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Dwarf Fortress => DF Announcements => Topic started by: Toady One on March 09, 2018, 07:57:03 pm

Title: Dwarf Fortress 0.44.06 Released
Post by: Toady One on March 09, 2018, 07:57:03 pm
Download (http://www.bay12games.com/dwarves) (Click refresh on your browser if it doesn't show up)

Here's the first substantial update to the fortress's world map screen.  New raid options are available, and it shouldn't be hard for you to antagonize your neighbors now if that's what you want to do.  Use the 'd'etails option when preparing the raid to set what sorts of actions you'd like your raiders to perform.  Skills and equipment matter, and skills can be improved during missions.  The skill of your best tactician is important (you'll see feedback in the mission report.)  If you demand tribute on an ongoing basis and the target site agrees to your demands, you'll receive something like a merchant caravan on an annual basis a few seasons after the initial demand.  They'll drop goods off at your depot and depart.  These goods can be carried off immediately for storage, but there's a new report so you can look at a complete list of what was delivered; the same is true of spoils from raids.

A few notes on the bug fixes below:  the identity fixes won't stop bad feelings from existing conflicts in old saves.  Also in old saves, distracted animals might still appear to be broken at first, but they should sort themselves out after a bit.

New stuff
   (*) Can pillage and raze and demand tribute from other sites
   (*) Dwarves on missions can now can gain skills
   (*) Military tactics skill is now gained and matters in off-site battles

Major bug fixes
   (*) Fixed several problems causing the meeting queue to get gummed up
   (*) Made monster-type critters and non-monster-type critters have proper hostile again
   (*) Allowed people in the same squad to know each other's identities
   (*) Made scribe copy job cancel properly to free up materials
   (*) Fixed calculation of available writing materials in library

Other bug fixes/tweaks
   (*) Various speed tweaks
   (*) Made clean job work inside and on outdoor constructions
   (*) Made clean jobs continue to nearby tiles
   (*) Made drunkenness make you less private instead of more private and fixed a typo there
   (*) Made dwarven adventurers experience trances properly
   (*) Made non-historical populations defend sites post w.g.
   (*) Made off-site raid stealth success depend on site
   (*) Fixed broken flags on merchant historical event
   (*) Stopped dwarves being dragged to cages/chains from trying to clean the floor
   (*) Stopped live generals from being elevated from zombie populations
   (*) Stopped animals from developing need for alcohol after experiencing trauma
   (*) Stopped unintelligent creatures associated to civilizations, like domestic animals, from worshipping gods when given historical status
   (*) Stopped animals from revealing the location of artifacts to questers
   (*) Stopped animals from forming grudges and other chat-based relationships
   (*) Sped up legends loading in high-artifact worlds
   (*) Stopped rooting around in the dirt from resetting path
   (*) Fixed issue causing certain older army units from not appearing
   (*) Fixed a few errors with abstract skill calculation for armies
   (*) Reconciled bandit's map and in-play valuations of opponent strength to stop aborted ambushes
   (*) Disallowed certain flying/swimming/visual/projectile/attack moves involving half-stairways
   (*) Made branches/twigs burning over walls leave behind a floor properly
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: Orkel on March 09, 2018, 08:06:30 pm
Awesome! Do the new raiding options work in old saves? And do stuck visitors leave when porting an old save (assuming we're not using any modded alcohol "fixes" and it's as it should)?

Edit: The moment I loaded my fort in the new version, around 20 visitors instantly left the fort and ran off the map. Works!!
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: Random_Dragon on March 09, 2018, 08:15:45 pm
For modders: no raw changes found.

You claimed you altered booze effects, right? Nothing showed on the raw side, was it hardcoded stuff?
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: Shonai_Dweller on March 09, 2018, 08:40:42 pm
For modders: no raw changes found.

You claimed you altered booze effects, right? Nothing showed on the raw side, was it hardcoded stuff?
Changes to alcohol are planned for further on as part of the stress fixes according the dev notes.
Unless you mean the privacy thing. That was a case of the raws being correct and the code calculating it incorrectly. There's no change to the raws for that.

--edit

And woohoo! New release. Yay, etc.
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: Random_Dragon on March 09, 2018, 08:50:21 pm
Unless you mean the privacy thing. That was a case of the raws being correct and the code calculating it incorrectly. There's no change to the raws for that.

That's what I was asking about, yeah.

Well in the meantime, have a bug related to any hypothetical rebalance of booze raws: http://www.bay12games.com/dwarves/mantisbt/view.php?id=10604 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=10604)
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: Khym Chanur on March 09, 2018, 08:53:48 pm
Quote
* Stopped dwarves being dragged to cages/chains from trying to clean the floor
* Stopped animals from developing need for alcohol after experiencing trauma

The DF bugfix notes can be hilarious sometimes.
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: blueturtle1134 on March 09, 2018, 09:34:38 pm
It was inevitable.
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: kingawsume on March 09, 2018, 09:41:25 pm
Thanks for the belated birthday present. Praise the Toad!
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: scourge728 on March 09, 2018, 09:42:23 pm
Wait, are you saying cleaning jobs will actually work?
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: Dunamisdeos on March 09, 2018, 09:48:49 pm
Darn it, was hoping for a fix on the get-stuck-traveling bug for when squads go on raids. Still, great update, very excited, much fix.
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: Orkel on March 09, 2018, 09:50:40 pm
My 0.44.05 fort is crashing when I try to pillage :( guess it's time for a new fort/world
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: gnome on March 09, 2018, 10:10:11 pm
Thanks, Toady :]
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: lethosor on March 10, 2018, 12:01:01 am
My 0.44.05 fort is crashing when I try to pillage :( guess it's time for a new fort/world
Also time to submit a bug report (http://www.bay12games.com/dwarves/mantisbt/my_view_page.php) (crashes are almost never expected behavior).
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: Shonai_Dweller on March 10, 2018, 12:13:01 am
I didn't get a Spoils Report for my second raid.
On my first raid they came back with both mission report and an accurate spoils report, the second raid only left a mission report (in which it said livestock had been stolen).
The dorfs did indeed come back with a juicy tame saltwater crocodile for dinner, so the mission was successful.
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: Rose on March 10, 2018, 12:16:11 am
Great news!

Looking forward to the new stuff.
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: Shonai_Dweller on March 10, 2018, 12:38:50 am
Ooh. Like the new battle reports.
Here's one from my poorly planned attack on a tribe of monkey people (modded civ):

"In the late summer of 169, the cockatiel man Irendama Stirredkisses outmatched the dwarf Ilral Ringprestige with a cunning plan, and the defenders had a strong positional advantage in Potloder".
"In the late summer of 169, The Tiredness of Halls, poorly lead by the dwarf Ilral Ringprestige, clashed with 10 giant rhesus macques in Potloder."
"In the late summer of 169, the dog Eshtan Tradesneers clashed with ten gorillas in potloader".
"In the late summer of 169, the dog Eshtan Tradesneers was struck down by a gorilla in The Ageless Hills".

Great stuff!
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: Orkel on March 10, 2018, 01:07:14 am
My 0.44.05 fort is crashing when I try to pillage :( guess it's time for a new fort/world
Also time to submit a bug report (http://www.bay12games.com/dwarves/mantisbt/my_view_page.php) (crashes are almost never expected behavior).

I suppose I should. I'll do it after sleeping
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: Toady One on March 10, 2018, 04:25:25 am
Yeah, though some instability might be unavoidable with the new battle code; they are riffling all over memory now, in some places that don't get looked at often, so it's bound to draw things out, and there's lots of opportunity for error.  Hopefully it can all be sorted out reasonably promptly.  At least some of the new messages are proving to be funny, he he he.
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: ZM5 on March 10, 2018, 04:50:59 am
Awesome!

Regarding this line:
Quote
Made monster-type critters and non-monster-type critters have proper hostile again
What exactly does that entail? Is it related to the LARGE_PREDATOR token? I noticed that critters without it were often more aggressive than the ones with it, which seemed like a bug.
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: martinuzz on March 10, 2018, 05:06:31 am
Yay, update!
Nice work!
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: Shonai_Dweller on March 10, 2018, 05:21:21 am
Secured tribute from local elves, but the message says it's "to be delivered from Faintglitters every ."

Will make a bug report. Need to know when elf tribute is coming.

Incidentally this was a demand for a one-off tribute so it shouldn't be coming "every" anything at all.
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: Madde on March 10, 2018, 06:15:24 am

What exactly does that entail? Is it related to the LARGE_PREDATOR token? I noticed that critters without it were often more aggressive than the ones with it, which seemed like a bug.

I think it is just related to friendly megabeasts. I found that adding NOFEAR and a natural skill level of discipline helps to make predators aggressive again. The update might've fixed this, only one way to find out.
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: thvaz on March 10, 2018, 06:49:13 am
Thanks Toady!

Apparently we can't set the initial dwarves with military tactician skill. An oversight?
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: elieroz on March 10, 2018, 07:23:05 am
Thanks!!!!!!!  :)
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: MCreeper on March 10, 2018, 07:51:14 am
Looks like "visitors coming before player made a tavern" bug come back with vengeance.
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: Shonai_Dweller on March 10, 2018, 07:55:39 am
Looks like "visitors coming before player made a tavern" bug come back with vengeance.
They're not monster slayers?
Haven't had any visitors yet (no tavern or open caverns yet).
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: MCreeper on March 10, 2018, 07:59:20 am
They are all monster slayers indeed. I opened a cavern already, but i think all visitors are supposed to come after building a tavern?
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: Shonai_Dweller on March 10, 2018, 08:06:38 am
They are all monster slayers indeed. I opened a cavern already, but i think all visitors are supposed to come after building a tavern?
Monster slayers want to slay monsters. They'll sleep in the dirt just fine. Opening the caverns attracts them. That's working as intended.
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: Shonai_Dweller on March 10, 2018, 08:08:48 am
However what's a little serious is that the moment a stolen animal is assigned to my militia commander, it goes beserk and attacks someone. Unfortunate when its a dog. Fun when its a giant war cheetah. Crazed behavior is preceded by said dog fleeing from it's pasture the moment it's assigned.

Poor militia commander is getting shaken because nobody's burying his beloved pets...
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: Orkel on March 10, 2018, 08:40:38 am
Here's the crash report: http://www.bay12games.com/dwarves/mantisbt/view.php?id=10605
0.44.05 save in 0.44.06

I am currently playing a native 0.44.06 fort and will report if it happens in that one as well
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: MCreeper on March 10, 2018, 09:17:44 am
Another crash, pure 44.06 version. Game crashes on attempt to raid a bandit camp. In previous version i raided them without any issues. Here is my clunky crash report along with save. http://www.bay12games.com/dwarves/mantisbt/view.php?id=10606
Don't sure if it will crash always, in any world, don't have time to check today. Adventurer learned about camps' positions from "inquire about any trouble" quests.
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: Warlord255 on March 10, 2018, 10:36:56 am
Same crash issue - 0.44.05 save, crashes a few days after sending out for raid. Since the site is only 2 days' travel, I suspect something's going FUBAR when they arrive. Will try to test by sending them to a further-away site and see if it corresponds.

I did make sure to remove potentially wonky variables, such as backpacks/waterskins and modded weaponry (stone warhammers). Some of my troops were wearing jewelry, however, so that's a possible factor to try to zero out...

EDIT: Sent team with no jewelry, and sent them to a further-away destination. Crash still occurred after the same amount of time, so it's not happening at arrival - likely on first event during travel?
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: scourge728 on March 10, 2018, 11:17:23 am
However what's a little serious is that the moment a stolen animal is assigned to my militia commander, it goes beserk and attacks someone. Unfortunate when its a dog. Fun when its a giant war cheetah. Crazed behavior is preceded by said dog fleeing from it's pasture the moment it's assigned.

Poor militia commander is getting shaken because nobody's burying his beloved pets...
The best part is, I can't even tell if that's a bug or not....
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: Magistrum on March 10, 2018, 11:20:01 am
   (*) Stopped animals from developing need for alcohol after experiencing trauma

I love you Toady.
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: thvaz on March 10, 2018, 02:47:05 pm
Tried to send a party to explore a tomb, got a crash (0.44.06 save). Unfortunately no save to upload(I forgot to set up autosaves)
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: Shonai_Dweller on March 10, 2018, 05:28:55 pm
Stole a beakdog and it doesn't appear on the (z) animals menu, so I can't assign it for butchering (or anything else). Appears on the list of fortress pets (u) though.
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: lethosor on March 10, 2018, 05:45:04 pm
Can you butcher it in the v-p menu?
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: thvaz on March 10, 2018, 05:45:15 pm
It looks like there is stuttering in fortress mode still.
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: Orkel on March 10, 2018, 05:52:37 pm
It looks like there is stuttering in fortress mode still.

The regular stutter/minifreeze is likely caused by "behind the scenes" world stuff. Like maybe that's when the world moves forward (wars, combat, historical figures, etc).
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: thvaz on March 10, 2018, 05:54:49 pm
It looks like there is stuttering in fortress mode still.

The regular stutter/minifreeze is likely caused by "behind the scenes" world stuff. Like maybe that's when the world moves forward (wars, combat, historical figures, etc).

Toady fixed a bug about it some versions ago. I am at the beginning of the fortress but it started just like this.
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: Shonai_Dweller on March 10, 2018, 06:03:06 pm
Can you butcher it in the v-p menu?
Ha! No.
I get the dorf preferences screen instead! But no response to 'l', 'g', 'o', etc.
Weird...
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: Toady One on March 10, 2018, 06:10:46 pm
Awesome!

Regarding this line:
Quote
Made monster-type critters and non-monster-type critters have proper hostile again
What exactly does that entail? Is it related to the LARGE_PREDATOR token? I noticed that critters without it were often more aggressive than the ones with it, which seemed like a bug.

I believe it was historical critters like the giant dingos and so forth, but also certain others; a lot of the simple species-based reaction code disappeared at some point and was making them all peaceful to other historical figures.

Secured tribute from local elves, but the message says it's "to be delivered from Faintglitters every ."

Will make a bug report. Need to know when elf tribute is coming.

Incidentally this was a demand for a one-off tribute so it shouldn't be coming "every" anything at all.

Ah, just a text bug -- the one-time tribute should be brought back by your dwarves themselves as spoils-without-needing-pillaging.  I should probably phrase it better overall so there isn't an anticipation of a future one-time caravan.

Thanks Toady!

Apparently we can't set the initial dwarves with military tactician skill. An oversight?

Yeah, oversight, I'll write it down for next time.

Stole a beakdog and it doesn't appear on the (z) animals menu, so I can't assign it for butchering (or anything else). Appears on the list of fortress pets (u) though.

Ack, I thought I had integrated them properly.  Apparently they are not integrated very well at all.

It looks like there is stuttering in fortress mode still.

A save with bad stutter will help; I'm assuming it's some world-update activity that needs to be smeared more, but it could also just be some terrible wrong calculation going on periodically.
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: Shonai_Dweller on March 10, 2018, 09:55:31 pm
Are ongoing tributes permanent right now?
Will a peaceful civ go to war to stop them? How about if I go to war with a civ I'm getting tribute from?
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: Toady One on March 10, 2018, 10:14:37 pm
Ongoing tributes will be cancelled if you start a war with the civ; this happens if you attack any of the sites.  I tested that and it happened...  so hopefully it's working.  Though it won't provide a historical event for the cancellation itself, the tribute mentions and 'T' you see on the 'c' screen should go away.

Because of the way diplomatic events are tallied, the parent civ won't currently see that you've made one of their sites a tributary, and so they don't built up negative will over that; the site civ will tally it negative, but they can't start wars with you on their own (I think.)  Correcting that in some way is in the notes, but I wanted to get to administrators first since they'll also have a tribute relationship but it won't be a negative one and it'll involve your own civ...  best to pick through those brambles all at once, since it's not too far away.

You also can't successfully demand tribute from somebody you are at war with (it just turns into a fight).  You also can't ask for peace yet yourself, or claim victory and demand tribute as a way of 'winning' after breaking a siege.  Hopefully we can get to some of that too.
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: Shonai_Dweller on March 11, 2018, 12:20:21 am
Can you butcher it in the v-p menu?
Ha! No.
I get the dorf preferences screen instead! But no response to 'l', 'g', 'o', etc.
Weird...
Oh, what's this?
Apparently I can assign my Beak Dog as tavern keeper in the tavern menu. Will be trying that.  :)
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: FantasticDorf on March 11, 2018, 11:17:26 am
Quote from: ToadyOne
Stole a beakdog and it doesn't appear on the (z) animals menu, so I can't assign it for butchering (or anything else). Appears on the list of fortress pets (u) though.

Ack, I thought I had integrated them properly.  Apparently they are not integrated very well at all.

You did Toady from the looks of things, but as i detailed in my reply (http://www.bay12games.com/dwarves/mantisbt/view.php?id=10611#c37874) & my follow up child(?) report (http://www.bay12games.com/dwarves/mantisbt/view.php?id=10613) its all down to entity tags

For a summary, the civilization selects creatures without fortress mode purpose from [PET] or [PET_EXOTIC] out of bounds which then get picked up by raiders, in many ways the typical [EVIL][GOOD] tags are irrelevant in the face of [ANIMAL] tokens for establishing the ubiquity that old [COMMON_DOMESTIC] delivered. A single pair of tags like [GOOD] & [MOUNT] is good enough for elves to take unicorns from a local good forest even though they wouldn't be playable if you stole one from the elves in a raid.

Code workaround within.
Spoiler (click to show/hide)
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: PlumpHelmetMan on March 11, 2018, 04:41:51 pm
Thanks for the release, Toady. Already having a blast reading the post-worldgen battle reports. :)
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: Random_Dragon on March 12, 2018, 02:43:09 am
An interesting surprise to see such sudden work on the latest round of bugfixes. Will be neat to see.
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: thvaz on March 12, 2018, 04:51:55 pm
Is anyone getting mercenary visitors petitioning for residence? I don't recall a single one since 0.44.01 . I only get scholars, monster hunters and bards. When I get warriors other than monster hunters, they are always searching for artifacts.
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: PatrikLundell on March 12, 2018, 05:03:36 pm
Is anyone getting mercenary visitors petitioning for residence? I don't recall a single one since 0.44.01 . I only get scholars, monster hunters and bards. When I get warriors other than monster hunters, they are always searching for artifacts.
Yes, I do get the occasional merc in 0.44.05, but they're about as rare as I'd like peddlers and monks to be, i.e. an occasional bit of flavor, but I guess you shouldn't set up dedicated temples if you don't want those (the single pilgrim is suitably rare).

And a somewhat oddish development (0.44.05): an artifact hunter who'd been caught sneaking but fled returned later with the displayed intent of applying for work as a monster hunter. He was executed for attempted thievery before getting the chance to petition, though.
I have had quite a few artifact thieves who returned after fleeing, but they all continued to seek for the artifact (and they were all executed).
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: Shonai_Dweller on March 12, 2018, 05:07:58 pm
Some mercs are attracted by fighting. Certainly my merc count is up now that my main entrance is splattered with the remains of a couple of failed sieges. But yeah, they seem to start off a lot slower than in the previous version. Which works for me.
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: Orkel on March 12, 2018, 05:36:52 pm
Is anyone getting mercenary visitors petitioning for residence? I don't recall a single one since 0.44.01 . I only get scholars, monster hunters and bards. When I get warriors other than monster hunters, they are always searching for artifacts.
Yes, I do get the occasional merc in 0.44.05, but they're about as rare as I'd like peddlers and monks to be, i.e. an occasional bit of flavor, but I guess you shouldn't set up dedicated temples if you don't want those (the single pilgrim is suitably rare).

And a somewhat oddish development (0.44.05): an artifact hunter who'd been caught sneaking but fled returned later with the displayed intent of applying for work as a monster hunter. He was executed for attempted thievery before getting the chance to petition, though.
I have had quite a few artifact thieves who returned after fleeing, but they all continued to seek for the artifact (and they were all executed).

Yeah that may be related to the one I reported during .05 here: http://www.bay12games.com/dwarves/mantisbt/view.php?id=10577
Quote
0010577: Dwarf quester asks+denied artifact -> leaves map -> returns 1 second later - asks+denied artifact, repeating multiple times.
Title: Re: Dwarf Fortress 0.44.06 Released
Post by: alpha on March 12, 2018, 05:52:44 pm
0.44.06 crashes (freezes) on linux (vanilla, no utilites etc used) all the time in fort mode without any consistent reason. During freeze, music continues playing, but CPU usage goes to 100% and stays there.
The game picture remains permanently frozen. Console log shows no new errors/messages.

Happens between once every 20 minutes to once every 2 hours. Not very fun or playable. :'(