Download (http://www.bay12games.com/dwarves) (Click refresh on your browser if it doesn't show up)"Stopped corpse raising, shapeshifting and non-living non-vampire visitors"
Here's an interim release - this is a fixer-upper for the old version, and not related at all to the new graphical stuff. This isn't meant to address everything of course, or even most things, and we'll be cleaning up a lot more bugs and issues for the Premium release itself. This one gets rid of some long-standing crashes and also attempts to address most of what we learned from the stress discussion from the forum. There are still a few unmet needs (which don't contribute much to stress, but are an eyesore), and a few outstanding ideas related to winning sieges, ending wars and unattended children, but we'll need larger changes there that are better integrated with the Premium work.
It's always a little weird splitting the bug fixes into the two major/minor categories, but especially here, where the stress changes add up to a lot, so the division below is particularly arbitrary on that score.
Major bug fixes
(*) Fixed w.g. crash related to dark fortress civs having fixed positions not held by demons
(*) Fixed zero-size creature crash
(*) Fixed off-site werebirth crash
(*) Stopped visitors from siding against fort in any conflict where the fort's tame megabeasts are involved
(*) Made cave adaption negative effects less frequent
(*) Made people get used to seeing dead bodies
(*) Stopped corpse raising, shapeshifting and non-living non-vampire visitors
(*) Made basic friendships easier to form for slow-to-love people
Other bug fixes/tweaks
(*) Made people that work outside a lot get used to bad weather
(*) Made valuable food satisfy good meal thought in addition to preferences
(*) Added some additional dwarf chat types to meet some other needs and reduce stress
(*) Stopped many minor thoughts from forming memories
(*) Removed stress from migrants (e.g. ones from old forts)
(*) Vengefulness is no longer stressful (as it was mainly related to defending others from attacking animals)
(*) Changed balance of migrant professions
(*) Patched one form of military item corruption on load (root cause not identified)
(*) Expulsion exception 'child not present' now only applies to minor children
(*) Fixed MUNDANE and HAS_ANY_CAN_SWIM for interactions/transformations
Giant desert scorpions will return, one of these days. A man can dream, can't he?
I clicked on the DF Anouncements forum, saw that you were the most recent post, and somehow -somehow- I just knew you were going to mentions GDSs, even without opening the thread! :P
If they were able to visit before the visiting Necromancer bug was introduced, likely they'll still be able to visit.Download (http://www.bay12games.com/dwarves) (Click refresh on your browser if it doesn't show up)"Stopped corpse raising, shapeshifting and non-living non-vampire visitors"
Here's an interim release - this is a fixer-upper for the old version, and not related at all to the new graphical stuff. This isn't meant to address everything of course, or even most things, and we'll be cleaning up a lot more bugs and issues for the Premium release itself. This one gets rid of some long-standing crashes and also attempts to address most of what we learned from the stress discussion from the forum. There are still a few unmet needs (which don't contribute much to stress, but are an eyesore), and a few outstanding ideas related to winning sieges, ending wars and unattended children, but we'll need larger changes there that are better integrated with the Premium work.
It's always a little weird splitting the bug fixes into the two major/minor categories, but especially here, where the stress changes add up to a lot, so the division below is particularly arbitrary on that score.
Major bug fixes
(*) Fixed w.g. crash related to dark fortress civs having fixed positions not held by demons
(*) Fixed zero-size creature crash
(*) Fixed off-site werebirth crash
(*) Stopped visitors from siding against fort in any conflict where the fort's tame megabeasts are involved
(*) Made cave adaption negative effects less frequent
(*) Made people get used to seeing dead bodies
(*) Stopped corpse raising, shapeshifting and non-living non-vampire visitors
(*) Made basic friendships easier to form for slow-to-love people
Other bug fixes/tweaks
(*) Made people that work outside a lot get used to bad weather
(*) Made valuable food satisfy good meal thought in addition to preferences
(*) Added some additional dwarf chat types to meet some other needs and reduce stress
(*) Stopped many minor thoughts from forming memories
(*) Removed stress from migrants (e.g. ones from old forts)
(*) Vengefulness is no longer stressful (as it was mainly related to defending others from attacking animals)
(*) Changed balance of migrant professions
(*) Patched one form of military item corruption on load (root cause not identified)
(*) Expulsion exception 'child not present' now only applies to minor children
(*) Fixed MUNDANE and HAS_ANY_CAN_SWIM for interactions/transformations
Does this only apply to vanilla interaction-based creatures like necromancers and ghouls or does it also apply to custom civilized visitors with NOT_LIVING or corpse animating abilities? If the latter, it sounds like it'll mess with a lot of mods.
(*) Stopped corpse raising, shapeshifting and non-living non-vampire visitors
So...is the steam version too far way? I'm with the itchy to play df again, though I would prefer to wait so the steam version feels fresher...Reasonably sure the steam version is another year away.
Reasonably sure the steam version is another year away.
Heyo Toady, does the patch affect loyalty cascades in any way? I see the megabeast visitor hostility fix, but I recall most of my forts tend to die by murdering eachother after a random tavern brawl happens. I'm not sure if the patch addresses thoseFTFY
Reasonably sure the steam version is another year away.
...from any particular day.
Good to see another update, but for me it is too little and too late, and makes me appreciate certain slightly comparable open source projects even more.
Reasonably sure the steam version is another year away.
...from any particular day.
Good to see another update, but for me it is too little and too late, and makes me appreciate certain slightly comparable open source projects even more.
I mean, multi-year update hiatuses aren't anything new to DF.
Wait til they hear about the Big Wait(r)!!!Heck, we've been anticipating it for so long that the mere start of it will seem a grand occasion.
Wait til they hear about the Big Wait(r)!!!Heck, we've been anticipating it for so long that the mere start of it will seem a grand occasion.
(*) Stopped corpse raising, shapeshifting and non-living non-vampire visitors
Regarding this point:I think you meant to post this in Future of the Fortress.Quote(*) Stopped corpse raising, shapeshifting and non-living non-vampire visitors
Is this supposed to apply to werebeasts as well?
(If so, it might not work correctly. I've had a tavern visitor turn into one in a test game.)
Generally questions and issues on the latest release are posted here in the announcements thread.Regarding this point:I think you meant to post this in Future of the Fortress.Quote(*) Stopped corpse raising, shapeshifting and non-living non-vampire visitors
Is this supposed to apply to werebeasts as well?
(If so, it might not work correctly. I've had a tavern visitor turn into one in a test game.)
Regarding this point:Quote(*) Stopped corpse raising, shapeshifting and non-living non-vampire visitors
Is this supposed to apply to werebeasts as well?
(If so, it might not work correctly. I've had a tavern visitor turn into one in a test game.)
Generally questions and issues on the latest release are posted here in the announcements thread.Ah, my bad then.
People with forced periodic body transformations, a corpse animation effect, or NOT_LIVING were the ones I was targeting
People with forced periodic body transformations, a corpse animation effect, or NOT_LIVING were the ones I was targeting
NOT_LIVING I can see being the most problematic for modders given there may be non-biological civilized creatures afoot. How easy would it be to add an additional syndrome class for generated ressurection syndromes to the hardcode, and exclude those? Like how vampires and werebeasts have a syndrome type to look out for that prevents stacking curses.
Couldn't you just have no visitors opposed to life?Undead lieutenants don't have this, and aren't supposed to visit your fortress.
Couldn't you just have no visitors opposed to life?Undead lieutenants don't have this, and aren't supposed to visit your fortress.
Well, Toady called them undead lieutenants just 4 posts ago. So, I guess, that's what they're called. I mean, I'm sure no-one minds if you call them whatever you like.Couldn't you just have no visitors opposed to life?Undead lieutenants don't have this, and aren't supposed to visit your fortress.
I ended up just calling them Revenants since most of the time the necromancer (either new adv mode player or NPC) will resurrect someone they actively killed and end up dying by the hand of the Revenant for the being remembers who assaulted and killed them and wanted revenge or the Revenant just wanders off to do unfinished business or pick up what they did in before dying which for some is just idle about.
the lieutenant bit seems like the necromancer had to convince the being they resurrected to join their army or something which in adventure mode seem to be only done with other adventurers for the most part until someone discovers a way to get them to talk after being resurrected.
so the idea of an Revenant showing up to a fort peacefully seems no different than an experiment showing up to a fort but I can see it being a bug if the term 'undead lieutenants' was being used since it gives off the idea of some general or military figure showing up to a tavern to relax.
considering that post about the undead variant I guess they are probably named that for necromancer sieges in general? Which at if that the case answers questions on the intentions and what would be considered bugs. hmm could you track undead lieutenants by the sterile token that gets applied on to them maybe also with the not_living token to avoid blocking living sterile visitors.Well, Toady called them undead lieutenants just 4 posts ago. So, I guess, that's what they're called. I mean, I'm sure no-one minds if you call them whatever you like.Couldn't you just have no visitors opposed to life?Undead lieutenants don't have this, and aren't supposed to visit your fortress.
-snip mess on names for intel undead here-
I was basically referring to a problem (that at least existed in older versions -I’m waiting for DFHack before I play the new version) in which fisherdwarves fish to the exclusion of all else (including needs) which ultimately led to the fisherdwarves becoming significantly unhappy and tantruming within only two or three years.Ver 31.25? That was released March 2011. So not anything new.
I should probably also add that this happened with every fort I ran under 0.47.04 (or at least every fort that lasted long enough for it to happen).
I think it may have something to do with this (http://www.bay12games.com/dwarves/mantisbt/view.php?id=4930).
I was basically referring to a problem (that at least existed in older versions -I’m waiting for DFHack before I play the new version) in which fisherdwarves fish to the exclusion of all else (including needs) which ultimately led to the fisherdwarves becoming significantly unhappy and tantruming within only two or three years.Ver 31.25? That was released March 2011. So not anything new.
I should probably also add that this happened with every fort I ran under 0.47.04 (or at least every fort that lasted long enough for it to happen).
I think it may have something to do with this (http://www.bay12games.com/dwarves/mantisbt/view.php?id=4930).
Yes, one of the many bugs to fix, maybe even before Steam, but it wasn't picked up as a game-breaking, kill-the-noobs, stress inducer so no reason to think it would have been prioritized.
Of course, there’s also the possibility that the fix that Toady One introduced to make dwarves who spend a lot of time outdoors get used to being rained on might mitigate the problem. I have no problems with them continuing to fish all the time, I just want them to stop tantruming and punching people in the face.
I didn't address other loyalty cascades - the two saves I checked had tame megabeasts, so I moved on. But if there's one that works without them I can circle back around whenever the next set happens.
Of course, there’s also the possibility that the fix that Toady One introduced to make dwarves who spend a lot of time outdoors get used to being rained on might mitigate the problem. I have no problems with them continuing to fish all the time, I just want them to stop tantruming and punching people in the face.
I have linked *some* of the problem towards dwarves sneaking in need-filling attacks in character breaking vengance (which should be easier to handle the thoughts now on the new ver with thought changes), but thats always adding to a slew of "add pitfights" type suggestions that without concurrent way for dwarves to join the military they'll leap into unrelated fights.
Given example battles with macaques pull citizens out and away to brawl. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=11436)
Then it looks like there probably won’t be any problem. Thanks for fixing the rain, Toady!Keep an eye on them just in case. Fisherdwarves are the ultimate rain stress-test. Post results here (new stress issue monitoring thread):
edit: Long Pocket Worlds are much more fruitful, crashing about ~12% of the time. Will work on filtering out the non-reproducible ones and post some samples in a bit.Thanks for the testing, fellow fortresser.
I had Sunless Butcher visitor(s) in a .04 fort, they caused trouble, we tried to squash them, but they were insanely tough.They (visiting necromancers, intelligent undead) were supposed to be fixed in .05, but it doesn't seem to have worked.
Did they get less common at least?Only one so far in three years (with a lot of other visitors). Seems more reasonable than previously. We'll see though.
It seems to be the case, but I've only played one fort in a world with a short history and not many necromancers, so it may not have been representative.
Did they get less common at least?Only one so far in three years (with a lot of other visitors). Seems more reasonable than previously. We'll see though.
It seems to be the case, but I've only played one fort in a world with a short history and not many necromancers, so it may not have been representative.
Mercs seem to be still missing in action though.
Download (http://www.bay12games.com/dwarves) (Click refresh on your browser if it doesn't show up)
Here's an interim release - this is a fixer-upper for the old version, and not related at all to the new graphical stuff. This isn't meant to address everything of course, or even most things, and we'll be cleaning up a lot more bugs and issues for the Premium release itself. This one gets rid of some long-standing crashes and also attempts to address most of what we learned from the stress discussion from the forum. There are still a few unmet needs (which don't contribute much to stress, but are an eyesore), and a few outstanding ideas related to winning sieges, ending wars and unattended children, but we'll need larger changes there that are better integrated with the Premium work.
It's always a little weird splitting the bug fixes into the two major/minor categories, but especially here, where the stress changes add up to a lot, so the division below is particularly arbitrary on that score.
Major bug fixes
(*) Fixed w.g. crash related to dark fortress civs having fixed positions not held by demons
(*) Fixed zero-size creature crash
(*) Fixed off-site werebirth crash
(*) Stopped visitors from siding against fort in any conflict where the fort's tame megabeasts are involved
(*) Made cave adaption negative effects less frequent
(*) Made people get used to seeing dead bodies
(*) Stopped corpse raising, shapeshifting and non-living non-vampire visitors
(*) Made basic friendships easier to form for slow-to-love people
Other bug fixes/tweaks
(*) Made people that work outside a lot get used to bad weather
(*) Made valuable food satisfy good meal thought in addition to preferences
(*) Added some additional dwarf chat types to meet some other needs and reduce stress
(*) Stopped many minor thoughts from forming memories
(*) Removed stress from migrants (e.g. ones from old forts)
(*) Vengefulness is no longer stressful (as it was mainly related to defending others from attacking animals)
(*) Changed balance of migrant professions
(*) Patched one form of military item corruption on load (root cause not identified)
(*) Expulsion exception 'child not present' now only applies to minor children
(*) Fixed MUNDANE and HAS_ANY_CAN_SWIM for interactions/transformations
Please Fix this for Linux users :
if you press F12 (True Fonts) then you cannot start a game and it will crash :
Dwarf_Fortress: src/g_src/ttf_manager.cpp:139: ttf_details ttf_managerst::get_handle(const std::list<ttf_id>&, justification): Assertion `pixel_width >= ttf_width' failed.
Aborted (core dumped)
BTW i installed the vanilla DF with no TWBT , no df-hack , etc .
If anyone knows how to fix it pls tell me
BTW i know i can turn off True font or use TWBT but i want True font CAUSE IT'S NICE ;D
My world has 30 currently operating mercenary groups, so I don't think it's a worldgen issue.Did they get less common at least?Only one so far in three years (with a lot of other visitors). Seems more reasonable than previously. We'll see though.
It seems to be the case, but I've only played one fort in a world with a short history and not many necromancers, so it may not have been representative.
Mercs seem to be still missing in action though.
Too many bugged bandits, set the percentile banditry to 0 in entity_default.txt and mercs will occupy the fortification buildings in their stead from the start of wg. when they appear coupled with that bandits can't have conquered_site units which a quick whisk in fortress mode confirms (http://www.bay12games.com/dwarves/mantisbt/view.php?id=11667) directly as well as w.g observations. Give me a shout if it is still present in 47.05 but i project there would be no change based on the outcome or patch notes.
This leads to the tithes civilizations pay to dedicating bandits to station these less than 10 people forts, to be unable to fall in wg outside of a megabeast/necro routing and vacate for other users. This is taking on board that the change from 44. where mercenaries were a spontaenous adventurer profession being tied now to the mercenary type site needs to ensure that the locality and accessibility (for them to visit your fort to offer services) is visible to players.
Conquering the site to "solve the problem" in fortress mode wont help, since they can't have a secondary use as a site (like kobold caves expanded infrastructure for living) or specific sub-let function to allow other groups friendly to your cause to enter -just somewhere to offload dwarves.
Screenshot: oops we have four barons now, cos something happened in the outside world. Possible bug?
https://twitter.com/Tomi_Tapio/status/1360599856566439941
Screenshot: oops we have four barons now, cos something happened in the outside world. Possible bug?That was certainly possible in the past: the screenshot shows that the barons are barons of different places whose previous leaders died, which has been a possibility since whenever barony inheritance was implemented. I don't think it's a bug: those dwarves are, in fact, barons of SOMETHING, and it's reasonable for them to reside in your fortress while holding the title.
https://twitter.com/Tomi_Tapio/status/1360599856566439941
Screenshot: oops we have four barons now, cos something happened in the outside world. Possible bug?That was certainly possible in the past: the screenshot shows that the barons are barons of different places whose previous leaders died, which has been a possibility since whenever barony inheritance was implemented. I don't think it's a bug: those dwarves are, in fact, barons of SOMETHING, and it's reasonable for them to reside in your fortress while holding the title.
https://twitter.com/Tomi_Tapio/status/1360599856566439941
It's crashing for me on startup. Ran it once or twice, genned a world, then deleted the save. Now it crashes immediately upon clicking the .exe; the window opens, but the crash happens before anything is displayed. This persisted even through a full reinstall and system restart. 47.04 still works.Where are you downloading the game from?
Well, we're seven years into the new embark. Playing a world with no banditry. I've had 5 mercenaries so far (and hundreds of everything else). They started turning up after the fort got a reputation for danger (migrant wave met an invading army) and I think it's that, rather than any reduction of banditry, which is the key point. Even so, 5 is pretty poor. Enough to make a merc squad, just hope no-one dies (yeah, I know I can recruit the poets in the library...)Did they get less common at least?Only one so far in three years (with a lot of other visitors). Seems more reasonable than previously. We'll see though.
It seems to be the case, but I've only played one fort in a world with a short history and not many necromancers, so it may not have been representative.
Mercs seem to be still missing in action though.
Too many bugged bandits, set the percentile banditry to 0 in entity_default.txt and mercs will occupy the fortification buildings in their stead from the start of wg. when they appear coupled with that bandits can't have conquered_site units which a quick whisk in fortress mode confirms (http://www.bay12games.com/dwarves/mantisbt/view.php?id=11667) directly as well as w.g observations. Give me a shout if it is still present in 47.05 but i project there would be no change based on the outcome or patch notes.
This leads to the tithes civilizations pay to dedicating bandits to station these less than 10 people forts, to be unable to fall in wg outside of a megabeast/necro routing and vacate for other users. This is taking on board that the change from 44. where mercenaries were a spontaenous adventurer profession being tied now to the mercenary type site needs to ensure that the locality and accessibility (for them to visit your fort to offer services) is visible to players.
Conquering the site to "solve the problem" in fortress mode wont help, since they can't have a secondary use as a site (like kobold caves expanded infrastructure for living) or specific sub-let function to allow other groups friendly to your cause to enter -just somewhere to offload dwarves.
Hello debug-build-persons and Toady!Is it a copy over from 47.04 (and therefore might be already suffering save corruption) or a newly generated 47.05 world?
My current OldGenesis fort is crap, has crashed(freeze, exit to desktop) three times in a row now.
Here is the save, if you want to investigate the crashing: https://dffd.bay12games.com/file.php?id=15468
Got 2 necromancers (including one Necromancer Clerk who now works as a bookkeeper) in the first 4 or so migration waves in my current fort, is that common?
Hopefully we'll see the fruits of this in classic too. Plus gotta have adventure mode in the steam one. I plan to start working on a workshop release of my main mod once it's feasible, and when I'm able to set aside the money for it.Classic also won't have Adventurer. Probably until some time after Steam gets it, since it's interface updates again.