For modders: no raw changes found.Changes to alcohol are planned for further on as part of the stress fixes according the dev notes.
You claimed you altered booze effects, right? Nothing showed on the raw side, was it hardcoded stuff?
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.
* Stopped dwarves being dragged to cages/chains from trying to clean the floor
* Stopped animals from developing need for alcohol after experiencing trauma
My 0.44.05 fort is crashing when I try to pillage :( guess it's time for a new fort/worldAlso time to submit a bug report (http://www.bay12games.com/dwarves/mantisbt/my_view_page.php) (crashes are almost never expected behavior).
My 0.44.05 fort is crashing when I try to pillage :( guess it's time for a new fort/worldAlso time to submit a bug report (http://www.bay12games.com/dwarves/mantisbt/my_view_page.php) (crashes are almost never expected behavior).
Made monster-type critters and non-monster-type critters have proper hostile againWhat 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.
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.
Looks like "visitors coming before player made a tavern" bug come back with vengeance.They're not monster slayers?
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.
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.The best part is, I can't even tell if that's a bug or not....
Poor militia commander is getting shaken because nobody's burying his beloved pets...
(*) Stopped animals from developing need for alcohol after experiencing trauma
It looks like there is stuttering in fortress mode still.
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).
Can you butcher it in the v-p menu?Ha! No.
Awesome!
Regarding this line:QuoteMade monster-type critters and non-monster-type critters have proper hostile againWhat 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.
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.
Thanks Toady!
Apparently we can't set the initial dwarves with military tactician skill. An oversight?
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.
It looks like there is stuttering in fortress mode still.
Oh, what's this?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...
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.
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).
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).
0010577: Dwarf quester asks+denied artifact -> leaves map -> returns 1 second later - asks+denied artifact, repeating multiple times.