something
(*) Increased default embark points to compensate for more default equip
ment (stepladder etc.)
(*) Allowed deletion of first uniform
(*) Stopped crafts brought by traders from satisfying craft mandates
(*) Made weather init option clear up weather properly instead of just t
urning off the global simulation
******************************************************
Release notes for 0.40.14 (October 25, 2014):
Here is the next release. The focus was not bugs this time, but rather completi
ng the work started on emotions as well as basic fruit harvesting. A note -- ad
ding stepladders to old saves was not possible, so you'll have to wait for a new
world for those. Fallen fruit can still be gathered in old saves using the new
plant gathering zones. Dwarves in old saves have also had their current though
ts wiped clean to make way for the new emotion/circumstance pairs.
New stuff
(*) Dwarf thoughts have been replaced with personality-dependent emotion
/circumstance pairs
(*) Dwarf happiness has been replaced by a longer-term stress level, and
a few new effects have been added
(*) Plant gathering zones can be used to set up fruit harvesting from tr
ees using the new stepladder
(*) Plant gathering zones can also handle the old shrub jobs, and fallen
fruit can also be gathered from zones
(*) Shrubs now have their berries/etc. gathered properly (bean-type plan
ts that only have edible seeds are still an issue)
(*) As a stopgap, farm plot plants yield viable growths out of season up
on harvest
(*) In adventure mode, it is possible to ask about people about yourself
, other people, and how they are feeling
Other bug fixes/tweaks
(*) Stopped IMMOBILE creatures from trying to flee terrain
(*) Fixed problem with fear vs. stating proper opinion
(*) Stopped harvest/plant jobs from being added to farms slated for dest
ruction
(*) Deconstructed farm plot loses items
******************************************************
Release notes for 0.40.13 (September 17, 2014):
This release fixes some more bugs, old and new.
Major bug fixes
(*) Fixed item storage crash related to minecart being destroyed
(*) Stopped dwarves from trying to clean their own missing or internal b
ody parts
(*) Cleared old activities properly so they aren't considered by dwarves
for too long
Other bug fixes/tweaks
(*) Decreased frequency of conversation-skill-building dwarf chats
(*) Reworked grazing formula, used fractional exponent to scale properly
according to size
(*) Made grazing tile selection less top-left biased and made it prefer
non-creature'd tiles with denser grass
(*) Made butcher jobs for corpses not in piles respect z coordinate of b
uilding (Quietust)
(*) Handled some issues with subterranean areas being removed through tr
ees
(*) Made workshop profile skill checks ignore skill rust
(*) Fixed problem with siege operator skill check (Quietust)
(*) Stopped a lever linking job from being added if it is already in pro
gress
(*) Stopped fort dwarves from throwing their clothes off into a pile dur
ing unretire after being visited by adventurer
(*) Stopped fort animals from getting clothing during unretire after bei
ng visited by adventurer
(*) Stopped animals with kills from getting trinkets from corpses
(*) Stopped animals from growing attached to and bestowing names on item
s in their possession
(*) Stopped embark screen from setting neighbors with regular sites that
happen to have zombies (due to another bug)
(*) Made "place item in tomb" job governed by burial instead of item hau
ling labor
(*) Made outside refuse order respect inside/outside instead of above gr
ound/subterranean
(*) Stopped inside above ground corpses/corpse pieces from being destroy
ed periodically
(*) Stopped evaporation of inside above ground water from depending on t
he weather
(*) Stopped water items on the ground from being cleanable -- they evapo
rate instead
(*) Made water spatter evaporate properly over time
(*) Sped up extrasensory detection
(*) Sped up tracking of food consumption
(*) Re-enabled effects of cave adaptation
******************************************************
Release notes for 0.40.12 (September 10, 2014):
This release has some more bug fixes in it, mostly related to healthcare, prison
ers and morale.
Major bug fixes
(*) Made dwarves that fall unconscious while going to rest or sleep loca
tion not get stuck on the spot
(*) Fixed symptoms of wrestling error that could cause dwarves to freeze
in place forever
(*) Stopped civs from sending a squad when they failed to find thieves/s
natchers to send (led to small sieges in the first year)
(*) Allowed recover wounded jobs to bring dwarves to hospital floor if n
o beds are available
(*) Stopped recover wounded jobs from bringing dwarves to non-hospital b
eds
(*) Made caged/chained people request water/food with proper frequency
Other bug fixes/tweaks
(*) Made doctors remove dwarves from traction properly (checks weekly)
(*) Made dwarves move/get moved to new hospital more quickly if old hosp
ital is removed
(*) Roots function as ramp walls properly now
(*) Can cross ramps covered by bridges in adventure mode
(*) Made critters that join up with your adventurer stop traveling if th
ey were on a journey
(*) Made critters with entity-based army duties unwilling to join advent
urers
(*) Stopped critters joined with you from considering moving, joining ar
mies and other issues
(*) Added ability to repeat, suspend and cancel jobs from unit/job lists
(*) Made civ-level nobles attached to locations (e.g. barons) include th
eir site in their name when possible
(*) Made dwarves that have been grabbed for chaining/etc. cancel their j
obs properly
(*) Stopped certain events (like giving birth, resting or getting an art
ifact mood) from causing a working dwarf to suspend jobs for the whole fort
(*) Stopped chained mothers from seeking wandering infants
(*) Changed name of chaining/other jobs to include target instead of say
ing "animal" for everybody
(*) Made certain creatures like minotaurs act less civilized (requires L
ARGE_PREDATOR in raws)
(*) Stopped alarm moods from persisting long beyond event itself
(*) Made non-soldier adventure companions not default to flight (this co
uld include giant demons, etc.)
(*) Stopped companions with stranger-kill ethics from starting no-quarte
r fights with strangers the party meets
(*) Made stranger-kill creatures respect their own prisoners/etc.
(*) Stopped adventure mode critters from persisting on outmoded paths wh
en destination has changed
(*) Made sure dipscripts were loaded in the same order on different plat
forms (Quietust)
(*) Trading a worthless item for a non-worthless item no longer results
in you initiating a robbery
(*) Wooden chests brought by elven traders are grown now
(*) Seeds that should be edible raw in adv mode are now edible
******************************************************
Release notes for 0.40.11 (September 3, 2014):
Here is the first release for September! As usual, a few bugs like sleep screwu
ps, cowardly companions and wandering children might persist for a while into ol
d saves until the system clears itself out.
Major bug fixes
(*) Accounted for site populations properly when moving around (stopping
doubling in lairs/player forts)
(*) Removed the old animal people camp items, as they cause duplication
errors and will work with a better overall army framework later
(*) Handle some more instances where led creatures could drag their lead
er into conflicts (a dwarf caging a goblin, for example)
(*) Made historical figures react properly to historical undead
(*) Made chained animal checks respect z coordinate properly
(*) Gave your companions a bit of a courage boost in terms of intervenin
g in conflicts
(*) Fixed some problem with resource stockpiles causing shop types to re
vert on insurrection
Other bug fixes/tweaks
(*) Made dwarf children not seek their mothers when idle, especially in
violation of area restrictions
(*) Made dwarves prefer claimable rooms to dormitory master beds
(*) Stopped uninjured dwarves from sleeping in beds in active hospital z
ones
(*) Tried to make items in markets/homes match races more closely (canno
t be completed until later -- right now, resources are based on original site ow
ners)
(*) Stopped brief necro master-apprentice relationships from forming in
towns
(*) Stopped other necro tower townish behavior like fake grazing dispute
s
(*) Made sleeping on the floor respect burrow assignments
(*) Made strength/agility/tissue layer effects work for gaits (Quietust)
(*) Stopped overuse of plant structure tag causing people to say they pr
eferred to eat trees
(*) Fixed other issues causing dwarves to be able to prefer the wrong (g
enerated) materials
(*) Stopped adventure skill list from overflowing on status screen
(*) Discounted rust when listing relevant skill for squad candidate
(*) Stopped evaporation of 1/7 liquid when over 7/7 liquid of the same k
ind
(*) Made flying adventurer able to fly over ramps without using them
(*) Fixed missing bindings for animal training keys (Quietust)
(*) Adjusted firing rate for projectiles again to make them more like th
e older versions
(*) Made adamantine clothing available in arena
******************************************************
Release notes for 0.40.10 (August 24, 2014):
Here is another round of fixes. Note that for morale fixes in old saves there c
ould be some persistent alarm data that causes people to continue to run for a b
it, even for a few in-game hours in some cases, so you might need to let things
work themselves out.
Major bug fixes
(*) Fixed crash that could happen when refugee rumors were created
(*) Fixed crash from visiting former player fortress with adventurer if
certain army is present
(*) Fixed crash related to surgery
(*) Fixed crash that happened when it considered certain units in play f
or succession
(*) Stopped a conversation crash from talking to mute creatures about th
eir troubles
(*) Allowed flying/climbing wilderness critters to work their way off th
e map
(*) Fixed problem allow the player to become invisible among many units
even when clearly visible
(*) Made running away in terror/fear respect only valid combat location
information
(*) Made genuine retreat and alarm state more separate from each other (
being alarmed was being equated with flight for morale)
(*) Stopped certain old conflicts from causing alarm
(*) Made people that are attacked briefly have some knowledge of attacke
r's position
(*) Stopped certain jobs from being able to teleport items and engage in
other action-at-a-distance antics
(*) Stopped necromancer towers from doing various inappropriate townish
things that lead to tower proliferation etc.
(*) Fixed some reclaim/unretire bugs involving unavailable seeds
(*) Adjusted projectile firing speed which became broken during wagon fi
x
s
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 c
onstructions and hauling water
(*) Attached trap cleaning to clean labor
(*) Made laborless building construct/destroy jobs take furniture haulin
g
(*) 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 me
ssages
(*) 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 v
iewing 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 embar
k (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
******************************************************
Release notes for 0.40.06 (August 3, 2014):
Another bug fix release.
Major bug fixes
(*) Fixed a problem causing certain jobs to become stuck when their path
s 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 search
ing for items
(*) Made dwarves forbid webs that are "accessible" but require pathing t
hrough 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 stac
ks
(*) Made thread spinning job not use up all of a stack of wool
(*) Stopped decoration job from consuming entire stacks
ld
(*) 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 i
tems 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 w
rong 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 fi
nding most of these)
(*) Re-added elven diplomacy, though it is still unchanged from its firs
t incarnation
******************************************************
Release notes for 0.40.04 (July 20, 2014):
This is mainly another crash-fix release, though I was able to handle some other
problems as well. I'm still hoping to get to optimizations (for the third time
in these release notes!), but as usual that depends on stability. As you'll no
te below, a few of the older bugs are gone -- as we continue in this process, I'
ll work fixes for old bugs into the mix.
Major bug fixes
(*) Fixed a crash with pathing for jumps
(*) Fixed a crash related to invading squads attempting to train
(*) Fixed an overpopulation bug for civilized critters and a related one
for site animals
(*) Fixed problem with retired fort uniform settings crashing later visi
ts to the fort
(*) Stopped a crash associated to misplaced books/slabs (root cause rema
ins, added some logs)
(*) Fixed position appointment issue that caused some instability
(*) Tried to make idle code somewhat better about climbing while still g
etting dwarves out from being stuck
(*) People with a weapon should use it with the proper frequency now
Other bug fixes/tweaks
(*) Fixed problem with animal training/taming vs. lingering combat data
(caused job cancel spam and inability to complete jobs)
(*) Stopped nearby objects from being teleported by construction removal
and a related problem with the item loop (ag/Quietust)
(*) Made site finder properly indicate flux layers (Quietust)
(*) Made game better respect existing directory structure in data/save w
hen creating new directories
(*) Made tops of walls appear properly when trees above walls are remove
d
(*) Made strangulation take less time
(*) Enhanced sapling survivability
(*) Fixed a problem that caused vermin to occasionally be generated out
of the loaded area
(*) Fixed a problem that corrupted the information about items on the gr
ound with temperature changes
(*) Fixed some brokenness with climbing AI vs. ledge tops
(*) Fixed a broken instance of chasing opponent AI vs unwalkable spaces
(*) Made climbing have a higher path cost
(*) Made people less likely to climb after a failure
(*) Babies don't start strapped with a knife
******************************************************
Release notes for 0.40.03 (July 13, 2014):
Many more crash issues fixed. Mystery babies and large city walls had a corrupt
ing effect that was not possible to manage, so saves are not compatible yet agai
n. I'll try to keep saves together as we move forward, but there aren't any gua
rantees, especially this early on. If things have settled down on the stability
front, I can finally move on to the optimizations and other issues. We'll see
what happens!
Major bug fixes
(*) Fixed relationship screen crash from certain historial/old-player-fo
rt migrants and adventurer migrants
(*) Fixed adv retirement cloning
(*) Fixed crash when game tries to realize certain low population sites
(*) Fixed crash/corruption problem from large city walls
(*) Fixed crash when asking about site trade partners
(*) Fixed problem causing travelers originating from realized forts/sewe
rs/dungeons to go out of map bounds (caused crashes)
(*) Stopped the babies of the world from appearing in the unit list (and
associated minimap crash)
Other bug fixes/tweaks
(*) Made farm plant list refresh properly with season selection
******************************************************
Release notes for 0.40.02 (July 10, 2014):
It's not DF without save corruption! This release should fix an issue with auto
saves corrupting and causing various crash issues down the line. For this reaso
n 0.40.01 saves are not compatible with this version -- I'm going to try to avoi
d compatibility breaks as we go, but sometimes they happen. I've also fixed the
talk-to-deity crash (closely related to the shout-when-nobody-is-around crash,
also fixed), the blocking crash, and some other bad issues. Due to the save cor
ruption, I didn't get a chance to work on the calendar speed, but assuming this
release works as planned, I should be able to jump into that now.
Major bug fixes
(*) Stopped autosave features from corrupting worlds (thanks to everybod
y that helped sort that out so quickly!)
(*) Made the game not crash when talking to a deity or shouting out in t
he wilderness
(*) Fixed a crash from trying to actively block in the adventure attack
menu
(*) Fixed the size bug where 9 of 10 young critters did not grow up beyo
nd baby size (thanks Urist Da Vinci and so many others for all the work on that!
I'd thank you all properly if I could do the archaeology to figure out how it
was sorted out...)
(*) Fixed a crash that came sometimes when asking about the position of
site forces
(*) Combat moves take place over a period of time now, and you can do th
ings like catching an opponent's attack -- you have to do that by targeting a gr
ab at the offending part now (reactions used to have a menu, but that was before
combat got more smeared out). You can get information about what attacks your
opponent is doing in the attack menu -- the quality of the information depends o
n your situational awareness skill. You can add adjective modifiers to your att
acks (quick/heavy/etc.) and you can perform more than one attack at a time for a
significant penalty to its force. It might make sense with two adamantine swor
ds or something, twirling them about.
(*) Rumors of incidents can be spread, and the rumors need to be spread
before you gain reputation (good or bad). Killing all of the witnesses to an ev
ent will effectively remove it from play if you don't let them get off the scree
n. People are a little psychic as it regards ongoing conflicts, so that they ca
n make decisions non-stupidly. Your liaison can share rumors with your fort, bu
t I still need to set up the screen for reviewing them after you've seen them th
e first time... not that you can do much with the information.
(*) You can travel through tunnels.
(*) You can get a guide to travel with you to a faraway place -- it stil
l ended up being too cumbersome, so locals continue to be able to tell you the l
ocation of sites, but only within a certain distance of their home town.
(*) In general, conversations have been redone. They no longer have the
ir own screen, but run along with other actions, and there are many more options
.
(*) The mind has been rewritten quite a bit -- people now experience emo
tions according to different circumstances (lots of awkward monologues there), a
nd they consider actions differently. The main outstanding issue is that I didn
't get around to converting existing dwarf mode thoughts, so they sort of exist
concurrently with the new emotions and that needs to be changed. I'll get to th
at before job priorities (which was one of the main shorter-term reasons for the
rewrite). Some dwarves have life-long dreams and it is possible for them to re
cognize that they've accomplished the ones relating to skills and family. They
cannot yet realize their dreams of taking over the world.
(*) The paragraph at the beginning of adventure mode was marginally more
useful, but that slipped a bit at the end as things were tweaked. I think it'l
l still describe certain invasions and abductions, but it needs to be redone.
(*) Lots of new arena options -- not just the conflict state, but you ca
n set the temperature etc. to all sorts of extremes.
(*) Some experiments with procedural items, though the new demon-type si
tes are still quite un-fun now. The knowledge on the slab at the bottom can be
used, but it is probably not worth the trouble.
(*) The stuff I forgot
Bug fixes
(*) I'm sure several old bugs were "fixed" as large portions of the code
was rewritten/removed, but I haven't tried to track exactly which ones. Bug fi
xes will commence in earnest now, and everything will be handled over at the bug
tracker http://www.bay12games.com/dwarves/mantisbt/.
******************************************************
Release notes for 0.34.11 (June 4, 2012):
Major bug fixes
(*) Stopped crash from forbidden or otherwise lost containers in haul jo
bs
(*) Stopped crash from naming routes when no routes are present
(*) Stopped crash from renaming non-squads in the military screen
(*) Stopped adventurer from turning into an underground creature when so
lid ground for placement couldn't be found
(*) Stopped children from having missing/damaged clothing thoughts
Here are the latest fixes. Note that your furniture stockpiles have some more t
ype options now, and your old piles that had pots enabled will start with all th
e new tool options enabled (you should set them how you want them after you load
it).
Major bug fixes
(*) Fixed various broken bucket jobs
(*) Rollers require power properly now and get carts to speed faster
(*) Stopped injuries from channeling and made objects and the digger mov
e down to the ramp square when appropriate
(*) Stopped picking up of unit-occupied/speeding carts in adv mode
(*) Stopped wheelbarrow from getting stuck on obstacles that are built a
s it is moving
(*) Fixed problem where carts leaving ramps get their velocity throttled
too much (or just outright stopped)
Other bug fixes/tweaks
(*) Stopped salt from spreading to fresh water, made fresh water destroy
stagnant water
(*) Cleaned up stockpile options for tools
(*) Increased output of coke reactions
(*) Made materials for embark tools match definition
(*) Stopped fast travel when riding carts
(*) Fixed scrolling of hauling menu for screen heights greater than 25
(*) Made older saves set new vehicle ids correctly
(*) Fixed busted string when looking at objects on rollers
(*) Fixed typo in white sand density
******************************************************
Release notes for 0.34.08 (May 14, 2012):
Here is a hauling release. I'm sure it has all kinds of interesting issues -- w
e're going to iron out problems for the next few releases without embarking on a
nything major in order to restabilize it. The tile-wise physics causes some odd
ities on its own (items can't be given a meaningful sub-tile width, so they act
a bit strangely if you look at the collisions closely). Dwarves are also a bit
enthusiastic with their new bin/barrel jobs -- when they grab a bin/barrel to lo
ad it up, it might have objects in it, and that might lead to conflicts/false sh
ortages on occasion. We'll have to continue playing around with it. As far as
I can tell, old saves load up fine and have usable minecart/wheelbarrows, so fee
l free to move your data/save folder over to the new version. You'll notice you
r old save stone haulers moving slower -- get some wheelbarrows built at the car
penter's for your stone stockpiles to alleviate that problem.
New stuff
(*) Minecarts can be used to haul things around on carved/constructed tr
acks/bridges ('h'auling to set up routes)
(*) Dwarves can be set to guide, push off, or ride carts that are ready
to move to the next stop
(*) Track stops used to slow/stop cart and/or dump the contents on vehic
le entry, can be disengaged with lever/plate
(*) Pressure plates can be triggered by carts
(*) Rollers can be used to push cart along when powered
(*) Minecarts limited to one per tile in general, various collisions can
occur
(*) Wheelbarrows can be linked to stockpiles in order to move heavy obje
cts (it'll auto-request one for stone stockpiles)
(*) Falling objects can collide with critters
(*) Camera can be attached to unit or item, can be linked to hotkeys fro
e a few weeks
(*) Stopped zillions of chat thoughts from being stacked up
(*) Stopped critters from breaking away from being led in an inconsisten
t way
(*) Various string changes for TrueType (will also affect other modes in
hopefully minor ways)
******************************************************
Release notes for 0.34.05 (March 6, 2012):
The necromancer crash was coming up so often in crash reports that I figured now
was a good time for another release. Here it is! Note that any old vanilla sa
ves you move over will have a short error log on load for their broken eyelid ra
ws. This isn't a big deal, and you can either update the body detail plan file
or just leave it. New saves won't have this problem.
Major bug fixes
(*) fixed crash from necromancers in dwarf mode
(*) fixed crash from seed traders that only have access to wool bags
(*) stopped adv mode sleeping from sticking you on rooftops and teleport
ing you outside of castles (underground case not done yet)
(*) removed many effects and secret identity from ghosts (vampirism/lyca
nthropy/necromancer status etc.)
Other bug fixes/tweaks
(*) traded adv mode items will go to backpack/quiver first depending on
type
(*) dwarves won't get unhappy thoughts from dead/rotting relatives if th
eir deaths are not known
(*) made various animals non-threatening (new saves only -- BENIGN tag c
an be added to old save raws, see file_changes.txt)
(*) stopped untowered necromancers from losing their zombie pops in thei
r camps
(*) fixed broken names for bones and other butcher products
(*) removed items from abandoned houses/shops
(*) allowed adv mode abilities/powers to page through targets
(*) vampires no longer blame children/babies
(*) fixed broken companion paging/viewing for large numbers of companion
s
(*) stopped undead cats from adopting dwarves
(*) messed with crabs/horseshoe crab water behavior
(*) disallowed animation of bogeymen (new saves only)
(*) changed mule/muskox color
(*) fixed a few animal descriptions
(*) eyes/eyelids were broken in various ways
(*) tweaked appearance of nearly empty sleep bar
******************************************************
Release notes for 0.34.04 (February 29, 2012):
There was a world gen crash if you exported an image after it was done running t
he history and then tried to offload the world.
******************************************************
Release notes for 0.34.03 (February 28, 2012):
Here is the second set of fixes for the major release. There are still enough p
roblems with the new stuff to warrant continued work there before I move on to o
lder issues, and the next release will probably be within the timeframe of the l
ast two.
Major bug fixes
(*) Fixed crash with historical figure cull vs. wandering groups
(*) Stopped historical figures from starving
(*) Stopped various corruption crashes and weird effects, mainly from ab
orted world gens (nice catch, Lightning4!)
(*) Stopped original population associated to historical figure from scr
ewing up its allegiances
(*) Stopped it from moving criminal leaders with routine civilian moves,
changing their allegiances
(*) Stopped populations from villages/trade partners from migrating into
dungeon outcast groups all at once (one group had 15000!)
(*) Stopped werebeasts from gumming up world gen
(*) Stopped raised corpses from having various allegiances
(*) Vampires that take over sites lose other allegiances
(*) Made soldiers from previous forts clean up military info upon arriva
l at current fort
(*) Stopped ghosts and royal family members and undisguised vampires (as
ide from the king/king's group vamps) from immigrating to fort
(*) Fixed a new bug that completely stopped archery training
(*) SDL version: TrueType crash from long strings (Baughn)
Other bug fixes/tweaks
(*) Changed which entity moves to which sites, mainly so elf pops don't
live in fortresses and vice versa without acclimating to a city first
(*) Set labor list for migrants by default (can turn off in data/d_init.
txt)
(*) Added a tab for other stones in stone list and made stones with a re
action product class list as economic in stone list
(*) Sped up adv mode loading/offloading somewhat, and cleaning should be
a bit faster -- there are still really slow patches that need work
(*) Controlled snatcher number in world gen
(*) Decreased questing rate in world gen
(*) Stopped reraised corpses from bleeding to death
(*) Stopped forbid/melt/traffic/etc. mouse from messing with keyboard
(*) Gave more indication for forbidden workshops
(*) Made forbid/etc. from stocks screen not effect building items when a
pplied to an entire group
(*) Changed ramp names to indicate unusability due to missing walls or l
ack of space above
(*) Sterilized zombies and mummies (only husk-type zombies need the STER
ILE tag)
(*) Cleaned up some botched zombie names (old saves will need to let the
ir zombies fall once and they should be better on reraise)
(*) Made vampires fleeing to site in world gen require pop to fit into
(*) Made vampire cults follow tyrant vampires properly
(*) Vampire nicknames, profession, position names work
(*) Vampires won't try to pin crimes on animals
(*) Can 'g'et items from cabinets and other building furniture in adv mo
de now
(*) Kea will not follow each other so closely when stealing
(*) Fixed busted horseshoe crabs/men
(*) Improved the age name calculator, especially as it regards the domin
ant race after megabeasts are cleared
(*) Changed treasure room quality and item selection
(*) Stopped designation at the bottom of the map from unhiding portions
of it sometimes
(*) Various broken creature tweaks, notably the giant mosquito epidemic
should end
******************************************************
Release notes for 0.34.01 (February 14, 2012):
Here's the release we've been working on for nearly eleven months. I've tried t
o collect the major changes below, but it won't be a complete list. I hope you
enjoy the game!
New stuff
(*) cities in adventure mode that have various buildings, dungeons, item
s, livestock, etc.
(*) protect your community from secret vampire dwarves or hunt them as a
n adventurer
(*) defend your fort during the full moon or risk a werewolf infestion - hunt/be hunted as an adventurer
(*) face armies of the dead in dwarf mode or visit their necromancers' t
owers and learn their secrets as an adventurer
(*) evil regions where the dead and pieces of the dead can come alive, w
ith evil mists and rain
(*) tombs built in world gen which can be visited in adv mode, either be
neath towns or out in the wilds -- beware the dead!
(*) revamped justice/witness/death notification system in dwarf mode
(*) immigrants to your fortress will now be historical figures whenever
possible, which means more family relationships and history for each one
(*) dropped items/bodies tracked between plays in the wilderness anywher
e in the world
(*) more battlefield information tracked/war dead raisable in world gen
(*) all sponsorship animals and their giant/man versions are in the game
now
(*) various new abilities for creatures (see file_changes.txt for list a
nd syntax)
(*) adventurers can use creature abilities/learned powers and they can b
e tested from the arena
(*) new site travel map to make navigating towns easier
(*) reading/swimming/observer (for traps) relevant in adv mode now
(*) established historical figures can lead bandits
(*) rivers block movement in adv mode travel
(*) eating/drinking required in adv mode
(*) ingested syndromes are now possible
(*) ability to make campfire (from 'g') and warm items at campfire/fire/
magma (from 'I') in adv mode
(*) traps work in adv mode, once spotted they can be ignored
(*) gems now have different cuts
(*) necromancers can write books about various topics (all books are in
their towers as it stands)
(*) moon phase indicator in fort
(*) alphanumeric world gen seeds and some more world gen params (see fil
e_changes.txt)
(*) the legends xml has a lot of new info for historical figures
Major bug fixes
(*) buffer overload from aborted world gen fixed
(*) fixed cave-in-on-embark issue with hidden underground structure, and
a few others
Other bug fixes/tweaks
(*) designations over z levels all at once now possible
r situations
(*) Stopped buckets from occasionally becoming filled with many, many un
its of water
(*) Stopped goblin siegers from fighting amongst themselves all the time
Other bug fixes/tweaks
(*) Fixed some issues with natural skills not being applied
(*) Handled some more instances of overstockpiling by the hospital zones
(*) Fixed erroneous interlink between furniture/ammo stockpile interface
s
(*) Made enraged announcement show up for prone-to-rage critters
(*) Some more quick speed tweaks (assorted, but not much: bucket save fr
om 27/28FPS -> 31/32FPS)
(*) Gave rodent men their rodent teeth and added them to the subterranea
n entity definition
(*) Gave reptile men teeth
(*) Changed penguin wings to flippers
(*) Made platypuses amphibious and made them swim underwater
(*) Changed sizes for most giant variants of animals and gave some thoug
ht preference strings to ones that didn't have them
(*) Added missing "mundane" tag to penguins and domestic birds
******************************************************
Release notes for 0.31.22 (March 24, 2011):
Here's the second large bug fix release for 0.31.19.
Major bug fixes
(*) Fixed a linux crash from units leaving the map with a kill order on
them
(*) Fixed a crash from tileless burrows
(*) Fixed adv mode crash on service conversation option
(*) Made healthcare work for dwarves that need crutches
(*) Made healthcare/hospitals handle plaster/casts properly
(*) Stopped creatures from attacking across several Z levels
(*) Stopped hospitals from stocking everything, ignoring the item caps
(*) Stopped pots from storing almost infinite numbers of items
(*) Stopped inaccessible spam from cleaning jobs with soap
(*) Made fish appear in many situation where they were erroneous missing
(old forts will still be off, unfortunately)
(*) Stopped massive lag from certain ghosts
(*) Fixed up bone artifacts
(*) Cleaned up persistent activities and squads that were lingering
(*) Sorted out an issue with combat/training bolts
Other bug fixes/tweaks
(*) Made pots show up in the trade depot list
(*) Better stockpile options for stone, blocks, metal clothing, etc. and
fixed some broken existing options
(*) Cleaned up some issues with glass items
(*) Wooden/bone crossbows specifically selectable from uniform screen no
w
(*) Made migrant hunters recognize their crossbows properly
(*) Changed how skills are applied to job products -- attributes are acc
ounted for properly and skills should work in adv mode now, but you'll notice a
different distribution of qualities in the final product, especially for no/low
skill when differing attributes are involved
(*) Stopped surgery cancellations over patient not resting in some circu
mstances
(*)
(*)
(*)
(*)
(*)
eggs
(*) Cleaned some trouble with grass regrowth and generic "grass" tiles
(*) Made recentering hotkeys work in other dwarf modes (ones with x curs
ors)
(*) Fixed broken readout for completed jobs in unit health screen
(*) Cleaned up spam from rest jobs from webbed dwarves
(*) Fixed broken key in hospital zone mode
(*) Moved underground camp creatures from civ list and stopped their ite
ms from being counted in fortress wealth
(*) Stopped underground theft announcements in hidden areas from being d
isplayed
(*) Fixed various ugly blank "" names in legends mode
(*) Fixed a random number overflow from creatures with no attacks
New stuff
(*) Sponsored animals included: penguin, platypus, badger, moose, along
with related buddies
(*) Rodent men underground
(*) Invader mounts/monsters have first names
******************************************************
Release notes for 0.31.20/21 (March 6, 2011):
This is the first bug fix release for 0.31.19, where I've focused on new bugs.
The fixes are listed below. It also includes a few sponsored critters (pandas a
nd capybaras), as well as some of their wilder relatives. Pandas are restricted
to bamboo grazing and capybaras can vocalize in adv mode (bark, whistle, etc).
I added a mineral availability parameter that you can set from Create World Now
or from the detailed parameter screen. There are a few more things I can do th
ere, but any extensive rewrite is going to have to wait for 3D veins and mine ma
ps (Release 2 in the schedule). Barring any catastrophes, we'll be moving on to
the old-bug-fixing now.
Major bug fixes
(*) Stopped the game from treating every tool like a container for stock
piles/adv mode
(*) Stopped hive product collection from removing hive building tag
(*) Stopped birds from claiming multiple nest boxes when a nest box is d
econstructed
(*) Fixed crash with unusual egg laying
(*) Made pastured animals spread out more during grazing and allowed pet
s to be grazed
(*) Fixed situation where some stockpiled items were not available to jo
bs (lye, etc.)
Other bug fixes/tweaks
(*) Stopped weird bone-glazing situations
(*) Made llama/alpacas get sheared properly
(*) Stopped dwarves from cleaning up wax cakes in stockpiles
(*) Stopped heroes in world gen from picking fights with dead megabeasts
(*) Stopped various tug-of-war fights over animals by different jobs
(*) Stopped wildlife from claiming nests
(*) Stopped masons from using clay
(*) Fixed up a situation where the same params would not generate the sa
me worlds
(*) Made potters apply their skill to statues etc. properly
(*) Added a clay category to stone stockpiles and cut some inorganics ou
t
(*) Added wax to food stockpiles pressed material category
(*) Added wax goods option to finished goods pile
(*) Made empty pots go to the furniture pile
(*) Made pots available for brewing
(*) Fixed some erroneous names of groups of object in the stocks screen
(*) Made ash glazing use the correct amount of ash (0.31.19 saves might
have half-exhausted piles that act up a bit until they are used)
(*) Stopped extra grass types being stacked on a tile during regrowth
(*) Stopped aboveground grass from growing in tunnels
(*) Stopped "grass" from appearing in some underground areas
(*) Made grass grow back properly in desert etc. areas (0.31.19 saves wi
ll get too much regrowth now)
(*) Stopped grass ramps from flashing in no-varied-ground-tiles mode
(*) Stopped pet/tame vermin from spawning many copies
(*) Reordered the new units in the unit list
(*) Adjusted value of bees
(*) Stopped vermin assignment to pastures
(*) Made pen/pasture interface give status of animals (caged, etc.)
(*) Stopped dwarves from encrusting honeycombs with jewels, etc.
(*) Corrected egg liquid densities/text error
(*) Stopped text export from listing zero population animals
(*) Fixed some issues with red reactions and other jobs not being listed
in the workshops
(*) Allowed object melting and yarn rope jobs from manager
(*) Made it select the active zone properly when you enter activity zone
mode
(*) Made zooming to units go to the proper unit when multiple units are
in the same tile
(*) Cleaned up some pronoun trouble in personality descriptions
(*) Properly initialized banditry information (can cut down on some inap
propriate dwarf/elf banditry)
(*) Deer antlers
(*) Sheep text lines up with there shearability now
(*) Fixed some creature description text and other small raw tweaks (see
file_changes.txt)
(*) See file_changes.txt for new raw tags
New stuff
(*) Sponsored animals included: panda and capybara, along with related b
uddies
(*) Added world-wide mineral availability parameter
******************************************************
Release notes for 0.31.19 (February 16, 2011):
This is the first release of what we once called the Caravan Arc, where we'll be
changing how trade and the economy work. The entire release schedule is up at
http://bay12games.com/dwarves/dev.html. This particular release doesn't have vi
sible changes to trade -- just a lot of world generation infrastructure. People
eat and starve in world gen now, though it doesn't matter afterward. Subsequen
t releases coming up will be making use of these changes during play, but don't
expect too much there this time. There have been many other changes. Seeing mo
st of them will require generating a new world.
There are lots of new domestic animals. We also added giraffes, rhinos, honey b
ees and bumblebees. Bees were the winner of the animal sponsorship drive and th
ey had many associated jobs, so we didn't try to get into the other sponsored be
asts, but we'll be adding those in with every release.
Animals can be placed in pen/pasture zones, and grazing animals will need to gra
ze on grass (they can also eat underground fungus found in many open cave layers
). Pastures should be made large enough to provide ample grass and to prevent a
nimals from being stacked on top of each other. Animals crammed into one place
for too long can become grumpy and violent, but the animals will stay in the pas
tures without much tending (a dwarf may occasionally run over to an animal if it
wanders off the pasture border to walk around something). There is no way to t
rade for hay or animal feed at this time, so don't expect grazing animals in new
forts to survive on glaciers or the deepest deserts. Many deserts have patches
of grass (or succulents) now.
Sheep, llamas and alpacas (and trolls for goblins) can be sheared and the wool c
an be spun into yarn. Chickens and other birds will lay eggs in nest boxes if y
ou place the boxes in accessible areas. You can mill rocknuts into paste and pr
ess the paste for oil (which goes into jugs). Pressing occurs at the new screw
press building.
You can make many of the more clayish soil types into earthenware ceramics now (
and you can make fire clay into stoneware and kaolinite into porcelain). If a f
ort embark location has clay above the aquifer (or any clay if there is no aquif
er), it'll be displayed in the embark readout. I didn't get very far into glazi
ng, but you can ash glaze and tin glaze (with cassiterite). Earthenware jugs ne
ed to be glazed to hold liquids. Stoneware and porcelain jugs don't require gla
ze but can be glazed. You can also make large pots out of various materials, an
d these act like barrels (they are associated to stockpiles in the same way, etc
.).
Honey bees can be collected and kept in artificial hives (which you can make out
of various materials). You'll need one natural hive on your embark location to
get started, but after that you can split the colony into new artificial hives.
The process is fairly automated. You just need to place the hive buildings an
d a beekeeper will do the rest. You can adjust a few settings on each hive to c
ontrol which hives are held for splitting and which are collected. You'll need
to have jugs around to collect honeycombs (the royal jelly holds up the process
otherwise), and you'll need another jug to collect the honey. Wax cakes can onl
y be made into crafts by a wax worker at this time.
The site finder records the best hit in each square now, and you can stop the fi
nder at any time and browse the results. The categories and readout have been c
hanged up a bit. Minerals have been redistributed on the world map, though this
might not be satisfying as I was expecting to get a bit farther with dwarf mode
trade. Adjustments might have to be made there until trade is updated. We'll
see.
Animals and plants occur with more or less contiguous ranges now, respecting bio
me. There are specific grasses. The evil grasses are probably a little extreme
and seizure-inducing. I might throttle that back.
I'm starting the first one to two week bug fix cycle now, so there weren't a lot
of bug fixes for this release, but creatures, items and vegetation don't pick u
p as many contaminants now.
There are new options in the graphical map export from legends mode, and I fixed
a bug there with village maps getting cut off.
For a list of the new tags available for modding (container reagents in reaction
a world from 0.31.03, and it technically worked, but there wasn't much to do. T
he reason I recommend some history is just to let the beasts get settled a bit,
though it's not strictly required. We haven't gotten threats moving around and
arising during actual play yet, so your worlds will inevitably run out of advent
ure opportunities as you exhaust them, and games tend to be fast-paced and brief
overall once you get the hang of it. This will change during the next few majo
r releases. There's an update to the "Your First Adventurer" manual section tha
t might be worth glancing at even if you have played an adventurer before. Don'
t be surprised if you die learning a few facts about the world.
Major bug fixes
(*)fixed problem with baron not arriving due to stale merchant reports
(*)stopped old jobs/projectiles from tying up items on reclaim
Other bug fixes/tweaks
(*)changed ring/bracelet symbol to make way for adv mode tools
(*)cut kill-bragging to 5 kills
(*)fixed bug through which demon could take over two or more civs in one
year
(*)name change: graveyard -> corpses (since it isn't appropriate for fin
al burial)
(*)stopped occupancy from being erased upon entering adv mode in arena
(*)allowed labors to be toggled by category
(*)added standing order for outdoor vermin refuse
(*)fixed erroneous material bonuses in world gen fights
(*)updated wrestling interface
(*)implemented text for wrestling attacks
(*)changed combat announcement colors and stun/paralyze color to light b
lue from light cyan
(*)toes/fingers protected by armor
(*)elves are now small e's to match their size
(*)different soldier/civilian symbols for human/elf (as with the two dwa
rf symbols)
(*)stopped triggerable vermin groups from becoming visible occasionally
(*)fixed some old problems where input wasn't registering properly on mo
vement, etc.
(*)disabled need to eat/drink in adv mode until we get some more general
work in
(*)various minor adv mode tweaks and fixes
New stuff
(*)added night creatures
(*)added lairs for some creatures
(*)added new travel screen (old worlds might have misplaced moons in the
sky bar)
(*)updated how adv mode sleep works, permission to sleep in buildings
(*)updated character generation
(*)added memorial slabs to dwarf mode
(*)added shops with signs to towns
(*)changed how lower body/head severs work (spinal sever required)
(*)changed how guts popping out works
(*)see file_changes.txt for some new modding tags
(*)can get tasks from most people and report success to anybody friendly
(*)added human castles
(*)made peasants refer you to better quests
(*)added banditry
(*)added aimed attacks, random combat opportunities and the ability to u
se secondary attacks/weapons (both adv mode and dwf mode combat reports)
(*)added (harder) rolling away for dodgers on the ground
******************************************************
Release notes for 0.31.16 (October 4, 2010):
Hopefully this one doesn't have any weird new issues. That bumpy lag should be
gone now, and there are expanded refuse pile options. You can also turn off hav
ing your dwarves track around blood (it starts off in the init). I left it on i
n adventure mode, but you can turn it off there too if you want.
Major bug fixes
(*)got rid of intermittent lag that popped up in 0.31.15
New stuff
(*)added spatter init options (dwarf mode defaults to no walking spread
of spatter)
(*)allowed skull/bone/shell/tooth/horn settings from refuse pile
******************************************************
Release notes for 0.31.15 (October 3, 2010):
The purpose of this release is to restore the missing invasions, and I threw in
some easy fixes on top of it, mostly to the raws.
Major bug fixes
(*)made invasions come again
Other bug fixes/tweaks
(*)lots of raw fixes (see "file changes.txt")
(*)made reactions show the proper building
(*)made LEAVES load the 'character' style tile properly
(*)corrected labor name "soap maker" -> "soap making"
(*)fixed typo in world gen rejection dialog for missing civ definitions
(*)fixed spelling of chinchilla for forgotten beasts (new ones only)
******************************************************
Release notes for 0.31.14 (September 23, 2010):
The main issues here were to handle the new bugs from 0.31.13 which were gumming
things up (broken migration, undiggable adamantine) and to address site sprawl
concerns a bit. To the latter end, there's a new world gen option to limit the
total number of sites and I've added a few options to "Create World Now!" to mak
e use of that. It's not going to be truly satisfying until dwarven sprawl is be
tter defined and there are more things to do with the sprawl in adventure mode a
nd in dwarf mode wars, but overall I don't plan to decrease the amount of sprawl
drastically on default settings once that is handled -- sprawl will likely incr
ease again once memory problems are addressed, there are more things to do with
it, and it shifts more dynamically over long periods of time (improved war, dise
ase, famine, migrations, etc). For now you can control sprawl with the site cap
, with the civilization number, with the savagery, and with the history end year
from the "Create World Now!" menu without much fuss (and the default setting is
much lighter on sprawl than the default in 0.31.13).
Major bug fixes
(*)fixed problems with immigrants having strange unit types and erroneou
s announcements about terrifying forts
(*)allowed raw adamantine to be diggable now by adding a new tag to slad
e for the time being. There is a side effect -- slade in old saves will be digg
able. Add [UNDIGGABLE] to slade in the save's raws in inorganic_stone_mineral.t
xt in your save to fix that. If you choose to dig through the slade, please don
't report any associated bugs. The game likely won't be able to deal with it pr
operly.
Other bug fixes/tweaks
(*)fixed plant text in food preferences and stopped generated forgotten
beasts etc. from being chosen
New stuff
(*)added site cap option to world gen parameters
(*)added beast cap options to world gen parameters
(*)added a few options to "create world now"
******************************************************
Release notes for 0.31.13 (September 15, 2010):
The framework for villages and sprawl is in place, and there are now "entity pop
ulations" which are made up of thousands of critters for which less information
is tracked. As it stands, this amounts to, say, ten times the number of histori
cal figures after world generation has been running for a while, though it can v
ary a lot. These changes have left adventure mode gutted, so don't expect old a
dventure mode saves to retain much information or work all that well. Old dwarf
mode saves should be fine for continued dwarf fortresses. In new worlds, you c
an wander around the new villages, but don't expect anything to be going on. Th
is is the launching pad for what should be the Funification of adventure mode in
the next (non-fix) release, but like many launching pads, it is kind of dull an
d gray.
As for the merits of this release, there are the bug fixes in the lists below.
The game should also be a bit faster. I'm on a new compiler in Windows, which l
ed to a general speed increase, and I also optimized some code for improvements
on all OSs. It's not the end of the story there by a long shot, but it is progr
ess, anyway. World generation itself might be a bit slower overall, since there
's a lot more going on site-wise. This is going to change as we set up relation
ships between the leaders, one way or another, but I can make a medium island wo
rld in around 10 minutes without the memory going totally nuts, and I thought th
at state was fit for release.
There are some side effects to not having any stable relationships between world
gen sites while cutting down on site destructions, like having a site get pilla
ged for the thousandth time and so on, which will iron themselves out later. Fo
r now, it's a bit weird. I also saw a battle with negative numbers of soldiers
but couldn't reproduce the situation, so there are probably additional issues as
well.
The SDL version has the first pass at the experimental TrueType font support tha
t Baughn is working on. It is off by default in init.txt and it only works in t
he 2D print mode. There are lots of justification etc. problems -- you don't ne
ed to report those. Getting those fixed up is part of the process. It's diffic
ult to read in the standard window size, so you might want to limit yourself to
full-screen or a large window with large grid cells when you are trying it out.
Crash fixes
(*)fixed some potential problems with aborting zone placement, though it
's not guaranteed to solve the crash there
Major bug fixes
(*)fixed problem causing dwarves to not sleep in any bed
(*)fixed problem causing dwarves not to respect ownership in sleeping pr
iorities
(*)made cursor center on buildings properly when linking them up to a le
ver etc.
(*)stopped other civilizations from bringing liaisons
(*)stopped building destroyer diplomats/traders from destroying things
(*)made units check the validity of targets more often (counters certain
interrupt spam)
Other bug fixes/tweaks
(*)fixed broken vial making jobs
(*)make rock short swords use the proper material for the final product
(*)made horn silver use the stone template
(*)moved all native metals off of metal template
(*)stopped season counter from resetting to spring after travel in adven
ture mode
******************************************************
Release notes for 0.31.12 (July 25, 2010):
Aside from the major bug fixes listed below, I made skill increases a little fas
ter during training. Part of the problem is with how classes work -- the teache
r and student skills are important, and they can heavily amplify the effects, so
the gains for people without those skills were small. Now it'll be even more e
xtreme that the base rate has increased, so we'll have to see how that plays out
in forts that get good teachers.
If your old fort has a dead liaison, your replacement liaison will be named afte
r one of the standard professions most likely, but they should still perform the
ir job. New worlds should have dead liaisons kicked out completely and get new
liaisons.
Crash fixes
(*)fixed military training crash
(*)fixed a crash during dwarf creation in arena mode after dwarf mode ga
me had been played
(*)fullscreen/windowed mode switch crash fixed (Baughn)
Major bug fixes
(*)fixed new liaison coming when previous liaison is unavailable for any
reason
(*)fixed problem which stopped the liaison from talking about making a b
arony
Other bug fixes/tweaks
(*)adjusted skill rates up a bit on indiv training and demonstrations
(*)made att/skill rate loader treat 0s like NONE instead of the fastest
rate
******************************************************
Release notes for 0.31.11 (July 23, 2010):
Combat was the focus last time, and this time I moved over to equipment and trai
ning. There are a number of bugs left to fix, but a lot of the largest problems
should be cleaned up and training should be somewhat usable now. I wanted to s
hift ammunition over to a default system where it doesn't get tied to particular
squads/hunters (with the old way left as a default for people that want to cont
rol it more), since that remains one of the more annoying things, but I didn't h
ave time to finish it up. Just make sure you have some extra bolts sitting arou
nd, and 'm'-'f' should show you how your squads are doing ammo-wise. Barracks s
hould also probably default to a non-reserved/non-purposed system, though that's
not as bad as ammunition reservation is. In any case, I'll be moving on to the
month-end project and entity populations, though I'll release again sooner if s
omething comes up.
Crash fixes
(*)stopped crash when individual squad members were selected in 's' and
you go back to 's' after leaving
(*)fixed crash moving from ammo assignment creation to material assignme
nt
(*)fixed reclaim crash
(*)fixed text mode crash in SDL version (Baughn)
Major bug fixes
(*)freed up assigned items properly when uniforms are overwritten
(*)freed up equipment properly from empty positions when squad is disban
ded
(*)made civilian jobs respect attributes properly
(*)fixed turtle (vermin) shell crafts/helms/gauntlets/etc.
(*)stopped squad/off-time training activities from persisting when guy g
oes off to eat, do squad orders, die, etc.
(*)made inactive/ordered squads free up their old training activities mo
re quickly
(*)stopped off-time training from gumming up squad training barracks ass
ignment
(*)removed dead/crazy/etc. dwarves from squads
(*)dropped injured dwarves out of their activities properly
(*)stopped bleeding dwarves from thinking they need to jump on the groun
d and be dragged to the hospital
(*)stopped miners/woodcutters coming out of the military from thinking t
hey had a claim to old tools
(*)made people doing off-time training stop if it becomes inappropriate
(kicked out of squad, etc.)
(*)made quota countdown respect reactions again
Other bug fixes/tweaks
(*)stopped body-component-based artifacts from defaulting out to iron fi
gurines
(*)made skill rust display properly on 'v' and made temporary skill loss
conditions not display on military screen
(*)changed rust display for skills
(*)restricted shell moods to dwarves with shell prefs
(*)stopped metal goblet/flask construction jobs from shuffling metal of
product
(*)fixed up idle strings for non-soldiers vs. lingering squad activities
(*)decreased effect of low self-discipline on individual training
(*)sped up training organization
(*)WINDOWEDX/Y values respected when moving to windowed mode from full s
creen (Baughn)
(*)fixed problem with skill demonstration session timer
(*)added timers for sparring and individual combat drills
(*)adjusted sparring pulled shots for recent combat balancing
(*)adjusted skill rates for all practice activities
(*)put forest start biome on humans (for proactive forest clearing)
(*)changed hauling encumbrance speed formula and made hauling build atts
slowly
(*)stopped picks from being available to indiv choice soldiers
(*)required subtype match for armor even under "partial match"
(*)made off-duty archery training occur for indiv choice ranged weapons
leep instead
(*)made certain jobs like updating records and partying quittable at any
time due to hunger/thirst/drowsiness
(*)fixed pathfinding problem in special features that were placed within
surrounding liquid layers
(*)allowed options screen from dwarf/adv mode setup
(*)fixed some job overwrite issues
(*)made stockpiles able to take from other stockpiles again
(*)made ownable items like cloaks that are part of uniforms not put sold
iers into pickup/drop loops
(*)made cooking require a non-liquid object to start (prevents liquid fo
od errors, powders okay)
(*)stopped item namers from repeatedly naming their items
(*)changed conditions for feeding/watering of injured dwarves so beds ar
en't required
(*)made militia commander assignment from noble screen respect current s
quad settings properly
(*)stopped removal of squad commanders from noble screen if they have su
bordinates
(*)stopped dwarves from holding multiple positions that lead squads
(*)got rid of some flashing and debris in SDL version
Other bug fixes/tweaks
(*)reduced hunger/thirst/drowsiness skill/speed penalties
(*)made hunger/thirst/drowsiness thoughts occur a bit later in the proce
ss
(*)made alcohol turn into separate liquid objects less often
(*)made non-brewing events that create liquids handle alcohol correctly
(*)stopped clothier from messing up craft shop task listing (and some re
lated issues)
(*)stopped non-locals from announcing their item attachments
(*)fixed traction bench situation on manager screen
(*)added pillar tile to d_init
SDL Version: Baughn improved the curses and 2D output, fixed a text mode display
bug, added keys to change the FPS up/down (default alt-- and alt-=), and likely
some other things.
******************************************************
Release notes for 0.31.06 (June 9, 2010):
Crash fixes
(*) fixed crash on abandon related to having a box/cabinet building assi
gned to somebody
(*) fixed crash from using nearly spent soap bars to clean people
(*) fixed up crash from scrolling over globs in stock screen if certain
fats were present
(*) SDL mode image export crash fixed (Baughn)
(*) fixed cursor position on farm season selection (possible crash)
Major bug fixes
(*) made dwarves that initiate individual training recognize when they a
re no longer doing so properly
(*) stopped dwarves from swapping out their equipment for newly made ite
ms of equal value
(*) stopped dwarves from assigning equipment from caravans or unforbidde
n possessions held by outsiders
also incoming woodcutters/miners/etc.
(*) stopped dwarves from being assigned large equipment
******************************************************
Release notes for 0.31.04 (May 16, 2010):
The main thing here is the new OpenGL code by Svein Ove Aas (Baughn). Especiall
y if you weren't running at maximum framerates even on the title screen, you sho
uld notice a great improvement. There are some modes worth messing around with
in data/init/init.txt -- try "2D" if the game does not work as well as it used t
o (or stick with the legacy version if truly necessary).
You can get at macros with:
Ctrl+r = record
Ctrl+p = play
Ctrl+s = save
Ctrl+l = load
There is a directory data/init/macros for them.
You can use PNGs for (translucent) tilesets, you can resize the window using the
border, you can zoom using the mouse wheel (reset with F10, you can rebind this
to keys if you like) and multiple keys can be bound to one command.
A lot of changes were necessary to get this running, so there are likely to be a
variety of bugs. The legacy version has also been reorganized to make releases
easier, so there could be new bugs even there.
Aside from that, we have some general fixes:
Crash fixes
(*) stopped site finder from eating up a ton of memory (crashing the gam
e on large maps)
Major bug fixes
(*) changed day/night temperature calculations (fixes fish availability
and melting in the rain)
(*) stopped suture and dressing jobs from being repeated over and over o
n healed wounds
Minor changes
(*) made all vermin and smallish outdoor corpse items disappear over tim
e (can be hit after a month for vermin, season for corpse chunks)
(*) changed ranges for adv mode temperature text
(*) made temperature of squares adjacent to lava slightly lower
******************************************************
Release notes for 0.31.03 (April 12, 2010):
I handled some more crashes and the main pathing issue. Undead aren't quite whe
re they need to be yet (skeletons in particular still don't understand how the s
kull and spine should be holding them together), but they are more killable in t
his version. Since they don't make sense in the first place, there's a sort of
hitpoint system for them now that'll get them dead eventually if you don't break
them apart, though punching a skeleton to death takes a long time in this syste
m and maces are still a bit underpowered. The undead HP will be revisited once
the undead have more of a basis in the underlying reality. I'll get to maces et
c. sooner.
Crash fixes
(*) fixed a zone deletion crash (only for zones with buildings in them)
(*) fixed crash in military screen upon switching to item assignment vie
w when no squads were present
(*) fixed crash from copying a schedule cell with fewer orders to one wi
th more
(*) fixed crash from changing alert view while scrolling through a sched
ule cells orders
Major bug fixes
(*) fixed pathing problem (root cause was map generation vs. liquids, wo
uld mess up ramps/channels and more)
(*) stopped missing undead/melted/etc. tissues holding parts from being
severed
New stuff
(*) allowed undead in arena
(*) allowed undead to be killed by accumulated impacts for the time bein
g while they don't make sense
(*) stopped people from trying to wrestle the undead at all
Minor changes
(*) messed with corpse piece colors a bit
(*) fixed "and" spacing in stripe/spot descriptions
(*) fixed nervous mannerism typo
(*) fixed some raw typos (see file_changes.txt)
******************************************************
Release notes for 0.31.02 (April 8, 2010):
Here's the first little update. Things are still settling down after the releas
e, but it looks like I'll be able to work with the new bug tracker and handle th
ings there day by day. There will be a few more of these small releases before
I begin the SDL/Mac/Linux/40d# merge, since there are more crashes and huge prob
lems, but I'm going to start some of the preparation for the merge as well.
Crash fixes
(*) [GRAPHICS:YES] should no longer crash the arena or world generation
(*) fixed training activity crash (from removal of barracks)
(*) fixed crash from doing a large flow-style activity zone
Minor changes
(*) made zone removal still work if flows are corrected (uses rectangles
)
(*) made material projectile breath happen intermittently properly
(*) corrected gorlak color
(*) made blind cave bears eyeless and gave them extravision
(*) fixed broken eyelid relationships
(*) fixed broken child names for goat/unicorn/cave swallow
(*) swapped giant caste names
(*) fixed giant cave spider bite (was blunt)
(*) fixed alligator eye text
(*) made soap bars instead of globs
(*) fixed horn silver environment
(*) added cookability/vermin eating to meat material templates
(*) added cookability/vermin eating to plant leaf/seed materials
******************************************************
Release notes for 0.31.01 (April 1, 2010):
It has been a long journey, and it is ongoing. This release has all of the new
stuff we've been talking about for more than a year, but it is quite buggy. I a
lso still need to do the merge with the OpenGL/Mac/Linux stuff as I mentioned in
(*)
updating
(*)
(*)
glass
(*)
(*)
(*)
(*)
(*)
lants
(*)
truction
(*)
(*)
(*)
******************************************************
Release notes for 0.28.181.40a (August 18, 2008):
Here's another one. Hopefully I can transition to some new features next month,
since I've been handling technical issues and problems for a while now.
Additions:
(*) you can save your embark settings for later use
(*) added note-taking ability for embark screen
(*) added forbid-on-death orders for your corpses, other non-hunted corp
ses, your items and other items
(*) added forbid order for fired projectiles
(*) made dwarves prefer to combine items in existing bags/barrels/bins w
ith init options to govern this behavior
Minor Changes:
(*) made obsidian an economic stone
(*) did some display optimizations
Bug fixes:
(*) fixed problem causing site finder to miss areas of the map when hunt
ing for hidden features and rivers
(*) stopped new kitchen restrictions on contained items from causing noingredient food items
(*) stopped new kitchen restrictions on free item from causing silent ca
ncellations of cook jobs
(*) fixed problem with up/down windows in adv mode for larger grid sizes
(*) changed how fireballs interact with the ground
(*) patched up decorated ammo values a bit
(*) made cageless traps display properly in all circumstances
(*) fixed problem with nobles pushing prices out of the displayable rang
e
(*) handled adventurers retired while sleeping
(*) fixed display mix-up with FPS/GFPS counter in main dwarf screen
(*) fixed problem with cursor scrolling vs. y coord in expanded grids
(*) allowed mouse designations to work below y=23
(*) stopped the one-step key from messing up pausing when in a menu mode
(*) made zombie/skels that die in cages have proper corpses
******************************************************
Release notes for 0.28.181.39f:
More fixes, a bit of work toward armies and caravans, and an expandable view. I
f you want to try different grid dimensions, change the relevant entry [GRID:80:
25] near the top of data/init/init.txt. You'll also have to adjust your window
size or full screen resolution to match if you don't want the new, larger grid t
o be squashed. If you overshoot, it'll stretch them unless you turn black space
on.
Additions:
(*) allowed basic expansion of 80x25 grid
(*) gave world gen refugees entities and realized them as moving groups
on the map after world gen
(*) added notification and history event for reaching summits of peaks a
nd volcanos in adv mode
Minor Changes:
(*) added notification for low migration seasons
(*) added object of worship to religion view in legends
(*) made detailed map export respect new peak heights
(*) locally steepened peaks a bit
(*) added world name to top of history file
Bug Fixes:
(*) fixed crash involving lava pushing objects
(*) stopped many bottomless pits from having their upper portions filled
with lava
(*) made reclaim dwarves start with the proper civilian labors enabled
(*) fixed problem causing just good or just evil params not to function
(*) stopped message spam from pit/pond/chain/cage jobs where the animal
is inaccessible
(*) stopped note entry from conflicting with a few of the keys
(*) made constructed ramps stick around even if you dig out the walls ne
ar them
(*) fixed erroneous upper cap on detailed temperature export values
(*) fixed problem that caused peaks to be raised in flat areas during er
osion
(*) suppressed erroneous "Zeroth" text for non-finalized history collect
ions in dwarf-mode art descriptions
(*) made usable/unusable option appear when metals are selected in weapo
n/armor stockpiles
(*) fixed spacing problem with related hist fig race display
(*) fixed problem with the evil/good conversion of very large subregions
(*) fixed lockup from dragon fire modded civs in world gen army fights
******************************************************
Release notes for 0.28.181.39e:
Another quick patch.
(*) stopped crash in site finder from large x dims
(*) changed designation selection timers (aka lazy miners)
(*) made site finder use embark rectangle size from init options
******************************************************
Release notes for 0.28.181.39d:
This is the third and final fix release, barring any silliness that forces anoth
er quick patch. Here's the complete list of changes:
(*) added init options/world parameters to show map features during emba
rk
(*) added basic site finder to embark
(*) added a few optimizations for rivers and designation job selection
(*) stopped message spam from repeated animal taming job when no food is
available
(*) stopped message spam from caging and other jobs when a dwarf is pick
ed that is already leading another animal
(*) made dwarves cook quarry leaves properly
(*) allowed scrolling and premature stoppage during world generation
(*) added display and other features relating to last seed used by world
gen
(*) added world gen parameter for minimum cave size
(*) stopped people from giving quests to kill themselves
(*) stopped abandoned stores from being stocked
(*) disallowed placement of non-empty bags as container buildings
(*) changed insanity text for animals
(*) fixed some other minor typos
(*) made volcanic shafts that are visible in embark always exit through
the surface
(*) handled some cavein-at-start cases from pits and volcanos
(*) stopped farming restrictions from stopping setting up other seasons
(*) stopped dwarves holding a two-handed weapons from seeking another we
apon if they are set to carry multiple weapons
(*) added races to historical figure list and event text
(*) did more context-based name shortening
(*) added ability for speakers to use first person when talking about hi
storical events
(*) capitalized first names in trading screens
(*) got rid of some erroneous birth date display information
(*) allowed resters to get up once they are not wounded
(*) allowed resters to move again if they've made bad decisions about wh
ere to plop down
(*) added various detailed map export options (elevation, temperature, e
tc.)
(*) made the generator skip more of the minimum reject values if presets
are present
(*) made the generator pop up helpful windows after many rejects and giv
e an option to continue, abort, allow that reject type, or allow all rejects
(*) fixed crash on large 100 volcanism worlds
(*) fixed load crash from nullified items
(*) fixed crash from friendship evaluations when stuck merchant animals
give birth
(*) stopped lockup on artifact creation when 6-7 of the same material ar
e used
(*) fixed region rejections from savagery (civs still reject savage regi
ons)
(*) made params load the post-region count variables properly
(*) added ability to leave notes on the map in dwarf mode
(*) stopped ramp removal from highlighting hidden areas for regular dig
(*) stopped masterwork ammunition used in weapon traps from making creat
ors go insane
(*) stopped removed constructions from removing the floor if another con
structed wall is below them
(*) made viewing historical event artwork in dwarf mode reveal events
(*) stopped double listing of modded MEGABEAST/POWERS in age name
******************************************************
Release notes for 0.28.181.39c:
This is the second fix for the new world generation release. Here's the complet
e list of changes:
(*) fixed problem with pathfinding that caused jobs to be randomly cance
lled
(*) fixed bug stopping fish/turtles from being available during embark s
election/trade
(*) fixed rng issue causing duplicate cave names and other problems
(*) sped up the history export, especially on worlds with lengthy histor
ies
(*) stopped merchants from complaining about depot when there is one the
re
(*) stopped hidden items from making buildings invisible when they are u
sed in constructions
(*) stopped parameter seeds from being set to Various when you abort a r
andomly seeded generation
(*) stopped people from saying RANDOM_DEF_SPHERE when they talk about th
eir megabeast deities
(*) stopped adv mode conversations with paralyzed/ko'd people
(*) controlled long names during trading
(*) moved "Desel All" out of the way in build menu
(*) allowed artifact gloves to be left-handed, based on handedness of cr
eator
(*) changed King's to Royal in advisor title text
******************************************************
Release notes for 0.28.181.39b:
This is the first fix for the new world generation release. Here's the complete
list of changes:
(*) fixed bug causing dwarves and others to sleep forever
(*) fixed a few crashes with maps with Y dimensions larger than X dimens
ions
(*) fixed another world gen crash
(*) fixed bug stopping caves from appearing
(*) fixed bug causing hauling, cleaning and health care professions to d
isappear from labor list
(*) made the escape key work properly when setting world gen parameters
(*) loosened travel restrictions based on enemy seeing the player
(*) changed effects of temperature on food objects
(*) changed creature layout during ambushes
(*) stopped world gen roads from being obstructed by swamps and fixed a
problem with how they handled slopes
(*) stopped world gen animals from starting as drunks
(*) stopped null civ membership from being added to moving megabeasts
(*) changed the text for culled historical parents
(*) fixed problem where tundra rejects were being logged instead of gras
s/hill rejects
(*) fixed some grammar issues with battle summaries
(*) fixed "Peasants" display in status
******************************************************
Release notes for 0.28.181.39a:
Okay, here's the new version. You can do various things with world generation,
though not much has changed with the regular game. If you go into the world gen
eration advanced parameters and start designing/drawing your own world, please k
eep in mind that you'll probably end up getting infinite reject cycles -- you ca
n turn on the reject log in data/init/init.txt to see what's going wrong. Often
times you'll be violating biome restrictions (you can just go through any that y
ou find and 'n'ullify them to solve this problem). As usual, let me know if it
crashes and how to make it crash if it does -- I suspect there are new problems
of all sorts lurking within every part of the game, despite having fixed more th
an 100 bugs for this version.
Save compatibility is a little iffy this time around -- there have been extensiv
e changes to the mid-level maps, so it might get confused about the biome of a p
articular tile... and worse. I haven't noticed anything in limited messing aro
und with old saves, but there will very likely be problems.
******************************************************
Release notes for 0.27.176.38c:
This release should stop the command line crash from non-standard worlds, and it
also has a shot at stopping the site sprawl issue during repeated world generat
ion. A fix for Power PC Macs is still in progress.
******************************************************
Release notes for 0.27.176.38b:
This is the first Mac release. Barring some tragic mistake, this is also the la
st bug fix release before the continuation of the Army Arc. Again, this release
is made up mostly of small changes that people wanted and some bug fixes for th
e worst problems introduced during the last release. See the dev log for a comp
lete list.
******************************************************
Release notes for 0.27.176.38a:
Various little things that people have wanted for a while this time, as well as
many additional bug fixes. See the dev log for a complete list.
******************************************************
Release notes for 0.27.173.38a:
The first army arc release, complete with no armies. It really is mostly founda
tional work, but you'll notice some small changes here and there, more if you pl
ay adventure mode. See the dev log for a complete list.
******************************************************
Release notes for 0.27.169.33g:
A few more fixes, a few new init options and a new interface for bringing items
to the trade depot. See the dev log for a complete list.
******************************************************
Release notes for 0.27.169.33f:
Various fixes people have been waiting for. Fixed the farm problem from 33e, go
blin sieges, mud tracking, made the treeline less annoying, made the missing gem
stones available, and lots of other stuff. See the dev log for a complete list.
******************************************************
Those that deserve fingers and toes have them in this version. You'll also noti
ce right/left gloves. Creatures lose items now with severs, so you'll lose your
left gauntlet if your left arm is removed, for instance.
Creatures are a bit silly about wear they put on rings and other trinkets. Ring
s will probably pile up on the right thumb for instance, and earrings will pile
up in the right ear. Armor stands will also only store one glove and one boot f
or the time being. This will be sorted out over time.
There aren't any temperature effects despite the residents wearing clothing depe
nding on the average temperature. This will also be handled later.
Finally, there
ale dwarves in
wear clothing
can remove the
comfortable.
aren't any gender links to clothing right now, so you might see m
"dresses" and "skirts". Keep in mind that men all over the world
like this, and that's what is meant by these generic terms. You
items from the entity raw before you play if it makes you feel un
******************************************************
Release notes for 0.22.107.21a:
There will be families and guards in new world towns, concluding the first third
of the Bustling Town Arc.
There's a wait key in adventure mode now (period), as well as some helpful "are
you sure?" prompts.
Various bug fixes -- including the clothing acquirement bug, the shield equipmen
t bug and some ashery bugs.
******************************************************
Release notes for 0.21.104.21c:
I fixed various bugs and implemented other minor changes. See the changes list
for those. Nobles can still demand items involving small creature bones in old
saves, but the preference is no longer generated in new dwarves.
New worlds will see a few cosmetic changes in adventure mode towns (it was not p
ossible to include them in old saves). It's probably not worth generating a new
world for them (and I haven't put up new pregenerated worlds), but the new town
s have some larger cookie-cutter buildings like apartment complexes, and everybo
dy will sleep at night and eat three meals a day from a magic barrel in their ro
om that refills at midnight. Once the caravans and a notion of wealth are in, t
his can all be differentiated properly instead. As we progress along the Bustli
ng Town Arc, it'll eventually be worthwhile to regenerate if you play adventure
mode, but it's not a big deal right now. In old worlds, you might notice some t
hings like merchants taking breaks to wander around or sleeping on the beds in t
he mead hall. They are just trying their best to follow the new schedules witho
ut having a home to go to.
******************************************************
Release notes for 0.21.104.21b:
There's a skeleton of a workshop profile now. It is in progress and undocumente
d. You can select workers to work at the shop either by name or by skill level.
The list is not ordered yet. You can use the mouse on this screen. It's also
written up in a new way that is independent of the 80x25 window to facilitate s
een will show some other designations beside "No Job" and there it will distingu
ish merchants and diplomats. Water should flow into the cliff face now, at leas
t from new channels.
You can give your units nicknames and profession names now. Do this from the [v
pz] profile using [y] to customize them. In adventure mode, you do it from the
[l]ook + [enter] status view (again [y] to customize). The [y] command appears
onscreen.
Some tantrum issues were fixed. Placing artifact furniture was actually making
them unhappier. Fist fights and beatings still led to a minor version of the ci
vil war bug. These issues have been resolved.
The "Shift + R Menu" instead of "n" for the N key has been resolved, though you
might need to clean up your old files a bit if you are important old ones.
You can toggle between windowed and fullscreen mode using F11 (or whatever key y
ou bind) whenever you like now. Let me know what problems come up with this. I
haven't handled direct minimization from fullscreen, but you can toggle and min
imize from the windowed mode. You can also get rid of the "fullscreen?" box tha
t pops up the beginning in "data\init\init.txt" now.
******************************************************
Release notes for 0.21.101.19d:
Resolved a unit scrambling issue from active saves in adventure mode. You will
no longer turn into the stray dog in town or a random goblin or warthog.
******************************************************
Release notes for 0.21.101.19c:
Fixed a few more crash problems, but the main thing was to hopefully remove some
of the strange mainly adventure mode instability introduced by the last version
. In case this sort of thing persists, please be careful to back up your saves
before trying this one. Worlds that were generated in or even played in the bri
efly-available 0.21.101.19b are likely to be twisted to pieces, especially if yo
u played adventure mode.
******************************************************
Release notes for 0.21.101.19b:
Many more crash fixes, including stopping some of those inflate errors. Those s
aves are still corrupted though.
I've changed how some of the search routines work. I tested it out on several s
aves, but you should keep a copy of yours safe before you try this one just in c
ase, as usual. If you get around to creating a new world, you'll notice a signi
ficant speed increase when the years march up. Some of this also carries over t
o the main game.
Finally, aqueduct behavior has been partially repaired. Building an aqueduct ov
er your chasm should work, but aqueducts over water can randomly drown your fort
ress. If you want to get lava over the river, try a stone bridge instead. If y
ou lava is in a channel next to the bridge, you might need to use a floodgate to
get it over. Bridges over water filled channels probably won't conduct lava pr
operly. I'll get around to fixing the rest of this in time, but there are still