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Dwarf Fortress => DF Announcements => Topic started by: Toady One on December 24, 2014, 06:29:02 pm

Title: Dwarf Fortress 0.40.23 Released
Post by: Toady One on December 24, 2014, 06:29:02 pm
Download (http://www.bay12games.com/dwarves) (Click refresh on your browser if it doesn't show up)

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)
Title: Re: Dwarf Fortress 0.40.23 Released
Post by: TheFlame52 on December 24, 2014, 06:30:11 pm
sweet
Title: Re: Dwarf Fortress 0.40.23 Released
Post by: Tack on December 24, 2014, 06:31:32 pm
The speed at which you are piling out these fixes truly astounds me. As always well done.
Title: Re: Dwarf Fortress 0.40.23 Released
Post by: Xantalos on December 24, 2014, 06:37:05 pm
Christmas present!
Title: Re: Dwarf Fortress 0.40.23 Released
Post by: Kolnukbyne on December 24, 2014, 06:49:58 pm
Download (http://www.bay12games.com/dwarves) (Click refresh on your browser if it doesn't show up)
   (*) Fixed problem causing camping armies to lose sight of certain goals once play began

D-Does this mean that armies in the world in Adventure Mode won't just eternally camp/sleep?
Title: Re: Dwarf Fortress 0.40.23 Released
Post by: greycat on December 24, 2014, 06:50:12 pm
You're making me dizzy, trying to follow all these releases!
Title: Re: Dwarf Fortress 0.40.23 Released
Post by: Pseudopuppet on December 24, 2014, 07:27:39 pm
Thanks for the fixes.
Should this help with the issue of snatchers being almost non-existent?
Title: Re: Dwarf Fortress 0.40.23 Released
Post by: Ghills on December 24, 2014, 07:28:43 pm
Nice. I might finally make the dive and upgrade.
Title: Re: Dwarf Fortress 0.40.23 Released
Post by: Toady One on December 24, 2014, 07:38:57 pm
It'll certainly increase the number of available critters to invade/etc., but the results will vary, and there could be additional problems.  The 40.01+ set of releases will have fewer snatchers as due to tracked numbers and accessibility mattering, but any bugs exacerbate the natural scarcity.
Title: Re: Dwarf Fortress 0.40.23 Released
Post by: Naryar on December 24, 2014, 07:53:08 pm
so can anyone confirm more/earlier sieges/snatchers/kobolds in 40.23 ?
Title: Re: Dwarf Fortress 0.40.23 Released
Post by: utunnels on December 24, 2014, 09:24:06 pm
   (*) Stopped situation where channeling dwarf decides to stand on channel tile


Does this also affect remove building job?
Title: Re: Dwarf Fortress 0.40.23 Released
Post by: pisskop on December 24, 2014, 09:36:57 pm
Thanks!  Merry Holidays!
Title: Re: Dwarf Fortress 0.40.23 Released
Post by: palu on December 24, 2014, 10:46:25 pm
Thanks! Merry Christmas!
Title: Re: Dwarf Fortress 0.40.23 Released
Post by: StagnantSoul on December 24, 2014, 11:16:22 pm
...I just got a first year siege... NO! NEVER AGAIN!
Title: Re: Dwarf Fortress 0.40.23 Released
Post by: utunnels on December 24, 2014, 11:28:50 pm
...I just got a first year siege... NO! NEVER AGAIN!

What? Goblins?
Title: Re: Dwarf Fortress 0.40.23 Released
Post by: Eldin00 on December 25, 2014, 12:17:38 am
An excellent Christmas present. Thank you Toady.
Title: Re: Dwarf Fortress 0.40.23 Released
Post by: EinsteinSatDown on December 25, 2014, 02:19:11 am
A bloody xmas has come, for now the armies march within the world.

As blood is spilled in that which is randomly brought to life, we praise the toad.
Title: Re: Dwarf Fortress 0.40.23 Released
Post by: Naryar on December 25, 2014, 04:17:07 am
...I just got a first year siege... NO! NEVER AGAIN!

What? Goblins?

Goblins shouldn't be able to siege the first year unless you have been embarking with a bajilion dwarves or have made enough -iron large serrated discs- to buy three whole caravans.
Title: Re: Dwarf Fortress 0.40.23 Released
Post by: StagnantSoul on December 25, 2014, 08:09:47 am
I embark with thirty through dfhack, and I've beem making dolomite crafts and blocks. That may explain it.
Title: Re: Dwarf Fortress 0.40.23 Released
Post by: hermes on December 25, 2014, 05:10:03 pm
Thanks for the great updates, and happy holidays Bay12!  Perhaps the extended grace period at the start of my fortress is going to be over with a vengeance now....
Title: Re: Dwarf Fortress 0.40.23 Released
Post by: stool on December 25, 2014, 05:56:30 pm
Thanks Toady!
Other bug fixes/tweaks
   (*) Stopped situation where channeling dwarf decides to stand on channel tile
<3 happy holidays, happy new year!
Title: Re: Dwarf Fortress 0.40.23 Released
Post by: Wabbaction on December 26, 2014, 07:56:05 am
I heard something about checksums that don't require mods to be patched with 0.40.2X patches. Is that correct and is that why the Starter Pack has not been updated to 0.40.20?
Title: Re: Dwarf Fortress 0.40.23 Released
Post by: smjjames on December 26, 2014, 08:11:22 am
No, it's because Peridexis is waiting for DFhack to catch up.

As for the checksums thing, you might be thinking about DT.
Title: Re: Dwarf Fortress 0.40.23 Released
Post by: deepfield on December 26, 2014, 11:48:43 pm
No, it's because Peridexis is waiting for DFhack to catch up.

And DFhack is waiting for df-structures to update  :D ah the joys of dependency!
Title: Re: Dwarf Fortress 0.40.23 Released
Post by: smjjames on December 27, 2014, 12:39:59 am
I thought df-structures was a part of DFhack though?
Title: Re: Dwarf Fortress 0.40.23 Released
Post by: WJLIII3 on December 27, 2014, 03:49:23 am
I'm pretty late in saying this, but I thought it worth mentioning anyway...you really need a mason to build a stone wall. It would make more sense if carving the blocks was non-job, even. Setting stones such that they'll stand is very complicated. There's a reason they had such a powerful guild, you know?

The concept of "skilled dwarven masonry" does much to ease my suspension of disbelief when I build eighty meter perfectly straight freestanding bridges.
Title: Re: Dwarf Fortress 0.40.23 Released
Post by: StagnantSoul on December 27, 2014, 11:20:23 am
Since when could you make bridges span two thirds of the map?
Title: Re: Dwarf Fortress 0.40.23 Released
Post by: WJLIII3 on December 27, 2014, 01:05:11 pm
Since when could you make bridges span two thirds of the map?

Sorry, I didn't mean a brid(g)e, just a "bridge" of floor tiles.
Title: Re: Dwarf Fortress 0.40.23 Released
Post by: Buttery_Mess on December 27, 2014, 01:25:12 pm
I've only been playing for a bit, but so far this seems like the best release ever.

Two thumbs up, Toadster.
Title: Re: Dwarf Fortress 0.40.23 Released
Post by: Urist Tilaturist on December 30, 2014, 08:47:17 am
I'm pretty late in saying this, but I thought it worth mentioning anyway...you really need a mason to build a stone wall. It would make more sense if carving the blocks was non-job, even. Setting stones such that they'll stand is very complicated. There's a reason they had such a powerful guild, you know?

The concept of "skilled dwarven masonry" does much to ease my suspension of disbelief when I build eighty meter perfectly straight freestanding bridges.

Masons should have to build stone buildings. Novice masons should have a chance to fail and cause !!fun!!.

Neither disbelief nor the 80 metre bridge should be suspended. They should both come crashing down. Cave-ins, building, stress and strain all need a big rework...in DF2016. No need for Toady to feel much pressure, unlike the bridge.
Title: Re: Dwarf Fortress 0.40.23 Released
Post by: flabort on December 30, 2014, 04:29:18 pm
Wait a second. Toady, did you reactivate the economy by accident?

While saving it just told me it was saving coin information. Does that mean anything important?
Title: Re: Dwarf Fortress 0.40.23 Released
Post by: Urist Tilaturist on December 30, 2014, 04:36:29 pm
Since nobody has reported it, I would think not. I would like to see the economy return as an option, but not if it is broken like it was (I was not playing then, but I heard bad stories about it).
Title: Re: Dwarf Fortress 0.40.23 Released
Post by: StagnantSoul on December 30, 2014, 04:53:29 pm
That's been there forever. I saw it back in 34.11 too.
Title: Re: Dwarf Fortress 0.40.23 Released
Post by: therahedwig on December 30, 2014, 06:01:32 pm
Coins are used in adventure mode, remember?
Title: Re: Dwarf Fortress 0.40.23 Released
Post by: flabort on December 30, 2014, 06:02:43 pm
That's been there forever. I saw it back in 34.11 too.
Ah. I just missed it before is all, then.
Title: Re: Dwarf Fortress 0.40.23 Released
Post by: lethosor on December 30, 2014, 07:06:14 pm
That's been there forever. I saw it back in 34.11 too.
The progress bars were introduced in 0.40.01, so I'm not sure exactly what you mean.
Title: Re: Dwarf Fortress 0.40.23 Released
Post by: StagnantSoul on December 30, 2014, 07:30:02 pm
??? I have progress bars in my 34.11 df?
Title: Re: Dwarf Fortress 0.40.23 Released
Post by: lethosor on December 30, 2014, 08:39:16 pm
Oh, I believe there was a progress indicator like that that showed up when saving a newly-generated world (and possibly in other circumstances, such as after abandoning a fortress). Other than that, there was only a "Saving game..." indicator, which only showed up intermittently (at least in the SDL version).
Title: Re: Dwarf Fortress 0.40.23 Released
Post by: Tiruin on December 31, 2014, 02:41:01 am
The speed at which you are piling out these fixes truly astounds me. As always well done.
Toady is amazing. :P
Also Happy New Year!


so can anyone confirm more/earlier sieges/snatchers/kobolds in 40.23 ?
Hmm?
These are all confirmed :P
Especially kobold sieges. Much easy fun to be had. Unless you meant something else in mind?

...I just got a first year siege... NO! NEVER AGAIN!

What? Goblins?

Goblins shouldn't be able to siege the first year unless you have been embarking with a bajilion dwarves or have made enough -iron large serrated discs- to buy three whole caravans.
Err, not exactly.
I've had a first year siege in mostly every game I played--a key note was my wealth, I believe.
...Specialized one of my starting seven into proficient cooking, then made lots of food for wealthy trades. Granted, those sieges are easily handled (even mounted sieges can happen in the first year--Goblins riding great toads, anyone?), given that two of my starting seven are specialized into combat. You can reach a Great [warrior-anything] in the first year if done right. :P

But yeah...err, I believe my wealth limit was lesser than the orange mentioned, and yet a siege happened anyway.
Still, much fun. :)
Title: Re: Dwarf Fortress 0.40.23 Released
Post by: Magistrum on December 31, 2014, 02:42:19 pm
A caravan is worth a very variable amount, but you can count on 40k urists average.
Title: Re: Dwarf Fortress 0.40.23 Released
Post by: NomeQueEuLembro on January 04, 2015, 11:13:23 am
Thanks, Toady!
I was traveling for the news year and I'm pleasantly surprised on the nice updates!

Also, really late happy new year!
Title: Re: Dwarf Fortress 0.40.23 Released
Post by: Magistrum on January 04, 2015, 08:57:37 pm
Praised be Toady! For he has solved the damn military bug!




Well... One of them at least.