Bay 12 Games Forum

Dwarf Fortress => DF Announcements => Topic started by: Toady One on January 28, 2021, 06:34:51 pm

Title: Dwarf Fortress 0.47.05 Released
Post by: Toady One on January 28, 2021, 06:34:51 pm
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
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: delphonso on January 28, 2021, 06:56:08 pm
Awesome set of bug fixes and quality of life tweaks! Thanks Toady.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: ZM5 on January 28, 2021, 06:58:01 pm
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
"Stopped corpse raising, shapeshifting and non-living non-vampire visitors"

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.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Random_Dragon on January 28, 2021, 06:59:49 pm
So how does it check for invalid visitors? Like, is it looking for hardcoded interactions, CAN_DO_INTERACTION, a specific combination or creature tokens, or what? And how does it screen for necromancers while letting vampires in?

Oh, ZM5 already asked basically the same thing just now, but yeah I'm curious too. XD
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Cathar on January 28, 2021, 07:12:04 pm
Thank you ! This will make the forts much less vulnerable to tantrum spirale and invasion of red arrows ! Thanks a bunch !
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Rumrusher on January 28, 2021, 07:18:48 pm
ok so had to check yeah it seems like adventurers making a guild hall will still crash the game. so there still a potential chance of someone stumbling and losing progress or an adventurer on that one.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Uthimienure on January 28, 2021, 07:24:17 pm

Thank you Toady Number One and Mr. Three Toes!
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Random_Dragon on January 28, 2021, 07:30:44 pm
Giant desert scorpions will return, one of these days. A man can dream, can't he?
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: A_Curious_Cat on January 28, 2021, 08:04:15 pm
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

Edit:  on a side note, did you do anything to fix the problem where hunters and fisherdwarves ignore their needs and just keep fishing and hunting until they tantrum and eventually go insane?
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Random_Dragon on January 28, 2021, 09:00:08 pm
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

It was inevitable.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Shonai_Dweller on January 28, 2021, 09:23:15 pm
So, the Child Not Present bug still occurs for all those stressed parents who's children have been kidnapped by goblins? That's a pity. Hopefully the friend enhancements keep their despair from getting too suicidal.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Shonai_Dweller on January 28, 2021, 09:40:44 pm
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
"Stopped corpse raising, shapeshifting and non-living non-vampire visitors"

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.
If they were able to visit before the visiting Necromancer bug was introduced, likely they'll still be able to visit.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: thefinn on January 28, 2021, 11:50:45 pm
These are actually going to make a BIG difference to moods.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Flying Teasets on January 29, 2021, 01:31:39 am
Very nice!
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: FantasticDorf on January 29, 2021, 03:16:51 am
What a great suprise this morning, feeling starry eyed that it should make the fort immensely more manageable.

   (*) Stopped corpse raising, shapeshifting and non-living non-vampire visitors

One thing, doesn't this impede the way that [NOT_LIVING] with no particular hostility towards living creatures can operate? If they were a race of psuedo-undead (or just a sentient autonomaton like underground iron-men) contacting and interacting with the 'mortal races' on friendly terms if compatible with their opinions it makes them unable to send visitors to interact. Unlike a [OPPOSED_TO_LIFE] creature actually undead or not who is simply out to destroy them solely and attack on sight unable to control its impulses once the on a mission self-restraint is dropped.

The way [NOT_LIVING] and [OPPOSED_TO_LIFE] interact is interesting because they cancel each other out on a civ-level without [CANNOT_UNDEAD] being thrown into the mix, or even in rare circumstances have the nessecary capacity to ally each other if they believe capable of fostering a friendship or feel pressured into protecting one another.  This little oversight might slightly restrict the magic arc's generation of creatures if for example if the circumstances warrant a race that is free of a mortal coil.

There's also the topic of [CRAZED] visitors who attack that are still a thing that is quite curious was overlooked in favor of whittling necro-guests off lists, but the rest of these patch notes are great.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Robsoie on January 29, 2021, 03:59:33 am
Thanks for the update !
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Shonai_Dweller on January 29, 2021, 04:01:23 am
Ah, finally removed those sticky feet from giant leopard geckos. Good job!
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: recon1o6 on January 29, 2021, 08:13:03 am
these fixes will do wonders for the forts! Thanks toady, I already know a couple of overseers who will be returning as a result of these

build the goblin execution tower! roast the plump helmets! Massacre the elves! Restart the day care!
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: thvaz on January 29, 2021, 10:52:05 am
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...
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Rose on January 29, 2021, 11:32:38 am
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.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: towerator on January 29, 2021, 03:21:54 pm
Is this compatible without issues with previous versions of DF? I have a world in 47.03 rn and I have some big projects in it, so I don't really want to accidentally destroy it.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Shonai_Dweller on January 29, 2021, 08:01:13 pm
In 47.04 your raiders could occassionally rescue necromancer and demon prisoners who would come to live in your fortress. Did the visitor necromancer fix stop this, or is it still possible?
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: risusinf on January 30, 2021, 04:57:05 am
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.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Orkel on January 30, 2021, 06:12:27 am
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 those
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: A_Curious_Cat on January 31, 2021, 01:17:18 am
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 those
FTFY
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Rose on January 31, 2021, 01:43:24 am
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.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: A_Curious_Cat on January 31, 2021, 02:30:52 am
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)!!!
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Urlance Woolsbane on January 31, 2021, 07:25:34 pm
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.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: towerator on February 01, 2021, 03:53:43 am
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.

The DF fandom: so meta, it waits for waits.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Nilsolm on February 01, 2021, 09:40:46 am
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.)
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Urlance Woolsbane on February 01, 2021, 01:02:20 pm
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.)
I think you meant to post this in Future of the Fortress.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Shonai_Dweller on February 01, 2021, 04:53:14 pm
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.)
I think you meant to post this in Future of the Fortress.
Generally questions and issues on the latest release are posted here in the announcements thread.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: thvaz on February 01, 2021, 05:33:31 pm
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.)

I had undead visitors and werecreatures as well. And a dwarf necromancer as a citizen.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: clinodev on February 01, 2021, 05:53:19 pm
I have one report of a freshly generated world and embark with 2 necromancer migrants and an intelligent undead tavern guest (https://www.reddit.com/r/dwarffortress/comments/l9p6u9/preview_win64_04705_pack_caveat_emptor_edition/glly7t2/).


Working as intended?
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Toady One on February 01, 2021, 11:19:26 pm
I mean, no, if it's broken it's not working as intended, ha ha.  That sucks.  Though migrants (and raider prisoners) were not on my radar at all here, since the issue as I understood it was more to do with tavern visitors (though certainly citizens are would have a similar problem, but you'd have some control over it.)  People with forced periodic body transformations, a corpse animation effect, or NOT_LIVING were the ones I was targeting - and that's not working somehow anyway.  The last was to catch undead lieutenants, since they don't have OPPOSED_TO_LIFE - I didn't see another way to get at them.  Not that I got at anybody apparently.  Hopefully the stress stuff is working.

Re: hunters/fisherdwarves: I didn't change anything not in the list, though needs by themselves shouldn't be a source of tantrums if the analysis people did over for the stress stuff is correct, as I recollect.  Needs are noisy but not that stressful in comparison to some of the other stuff.

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.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Urlance Woolsbane on February 01, 2021, 11:20:15 pm
Generally questions and issues on the latest release are posted here in the announcements thread.
Ah, my bad then.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Random_Dragon on February 02, 2021, 12:13:26 am
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.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Rumrusher on February 02, 2021, 12:34:00 am
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.

this might lock out resurrected adventurers from ever showing up to a fort through the visitor method if this goes through.
though I wonder a middle ground to this if it did work would be in fort mode you can just toggle the type of magical visitors you accept, since there already a selected limits of who could show up to your locations already adding a 'No supernatural' for taverns and what not then have it be default to on so folks who want a necromancer bard to show up could just toggle it off.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Rose on February 02, 2021, 01:22:48 am
Couldn't you just have no visitors opposed to life?
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Shonai_Dweller on February 02, 2021, 01:42:37 am
Couldn't you just have no visitors opposed to life?
Undead lieutenants don't have this, and aren't supposed to visit your fortress.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Rumrusher on February 02, 2021, 03:17:13 am
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.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Shonai_Dweller on February 02, 2021, 05:09:07 am
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.
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.

Experiments civilize like animal people, so visit like other civilized animal people. Not really the same thing at all.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Rumrusher on February 02, 2021, 05:54:40 am
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-
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.
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.

now to ponder about if anyone got a werebirth crash to happen to them in 47.05.

edit: ok it seems like fort members who don't have emotions will feel fondness for acquaintances when they usually feel nothing for most events including some that would give stress. so the patch to make friends with slow to love folks is working I guess.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Random_Dragon on February 02, 2021, 11:47:11 am
To be fair, even demons and bogeymen are civilized animal people when Rumrusher gets their hands on them. XP
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: da_nang on February 02, 2021, 04:22:59 pm
47.05 is crashing on startup for me.

No errorlog, game screen immediately goes from black to gray and freezes.



EDIT: Installing the latest Microsoft Visual C++ redistributable did not solve the issue.

EDIT2: Nevermind, it seems the problem was an overzealous AVG. It really couldn't let me know it was blocking the program the first few times I ran the executable?  >:(
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: TomiTapio on February 02, 2021, 07:39:15 pm
Anyone else getting mystery dwarf deaths? Like 22 dead of 50.
Or is it touching the thirdhand poison of this maybe-nasty FB? Blistered from main stairwell waterfall?
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: charming.snark on February 02, 2021, 10:04:37 pm
No crashes in ~330 world gens with default settings. Nice!
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: A_Curious_Cat on February 04, 2021, 03:41:57 am
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.

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).
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Shonai_Dweller on February 04, 2021, 03:56:55 am
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.

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).
Ver 31.25? That was released March 2011. So not anything new.

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.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: A_Curious_Cat on February 04, 2021, 04:43:33 am
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.

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).
Ver 31.25? That was released March 2011. So not anything new.

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.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: FantasticDorf on February 04, 2021, 06:13:49 am
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)
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Bumber on February 04, 2021, 05:54:57 pm
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.

Found one that occurred when a dwarf fell out of a chopped tree, of all things:
http://www.bay12games.com/dwarves/mantisbt/view.php?id=11682
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: A_Curious_Cat on February 04, 2021, 06:24:10 pm
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)

Not the same thing.  In my case it was only the fisherdwarf throwing punches,  they only hit other dwarves, there was a message about them throwing a tantrum, and they had been flashing a red exclamation point for some time.  They were also the only ones in the fortress to do this, and it happened in multiple forts.  Always the fisherdwarf.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Shonai_Dweller on February 04, 2021, 06:43:27 pm
Red arrow means your fisherdwarf was depressed and throwing a tantrum as is completely normal. Presumably as a result of being rained on a lot (which is why rain was tweaked in 47.05). What's the issue again?
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: A_Curious_Cat on February 04, 2021, 07:45:24 pm
Then it looks like there probably won’t be any problem.  Thanks for fixing the rain, Toady!
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Shonai_Dweller on February 04, 2021, 07:57:49 pm
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):
http://www.bay12forums.com/smf/index.php?topic=177991.0
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: charming.snark on February 04, 2021, 08:05:19 pm
Mined a single reproducible world gen crash. (And no other crashes) Default settings. Windows 10.

https://paste.ubuntu.com/p/XHCjGDsJbJ (crashes in year 163)

This actually showed up shortly after my last post. I've stopped the experiment (moving onto long history pocket worlds) after 824 worlds.

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.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: TomiTapio on February 05, 2021, 05:00:55 pm
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 rolled OldGenesis 1800year pocket regions. One crash in 24 tries.
To reproduce,
Spoiler (click to show/hide)
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Shonai_Dweller on February 05, 2021, 09:09:43 pm
Sacred Hunter visitor has just turned up. Presumably not supposed to happen. Legends explains that he was raised by a Mummy about 10 years ago, then last year plotted to infiltrate my group to steal treasures and prepare a coup under the influence of his Mummy master. And this year turned up not in disguise. It all seems very logical, except of course he's a blatantly undead giant N who died of old age a hundred years ago.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: TomiTapio on February 06, 2021, 08:29:54 am
I had Sunless Butcher visitor(s) in a .04 fort, they caused trouble, we tried to squash them, but they were insanely tough.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Shonai_Dweller on February 06, 2021, 09:15:38 am
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.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Nilsolm on February 06, 2021, 02:25:05 pm
Did they get less common at least?

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.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Shonai_Dweller on February 07, 2021, 01:58:59 am
Did they get less common at least?

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.
Only one so far in three years (with a lot of other visitors). Seems more reasonable than previously. We'll see though.

Mercs seem to be still missing in action though.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: FantasticDorf on February 08, 2021, 07:47:16 am
Did they get less common at least?

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.
Only one so far in three years (with a lot of other visitors). Seems more reasonable than previously. We'll see though.

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.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Oklat on February 08, 2021, 12:31:17 pm
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
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: charming.snark on February 08, 2021, 12:54:48 pm
Here are some long-history pocket world crash seeds. Each reproduced 10 times in 10 runs.

windows-year-785
https://paste.ubuntu.com/p/DH7r8b2HsV/

windows-year-124
https://paste.ubuntu.com/p/qkcY8gMNm6/

windows-year-132
https://paste.ubuntu.com/p/K2c9yk4DbN/

windows-year-638
https://paste.ubuntu.com/p/djqjxVYdSG/

windows-year-527
https://paste.ubuntu.com/p/pcmJhTdS8z/

I became annoyed at the ~20 whole minutes I was likely to be spending reproducing these with the set of bash scripts I was using and ended up polishing everything up into little cross platform tool. Here it is, in case anyone is interested. https://github.com/rparrett/df-crash-miner
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Random_Dragon on February 08, 2021, 01:18:50 pm
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

Fixed that for you.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Shonai_Dweller on February 08, 2021, 10:39:11 pm
Did they get less common at least?

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.
Only one so far in three years (with a lot of other visitors). Seems more reasonable than previously. We'll see though.

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.
My world has 30 currently operating mercenary groups, so I don't think it's a worldgen issue.

Although, will experiment with banditry numbers. I have mine set pretty high.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: charming.snark on February 09, 2021, 01:00:25 pm
I want to share this seed, which seems to be a different sort of crash.

Reproducible, but crashing only ~50% of the time. (50 runs, 25 crashes)

These "50% crash seeds" seem to account for ~10% of the crashes I see with long-history pocket worlds.

windows-year-204
http://paste.ubuntu.com/p/dbNrXWwsrY/
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: TomiTapio on February 11, 2021, 03:02:46 pm
Thanks for the testing, charming.snark.

I had _one_ mercenary (orc maceman) show up (played 7 forts in .05), the other 30 petitioners have been bards. So mercenaries are rather rare in 47.05.

Civilized orcs civ relevant declarations:
Spoiler (click to show/hide)
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Shonai_Dweller on February 11, 2021, 08:15:41 pm
Reduced banditry in all of my civs to 0 to see if it made much of a difference. For a start after 165 years of worldgen I was in the 3rd age of Myth having never left the first age in recent times, so something has changed. (Tried a couple of worldgens and both managed to leave the first age of Myth).

One strange thing, I actually still have bandit gangs (human gangs and elf gangs)
These bandit gangs have camps which, according to the util, Legends Viewer, were all founded in a time before time. Which is...I don't know, is that normal?
And strangest of all, Legends Mode has no entry for any of these camps (although it does have the bandit gangs themselves). So..what's going on?
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: TomiTapio on February 13, 2021, 09:41:44 am
Screenshot: oops we have four barons now, cos something happened in the outside world. Possible bug?
https://twitter.com/Tomi_Tapio/status/1360599856566439941
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: thvaz on February 13, 2021, 10:04:40 am
Screenshot: oops we have four barons now, cos something happened in the outside world. Possible bug?
https://twitter.com/Tomi_Tapio/status/1360599856566439941

My baron died early in my fortress without an heir. Years later, another dwarf was appointed as a baron in another site, and is now happily demanding things without leaving.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Maximum Spin on February 13, 2021, 01:55:16 pm
Screenshot: oops we have four barons now, cos something happened in the outside world. Possible bug?
https://twitter.com/Tomi_Tapio/status/1360599856566439941
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.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: FantasticDorf on February 13, 2021, 02:18:30 pm
Screenshot: oops we have four barons now, cos something happened in the outside world. Possible bug?
https://twitter.com/Tomi_Tapio/status/1360599856566439941
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.

Id least wait for the law arc before you can have a proper structure that says (this land is my dukedom, stop powersharing my peasants and crawl off to your own insignificant corner of the world baron-worm!), but this has been a problem since the dawn of time (metaphorically and literally solved by the concept of 'accidents' involving lava being popularized) alongside 47.xx's weird instances either through some shifty networking your dwarves are doing without informing you or something else like family links to keep the player updated on their ascension in off-site nobility with blink and you'll miss it pop up untracable announcements.

When i say powersharing, there's no competition between two rulers who might have a generated or hardcoded position on the same site (master and input a hardcoded dwarf monarch on goblins when modded, they both assign advisors to the same royal panel and rule civ level) and to my knowledge never has been for multiple people in the same role in fortress mode because they technically own other sites, you can't expel the barons to their proper sites because they make the rules on expulsions like your own native nobility does.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Shonai_Dweller on February 13, 2021, 03:20:39 pm
One of the children was kidnapped by a snatcher. The child in question appears in the relationships list of some of the dwarves (he's listed as "dwarven prisoner"), so I can check his thoughts.

Right now he's feeling hope after being released from confinement. Not sure how long that will last when he realises he's now a guest at the dark tower...

Bug? Unfinished feature? Not sure. (Zoom takes me to the expedition leader).

(Thoughts cleared up after the season change, and the child is no longer selectable. So no problem I suppose).
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Domaryx on February 15, 2021, 01:43:57 am
Thanks for this great collection of bug fixes!
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Akura on February 21, 2021, 05:29:41 pm
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.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Shonai_Dweller on February 21, 2021, 06:01:34 pm
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?
Windows 64 bit version?

Delete and re-download from Bay12Games. (Not sure what you mean by "install", DF doesn't "install"). See if that helps.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Shonai_Dweller on February 21, 2021, 07:03:34 pm
Back to the subject of visitor mercs. I have now received one (amongst many questers, entertainers, scholars and prophets), so they definitely exist. It was right after a whole load of migrants were slaughtered by a bunch of bad guys hanging out outside, so possibly a result of mercs being attracted by danger. Removing bandits from worldgen doesn't seem to have made much difference.

--
Also, unrelated, but one of my resident bards is praying in the tavern. Is that new?
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: testaireszw on March 05, 2021, 07:37:33 am
Thank you ! This will make the forts much less vulnerable to tantrum spirale and invasion of red arrows fishing ropes (https://www.mazuzee.com/index.php?route=product/product&product_id=2633) ! Thanks a bunch !
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Shonai_Dweller on March 06, 2021, 08:45:31 pm
Did they get less common at least?

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.
Only one so far in three years (with a lot of other visitors). Seems more reasonable than previously. We'll see though.

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.
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...)

Gonna retire this fort soon, then try a a new fort with regular amounts of banditry and see if I can coax some mercs in.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: TomiTapio on March 15, 2021, 12:49:14 pm
Hello debug-build-persons and Toady!
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
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Shonai_Dweller on March 15, 2021, 04:26:22 pm
Hello debug-build-persons and Toady!
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
Is it a copy over from 47.04 (and therefore might be already suffering save corruption) or a newly generated 47.05 world?
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: TomiTapio on March 16, 2021, 06:29:56 am
Fresh .05 world, about my eighth .05 world and 24th fort. Modded raws of course, being OldGenesis mod. No DFhack.
Can anyone verify that it's a repeating crash?

Ah! Maybe Dwarf Therapist use has touched something bad. But feels more like an infinite-loop-then-exit when some person arrives to fort.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: clinodev on March 22, 2021, 06:50:13 pm
Just a heads up that I'm still getting multiple reports of the mass herbalist/animal caretaker migrations issue.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Fortressmaker on July 02, 2022, 03:36:16 am
WEITEING FORE THA NAXTE 1  :D :D :D
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: UristTheDwarf on December 12, 2022, 03:16:57 pm
Bought the Steam version. Lost my first two forts to the freaking giant sparrows and giant deers. Seems like embarking in a pure wilderness is not really a good idea.
Spent a great deal of time learning the new controls. Overall, I like the steam version.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: UristTheDwarf on December 13, 2022, 06:48:27 am
My third fort made in the Steam version is pretty promising, though. All essential workshops are already built and a “hall of death” filled with traps awaits possible invaders.
Too bad power outages brought by the Russian missile terror prevent me from playing the game most of the time.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: UristTheDwarf on December 15, 2022, 02:57:00 am
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?
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Uthimienure on December 15, 2022, 05:58:50 am
Would you mind putting replies about the steam version in a steam version thread please. Thanks!
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Shonai_Dweller on December 15, 2022, 05:08:20 pm
It's kind of not unexpected to be confused when we didn't get announcement threads for 50.01-03. Hope we get back to normal at some point and people can stop referring to the latest Dwarf Fortress update as "Steam"....
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Orange-of-Cthulhu on December 16, 2022, 05:05:35 pm
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?

Yeah it's common. It started a couple of releases back. Necromancy suddenly became mainstream.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Random_Dragon on December 16, 2022, 06:33:50 pm
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.
Title: Re: Dwarf Fortress 0.47.05 Released
Post by: Shonai_Dweller on December 16, 2022, 08:30:20 pm
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.
It's all the same game.