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Dwarf Fortress => DF Announcements => Topic started by: Toady One on June 23, 2018, 03:08:59 pm

Title: Dwarf Fortress 0.44.11 Released
Post by: Toady One on June 23, 2018, 03:08:59 pm
Download (http://www.bay12games.com/dwarves) (Click refresh on your browser if it doesn't show up)

There are now peaceful and not-so-peaceful ways of expanding your influence in the world.  Once a site becomes linked to you (through prosperity or by conquest; you'll see a message), you can send a messenger there to request workers, or send dwarves from the fort out to such sites (from v-p).  This only works on historical figures, so you might find you don't have off-site workers available at first, though some sites do have them.  This release should also improve the issues dwarves were having with negative thoughts, and they can also now experience permanent changes in their personalities and intellectual values due to events in their lives.

Note: Insurrections were such a problem in sites that I had to turn them off for your fortress's holdings; we'll get back to that later.  It wasn't even the insurrections, really; the dwarves were bailing on the occupation immediately because they were afraid of insurrections.

New stuff
   (*) Your civilization will send out groups to found sites near prosperous fortresses
   (*) Existing sites near prosperous fortresses will associate themselves to those fortresses
   (*) Added ability to take over sites and install administrators
   (*) Can view your new holdings from the 'c' screen
   (*) Can send workers off-site and send out messengers to request their return
   (*) Mulling over long-term memories can lead to shifts in intellectual values and personality changes

Major bug fixes
   (*) Fixed hauling route crash
   (*) Fixed problem causing county stage to be skipped in noble elevation
   (*) Stopped all visiting barons from being elevated along with your baron
   (*) Changed horror calculation from seeing a dead body
   (*) Stopped similar memories close in time from taking all the memory space
   (*) Stopped stuttering lag from repeated vegetation connectivity checks

Other bug fixes/tweaks
   (*) Camping refugees will be awake during the day now
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: thvaz on June 23, 2018, 03:44:03 pm
Thaks Toady!

Will we miss something if we use older saves?
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: StagnantSoul on June 23, 2018, 04:02:24 pm
Thank god, it was always so ominous finding refugee groups in adventure mode, and everyone's just asleep no matter what. Made me wonder if a secret magic or something made everyone fall asleep.

Also, hurray!!!!
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: Toady One on June 23, 2018, 04:05:06 pm
It shoooould all work.  They should even send settler dwarves to create sites near your site if you are at baron status, but it might take a month or two due to some of the timers.  All of the memory stuff should work (I tested that on old saves, anyway.)  Messenger occupation should appear in old saves automatically (from 'l') though you can't use it for anything yet but requesting workers from your holdings and sites marked as "economically linked".  You'll get a big box announcement when you get holdings or economically-linked sites.

You'll need to be on the same continent as your home-civ for the settlers to work, and there needs to be a high enough population at one of your civ's sites, but it doesn't just draw from the capital, so it has more chance of working out.  You can also use conquest in old saves if you want to get holdings.
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: hanni79 on June 23, 2018, 04:38:20 pm
So glad the dead body thought got nerfed.

I really do NOT feel confident burning sapient beings in an incinerator just to preserve FPS and Stress.... I always kind of feel like a Nazi doing this.

And I still haven't tested the new World map possibilities, although my most recent fortress is doing well. Shame on me. I guess there should be a few dwarves held hostage somewhere, since some of my dwarves constantly mull over being away from loved ones, though I'm still not clear how to find out if and where to go to rescue them.
Also, I still have no clue how all that stuff with sites linked to mine etc. even works.


Still, I'm really glad it's going forward ! Thanks a lot for your effort Toady One :)
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: TomiTapio on June 23, 2018, 05:20:49 pm
The horror! The Horror!

 8) Thanks, master Toady!
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: Enemy post on June 23, 2018, 06:49:38 pm
Note: Insurrections were such a problem in sites that I had to turn them off for your fortress's holdings; we'll get back to that later.  It wasn't even the insurrections, really; the dwarves were bailing on the occupation immediately because they were afraid of insurrections.

"A strange game. The only winning move is not to play."
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: Shonai_Dweller on June 23, 2018, 08:04:24 pm
Just started a new fortress, 3 days in, have thus far built a bridge and a trade depot.

"The cave of Worryumbra the Ruined Gutters, a half day's travel to the southeast, looks to your thriving economy for it's future prosperity".

Seems a bit quick. Might be mod related (Likes site: Cave) or just because I have caves unhidden. I guess caves have pretty poor economies...

Legends Viewer (exported data from before embarking)  tells me that I now have under my jurisdiction, 312 cave swallows, 291 bats and 4 giant rats. Looking forward to shipping my first migrant wave out there. :)

--edit
Oh, I see, sometime in the two weeks it took me to embark, Elves moved in to the cave. It has a population of 20 now, apparently.

Will this stop them from attacking me, I wonder since I'm playing a civ that's naturally hostile to Elves?

--edit
So apparently the Elves are a group that belong to an Elven bandit gang (bandit gangs form sub-groups, huh, never knew that) who lead an expedition to reclaim the cave.

And now they're under my care. Fascinating.
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: Toady One on June 23, 2018, 09:17:07 pm
Ha ha, interesting.  I have the same-civ restriction on most of it, but the site takeover code doesn't have that (peaceful or otherwise), when they are searching for a market.  I suppose the question is why a bandit gang was searching for a legitimate market site, rather than a target market site.  There will clearly be growing pains, but it might align well enough with the future villain stuff as we get going here -- the elves would be a problem rather than a subordinate site.
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: Shonai_Dweller on June 24, 2018, 03:15:35 am
I note that I'm also able to set up a mission to attack, pillage and conquer this cave which I'm economically linked to. Is that supposed to possible?
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: Toady One on June 24, 2018, 04:08:42 am
A side-effect of the different civ bit, I imagine.  Seems like sending messengers won't be possible, until you conquer them.
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: MCreeper on June 24, 2018, 05:10:59 am
Okay, this looks like a glitch. After not very succesful necromancer tower raid, in which everyone in the squad except this dwarf was captured, including expedition leader/militia commander:
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Then she left the map and instantly returned again from the other side for no reason.  :-\
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: Yoink on June 24, 2018, 06:25:14 am
   (*) Mulling over long-term memories can lead to shifts in intellectual values and personality changes
I look forward to seeing what sort of psychological danger rooms people come up with!
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: martinuzz on June 24, 2018, 06:56:38 am
Thanks Toady!
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: Orkel on June 24, 2018, 08:07:52 am
It seems drunkness counts as a major injury? I'm checking the thoughts of unconscious dwarves in the tavern and their thoughts have "shaken after suffering a major injury". The only injury they have is the temporary lung inhibition from alcohol overdose. Since alcohol poisoning works via paralyzing the lungs for a short period of time, it seems to count as a major injury and thus gives the extreme bad thought.

One of them even had his life values change "complete turnaround" from loves war to loves peace due to the "injury".
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: Shonai_Dweller on June 24, 2018, 08:21:48 am
It seems drunkness counts as a major injury? I'm checking the thoughts of unconscious dwarves in the tavern and their thoughts have "shaken after suffering a major injury". The only injury they have is the temporary lung inhibition from alcohol overdose. Since alcohol poisoning works via paralyzing the lungs for a short period of time, it seems to count as a major injury and thus gives the extreme bad thought.

One of them even had his life values change "complete turnaround" from loves war to loves peace due to the "injury".
That's kind of progress compared to everything up to 44.10 which didn't report drunkenness "injuries" at all beyond "gratitude at being rescued" if someone helped them to the hospital.
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: Shonai_Dweller on June 24, 2018, 05:49:26 pm
Hmm. Seem to be suffering from stuttering lag, everything will stop for a second or two before carrying on. First year of fortress, 16 civilians, same old layout as I usually use.

Odd, since I never had it before, and this release actually had a bugfix for it. Will mess with settings a little, check if anything's changed in my computer, see if that helps. Anyone else getting this?
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: FantasticDorf on June 24, 2018, 06:55:08 pm
I experienced the same stuttering too midgame, a few things that leap out at me was that i had a hospitalised bar brawler with active furnace jobs on repeat (burning wood) never actually cancelled while they were waiting in a hospital bed but were taken up by someone else when i assigned them the wood burner labour to cover the hospitalised person's shift (mangled floating ribs before any healthcare was put in place).

The diagnostian also refused to see them under the notion they weren't 'resting' when they were clearly in bed recieving food, i would submit a save as per usual but the game was modded and probably wouldn't be very conclusive, hopefully these will give people a bit more of a idea for a testing condition to try as it started lagging with not a lot of people or game items in play, most definitely could be something else though.

Ha ha, interesting.  I have the same-civ restriction on most of it, but the site takeover code doesn't have that (peaceful or otherwise), when they are searching for a market.  I suppose the question is why a bandit gang was searching for a legitimate market site, rather than a target market site.  There will clearly be growing pains, but it might align well enough with the future villain stuff as we get going here -- the elves would be a problem rather than a subordinate site.

I think this may also be related to how kobolds hiding in gang/villian/refugee areas like catacombs out of the way of conflict and not involved in site defence implicitly take over a site by being the last remaining sentients after a massacre without a raze, the band of elves for whatever reason migrated out and being the only occupants the site now belonged to them. Happens in other minor landmarks too, fleeing civ members running from sieges sometimes turn up in places like civ-leader tombs if they're out in the wilderness just hiding (i had one return to my fortress as a migrant much later).

Yet to try extorting a necromancer tower though or assigning overseers to it in the hopes it wouldn't crash as a example, but acting wierd most definitely as probably expected with non-defined civs.
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: TomiTapio on June 24, 2018, 07:13:55 pm
Yeah, had one mystery 4-6 seconds of stutter once in this fort. Nothing special, possibly an injury or stuff in the far-away-active-world.
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: Orkel on June 24, 2018, 11:47:03 pm
Hmm. Seem to be suffering from stuttering lag, everything will stop for a second or two before carrying on. First year of fortress, 16 civilians, same old layout as I usually use.

Odd, since I never had it before, and this release actually had a bugfix for it. Will mess with settings a little, check if anything's changed in my computer, see if that helps. Anyone else getting this?

Yeah it's more noticeable early game when the FPS is high. With my cap at 200 the stutters were very noticeable (game freezing for 0.5-2 seconds every few seconds), but now late-game when my FPS is 80 or so, it's much less noticeable, if at all.
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: Shonai_Dweller on June 24, 2018, 11:54:57 pm
Hmm. Seem to be suffering from stuttering lag, everything will stop for a second or two before carrying on. First year of fortress, 16 civilians, same old layout as I usually use.

Odd, since I never had it before, and this release actually had a bugfix for it. Will mess with settings a little, check if anything's changed in my computer, see if that helps. Anyone else getting this?

Yeah it's more noticeable early game when the FPS is high. With my cap at 200 the stutters were very noticeable (game freezing for 0.5-2 seconds every few seconds), but now late-game when my FPS is 80 or so, it's much less noticeable, if at all.
Hmm. That sounds OK. Was expecting it to get worse over time. Will just experiment and cap the fps at some sweet spot then.
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: Rumrusher on June 25, 2018, 04:27:46 am
learn a good lesson on adv camps, mostly if a player fort takes it over they will brutally murder the leader of the camp, which means the adventurer. I might have to just have these adventurers leave  the camp after setting it up with folks in it, or learn how to peacefully link the two sites.
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: Orkel on June 25, 2018, 05:17:01 am
"Cannot expel: child is not present" is a message I'm not entirely sure about. For example, I have a dwarf with 9 children, 1 of those is with him in the fort and the others are somewhere in the world. Does this mean that unless all of the 9 children migrate to the fort, the dwarf cannot be expelled?
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: PatrikLundell on June 25, 2018, 05:32:04 am
"Cannot expel: child is not present" is a message I'm not entirely sure about. For example, I have a dwarf with 9 children, 1 of those is with him in the fort and the others are somewhere in the world. Does this mean that unless all of the 9 children migrate to the fort, the dwarf cannot be expelled?
If any of the off site offspring are underage you may have to wait until they mature, which sort of would make sense (although underage offspring left behind ought not count either, of course). If they're all adults it doesn't make sense. Have you checked the age of the off site offspring?
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: carewolf on June 25, 2018, 09:51:25 am
It seems drunkness counts as a major injury? I'm checking the thoughts of unconscious dwarves in the tavern and their thoughts have "shaken after suffering a major injury". The only injury they have is the temporary lung inhibition from alcohol overdose. Since alcohol poisoning works via paralyzing the lungs for a short period of time, it seems to count as a major injury and thus gives the extreme bad thought.

One of them even had his life values change "complete turnaround" from loves war to loves peace due to the "injury".
Many a man (and now apparantly dorfs) has found religion on the bottom of a bottle of alcohol (if they ever manage to sober up, that is).

Though, perhaps the major injury triggering that should be sudden soberness? :D
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: MCreeper on June 25, 2018, 11:24:30 am
Well, conquering the tower does not causes crash, but if you ask the dwarves occupaing the tower about troubles, they will mention the tower being conquered by their civilization (although that was after i tried to retrieve artifact book, and they "got into war" with their parent civ, while still "trading" with their parent (abandoned) site).
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: Grand Sage on June 25, 2018, 12:04:37 pm
shouldn't there be something about barons being elevated by holdings and not economic status of the fort be in the changelog/release notes? just asking :D
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: Rose on June 25, 2018, 11:59:03 pm
Posting to watch all the fun bug reports.
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: Shonai_Dweller on June 26, 2018, 12:58:42 am
shouldn't there be something about barons being elevated by holdings and not economic status of the fort be in the changelog/release notes? just asking :D
Was in the devlog, just scroll a bit further down. Yeah, some warning for those who aren't following development might have been useful.
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: brewer bob on June 26, 2018, 03:02:50 am
Continuing my fort from the previous version (0.44.10) and so far everything seems to run fine.
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: Rumrusher on June 26, 2018, 04:05:02 am
ok so learn that if you retire the fort, the sites you conquered will turn into ruins, this goes true for most but the player forts which will act as normal but with no nobles if you didn't bring the expedition leader along to assign anyone.
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: Witty on June 26, 2018, 02:11:30 pm
Has anyone actually gotten a hill settlement to appear near their fort yet? I've got a fairly productive fortress and a healthy civ, but the only economically-connected sites I've gotten is a single elf site that appeared a few months into the fort's life. Now it's been around 2 years with a barony - and nothing so far.
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: MCreeper on June 26, 2018, 02:25:50 pm
Did you get ability to send messengers, at least?
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: Witty on June 26, 2018, 02:43:53 pm
No, it doesn't seem like it. I've yet to send a messenger out ever, so I might just be missing some UI stuff.
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: Orkel on June 26, 2018, 04:37:07 pm
I have had three hillocks spring up next to my fortress, all within 2 years of eachother (fort year 5-6), and one already-existing village declared their allegiance to me (this happened before the three hillocks).

They are separate places, I can send a messenger to any one of them to request for workers (some have spare workers, some don't). It gives you a little menu where you can choose the dwarf you want to "acquire". Then the messenger leaves, and a few minutes later comes back with the dwarf you wanted.

(https://horobox.co.uk/u/TFAkQn.PNG)

(https://horobox.co.uk/u/tnjcoi.PNG)

You can only send messengers to the sites which have spare workers. Also, you need to assign a messenger in the [l]ocation menu, there's a new occupation for your fortress there.
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: Shonai_Dweller on June 26, 2018, 05:29:16 pm
Where is the 'make request' option? Civ screen?
Haven't seen that yet, although I did manage to assign a messenger.
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: Witty on June 26, 2018, 08:51:35 pm
Finally got some hillocks to spawn (four of em in pretty quick succession, no less).

And yes, the request option is on the civ screen. The request option replaces the raid command.

My next little issue is one of dwarves. Trying to exile them, but it says I cannot because "child is not present". Not really sure what that means, since she has a few children that are present on site, and more not. Do all her children need to be onsite for her to be exiled?
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: mikekchar on June 26, 2018, 09:02:48 pm
I'm guessing it's only my machine because I would have thought someone would post otherwise...  When I quit from the main menu, it clears the screen and then hangs with CPU usage of 100%.  Nothing gets printed to the logs. I'm on Arch Linux.  The games seems to work fine otherwise...
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: Shonai_Dweller on June 26, 2018, 09:56:36 pm
Finally got some hillocks to spawn (four of em in pretty quick succession, no less).

And yes, the request option is on the civ screen. The request option replaces the raid command.
Ha. Guess I need to raid my Elven bandit cave to make them a proper holding then. All I can do with them right now is send people there, view them on the map or attack them. :)
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: Toady One on June 27, 2018, 02:22:23 am
Hmm, yeah, perhaps it's being overzealous with the child check?  It's meant to prevent odd situations like expelling one spouse while another holding a baby is off on a mission or something, but it seems to be checking against children that are properly settled elsewhere in the world?  It was supposed to be checking for fort entity membership, to cut out the latter case (where they might have stayed with a position-holding spouse instead of coming with the original immigrant, say.)  Unless you are talking about adult children off living their lives, which would be even more broken.

If there's a noticeable stuttering that persists in a save I can check it out.  The stuttering lag from old saves should be fixed (that vegetation issue covered every case I tested, if I recall.)  I'm not sure what's new there; could be the old stutter in a case that isn't fixed, or something new to do with...  I have no clear candidates.
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: Shonai_Dweller on June 27, 2018, 02:53:47 am
Will upload my save later. Not sure if it's the same as what people were getting before as I didn't get that. But would be nice to see what's going on. There's a random text issue in a Legends battle that I haven't seen before (the Forced Shifted!) that I can report with the same save, so no waste if it's just my PC gone wrong.

--edit
Here's the save. Demonstrates the weird Elven Bandit Cave, some stuttering and a text glitch in Legends (reported on Mantis).
http://dffd.bay12games.com/file.php?id=13849
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: FantasticDorf on June 27, 2018, 03:34:45 am
Hmm, yeah, perhaps it's being overzealous with the child check?  It's meant to prevent odd situations like expelling one spouse while another holding a baby is off on a mission or something, but it seems to be checking against children that are properly settled elsewhere in the world? 

I guess it underlines some other issues in DF fortress mode in a capacity where spouse and child seperation happens a lot, and this has a number of social implications like making desires to have family impossible to achieve in some members on part of adventurers living in your fortress whilst their significant others and family live elsewhere in another civilization. Never seeking new companions to replace those ties given they can't leave to visit them under the tenure of working & living as a member of your fortress (dashing the hopes of honeymoon suites hoping for pitter patter of tiny feet).



Something interesting for your elf bandit case is that bandit groups have a 'warlord' variable position, could this be malfunctioning because goblin outcasts have variable positions on all?
Quote
(http://puu.sh/AMQiP/ecc26a411b.png)

I've never seen this generated position before or knew why criminals would need a leader but it might shed more light on the situation, this is for vanilla with only modifications being removal of aquifers. The mines of misery is just a normal catacombs, but this is just to point out the position that isman got
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: feelotraveller on June 27, 2018, 12:26:17 pm
I'm guessing it's only my machine because I would have thought someone would post otherwise...  When I quit from the main menu, it clears the screen and then hangs with CPU usage of 100%.  Nothing gets printed to the logs. I'm on Arch Linux.  The games seems to work fine otherwise...

Not seeing this on Manjaro with vanilla (direct download from bay12) unpacked to home.  Only thing I had to do was rename the libs/libstdc++.so.6.  Have you tried both this way and the package from the ArchLinux repository https://www.archlinux.org/packages/community/x86_64/dwarffortress/ (https://www.archlinux.org/packages/community/x86_64/dwarffortress/)?
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: Shonai_Dweller on June 27, 2018, 03:51:49 pm
Hmm, yeah, perhaps it's being overzealous with the child check?  It's meant to prevent odd situations like expelling one spouse while another holding a baby is off on a mission or something, but it seems to be checking against children that are properly settled elsewhere in the world? 
Something interesting for your elf bandit case is that bandit groups have a 'warlord' variable position, could this be malfunctioning because goblin outcasts have variable positions on all?
Quote
(http://puu.sh/AMQiP/ecc26a411b.png)

I've never seen this generated position before or knew why criminals would need a leader but it might shed more light on the situation, this is for vanilla with only modifications being removal of aquifers. The mines of misery is just a normal catacombs, but this is just to point out the position that isman got
Criminal organizations and bandits have always been lead by a 'warlord' or other variable position name (warlord is fairly common in my experience). What is the malfunction you're pointing out?
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: FantasticDorf on June 27, 2018, 06:49:17 pm
it may just be a misunderstanding the situation due to my unfamiliarity with warlords, but it seems quite probable that with the migration behaviour that the warlord would be responsible for handling & ruling the sites outreaching economic treaties like the elf bandit cave. I thought it might elsewise have been some sort of faulty inheritance of variable positions from goblin, as i rarely see (or maybe pay little attention) warlords appear.
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: mikekchar on June 27, 2018, 11:49:47 pm
feelotraveller: I haven't gotten around to debugging it yet.  Good to know that it's working on another distro.  I'm using the Arch package at the moment.  Arch is pretty bleeding edge, so I'm guessing it's a problem with a library that's too new...
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: GM-X on June 28, 2018, 01:08:50 am
Has anyone actually gotten a hill settlement to appear near their fort yet? I've got a fairly productive fortress and a healthy civ, but the only economically-connected sites I've gotten is a single elf site that appeared a few months into the fort's life. Now it's been around 2 years with a barony - and nothing so far.
Finally got some hillocks to spawn (four of em in pretty quick succession, no less).
And yes, the request option is on the civ screen. The request option replaces the raid command.
Ha. Guess I need to raid my Elven bandit cave to make them a proper holding then. All I can do with them right now is send people there, view them on the map or attack them. :)
I have had three hillocks spring up next to my fortress, all within 2 years of eachother (fort year 5-6), and one already-existing village declared their allegiance to me (this happened before the three hillocks).

They are separate places, I can send a messenger to any one of them to request for workers (some have spare workers, some don't). It gives you a little menu where you can choose the dwarf you want to "acquire". Then the messenger leaves, and a few minutes later comes back with the dwarf you wanted.

(https://horobox.co.uk/u/TFAkQn.PNG)

(https://horobox.co.uk/u/tnjcoi.PNG)

You can only send messengers to the sites which have spare workers. Also, you need to assign a messenger in the [l]ocation menu, there's a new occupation for your fortress there.

Also wondering about 44.11 changes that affect Hill Dwarves. I guess they fall under this bullet point:

  (*) Existing sites near prosperous fortresses will associate themselves to those fortresses
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: Orkel on June 28, 2018, 12:33:01 pm
Has anyone actually gotten a hill settlement to appear near their fort yet? I've got a fairly productive fortress and a healthy civ, but the only economically-connected sites I've gotten is a single elf site that appeared a few months into the fort's life. Now it's been around 2 years with a barony - and nothing so far.
Finally got some hillocks to spawn (four of em in pretty quick succession, no less).
And yes, the request option is on the civ screen. The request option replaces the raid command.
Ha. Guess I need to raid my Elven bandit cave to make them a proper holding then. All I can do with them right now is send people there, view them on the map or attack them. :)

Also wondering about 44.11 changes that affect Hill Dwarves. I guess they fall under this bullet point:

  (*) Existing sites near prosperous fortresses will associate themselves to those fortresses

Yeah. The first holding I got was an already existing dwarf village(?) from my nearby civilization at about three days distance. The next three were completely new holdings/sites founded closer to my fort (half day to a day distance).
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: scourge728 on June 28, 2018, 04:48:33 pm
Is there a reason that the equipment section of the military screen lists traveling dwarves as Vacant/Available? They aren't dead I think, since not all of them have traveled and those ones aren't displayed as available
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: Toady One on June 28, 2018, 04:56:30 pm
Is there a reason that the equipment section of the military screen lists traveling dwarves as Vacant/Available? They aren't dead I think, since not all of them have traveled and those ones aren't displayed as available

If it's a different listing from the main military screen listing for the same squad it's probably just an interface oversight.
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: Witty on June 29, 2018, 01:50:58 pm
Has anyone successfully gotten a count to be alleviated yet? My past two forts have seen the baron appointed to diplomat when they should have become a count.  (http://www.bay12games.com/dwarves/mantisbt/view.php?id=10804)

I'm currently using a few mods, but nothing that should have interfered with this. But I am curious if anyone running pure vanilla is having the same problem. Rather not waste dffd space if someone can upload a vanilla save.
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: Murphy on July 01, 2018, 09:27:17 pm
Yes, my baroness went to become diplomat... and then next autumn I'm told the lands are considered for a barony and asked to make recommendations on who to make baron... again.
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: FantasticDorf on July 02, 2018, 02:50:11 am
Just a little triviality i noticed to expand on idler & relationship issues for this version, playing around modding and non-modding, citizens who go off on tantrums tend to not path normally and get 'stuck' (or rather path too normally and get stuck doing normal routines)

Visiting a temple area - Tantrummer can have a tantrum started elsewhere, then go to the location to pray because the need compelled them to, they'll stand still but punch all the dwarves around them without moving

Tavern - Tantrummer's will stop to listen to stories & watch performances etc, because they can't exactly 'ignore' this, when a fight in the bar happens (though amusingly mugs being thrown are either hilarious or hilariously deadly)

So it seems like a bit more evidence these locations rail-road dwarves in a way where even a psychotic fit can't get them out of it, its really best seen on very stress vunerable dwarves or other races from conquered sites without the same personality preferences and hence get stressed more often with typical dwarf pursuits like drinking & art not being so fufilling.

There's a issue report up for this problem with  0010806: "Tantruming" Captain of the Guard Leading Demonstration (http://"http://www.bay12games.com/dwarves/mantisbt/view.php?id=10806")
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: George_Chickens on July 02, 2018, 11:27:55 am
Every world I generate winds up getting corrupted areas, resulting in a crash in adventure mode. Is anyone else having the same issue?
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: lethosor on July 02, 2018, 09:45:53 pm
What's a "corrupted area"? Is that a message you're seeing, or are you just guessing that some part of the map is corrupted? It's very possible that the crash is due to something else. Are you using any utilities? If it occurs without utilities, it may be specific to your worlds, so uploading them (and finding some problematic locations) could help.
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: FantasticDorf on July 03, 2018, 05:33:47 am
What's a "corrupted area"? Is that a message you're seeing, or are you just guessing that some part of the map is corrupted? It's very possible that the crash is due to something else. Are you using any utilities? If it occurs without utilities, it may be specific to your worlds, so uploading them (and finding some problematic locations) could help.

0010809: Bandit camp corrupted post-worldgen, crashes upon entry (http://www.bay12games.com/dwarves/mantisbt/view.php?id=10809) (2018-07-01 07:10)
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: lethosor on July 03, 2018, 08:24:00 am
Ok, I'll try to reproduce it when I get a chance. Usually these sorts of issues tend to be fixable, so they're not due to corruption, which is typically permanent (going by previous issues I've seen, anyway).
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: George_Chickens on July 03, 2018, 10:34:43 am
I've put steps to reproduce the crash IN the save in my bug reports, but not how to reproduce it in general. What I've done is simply adventured around for a few months, retired the adventurer and then started a new one as to allow the adventurer to live his life and see what happens.
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: Orkel on July 03, 2018, 11:03:50 am
So much Fun Stuff that 44.12 could bring with the villains and conspiracies. A group of dwarves conspiring to murder your mayor? A less skilled weaponsmith stabbing your legendary smith out of jealousy? Fun. And the game, just like with vampires, wouldn't tell you the suspect, leaving it to witnesses and your own judgment in the justice system.
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: MCreeper on July 04, 2018, 08:10:12 am
Depressed ghost.
Spoiler (click to show/hide)
He then throwed a tantrum.
Spoiler (click to show/hide)
Bug or feature?
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: Orkel on July 04, 2018, 01:27:53 pm
Depressed ghost.
Spoiler (click to show/hide)
He then throwed a tantrum.
Spoiler (click to show/hide)
Bug or feature?

Well, technically a dwarf in DF is composed of both the body and the soul containers, ghosts are the same dwarves, just without the body. It's not surprising that the personality/thoughts code still has an effect on it. I'd say that's a feature - just think of a tantruming ghost as a poltergeist.
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: FantasticDorf on July 04, 2018, 05:48:41 pm
My planter loves to scream dropping whatever they're doing & reliving the first time they discovered a dead dwarf, and they've been doing this interrupting whatever they seem to do periodically, im almost too amused to submit a bug report since they must be very cowardly at this point.

Title: Re: Dwarf Fortress 0.44.11 Released
Post by: Shonai_Dweller on July 04, 2018, 05:56:09 pm
My planter loves to scream dropping whatever they're doing & reliving the first time they discovered a dead dwarf, and they've been doing this interrupting whatever they seem to do periodically, im almost too amused to submit a bug report since they must be very cowardly at this point.
How long has he been doing that? Is it a long term memory now?
"Nervous wreck of a dwarf stops what he's doing when having a flashback to a traumatic encounter" isn't all that convincing as a bug ("screams" is just your imagination).
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: Orkel on July 04, 2018, 06:29:29 pm
The memory will smooth out overtime. Just give it 1-2 years and it might even become a slightly positive memory (acceptance of death).
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: Toady One on July 04, 2018, 07:05:50 pm
Hmm. Seem to be suffering from stuttering lag, everything will stop for a second or two before carrying on. First year of fortress, 16 civilians, same old layout as I usually use.

Odd, since I never had it before, and this release actually had a bugfix for it. Will mess with settings a little, check if anything's changed in my computer, see if that helps. Anyone else getting this?

This one seems to be entire related to historical births hitting the unit files every game day.  I turned off the offload and the problem went away.  Of course, the offload is there for a reason, but that reason maybe isn't so compelling now with 64 bit, as there's some memory to spare generally for off-map unit files to be loaded.  I'll try to code up a reasonable fix that doesn't cause other problems.
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: MCreeper on July 05, 2018, 02:36:54 am
Apparently, fortress fails to crumble (i think it's supposed to) if there are dwarves being held prisoners in necromancer tower (or anywhere else, probably). Even if they themselves (3 out of 4) did come as part of necromancer siege and slaughtered all but one dwarf, who then died from insanity.
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: Bimbus on July 05, 2018, 06:57:12 am
Is the new memory system really only relevant to fortress mode for now, or do all historical figures have memories? Because that seems like a lot of memories.
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: Shonai_Dweller on July 05, 2018, 07:13:36 am
Is the new memory system really only relevant to fortress mode for now, or do all historical figures have memories? Because that seems like a lot of memories.
Historical figures don't have memories yet.
It would be nice if they got some though. Or even just the personality shifts based on their histories (for those with histories). Maybe something for when memories are divided again into life stages?
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: voliol on July 05, 2018, 08:22:33 am
Depressed ghost.
Spoiler (click to show/hide)
He then throwed a tantrum.
Spoiler (click to show/hide)
Bug or feature?
Well, technically a dwarf in DF is composed of both the body and the soul containers, ghosts are the same dwarves, just without the body. It's not surprising that the personality/thoughts code still has an effect on it. I'd say that's a feature - just think of a tantruming ghost as a poltergeist.

It'd be nice if ghost could change types according to their mood, though I guess that's more of a suggestion I should put on the board for that.
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: gchristopher on July 06, 2018, 03:14:46 am
Major bug fixes
   (*) Fixed problem causing county stage to be skipped in noble elevation
   (*) Stopped all visiting barons from being elevated along with your baron

I think this fix introduced or exposed a different bug. (Sorry, I can't get Mantis login/account creation to work, or I'd post there)

My fort has a guest Baron and I was seeing bug 0008426 (https://bay12games.com/dwarves/mantisbt/view.php?id=8426) when the fort was promoted to Duchy. Additionally, the baron of the other site stole the title from my baron when elevated to Duke, leaving my Baron as a Duke with no site affiliation. So I wanted to upgrade to 44.11.

In 44.11, when the fort (Luslemsebshos/Puzzlemire) is promoted (to County now), instead of becoming a Count, my Baron becomes a Diplomat. (You can see that the other bug was fixed, because the Baron of the other site, Gatetapers, is unchanged.) Here are screenshots:

Before:

(http://gchristopher.net/df/bug_report_1.jpg)

Event:

(http://gchristopher.net/df/bug_report_2.jpg)

After:

(http://gchristopher.net/df/bug_report_3.jpg)



Title: Re: Dwarf Fortress 0.44.11 Released
Post by: Shonai_Dweller on July 06, 2018, 03:41:01 am
That's already on mantis:
http://www.bay12games.com/dwarves/mantisbt/view.php?id=10804
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: Shonai_Dweller on July 06, 2018, 07:16:51 am
Let's see who's available to call up from the human village I conquered.
Hmm. Onget Paintpillar: Legendary climber (no other skills listed).
...
It's gotta be a cat, right?  ???

--
(Yeah, it's a cat. Belonged to my militia captain apparently - might want to mention that in the list of potential 'workers' you can call up).
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: gchristopher on July 06, 2018, 05:16:32 pm
That's already on mantis:
http://www.bay12games.com/dwarves/mantisbt/view.php?id=10804
Thanks! My search missed it.

That report suspects that mods are to blame. Should I upload a save? My game is extremely minimally modded. (Small quality of life changes applied by hand, and definitely nothing affecting noble positions.)
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: lethosor on July 06, 2018, 05:30:45 pm
Mods were just one theory that was ruled out. But since there's no save, you should upload one if you can (preferably not a huge one).
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: Shonai_Dweller on July 06, 2018, 06:46:56 pm
Mods were just one theory that was ruled out. But since there's no save, you should upload one if you can (preferably not a huge one).
Just to check, 'cos I noticed your comment on the tracker too, how huge is 'huge'? DF saves get pretty big through no fault of the players. And some bugs are so rare that only people who are actually playing the game come across them (as opposed to people actively looking for them, using deliberately 'small' saves).

If we all stop uploading saves because we're worried that they're too big (I know I've done that in the past when something seems easy to replicate), won't that harm bug tracking?

A quick browse of the tracker shows that there are very different opinions on what's 'simple to reproduce'. But once a player's moved on in their game, the evidence is gone for good.

A little clarification would be helpful. Thanks!
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: Toady One on July 06, 2018, 07:19:39 pm
'preferably' is just that -- I download the 150MB saves when it comes up, and for some types of bugs it is unavoidable.  But for bugs that can be easily reproduced in a small world, at like 7MB, it saves a lot of time to go with the smaller save.  This bug requires at least a pre-count, so saves will probably be on the larger side.  Annoyingly, it's also the sort of situation that's easiest to fix before the liaison leaves the map and does the elevation, so a good save might be hard to come by, unless there's a cycling autosave.

edit: Fortunately, one of the old saves I had around reproduced it, so #10804 should be fixed for next time.
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: PatrikLundell on July 07, 2018, 07:42:46 am
Unless there is a memory issue on DFFD, you should probably upload saves for new bugs as long as DFFD accepts them (it has a size limit). If the save is considered "big" it can be mentioned in the bug report to encourage others to provide smaller ones, but it's probably better to start out with a "big" save and later have others supplying smaller ones, than skip it originally only to find that nobody else can catch the issue.
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: lethosor on July 07, 2018, 10:03:14 am
To be clear, I mostly meant what Toady said - it's a lot easier to test smaller saves that require less memory to load than larger ones. If it's a rare bug and the only save is large, I can deal with that. But for fairly straightforward issues like "vampire names are revealed in X screen", large saves are annoying for me to deal with, and I often skip over issues like that where the only saves available will take significant system resources for me to check.

I definitely don't want to discourage uploading saves, though - DFFD isn't short on space, as far as I know, and any save that reproduces a bug is better than no save. Fortunately, Toady has been willing to examine larger saves, and his preferences are probably more important - he fixed a nemesis unit load failure in a save that took ~5 GB of memory, which is well beyond the point where I'd just kill DF and move on. (And of course, only Toady can fix most issues anyway.)

World size and history length are two things that tend to affect world size and are player-controllable - I usually reduce them to make my own games smaller.
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: gchristopher on July 07, 2018, 12:03:02 pm
I'm glad the bug showed up in a more convenient save! I'll keep the backup of the "moments-before-becoming-a-county" save in case it's useful for testing the next release, too.
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: FantasticDorf on July 07, 2018, 05:16:21 pm
How long has he been doing that? Is it a long term memory now?

3 years and counting (41 foundation, witnessed murder in 42 with my first mooder and traumatised probably for the rest of their lives from humble starting embark dwarf to legendary planter banshee into 45 onwards Armok willing)

I killed dwarves (at the start a dwarf called Tekkud who now in engravings is remarked to laugh over the artifact they were never able to finish) who were going to fail their moods by expelling them, civlians witnessing it like (and now 3 others post Tekkud with other strange mood failures) remain horrified for the rest of their lives every time the long term memory pops up, it has made my planter a emotional wreck from the experience (in values, they're a emotional wreck) and the terror emotion sets in cancelling their current action like drinking, building etc.

Quote
I have a save suitable to show this with a dwarf currently sentenced for breaking a mandate afflicted, but given the fortress is well established and very 'noisy' the steps to reproduce it are easier than just handing over examples that occur occasionally on a big megabyte file.

> Expel dwarf, kill dwarf with militia squad as a neutral visitor (no imminent reprecussions) and if civilians witness the killing they'll dedicate it to memory and occasionally freeze up to drop what they were doing for a "overwhelmed with horror/terror!" emotion every time it resurfaces in psyche

Unrelated is that dwarves are demanding bones from animals in impassable caverns that caused my dwarves to fail 2 moods in the first place because they think they can climb over to navigate down a un-explored narrow downward path to level 110 to pick up a corpse (while holding a wheelbarrow, navigating completely blind) the very moment i make contact with the caverns post discovering it.
Title: Re: Dwarf Fortress 0.44.11 Released
Post by: Dwarf_Fever on July 07, 2018, 07:19:45 pm
Thank goodness the ridiculous corpse bug was addressed. I mean, people work at mortuaries every day and function just fine. Death was not such a taboo back before life expectancy became so regularly high. This is a modern, first world nation horror. See, for example, (corpse trigger warning)

http://www.dailymail.co.uk/news/article-2745169/Zombie-chic-Indonesian-village-Toraja-s-bizarre-annual-ritual-Ceremony-Cleaning-Corpses-MaiNene.html