I don't know if you've had a chance to read it yet, but some people over on the modding forum have found a way around the AI running away and refusing to fight. That might help out for later fixes.
I don't know if you've had a chance to read it yet, but some people over on the modding forum have found a way around the AI running away and refusing to fight. That might help out for later fixes.
Adventure Mode is a bizarre experience now, but also really entertaining. It seems like random fights break out in every settlement -- wish I could ask people why they're fighting.http://www.bay12forums.com/smf/index.php?topic=140460.0I don't know if you've had a chance to read it yet, but some people over on the modding forum have found a way around the AI running away and refusing to fight. That might help out for later fixes.
Link?
Link?
He he he, if it happened consistently it still happens now -- if something's not listed, it very likely hasn't changed. We can still ooo and ahh at their little mittens, and then wait for the clutter.Ah, I see. I suppose it can wait, after all, since it doesn't really do anything bad, and also because clothed animals.
People still don't care too much about murder. Ah well.Maybe they don't like their neighbors.
He he he, if it happened consistently it still happens now -- if something's not listed, it very likely hasn't changed. We can still ooo and ahh at their little mittens, and then wait for the clutter.Ah, I see. I suppose it can wait, after all, since it doesn't really do anything bad, and also because clothed animals.
Not really much sense keeping it forever, though. Someday we'll have to say goodbye to the Dwarven Kitten Mittens. :P
Yeah, come to think of it, there weren't any kitten mittens at all maybe. Just little kitten socks and stuff.
Awesome! Unfortunately I did not get to experience the baby migration bug though.
I think version compatibility may have been broken again. I have a save generated on 0.40.02, but I can’t load it on 0.40.03. Anyone else have this problem?
Any plans on reducing the amount of pain receptors in bones, by the way? I'm not kidding when I say that any shot from a (cross)bow that hits a bone knocks anything with bones down to the ground from pain.
Any plans on reducing the amount of pain receptors in bones, by the way? I'm not kidding when I say that any shot from a (cross)bow that hits a bone knocks anything with bones down to the ground from pain.I'm not so certain but you may be able to mod that yourself. Dunno if there's a distinct variation how many nerves something with [HAVES_NERVES] has.
Any plans on reducing the amount of pain receptors in bones, by the way? I'm not kidding when I say that any shot from a (cross)bow that hits a bone knocks anything with bones down to the ground from pain.
I've never been hit in the bone by a crossbow bolt, but I've broken enough bones to imagine it. I'd say that sounds like a pretty realistic reaction to me.
go baby!
usz: 0
post baby
usz: 0
post clean
usz: 0
Neat.Correct, however if nobody played the early releases bugs wouldn't be found, most of those stability bugs were found within an hour because of how many people were playing.
Since these updates are speedy, I'll wait for 0.40.04 to stop playing 0.40.01.
I am a fan of chaos and instability.
Also saving frequently.
It's not very logical downloading something to find out tomorrow the next version is out, or even a few days.
Still, excellent work.
Any plans on reducing the amount of pain receptors in bones, by the way? I'm not kidding when I say that any shot from a (cross)bow that hits a bone knocks anything with bones down to the ground from pain.Pretty realistic reaction actually if it's a major bone, and I hope that armour works well enough that crossbows don't always manage to hit bones?
Uhh... I just got the new version, started the arena to mess around, and got this in the error log:Code: [Select]go baby!
usz: 0
post baby
usz: 0
post clean
usz: 0
It keeps happening every time I start the arena... Is this supposed to happen? :P
I'm not sure if it's a bug so I think I'll ask here. Is the various bandit parties being so... polite, normal? I mean, I started one adventurer that had been targeted by a bandit party at the outset for some reason. The bandits moved in, and... struck up a conversation. About the weather and the recent events. They did nothing else, just milled around, chatted a lot, agreed to join me on my adventures, and prevented me from 'T'raveling away because "I don't feel safe enough", even when I moved away and the only bandit nearby was the one that joined me as a companion. Later, another adventurer encountered a goblin bandit group that's been "harrassing people on the street" by apparently clashing terribly with their green skin color against the red sand color of everything else, because they did nothing but mill around and chat. The one time a brawl did start with the bandits, it was initiated by one of the regular townspeople. Something odd is going on there, and I'm not sure if it's just a limitation of the speech engine (i.e. there is no option to "threaten violence" in the dialogue) or a behavior bug of some form.What exactly was your behavior and standing with the bandits? By the way it sounds, considering that you didn't engage them or have any quarrel with them, and either appeared too capable (and non associated to guards etc) for yourself to be worth the trouble or too lacking in anything valuable to pilfer. The sort of situation that is going on here is that you just met some guys in the woods who make a hobby of harassing peasants and general citizens for their things. Being a lone adventurer doesn't really default you to being "righteous", eh? Considering you didn't attack them and sort of practically joined with them by asking for partnership with one of them, then would've assumed that you're pretty much the sort of person that would be useful to have around.
The problem in the first case was that I'd literally just started out. As a peasant. Just stepped out of the house I started in. The bandits were harassing the peasants, and me specifically - I was with weapons sheathed, walking on the street. Two approached, a third - from a good few dozen meters away - yells at me about the nice chilly weather. I'd love to keep going away, but they are all following me. I recruited two to go with me, and just darted for the woods. One got lost in the woods, I still couldn't travel, then the other got lost in the woods as well, just as I circled back to the settlement. The first one that got lost was there. At about this point a fisher dropkicked the bandit hammerlord in the head from behind, and a massive brawl started, with the first guy who agreed to join me reverting to bandit status. I tried jumpkicking somebody by sprinting and jumping at them (it doesn't work. Feature request?), took a beating, then beat feet while everybody was too busy to follow me.I'm not sure if it's a bug so I think I'll ask here. Is the various bandit parties being so... polite, normal? I mean, I started one adventurer that had been targeted by a bandit party at the outset for some reason. The bandits moved in, and... struck up a conversation. About the weather and the recent events. They did nothing else, just milled around, chatted a lot, agreed to join me on my adventures, and prevented me from 'T'raveling away because "I don't feel safe enough", even when I moved away and the only bandit nearby was the one that joined me as a companion. Later, another adventurer encountered a goblin bandit group that's been "harrassing people on the street" by apparently clashing terribly with their green skin color against the red sand color of everything else, because they did nothing but mill around and chat. The one time a brawl did start with the bandits, it was initiated by one of the regular townspeople. Something odd is going on there, and I'm not sure if it's just a limitation of the speech engine (i.e. there is no option to "threaten violence" in the dialogue) or a behavior bug of some form.What exactly was your behavior and standing with the bandits? By the way it sounds, considering that you didn't engage them or have any quarrel with them, and either appeared too capable (and non associated to guards etc) for yourself to be worth the trouble or too lacking in anything valuable to pilfer. The sort of situation that is going on here is that you just met some guys in the woods who make a hobby of harassing peasants and general citizens for their things. Being a lone adventurer doesn't really default you to being "righteous", eh? Considering you didn't attack them and sort of practically joined with them by asking for partnership with one of them, then would've assumed that you're pretty much the sort of person that would be useful to have around.
Now it would be pretty nifty to have some sort of sign ingame that you were part of a town guard of hired blade to guard a caravan if you chose to do so. In those situations, then you'd have all out attacks coming from bandits, i believe, as you're the sort that'd give them trouble. See, it's not really a bandits job to just go around attacking just anyone, see? It's not resource efficient if you attack potential recruits, especially with no pre-existing hostility. Now if you made a name for yourself slaying bandits and whatnot, then i'm assuming the system doesn't exactly keep track of that in which case, yes, behavior in that sect could use tweaking. But i'm not quite sure whether it tracks that or not, it'll need testing.
On the topic of pain: people rarely ever lose consciousness due to pain. It's usually the trauma involved which causes that. A bolt to the leg wouldn't knock you out until you started to go into shock. A broken arm wouldn't knock you out, though the pain would likely slow you down.In fact, losing consciousness in the sense of getting "knocked out" requires a very severe amount of head damage.
On the topic of pain: people rarely ever lose consciousness due to pain. It's usually the trauma involved which causes that. A bolt to the leg wouldn't knock you out until you started to go into shock. A broken arm wouldn't knock you out, though the pain would likely slow you down.In fact, losing consciousness in the sense of getting "knocked out" requires a very severe amount of head damage.
Getting nigh-paralyzed in the sense of being severely slowed down due to the excruciating pain is much closer to reality.
and either way the values look extremely placeholder-y due to how monotone they are, and what placeholder would you prefer; one that actually allows weapon balance or the one where everyone faints for half an hour from a broken toe?
I'm not sure if it's a bug so I think I'll ask here. Is the various bandit parties being so... polite, normal?
Other bug fixes/tweaks
(*) Made farm plant list refresh properly with season selection
I'm not sure if it's a bug so I think I'll ask here. Is the various bandit parties being so... polite, normal?
Yeah, I think they could stand to have their viciousness tweaked upward a little, since they seem to default to 'cordial'.
Okay, so something is wrong with threat assessment in kobolds. I just had to do a whole lot of pressing Alt+y to kill a lot of kobolds, who refused to acknowledge my slaughtering them by the dozens and just stood there, milling around, only occasionally fighting back when an attack from me didn't kill them in one hit. Maybe it's a related problem to the over-friendly bandits? The kobolds refused to fight me until I started to fight them, individually, considering me friendly despite all evidence to the contrary.This is a common AI problem I find. It's made adventure nearly unplayable for the time being since all civs in all of my worlds exhibit some degree of this.
image
Or maybe it has to do with their utterances? With the changes to the speech and thought engines, maybe they can no longer form coherent thoughts, and thus can't react?
With all possible respect Toady, you might want to put "save compatibility" on the list with "release times" as something we all should just understand you'll try your best on.I would go even further. "No save compatibility guaranteed, period". If new version is compatibile, that's nice, lucky you. Otherwise, well. It is not like anyone is forced to play always newest version. I consider any non-trivial save compatibility work as waste of time that could be used for, say, debugging.
With all possible respect Toady, you might want to put "save compatibility" on the list with "release times" as something we all should just understand you'll try your best on.Wouldn't save compatibility be a waste of time if the bugfixes would only take a few days without the time spent, and probably weeks with the time spent for compatibility?
Do you have a retired fort in the world? We're tracking down something related to that.
edit: the pop bug could also do it -- if you go into legends on your world and the sites_and_pops export txt has some high pops for sites, those places could be destructive.
though it's quite possibly something new and exciting.Dwarf fortress: where a significant source of emergent gameplay involves finding and squashing new and exciting bugs!
though it's quite possibly something new and exciting.Dwarf fortress: where a significant source of emergent gameplay involves finding and squashing new and exciting bugs!