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Dwarf Fortress => DF Announcements => Topic started by: Toady One on July 10, 2010, 07:40:17 pm

Title: Dwarf Fortress 0.31.09 Released
Post by: Toady One on July 10, 2010, 07:40:17 pm
Download (http://www.bay12games.com/dwarves) (Click refresh on your browser if it doesn't show up)

Lots of combat changes this time.  Keep in mind that old saves use the old raws, so you'll want to copy over at least item_weapon.txt, item_ammo.txt and inorganic_metal.txt to get more of the positive effects.  The adventure mode stone-making ability won't be available in old saves but butchery will be.

Crash fixes
   (*)fixed potential crash with container reactions
   (*)stopped arena mode from caving in/locking up when you leave control mode

Major bug fixes
   (*)made material-based random headless beasts killable
   (*)stuckin bleeding updated properly
   (*)fixed major artery tag when added from creature raw with TL_MAJOR_ARTERIES (also TL_CONNECTS)
   (*)made major artery strike for 25%+ fractures on major artery parts mandatory
   (*)amplified effects for announced major artery strikes
   (*)fixed swing velocity calculation for weapons
   (*)fixed clothing size calculation (messed up shields, gloves, boots)
   (*)changed contact area and size for bolts
   (*)fixed blowouts in giant creature wrestling
   (*)fixed weird skill/profession mixup that stopped marksdwarves from firing on enemies
   (*)freed up some ammo that became lost in limbo after squad deletion/ammo reassignments/etc.
   (*)made hunters grab ammo more reliably when they run out or when labor is changed
   (*)fixed reordering of reaction/ore mats and a few other indexing problems between operating systems

Other bug fixes/tweaks
   (*)reworded some combat announcements
   (*)fixed reaction screen product display error
   (*)fixed contact area issue with misc object fighting
   (*)changed dodging rules for people mounting a charge defense
   (*)fixed problem with edge being disregarded too soon after impact breaks
   (*)changed skill effects on firing rate
   (*)changed contact area calculations for body parts
   (*)various changes to weapon raws
   (*)changed edge/impact calculations
   (*)metal values changed in raws
   (*)fixed problems preventing some gut pop-outs from happening
   (*)fixed issue with extra dodge rolls causing shots to become less square
   (*)other combat tweaks
   (*)obliterated arsenal dwarf (position will still exist in old saves, but won't be used/needed)
   (*)extended distance at which hunters are willing to shoot
   (*)made hunters return kills under more circumstances
   (*)allowed miners/woodcutters to switch immediately to hunt labor without getting confused about crossbow
   (*)stopped targeting of benign, far away wilderness creatures after they see you, unless they are close
   (*)force-allowed targeting of kill targets in some cases where it wasn't permitting it
   (*)stopped indiv choice melee/ranged from picking out weapons of the opposite type instead of just preferring them
   (*)fixed problem with custom workshops blanking out at times (save compat iffy here, might have to rebuild shops)
   (*)made reaction job interface/automation check inside barrels/etc. (stuff manager jobs did right)
   (*)changed stuckin chances

New stuff
   (*)added cumulative wounds
   (*)added adv mode knapping
   (*)added adv mode butchery
   (*)allowed use of (buildingless) reactions in adv mode
   (*)changed adv mode hunger/thirst/drowsiness durations and penalties
   (*)start with spear/dagger in adv play now
   (*)default dwf start with a few quivers
   (*)gave hunters default ammo assignment

SDL Version: Baughn fixed up the macro delay timer, a PPC Mac bug where the screen would be yellow and a seg-fault.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: lumikant on July 10, 2010, 07:46:01 pm
Thanks a ton, can't wait to give it a whirl.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Ghundio on July 10, 2010, 07:47:18 pm
I've been waiting for this forever. Thanks
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Orkel on July 10, 2010, 07:50:34 pm
Awesome. I noticed one thing though, bolts are insanely deadly. Copper bolts tear through "blue metal" armor like butter. Sure this is supposed to happen? ;)
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: stuntaneous on July 10, 2010, 07:51:44 pm
anticipating every update, thanks again  :D
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Rumrusher on July 10, 2010, 07:54:03 pm
by Knapping you mean we can set cage traps every where?
sweet.
but I wasn't hoping for a new update this early I have not even got my adventurer to chop up friendly towns folks in 31.06 yet.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Chattox on July 10, 2010, 07:54:37 pm
Awesome, I'll give this a try in the morning, just gonna change some options and whatnot now while I still remember.

Gypsum plaster fix next update maybe? :)
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: SolarShado on July 10, 2010, 07:57:02 pm
Adventurer skills!!!!

well, not exactly, but it's a start!!
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Strife26 on July 10, 2010, 08:00:31 pm
And me without a computer capable of playing DF, and leaving for basic in a few short days. I'm sad that I won't be able to try it out.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Raidmaster on July 10, 2010, 08:04:01 pm
Great work toady, i'm sure everyone here thinks your great for making dwarf fortress and all the new stuff added is brilliant, well done.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: FuzzyDoom on July 10, 2010, 08:04:40 pm
All hail the (Hypno) Toad!
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: moosecow on July 10, 2010, 08:05:01 pm
Awesome!
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: culwin on July 10, 2010, 08:10:10 pm
Damn, I should call off work on Monday!!
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Toady One on July 10, 2010, 08:12:40 pm
Quote from: Orkel
Awesome. I noticed one thing though, bolts are insanely deadly. Copper bolts tear through "blue metal" armor like butter. Sure this is supposed to happen? ;)

He he, every version will have its problems.  You could try reducing the velocity in the item_weapon file, but I'm not sure how much that'll help before they can't penetrate anything.  We continue to spiral down toward proper behavior.

Quote from: Rumrusher
by Knapping you mean we can set cage traps every where?
sweet.

I was using it in this sense: http://en.wikipedia.org/wiki/Knapping
So you can hunt down a groundhog with a sharp rock now and skin it with one, but you can't set up animal traps for them.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Sinergistic on July 10, 2010, 08:15:11 pm
Wooooooo! Awesome! <3
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Topace3k on July 10, 2010, 08:20:17 pm
Awesome. I noticed one thing though, bolts are insanely deadly. Copper bolts tear through "blue metal" armor like butter. Sure this is supposed to happen? ;)

And yet they're entirely incapable of finishing off even unarmored creatures, no matter how many you fire.  A strange quandary.

Also, punches and weak blunt weapons (such as crossbows used in melee) still take absolute ages to kill unarmored opponents, not even going to try it against armor.  Sometimes it seems like they won't even kill them- the cumulative damage change leads to more "yellow" and "red" injuries, but does not actually allow even entirely disabled creatures to bleed out or otherwise be finished off by such attacks.

Edit:  I spoke too soon on the bolts/arrows- they do occasionally cause some kills, but they do cause very little bleeding.  :)  It seems that head/heart/lungshots are the key.  Heartshots work too.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Rumrusher on July 10, 2010, 08:21:20 pm
wait X button goes into your build mode?!?
oh.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: G-Flex on July 10, 2010, 08:26:21 pm
Also, punches and weak blunt weapons (such as crossbows used in melee) still take absolute ages to kill unarmored opponents, not even going to try it against armor.  Sometimes it seems like they won't even kill them- the cumulative damage change leads to more "yellow" and "red" injuries, but does not actually allow even entirely disabled creatures to bleed out or otherwise be finished off by such attacks.

Perhaps there's a lack of internal bleeding (and other similar effects) screwing things up?

Quote
Edit:  I spoke too soon on the bolts/arrows- they do occasionally cause some kills, but they do cause very little bleeding.  :)  It seems that headshots are the key.

Maybe this is a contact area problem: The game really doesn't have a way (as far as I know) to represent a piercing object with a fine point (i.e. a very small initial contact area) that results in a larger wound (e.g. an arrowhead, which pierces at a fine point but is wedge-shaped to create a wound larger than that point). Perhaps they're acting like puncture wounds at this point, hence the lack of bleeding and severe injury?



I'm going to do more testing at some point, but maybe not tonight. Not sure yet.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Toady One on July 10, 2010, 08:29:37 pm
Quote from: Topace3k
Edit: It seems that headshots are the key.

Aiming is becoming more and more of the problem now, which is a good thing, because that's an unadded feature on the dev page rather than a bug.  There's still a lot to do, though, especially with internal bleeding/tenderizing.  Stuck-in bolts still slow bleeding a bit, so you don't get real trouble unless you hit an artery/heart etc, which I think they get shafted on because of their new low contact area (which is what helps them get through metal armor/etc., since it is dividing down the small numbers properly now).  Not sure how much that should change.  Maybe artery strikes should be more common, but people in real-life can survive those kinds of injuries for hours/days, depending on what got stuck.  The crossbows used in melee are a particular problem that I didn't get too -- I think they are the size of a fist or two, or something, which makes them pretty lame, and their other melee numbers are probably bad as well.  But a lot of the items are still screwed up.  This certainly isn't meant as the final combat fix release.  Far from it.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Dwarfu on July 10, 2010, 08:31:39 pm
Haven't filed a big report yet, but might want to look at fire attacks (I'm assuming).  May be luck of the draw, but a group of ettins vs a group of giants vs a group of dragons vs a group of cyclopes = giants win with only one loss; however all of them had their entire body's fat layers burned off, their teeth and ribs were burned, but no other tissue layers were affected (in their z status screen anyways).

Also, the errorlog shows:
FAT: hole-skipped, still attached
SKIN: hole-skipped, still attached
FAT: hole-skipped, still attached
SKIN: hole-skipped, still attached
FAT: hole-skipped, still attached
SKIN: hole-skipped, still attached
FAT: hole-skipped, still attached
SKIN: hole-skipped, still attached
FAT: hole-skipped, still attached
SKIN: hole-skipped, still attached
FAT: hole-skipped, still attached
SKIN: hole-skipped, still attached
SCALE: hole-skipped, still attached
FAT: hole-skipped, still attached
SKIN: hole-skipped, still attached
FAT: hole-skipped, still attached
FAT: hole-skipped, still attached
SCALE: hole-skipped, still attached
FAT: hole-skipped, still attached
SCALE: hole-skipped, still attached
MUSCLE: hole-skipped, still attached
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Diablous on July 10, 2010, 08:34:47 pm
Hurray!
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: existent on July 10, 2010, 08:35:10 pm
So, does this mean axes aren't entirely overpowered now? 'Tis a shame, they were such a Dwarfy weapon. As I'm reading that crossbows are more stop and less kill, I guess it's on to hammers!
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Topace3k on July 10, 2010, 08:38:49 pm
Quote from: Topace3k
Edit: It seems that headshots are the key.

Aiming is becoming more and more of the problem now, which is a good thing, because that's an unadded feature on the dev page rather than a bug.  There's still a lot to do, though, especially with internal bleeding/tenderizing.  Stuck-in bolts still slow bleeding a bit, so you don't get real trouble unless you hit an artery/heart etc, which I think they get shafted on because of their new low contact area (which is what helps them get through metal armor/etc., since it is dividing down the small numbers properly now).  Not sure how much that should change.  Maybe artery strikes should be more common, but people in real-life can survive those kinds of injuries for hours/days, depending on what got stuck.  The crossbows used in melee are a particular problem that I didn't get too -- I think they are the size of a fist or two, or something, which makes them pretty lame, and their other melee numbers are probably bad as well.  But a lot of the items are still screwed up.  This certainly isn't meant as the final combat fix release.  Far from it.

As someone else said, it may be that the damage caused by the depth of the wound caused by bolts/arrows is ill-represented.  However, they do seem to cause a great deal of pain and can disable opponents quickly, which makes them useful even if they fail to find the heart or brain. 

I've noticed a few dwarves fighting with crossbows able to at least cause fatal head-trauma with crossbow bashing, which is heartening.  I still think it would be cool to add some abstracted internal bleeding through the bruising caused by repeated battering, so even if organs aren't obliterated a proper beat-down can still lead to death, as it would in reality.

Keep up the great work Toady!
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: smjjames on July 10, 2010, 08:39:08 pm
Haven't filed a big report yet, but might want to look at fire attacks (I'm assuming).  May be luck of the draw, but a group of ettins vs a group of giants vs a group of dragons vs a group of cyclopes = giants win with only one loss; however all of them had their entire body's fat layers burned off, their teeth and ribs were burned, but no other tissue layers were affected (in their z status screen anyways).

Also, the errorlog shows:
FAT: hole-skipped, still attached
SKIN: hole-skipped, still attached
FAT: hole-skipped, still attached
SKIN: hole-skipped, still attached
FAT: hole-skipped, still attached
SKIN: hole-skipped, still attached
FAT: hole-skipped, still attached
SKIN: hole-skipped, still attached
FAT: hole-skipped, still attached
SKIN: hole-skipped, still attached
FAT: hole-skipped, still attached
SKIN: hole-skipped, still attached
SCALE: hole-skipped, still attached
FAT: hole-skipped, still attached
SKIN: hole-skipped, still attached
FAT: hole-skipped, still attached
FAT: hole-skipped, still attached
SCALE: hole-skipped, still attached
FAT: hole-skipped, still attached
SCALE: hole-skipped, still attached
MUSCLE: hole-skipped, still attached

I wonder if those errors are 'normal' in the sense that the pathing errors we get in the errorlog are normal? Otherwise, wierd.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: alxnotorious on July 10, 2010, 08:41:45 pm
Aw, the arsenal dwarf is gone? I liked having something that regulated the weapons and armor when it was being changed.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: smjjames on July 10, 2010, 08:48:02 pm
Aw, the arsenal dwarf is gone? I liked having something that regulated the weapons and armor when it was being changed.

It ended up being a case of TOO much regulation and berueracuracy.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Rumrusher on July 10, 2010, 08:49:33 pm
So, does this mean axes aren't entirely overpowered now? 'Tis a shame, they were such a Dwarfy weapon. As I'm reading that crossbows are more stop and less kill, I guess it's on to hammers!
you can use your axe for butchering still wonder what else we can do other than polish stones and chop up things hidden in this version.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: existent on July 10, 2010, 08:50:48 pm
It ended up being a case of TOO much regulation and berueracuracy.

berueacuracy

I think "accuracy" is the farthest thing from what was going on.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: tfaal on July 10, 2010, 08:56:05 pm
I think something went wrong with the mac download. All I know is, there's an exe in it, and that just ain't right.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: slink on July 10, 2010, 08:58:07 pm
Has anyone else gotten a crash with the Windows SDL version using a save from 31.08?  I don't know what caused it.  I was just looking around after having been playing for about half an hour, and it went boom.  I saved the Microsoft report file but I don't know if that would help.

Edit:  I attempted to reproduce the crash and was not successful.  However, the event that occurred at about the correct time was a strange mood.

Edit #2: I did finally reproduce this and it was the bug related to burrows without areas, which has apparently existed for some time now.  I did a full set of experiments and reported on it in the appropriate thread on the Mantis Bug Forum.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: VWSpeedRacer on July 10, 2010, 09:00:25 pm
I woke up this morning, saw there was no update, and grinned while thinking to myself:

Urist McToad, Developer cancels job Release 31.09:  9AM again.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Rumrusher on July 10, 2010, 09:06:49 pm
wait we can add custom reactions in adventure mode! to bad summoning live animals still won't work. but at least we can create weapons out of nothing. toady gave us impulse 101!
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Cyntrox on July 10, 2010, 09:15:27 pm
Does this help the archery target bug?
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Makbeth on July 10, 2010, 09:21:30 pm
Oh, it fees so good to be able to do real damage in 2010 adventure mode.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Mysteriousbluepuppet on July 10, 2010, 09:32:17 pm
Ah excellent !

Can't wait to give it a go tomorrow. Guess i'll start a new fort for the occasion!
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: moosecow on July 10, 2010, 09:40:50 pm
pets and merchants don't seem to be getting along...
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: TomiTapio on July 10, 2010, 09:47:47 pm
Most excellent! All thanks to Toady!

Me being a Genesis-mod user, I'm trying to merge the .09 stuff into my tweaked raws.
Noticed that "material_template_default.txt" now has tags like
[COMPRESSIVE_STRAIN_AT_YIELD:100] instead of old [COMPRESSIVE_ELASTICITY:10], I think that might be mentioned in the "file changes.txt".

Also noticed that organs heal much slower than in Genesis (or older DF2010).

Edit: Hmm, looks like a spear is rather useless versus six- and eight-legged foes, scorpions and spiders.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Yocas on July 10, 2010, 10:09:47 pm
Quastion!

I may have missed it but has the -Military training system and weapon- / -armor equipment for squad- bugs been taken care of or do I still need to rely on mainly traps to defend my fort?  :-\
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: mnjiman on July 10, 2010, 10:10:34 pm
DL isnt working for me.

Edit: Nevermind :)
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Shurhaian on July 10, 2010, 10:16:23 pm
Major bug fixes
...
   (*)fixed reordering of reaction/ore mats and a few other indexing problems between operating systems
Huh. Does this have something to do with ordering gold to be made into gold goblets and getting iron ones and such oddities? Will have to give that a go...
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Andur on July 10, 2010, 10:33:33 pm
pets and merchants don't seem to be getting along...

Yeah, the dwarven merchants at my fort didn't like this upgrade! If it were elves or humans, then whatever...

Though my military joined in the slaughter of my pets as well.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: axus on July 10, 2010, 10:38:11 pm
Something weird happened, a dog and a visiting human swordsman caravan guard got into a fight, not sure why.  The swordsman killed the dog pretty quick.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: moosecow on July 10, 2010, 10:38:34 pm
I'm also getting an enormous amount of pickup equipment cancellation. Seems my crossbow dwarfs are picking up a few arrows bolts, spamming cancel, picking up some more, sometimes they eventually break out of the loop. Other times they just run in a circle never picking anything up just canceling away next to the ammo stockpile.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Sphalerite on July 10, 2010, 10:38:59 pm
Something weird happened, a dog and a visiting human swordsman caravan guard got into a fight, not sure why.  The swordsman killed the dog pretty quick.

I just copied a save from DF31.08 to DF31.09, and very rapidly had to kill an entire human trade group when my war dogs and war elephants attacked the humans unprovoked, and then humans then went on an animal-killing rampage through my fortress.  At least the kill orders seem to work now, as I was able to order my military to kill the human traders.  I suspect there's some kind of bug causing hostility between tame animals and visiting friendly units.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: FuzzyDoom on July 10, 2010, 10:42:52 pm
And the circle of bugs continues, everlasting, never changing.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: TooMuchPete on July 10, 2010, 10:44:07 pm
I get crashes on worldgen about 50% of the time, no rhyme or reason. Win7-64bit
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: shibdib on July 10, 2010, 10:44:16 pm
And the circle of bugs continues, everlasting, never changing.

Its not a bug, its the fix to catsplosion
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Sphalerite on July 10, 2010, 10:52:58 pm
Further testing reveals that tame animals and friendly units attack each other on sight now.  This appears to apply both to games copied from earlier versions and ones created in 31.09.  This is pretty bad - you can either trade and meet with diplomats, or have tame animals, but not both.  Makes the game unplayable with my current fortress.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: James.Denholm on July 10, 2010, 10:54:19 pm
I guess it's on to hammers!
Urist McHammer stops: Hammer time.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: smjjames on July 10, 2010, 10:55:11 pm
Heh, I wonder what the heck happened that is making the merchants do that......

I think we'd better get Toady in here.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: arghy on July 10, 2010, 11:00:13 pm
hahaha dear god the fort was going so good till the liaison appeared with the caravan and it then announced 'urst the hammerer has arrived!' then the great slaughter began of my massive horde of dogs--had like 30 puppys with 10 war dogs the liaison was covered in puppy entrails at the end.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: existent on July 10, 2010, 11:01:05 pm
As bad as this bug is, I must admit it's quite hilarious.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: smjjames on July 10, 2010, 11:01:55 pm
Man, I'm mulling on sending a moderator report just to get Toadys attention, but don't want to get into trouble.....
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: arghy on July 10, 2010, 11:12:31 pm
Someone go check out the raws maybe its in there
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: shibdib on July 10, 2010, 11:13:35 pm
Someone go check out the raws maybe its in there

Already did, didnt see anything that could have cause it. Who attacks first, the merchant or the animal?
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: smjjames on July 10, 2010, 11:15:16 pm
From the bug report on the bug tracker, looks like its sometimes the animal, and sometimes the liason or the traders.

Maybe it has something to do with the liason and traders not recognizing the animals as belonging to your civ.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Sphalerite on July 10, 2010, 11:16:38 pm
Someone go check out the raws maybe its in there

Already did, didnt see anything that could have cause it. Who attacks first, the merchant or the animal?
In the combat reports, it appears that the tame animal always attacks first, although after being attacked a few times the caravan guards started chasing down and attacking/getting attacked by animals.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: smjjames on July 10, 2010, 11:18:00 pm
Sudden onset rabies maybe?
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: CaveLobsterShell on July 10, 2010, 11:20:36 pm
It ended up being a case of TOO much regulation and berueracuracy.

berueacuracy

I think "accuracy" is the farthest thing from what was going on.

It's bueareaucuaraacy.

Also, huzzah new release! Now on to fixing the dead-squad-member bug.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Toady One on July 10, 2010, 11:21:19 pm
If I remember, the only part I messed with there was the thing to get soldiers to go after their kill targets correctly, instead of getting sucked in by wild animals.  Something must have gotten crossed up there.  I'll be able to check in a few hours.  If I can figure it out, I should be able to get up another release tonight.  Assuming the forum isn't corrupted again or something.  I'll check the tracker for other stuff, but we'll have to balance getting something up quickly with fixing more problems.

The hole-skipping thing is a combat log that somehow got into release mode.  Must have used the wrong logging stuff for that one.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: smjjames on July 10, 2010, 11:25:17 pm
If I remember, the only part I messed with there was the thing to get soldiers to go after their kill targets correctly, instead of getting sucked in by wild animals.  Something must have gotten crossed up there.  I'll be able to check in a few hours.  If I can figure it out, I should be able to get up another release tonight.  Assuming the forum isn't corrupted again or something.  I'll check the tracker for other stuff, but we'll have to balance getting something up quickly with fixing more problems.

The hole-skipping thing is a combat log that somehow got into release mode.  Must have used the wrong logging stuff for that one.

I liked the sudden onset rabies idea, but yea don't worry about balancing getting something up quickly with fixing more problems, its par for the course with testing and bugfixes.

Theres a few linux stuff up there regarding .09, just saying.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: shibdib on July 10, 2010, 11:30:52 pm
anyway we can just get a hotfix for the pet killing? I cant find tag properties in the raws so im assuming the merchant_guard or merchant_noble has some attribute thats making tame animals target them
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Josephus on July 10, 2010, 11:31:20 pm
yaaaaay adventure moooooode
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: smjjames on July 10, 2010, 11:32:48 pm
anyway we can just get a hotfix for the pet killing? I cant find tag properties in the raws so im assuming the merchant_guard or merchant_noble has some attribute thats making tame animals target them

It might be something hardcoded.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: shibdib on July 10, 2010, 11:34:31 pm
anyway we can just get a hotfix for the pet killing? I cant find tag properties in the raws so im assuming the merchant_guard or merchant_noble has some attribute thats making tame animals target them

It might be something hardcoded.

thats what im assuming, i dont really feel like diving into an .exe tonight and getting chewed for some copyright bs ;)
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: smjjames on July 10, 2010, 11:39:35 pm
Anyways, I wonder if any saves currently on .09 will still be useable after its fixed since someone on the bug report of the bugtracker is reporting what sounds like a loyalty cascade that resulted from it.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: cowofdoom78963 on July 10, 2010, 11:40:53 pm
Dont you think x should be added to the list of keybindings?
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: jocan2003 on July 10, 2010, 11:41:20 pm
Great great great! superb Toady!!, i just cant wait to be able to build wall/door/ramp/stair and dig so i can make a SOLO megaproject, start a fort, place some stuff, get adventurer and make mega construction toward to next volcano to make lava lake and whatnot :D, Or massive armok statue!!
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: axus on July 10, 2010, 11:47:03 pm
I'm also having problems in my fort after a goblin ambush on the dwarf caravan.  After hitting the ambush, one of my soldiers decides to attack the Outpost Liason.  Now all my dwarves attacked and killed him.  Soon after, more dwarves are getting on everyone's bad side and becoming a target.  It's not going to end well, but it's funny.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Richards on July 10, 2010, 11:53:56 pm
Ever think about going back to a proper sleeping schedule Tarn? Rising up with the sun and going to bed when it sets?

I think you'd get yourself more rested and you'd have no trouble whenever there's a get together or interview or some miscellaneous thing to do.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: existent on July 10, 2010, 11:56:46 pm
Toady works at night and sleeps during the day. It's like his superpower.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: FuzzyDoom on July 11, 2010, 12:07:39 am
Toady works at night and sleeps during the day. It's like his superpower.

If that's a superpower, then every Hardcore-gamer gains that Superpower. I remember last year I was waking up at 6 PM and going to bed at 10 AM...good times. Stupid job. >.<
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Tabithda on July 11, 2010, 12:10:05 am
Hooray, the next version is out!

I also happened to find a bug. Removing clothing an article(for example a -cat leather long skirt-) of clothing will result in the -cat leather long skirt- in question to remain in the 'remove item' list despite the -cat leather long skirt- now being held, and trying to remove it again crashes the game.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: existent on July 11, 2010, 12:12:18 am
Toady works at night and sleeps during the day. It's like his superpower.

If that's a superpower, then every Hardcore-gamer gains that Superpower. I remember last year I was waking up at 6 PM and going to bed at 10 AM...good times. Stupid job. >.<

I go to bed at 5am regularly.... but still, for Toady, it's a Superpower. You see, Toady is a superhero, and therefore, what for us is a "lifestyle", for Toady is a Superpower.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Urist McDepravity on July 11, 2010, 12:12:49 am
Okay, I'm probably missing something, but.
I have groundhog corpse in my backpack and copper dagger.
How do I butcher it now?
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: existent on July 11, 2010, 12:13:35 am
Hmm. DF just crashed during worldgen. That was random.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Capntastic on July 11, 2010, 12:23:58 am
To be sure, the only knapping product currently is sharp rocks?

Also, took me a bit to notice that you can only craft with objects on the ground, as opposed to being able to use your inventory.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: smjjames on July 11, 2010, 12:27:08 am
Hmm. DF just crashed during worldgen. That was random.

Did it crash during the placing civilizations phase? There is a known bug with that, but its pretty rare.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: existent on July 11, 2010, 12:29:08 am
Hmm. DF just crashed during worldgen. That was random.

Did it crash during the placing civilizations phase? There is a known bug with that, but its pretty rare.
Dunno. It's possible. I didn't pay it much attention since it was just a one-time thing.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: loose nut on July 11, 2010, 12:30:50 am
Hmm, got it to crash as I was trying to select training ammo for my lone crossbowdwarf in the military screen. Was this a pre-existing bug? I vaguely remember having heard of it. Did not get to see the caravan fight my war dogs. No save. Poop!

Also, I guess I'm dumb, but I didn't really get the point of the window-resizing and OpenGL stuff in the Mac version, because the font would stay the same stupid size when I resized the window, until I absentmindedly flicked my scroll wheel and zoooooom! That is handy.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Urist McDepravity on July 11, 2010, 12:35:20 am
Found out why i could not butcher anything - Toady did add some new keybindings and announcements to init and copying 31.08 files removed that.
Maybe game should use some sane defaults if values are missing in the configs? Or at least warn about them missing
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Rumrusher on July 11, 2010, 12:39:59 am
To be sure, the only knapping product currently is sharp rocks?

Also, took me a bit to notice that you can only craft with objects on the ground, as opposed to being able to use your inventory.
well that's new I found out that you can craft when the object is in your hands.
butchering leads to the new prepared organs to spawn on the ground

having the dagger or any sharp object can grant you a tool use for cutting, be it an axe, a sword, a lightsaber you moded in.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Syke on July 11, 2010, 12:48:27 am
Anyone else have their macros run /really/ slowly?  I see in the release notes that the delay timer was adjusted for a PPC Mac issue...

I'm on windows, but each when I run a macro, each keystroke takes about a full second...
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Urist McDepravity on July 11, 2010, 12:49:42 am
Also, seems spears are bugged. Many of my strikes with spear result in severed bodyparts, such as heads or even lower body's.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Mandaril on July 11, 2010, 12:55:16 am
Also, seems spears are bugged. Many of my strikes with spear result in severed bodyparts, such as heads or even lower body's.

Seems certainly plausible. Have you seen how big some spears are?

http://en.wikipedia.org/wiki/Spear
Infantry spears
Quote
Exact spear lengths are hard to deduce as few spear shafts survive archaeologically but 6 ft. - 8 ft. (1.8m - 2.5m) would seem to be the norm.

I can easily see how a spear as big as a man, or even bigger, can sever bodyparts.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: se5a on July 11, 2010, 01:00:23 am
yeah because the increased length of a thrusting weapon makes it soooo much more likely to sever bodyparts.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: G-Flex on July 11, 2010, 01:02:25 am
Mandaril must be thinking of other pole weapons, or something.

A spear isn't a slashing weapon; they don't tend to have large heads, either. You aren't going to be splitting bodies in half with them by any stretch of the imagination.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: smjjames on July 11, 2010, 01:03:53 am
Theres also the size of the spearhead, we aren't talking about sharpened metal stakes here.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Josephus on July 11, 2010, 01:04:09 am
It really depends on the broadness of the head. For example, currently I'm stabbing tails and paws off wolves, which is plausible. I have yet to behead or bifurcate someone with a spear.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: G-Flex on July 11, 2010, 01:05:20 am
Yeah, stabbing off a tail or paw makes sense enough.

Theres also the size of the spearhead, we aren't talking about sharpened metal stakes here.

You're not going to get a spearhead that's wider than a person's waist, you can trust me on that one.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Urist McDepravity on July 11, 2010, 01:16:57 am
You're not going to get a spearhead that's wider than a person's waist, you can trust me on that one.
Well, I didn't test it on sapient creatures, just occured while I was gathering bodies for butcher testing:
Spoiler (click to show/hide)
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Nil Eyeglazed on July 11, 2010, 01:19:55 am
unfortunately, dwarfs are still upgrading their left gauntlets with higher quality right gauntlets :(
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Josephus on July 11, 2010, 01:22:33 am
You're not going to get a spearhead that's wider than a person's waist, you can trust me on that one.
Well, I didn't test it on sapient creatures, just occured while I was gathering bodies for butcher testing:
Spoiler (click to show/hide)

Well, it probably depends on how big the groundhog is.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Dante on July 11, 2010, 01:27:54 am
Well, it probably depends on how big the groundhog is.
And whether it's biting you with its entire face.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: G-Flex on July 11, 2010, 01:29:13 am
Yeah, doing it to a groundhog makes more sense, although it's still rather odd.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Dante on July 11, 2010, 01:35:58 am
Man, there is no sweeter sight than that of sixteen ogres waling on a bronze collosus with steel daggers and turning it into a big bronze statue of, um, a pixie.

But yeah, the bit where it died was sweet.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: nil on July 11, 2010, 01:37:10 am
Also, seems spears are bugged. Many of my strikes with spear result in severed bodyparts, such as heads or even lower body's.
Does this ever happen when the body part has never been hit before, or does it apply only to already wounded parts?  We did get cumulative damage this update, and a spear could realistically (albeit gruesomely) dismember a major body part with enough strikes.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: RabidRabbit on July 11, 2010, 01:53:27 am
Quote from: Orkel
Awesome. I noticed one thing though, bolts are insanely deadly. Copper bolts tear through "blue metal" armor like butter. Sure this is supposed to happen? ;)

He he, every version will have its problems.  You could try reducing the velocity in the item_weapon file, but I'm not sure how much that'll help before they can't penetrate anything.  We continue to spiral down toward proper behavior.

Been testing w/ dwarves shooting at each other in arena - each equipped w/ a full suit of metal armor, iron crossbow, and metal bolts:

Changing SHOOT_MAXVEL from the crossbow entry from '1000' to '30' results in slightly more reasonable behavior.  Material doesn't seem to matter anymore, and iron/steel/blue bolts will pierce iron/steel/blue armor roughly 1 out of every 3-5 shots.  Changing it to '10' is too low, where anything not a neck shot is harmless, and '50' is still high enough to penetrate any armor all the time.

Also, is it just me, or do bolts have a better chance to penetrate on subsequent shots after the first wound?  Does it have something to do w/ the target falling down, or the armor weakening after letting the first bolt through, or am I just imagining things?
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Sinistar on July 11, 2010, 02:46:23 am
I think I'll download .09 just to embark with 100+ puppies and wait till autumn.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: KaelGotDwarves on July 11, 2010, 02:52:20 am
You're not going to get a spearhead that's wider than a person's waist, you can trust me on that one.
(http://www.shaolinchimantis.com/Images-M/Products-M/SCM-154/GuanDao-102a-72-s.jpg)
It's just not called a spear anymore ;)
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: yarr on July 11, 2010, 03:00:21 am
Any news on .10 ? Will it still come "tonight"?
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Miko19 on July 11, 2010, 03:04:57 am
So, what's next on your plans, Toady?
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Catastrophic lolcats on July 11, 2010, 03:09:02 am
Decided to try my hand at MSpaint drawings in the spirit of this event
Spoiler (click to show/hide)
Okay due to the speed of Toady this is rather useless and the large amount of grammar and spelling mistakes saddens me greatly
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Toady One on July 11, 2010, 03:26:45 am
Quote from: cowofdoom78963
Dont you think x should be added to the list of keybindings?

Ah, yeah, if you are talking about the manual page, I haven't added an adv key for a while, and totally forgot.  It'll be in 0.31.10.

Quote from: Capntastic
To be sure, the only knapping product currently is sharp rocks?

Yeah, I didn't get to the scrapers, chisels and daggers that we might end up having when we get to clothes-making.  I thought I would be able to squeeze in a little bit more back when I added it, but it ended up being just the lone thing, sadly.

Quote from: loose nut
Hmm, got it to crash as I was trying to select training ammo for my lone crossbowdwarf in the military screen. Was this a pre-existing bug? I vaguely remember having heard of it.

There have been crashes floating around that screen, but it's possible we've got a new one too.  Hopefully reproduction steps will find their way to the tracker over time.

Quote from: Syke
Anyone else have their macros run /really/ slowly?

I changed MACRO_MS from 15 to 150 in the init, as part of the fixes that Baughn did to some bug there, but I'm not actually sure what the number should be.  You could try changing it and see if it makes a difference.  If this is the right variable and there's a rough consensus for some default, we can set it to whatever.

Quote from: RabidRabbit
Changing SHOOT_MAXVEL from the crossbow entry from '1000' to '30' results in slightly more reasonable behavior.

30 is slower than a punch in the game, and 1000 is much faster (I think they are usually around 70 to 100?  I'd have to go check again), and I don't think it is getting reduced much below 1000 by the bolt weight, if at all, though the force parameter should do something there.  I'm not sure what an average punch speed is compared to a bolt speed in real life, but if we had sensible values there we could locate the other problems in the system more efficiently, since the velocity is one of the things that is easier to treat as an absolute starting point.

Quote from: yarr
Any news on .10 ? Will it still come "tonight"?

I'm almost done with it.  Mac compile is ongoing.  That usually takes about an hour.  The rest of them are ready, then I just need to upload/etc.  I probably shouldn't say it'll be up soon unless something weird happens, because last time I said that the forum got blasted.

Quote from: Miko19
So, what's next on your plans, Toady?

Sleeping myself will be an important part of it, but I'll probably write something up on the dev log about the next-next release.  I've got email catch-up and other B12 stuff to do that is piling up, so it might be pretty quiet for a few days, unless some of it continues to get put off.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Torham on July 11, 2010, 04:02:22 am
I have done some research on the net.
Average punch velocity = ~ 7.3 m/s.
Average Crossbow bolt velocity(modern crossbow) = ~ 34.1 m/s.

assuming these values are close to reality, crossbow bolt velocity should be around 4.6 times faster than punch.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: FuzzyDoom on July 11, 2010, 04:09:58 am
I have done some research on the net.
Average punch velocity = ~ 7.3 m/s.
Average Crossbow bolt velocity(modern crossbow) = ~ 34.1 m/s.

assuming these values are close to reality, crossbow bolt velocity should be around 4.6 times faster than punch.

It rounds up to 4.7. lol
Also, if we use the median of Toady's guesstimate of 70-100 for punches (85), then Bolts should be...399.5. I guess that could be rounded up or down (preferably up).
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Mel_Vixen on July 11, 2010, 04:12:39 am
For fists and legs i found something on this (http://www.arsmartialis.com/index.html?name=http://www.arsmartialis.com/spektrum/karate.html) German karate-webside. I translate it for ya in the spoiler. Apereantly its a copy from a article in "Spektrum der wissenschaft" the german variant of "scientific American".



  One of theyr tables has different forms of blows with the different speeds.

Blowtype   Maxspeed  in Meters per Second
Straight blow with the fist

   5,7 -  9,8
Hammer   blow   10,0 - 14,0
Hand   chipping

   10,0 - 14,0
blows and kicks

   9,5 - 11,0
Kick with body Rotation

   7,3 - 10,0
Straight Kick

   9,9 - 14,4
kick from the side

   9,9 - 14,4

Please excuse if the names are nowhere near a good translation but my translate-foo isnt the best


I am still searching for the arrow/bolt-speed of a crossbow.

A little bit research on the source:

The above mentioned article is based on research of the ‘Department of Physics and Spectroscopy Laboratory’ at the MIT. There was also a book published on that research that goes in great detail (incl. Differential   equations of the fourth Order etc.). The book (http://books.google.de/books?id=CPosYIEgag8C&printsec=frontcover&dq=The+Physics+of+Sport&hl=de&ei=NI05TPT1LMmWOIH5tYoK&sa=X&oi=book_result&ct=result&resnum=1&ved=0CCwQ6AEwAA#v=onepage&q=The%20Physics%20of%20Sport&f=false) is available on Google books. Karate-blows are under Chapter 7 and start at page 215 or something.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Thoth on July 11, 2010, 04:28:45 am
http://en.wikipedia.org/wiki/Projectile#Typical_projectile_speeds

Most are a bit high tech for DF, but a 175lb pull crossbows rated at 97 m/s

hand velocity 9.14 (Standard Deviation 2.06) m/s
http://bjsm.bmj.com/content/39/10/710.abstract
Thats for olympic boxers, is info on newton and punch force, and my personal favourite neck shear.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Shangurath on July 11, 2010, 04:31:16 am
Wow a new DF!

But still cannot wait the fu**ing military to be fixed...
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Rkui on July 11, 2010, 05:06:34 am
pets and merchants don't seem to be getting along...

Yep got a major fight between elves and my pets, or it was their pets (donkeys it seam) with my dogs (normal and war dogs). Since i was around forgoten beast in the cavern i wasn't paying attention, now my fort is all dirty with all this elven blood, stupid elves. At least they payed well the dogs death with all those goods everywhere.

I was testing the new forgoten beast patch, in .08 i got 2 full squad of 2/3time legendary axemen fight a gigantic (or whatever it was) humanoid made of crystal rock, and i never killed it, i think i let them fight at least 2 seasons. I tryed the same stuff with .09 and the forgoten beast got his head cut in a matter of second, maybe a lucky roll, don't know.

I got some pathing problem in my cavern, mainly wall that don't want to be deconstruct and tower cap that can't be cut because of path problem. All those should be easy to find. Had to dig in the rock next to the wall to open an exit, can also construct wall in the same area without problem.

Haven't tested the crossbowers and i have a hunter suqad ready...
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: alpha on July 11, 2010, 05:15:27 am
Looks like the stat degradation issue is not fixed yet. Oh well, waiting until next release.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: darkevilme on July 11, 2010, 05:37:15 am
Update report:

I'm not sure if anyone else has seen it, but with the new combat system the world i genned could best be described as a hell of epic. Population was halved and near every  megabeast was still rampaging around. I'm not sure if this is a bug or a feature.

What is a bug, and still a bug in fact as it was there last version, is the refusal of my naga minions to pick up ammunition assigned to them. This means i cannot use ranged weapons at all, therefore cannot build the castles i want to build, therefore cannot play DF enjoyably.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: RabidRabbit on July 11, 2010, 10:38:02 am

Quote from: RabidRabbit
Changing SHOOT_MAXVEL from the crossbow entry from '1000' to '30' results in slightly more reasonable behavior.

30 is slower than a punch in the game, and 1000 is much faster (I think they are usually around 70 to 100?  I'd have to go check again), and I don't think it is getting reduced much below 1000 by the bolt weight, if at all, though the force parameter should do something there.  I'm not sure what an average punch speed is compared to a bolt speed in real life, but if we had sensible values there we could locate the other problems in the system more efficiently, since the velocity is one of the things that is easier to treat as an absolute starting point.


Well, I just needed a quick fix for goblin sieges with 2+ archer squads to not be absurdly deadly.

A more realistic projectile velocity would be a good starting point, but projectile vs armor performance depends heavily on the projectile's angle of approach.  Only shots that are very near perfectly normal to the surface of the plate armor can pierce it... maybe make the projectile hit chance proportional to size^2 instead of just size to represent shots that hit at odd angles and just skim off?
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Eagle_eye on July 11, 2010, 01:07:09 pm
I can't seem to figure out how to butcher corpses. I pick up the corpse, hit x, select butcher, hit enter, and nothing happens
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Mel_Vixen on July 11, 2010, 01:14:16 pm
Do you have something sharp? Like a dagger?
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Eagle_eye on July 11, 2010, 01:29:10 pm
I have a sword...
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Capntastic on July 11, 2010, 02:01:53 pm
As I said previously in the thread, things have gotta be on the ground [or in your hands apparently] to be crafted with.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: smjjames on July 11, 2010, 02:08:00 pm
wrong thread.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: jfs on July 11, 2010, 03:33:30 pm
The "Older versions" page lists 0.31.09 as .08, though the download links are correct.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: TomiTapio on July 11, 2010, 04:07:14 pm
You're not going to get a spearhead that's wider than a person's waist, you can trust me on that one.
Well, I didn't test it on sapient creatures, just occured while I was gathering bodies for butcher testing:
You stab The Groundhog in the right front leg with your copper spear and the severed part sails off in an arc!

My adventurer's axe severed a rabbit's tooth on one swing. That's precision!
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Mel_Vixen on July 11, 2010, 05:55:11 pm
Spears have normaly a cutting edge in addition to being pointy ;) so cutting of/open things is relistic. it depnds thought how long the spearhead is.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Soralin on July 11, 2010, 06:32:48 pm
Man, there is no sweeter sight than that of sixteen ogres waling on a bronze collosus with steel daggers and turning it into a big bronze statue of, um, a pixie.
Are you sure those were daggers, and not chisels? :)
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: se5a on July 11, 2010, 09:02:10 pm
Spears have normaly a cutting edge in addition to being pointy ;) so cutting of/open things is relistic. it depnds thought how long the spearhead is.

Sure, but you don't swing a spear, you thrust with it, the cutting edge on a spear is small, if you swing, you're more likely to just bruise your oponent with the shaft.

You can put a big cutting edge on the shaft, thus making it more effective while swinging, but then you no longer have a spear - you have a glaive or a naginata.   
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Urist McDepravity on July 11, 2010, 09:10:26 pm
Sure, but you don't swing a spear, you thrust with it, the cutting edge on a spear is small, if you swing, you're more likely to just bruise your oponent with the shaft.
Battle log states that severing happens on thrust hits (You stab ...), so swinging is not directly related.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Josephus on July 12, 2010, 01:44:41 am
Dudes, we've already discussed this. Stabbing a hamster in the leg with a spear will probably cut its leg off, due to the relative size of said spear to the hamster's leg. So, at least that makes sense.

Severing a human head with a spear should also be possible, given repeated thrusts to the neck, or a single superdwarvenly strong thrust that snaps the spine and somehow separates all that sinew and muscle and shit.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: G-Flex on July 12, 2010, 02:25:42 am
The issue wasn't a hamster stabbed in the leg though; there were larger creatures stabbed in, say, the upper/lower body.

Also, fully severing someone's head with a freaking spear would be a challenge indeed, considering how much connective tissue is holding it all together.
Title: Re: Dwarf Fortress 0.31.09 Released
Post by: Josephus on July 12, 2010, 07:57:59 pm
Yes, but people seem to be complaining about thrusting severs in general. I have yet to personally bisect something with a spear, but that's one of the possible issues people could be having. For example, the worst I've ever done to a wolf is spilling its guts out after one or two spear thrusts, which is plausible; other things I've severed are human hands (thrice) a few fingers, guts, ears, and so on. I haven't yet seen an implausible sever due to a spear attack. (Yet).