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Dwarf Fortress => DF Announcements => Topic started by: Toady One on July 13, 2014, 03:04:16 pm

Title: Dwarf Fortress 0.40.03 Released
Post by: Toady One on July 13, 2014, 03:04:16 pm
Download (http://www.bay12games.com/dwarves) (Click refresh on your browser if it doesn't show up)

Many more crash issues fixed.  Mystery babies and large city walls had a corrupting effect that was not possible to manage, so saves are not compatible yet again.  I'll try to keep saves together as we move forward, but there aren't any guarantees, especially this early on.  If things have settled down on the stability front, I can finally move on to the optimizations and other issues.  We'll see what happens!

Major bug fixes
   (*) Fixed relationship screen crash from certain historial/old-player-fort migrants and adventurer migrants
   (*) Fixed adv retirement cloning
   (*) Fixed crash when game tries to realize certain low population sites
   (*) Fixed crash/corruption problem from large city walls
   (*) Fixed crash when asking about site trade partners
   (*) Fixed problem causing travelers originating from realized forts/sewers/dungeons to go out of map bounds (caused crashes)
   (*) Stopped the babies of the world from appearing in the unit list (and associated minimap crash)

Other bug fixes/tweaks
   (*) Made farm plant list refresh properly with season selection
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: Rafal99 on July 13, 2014, 03:12:26 pm
Another great portion of bugfixes! Thank you Toady for your work.
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: Robsoie on July 13, 2014, 03:12:53 pm
Thank you, less crashes is good :)
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: Roundabout Lout on July 13, 2014, 03:14:13 pm
To think I just downloaded 40.02, and literally just finished genning a new world. :D

Great work Toady! This feature release has been amazing so far.
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: samanato on July 13, 2014, 03:18:42 pm
Thanks so much. The crashfixes so far are really fast!

Hopefully the next version will handle some of the really big problems in gameplay? Brewing problems is a topic, I see a lot recently.
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: thvaz on July 13, 2014, 03:23:15 pm
Thanks Toady.

I am eager to see the gameplay bugfixes too, but stability comes first.
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: JonathanCR on July 13, 2014, 03:43:03 pm
I'm amazed by how quickly you work on these. Thanks so much.

I'm waiting for reasonable stability and bug squashes before downloading and playing, but at this rate it looks like I shouldn't have to wait much longer. Amazing work.
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: MightyEvilPunk on July 13, 2014, 03:43:16 pm
Thank you very much, Toady! :)
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: Toady One on July 13, 2014, 03:46:40 pm
Yeah, I'd like to catch the crashes while they are fresh and to make the whole process smoother and for save compat and so we can find the bugs with longer-term games.  But I'm trying to stay up to date on the largest problems (you can thank the bug tracker managers for that!) and the brewing problem is on my list of soon-as-possible issues.
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: jocke the beast on July 13, 2014, 04:02:27 pm
Thanks again. Will donate tonight!
God bless you.
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: Alev on July 13, 2014, 04:22:14 pm
Thanks muchly, Toady!
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: Xangi on July 13, 2014, 04:24:35 pm
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.
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: snjwffl on July 13, 2014, 04:24:54 pm
Thanks, Toady!
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: samanato on July 13, 2014, 04:26:15 pm
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.

To elaborate on this, it has to do with how discipline is tracked.  Creatures normally get created with no discipline, which is what's causing the screwy morale issues.
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: Footkerchief on July 13, 2014, 04:27:47 pm
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.  And why they're spitting on me.

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.

Link?
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: Xangi on July 13, 2014, 04:28:36 pm
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.

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.

Link?
http://www.bay12forums.com/smf/index.php?topic=140460.0
http://www.bay12forums.com/smf/index.php?topic=140458.0
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: samanato on July 13, 2014, 04:31:02 pm
Link?

One thread about this (http://www.bay12forums.com/smf/index.php?topic=140460.0), which mentions adding [NATURAL_SKILL:DISCIPLINE:1] as a tweak.
edit: greninja'd :^(
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: IronTomato on July 13, 2014, 05:03:07 pm
Do animals still get clothes on fortress unretirements?
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: Toady One on July 13, 2014, 05:13:43 pm
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.
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: IronTomato on July 13, 2014, 05:18:05 pm
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
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: FallenAngel on July 13, 2014, 06:58:43 pm
Neat.
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.
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: PersonGuy on July 13, 2014, 07:18:08 pm
Well there still likely allot of bugs but the worst seems to be over.
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: hermes on July 13, 2014, 07:27:54 pm
Does this version break save compatibility?  Don't have the option to continue..  :'(

edit - ah just reread Toady's first post, OK.
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: Slax on July 13, 2014, 07:34:49 pm
People still don't care too much about murder. Ah well.
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: Bobnova on July 13, 2014, 07:46:07 pm
People still don't care too much about murder. Ah well.
Maybe they don't like their neighbors.
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: Vgray on July 13, 2014, 07:49:27 pm
http://www.bay12forums.com/smf/index.php?topic=110704.435;topicseen (http://www.bay12forums.com/smf/index.php?topic=110704.435;topicseen)

Here's a link to the Rise of the Mushroom Kingdom mod. That's all I can think of.
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: Spectre Incarnate on July 13, 2014, 07:59:40 pm
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

Wait, so... there's a bug where sites are full of max population (67000~) of each type of domestic animal.
And there's a bug where animals in fortresses are clothed.
Are the 67000~ of each domestic animal in sites... also clothed? Do we have 134000~ kitten mittens per site? (And that's if it's front paws only..)
._.

Title: Re: Dwarf Fortress 0.40.03 Released
Post by: Toady One on July 13, 2014, 08:01:36 pm
Yeah, come to think of it, there weren't any kitten mittens at all maybe.  Just little kitten socks and stuff.
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: Spectre Incarnate on July 13, 2014, 08:07:17 pm
Yeah, come to think of it, there weren't any kitten mittens at all maybe.  Just little kitten socks and stuff.

LOL Okay, so 134000~ kitten socks, then? Cats and socks. This bug is sounding soooo dwarfy... you did it on purpose, didn't you? :P

Title: Re: Dwarf Fortress 0.40.03 Released
Post by: Rafal99 on July 13, 2014, 08:12:26 pm
Just imagine how many more socks you can make if you process their owners to cat leather!
It is like future-socks wearing socks.
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: CaptainArchmage on July 13, 2014, 09:26:16 pm
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?
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: Bloax on July 13, 2014, 09:28:55 pm
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.
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: WillowLuman on July 13, 2014, 09:55:18 pm
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?

As Toady said, they are incompatible this time. Sorry.
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: Footkerchief on July 13, 2014, 10:04:40 pm
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.

It's on the bug tracker. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=2115)
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: Bloax on July 13, 2014, 10:17:37 pm
It takes twenty seconds to change 50 to 20 and the bug has been open since the middle of 2010.
and the issue is a pretty major cause of instadeath
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: iceball3 on July 13, 2014, 10:25:21 pm
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.
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: Bloax on July 13, 2014, 10:26:50 pm
Just because you can fix it yourself doesn't mean that players playing vanilla should suffer from such a serious and easily fixable bug.

(also if you're in doubt then go shoot a human, a giant and a dragon and watch how they collapse when you hit a bone)
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: Icefire2314 on July 13, 2014, 11:12:42 pm
This is why we love you Toady; despite the update taking two years, you are now pumping out bugfixes at the speed of light.

:D
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: CaptainArchmage on July 13, 2014, 11:47:47 pm
Alright, new bug: When the worldgen needs, at the end, to finalise more than about 1100 sites, the game crashes.

On a medium world with 200 years of worldgen, I had entity site cap at 1500. This produced around 1500 sites to finalise, and the game crashed when finalising sites was around 1100. With the entity site cap at the default of 1040, about 1060 sites were produced to be finalised, and worldgen worked fine.

Strange though, in Legends it has about 500/5000 sites or so. Curious.

This causes trouble with worldgen on larger worlds for me.

I am absolutely sure it is not a RAM problem.
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: Toady One on July 13, 2014, 11:51:59 pm
Hmm...  I wonder if it is a bandit camp/lair overload -- those get their final coordinates at the very end.
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: JonathanCR on July 14, 2014, 12:46:12 am
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.
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: Footkerchief on July 14, 2014, 01:07:22 am
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.

Conversely, in real life, many people who break their toe don't realize it for days or weeks afterward.
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: Tabithda on July 14, 2014, 01:15:00 am
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
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: MarcAFK on July 14, 2014, 01:29:23 am
Neat.
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.
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.
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?
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: Toady One on July 14, 2014, 01:33:42 am
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

He he he, yeah, I left some baby test code in by accident.  go baby! = enter the scheduled birth function, post baby = after babies are born, post clean = after it puts them away in their historical spots.  the usz is the number of units in play at the time.  We want the first number and the last number to be the same, except perhaps in weird edge cases.  I'll try to remember to take it out for next time...
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: Xangi on July 14, 2014, 03:54:00 am
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.

Edit: Typing on tablet so I can't fully explain the idea. It's complex but suffice to say the vanilla pain values are a bit much in bones, and too little in organs. Pain in DF is really more of a "trauma meter" in a lot of ways.
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: Sean Mirrsen on July 14, 2014, 04:02:28 am
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.
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: iceball3 on July 14, 2014, 04:18:05 am
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.
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: Sean Mirrsen on July 14, 2014, 04:48:22 am
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.
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.

The problem I think is that the bandits don't know how to harass people that don't really have anything on them. Technically I was from the same town that they were harassing, but they didn't know what to do besides follow me and chat.
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: Bloax on July 14, 2014, 05:36:21 am
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?
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: therahedwig on July 14, 2014, 06:11:26 am
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?

Then why don't the modders band together to create more realistic raws... wasn't there a medicine  student who was doing exactly this?

I mean, sure that wouldn't fix the "extreme pain knocks you out"-logic, but it would be a start. Toady has before accepted more realistic tree raws so...

Edit: Here it is. (http://www.bay12forums.com/smf/index.php?topic=71494.0)
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: Dante on July 14, 2014, 06:15:22 am
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'.
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: yarr on July 14, 2014, 12:24:59 pm
Quote
Other bug fixes/tweaks
   (*) Made farm plant list refresh properly with season selection

I think this is still broken?
Spoiler (click to show/hide)
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: Sean Mirrsen on July 14, 2014, 12:33:43 pm
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.

(https://dl.dropboxusercontent.com/u/4152380/DynamicEntry.png)

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?
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: Bobnova on July 14, 2014, 12:45:12 pm
Climbing seems to be causing a bit of an issue.
I found a lovely embark with two rivers, one at the top of a ~15z cliff and the other at the bottom. Had all sorts of plans, but the dwarves are going cliff climbing and drowning after falling overboard. One too a cat with it too, that was sort of amusing. Especially when the cat landed on the dwarf in the river.

Some sort of tweak to movement types and climbing likelihood would be nice! I really like that they can climb, but I'd rather that they didn't unless they had to.
In the mean time, I'll figure something out.
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: Tawa on July 14, 2014, 12:56:09 pm
Kobolds do have a problem, they can't actually talk anymore.

'Tis saddening.
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: dree12 on July 14, 2014, 12:59:32 pm
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'.

I recruited a companion and she told me to attack some bandits. I go to the bandit camp, but the bandits aren't hostile at all. They greet me like anyone else would. Then I kill the bandit commander and my companion is shocked, and says to be "Let's not hurt anybody" or something like that. Then I recruit a few of the remaining bandits and they gladly join me. After a while, they start attacking my first companion. I attacked the bandit and then talked to the first companion, who spit at me and called me a murderer. The game crashed shortly afterwards. Ah, Dwarf Fortress...
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: Xangi on July 14, 2014, 02:52:56 pm
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.

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?
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.
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: MarcAFK on July 14, 2014, 04:44:31 pm
So essentially the world has been activated, and everyone else is as batshit insane as our dwarves?
Makes sense.
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: Bloax on July 14, 2014, 05:01:23 pm
If dwarves are defined by their boundless passivity, then yes.
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: WJLIII3 on July 14, 2014, 05:02:51 pm
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.
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: reality.auditor on July 14, 2014, 05:42:39 pm
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.

For once "this is only alpha" excuse is actually valid excuse.
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: MarcAFK on July 14, 2014, 06:01:48 pm
I think Today pretty much stated in the last changelog that the first few patches are going to be for major bugs which would probably break save compatability so it's good to get them out of the way early.
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: iceball3 on July 14, 2014, 10:27:14 pm
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?
Unless you mean compatibility since the last major version, in which case far too much has changed to make the effort really worth it...
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: CaptainArchmage on July 14, 2014, 10:32:09 pm
Here’s what I’ve got so far in 0.40.03:

I can run worldgen with a default number of sites on a medium world for 200 years without a crash. Worldgen on a medium world with 1500 sites per civ (300 civs max) produces crashes at 200 years, but at 100 years works fine, producing some nice, expansive civilisations with proper roads.

For some reason I am unable to reclaim any of the ruined worldgen fortresses in this version, despite there being ruined forts.

Calendar progression is still rather slow, but that’s OK for me. I’ll need to see which embark size gets me a decent 100 FPS through establishment of my initial excavations.

Still seeing birds stuck in the sky, not leaving the embark.
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: Dunamisdeos on July 15, 2014, 01:35:39 am
I'm so excited about these frequent bug fixes. Woohoo!
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: thvaz on July 15, 2014, 12:10:32 pm
40.03 is crashing a lot more for me than  40.02. Anyone else have this problem? Random crashes in adventure mode all the time, without discernible reason.
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: Toady One on July 15, 2014, 01:03:29 pm
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.
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: thvaz on July 15, 2014, 01:24:02 pm
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.

No, no fort, just fresh generated pocket worlds. It happened both in Travel mode or just walking around...in truth isn't really a crash to desktop, the game just locks itself (the window stop responding) and when you click again it asks if you want to close the program.

No pop_bug in this case, at max there are 10000 goblins (I generated many worlds, goblin usually destroy other civs in pocket worlds). One thing in common is that all my pocket worlds have a lot of megabeasts and high savagery (I enjoy apocalyptic scenarios)
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: Toady One on July 15, 2014, 01:30:35 pm
Just found the cause for the retire crash - fort retirement makes it much more common, but it could happen for any world.  If the pocket world has more position replacement than usual, due to dead rulers and so on, that could be it, though it's quite possibly something new and exciting.  If you get a reproducible crash I could use the save to confirm.  Otherwise, we'll continue to hope and work!
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: thvaz on July 15, 2014, 01:41:19 pm
I didn't open a report yet because I couldn't reproduce it. I will try more.
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: MarcAFK on July 15, 2014, 04:25:00 pm
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!
Title: Re: Dwarf Fortress 0.40.03 Released
Post by: Spectre Incarnate on July 15, 2014, 05:08:27 pm
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!

That's what I'm watching this for. Dunno about the rest of you. lol

Exactly what I explain to new players. A lot of the fun and narrative of DF is finding bugs or quirks created through accidental relationships within the code. Sometimes it can crash a game or prevent certain events from happening, but in most cases it causes unexpected hilarity rather than frustration, which gives it that bungling, stumbling, drunken dwarf attitude just being itself.  :D

(Of course, I still have half a mind that some of these bugs are just dwarfy enough to not be accidental. :P)

Title: Re: Dwarf Fortress 0.40.03 Released
Post by: MarcAFK on July 15, 2014, 09:14:14 pm
I just experienced a crash from the main menu when I left the game running for about half an hour while doing random stuff in reddit. Obviously I'm not bothered but I'm going to see if It's already on mantis.