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Dwarf Fortress => DF Announcements => Topic started by: Toady One on November 23, 2017, 09:18:32 pm

Title: Dwarf Fortress 0.44.02 Released
Post by: Toady One on November 23, 2017, 09:18:32 pm
Download (http://www.bay12games.com/dwarves) (Click refresh on your browser if it doesn't show up)

Hopefully this'll stop the problems we've been having in world generation!

Linux Update: I should be able to test the Linux drive on Saturday once I get the hard drive enclosure, and we'll go from there.  Apologies for the continuing delay.  The Linux release is now available at the top link.

Major bug fixes
   (*) Fixed world gen crash associated to agents checking on site government after it collapses

Other bug fixes/tweaks
   (*) Stopped returning pet dogs from petitioning for sanctuary like rescued prisoners
   (*) Stopped uncontested raids reports from starting at year 0

--0.44.01 post--

This is the artifact release, featuring the ability to send your dwarves off to cause trouble in the world, improved kobold sites, cover identities, artifact questers, and a bit of artifact diplomacy.

In fort mode, the 'c' screen which used to list civilizations still does that as a suboption, but its main purpose now is to show the world map and allow you to interact with it.  You can either raid a neighbor generally, or send off squads to recover specific artifacts or rescue particular people (in which case, the squads will still bring back other artifacts and prisoners, but focus on the goal.)  A squad questing after an artifact will seek out information if the first site doesn't work out, and this might take several months, so be prepared.  Squads can also be captured during raids, though typically someone will return to tell the tale.  When squads return, a report will become available; a yellow 'R' will appear over on the left margin, and pressing 'r' will let you see it.  Sometimes reports are quite lengthy as squads stumble from tavern to tavern; you can press enter to skip to the end of the path animation.

There are some rough edges here!  Be sure not to send off your commander if you are planning to reorganize your military, as they are the only one with the power to assign new squads and cannot do so while off the map.  There was a last-minute hiccup with artifacts known to be held by people (rather than stored on sites); these fort-mode missions will be fruitless for the moment; the most common instance here is books authored by people that then hang on to them, so don't try to steal their books!  It says on the map screen when an artifact is held by somebody, so it should be easy to avoid.  Raids do not bring back non-artifacts or build skills; these issues may or may not be addressed in the short-term depending on difficulties that arise.

The interactions with heroes and invading armies are more straightforward.  There will either be 'P'etitions or a diplomacy popup to handle.

In adventure mode, you can assume a cover identity.  You do this from the 'k' conversation menu (if you are already talking to somebody, it'll be hidden in "start new conversation".)  If you choose to link your identity to a civilization, you'll be carrying that baggage with you, especially when you are being interrogated by goblin guards, so one should be prudent.  To turn off the identity, go back to the "assume an identity" menu and choose the 'x' "no identity" option.  You can also reuse existing identities from this menu.

People in adventure mode that are seeking an artifact will list "missing treasure" among their troubles, and you can then inquire further.

In order to name an object, use 'I' to interact with it, and it'll be one of the options for appropriate objects.  For example, you can give a name to your spear or waterskin, but not to the water or food you start with.

There are also various adventure rough edges.  For instance, if you pick up and then immediately replace a museum piece in adventure mode, and then tell somebody about it, you'll get credit as a Treasure Hunter.  It'll be difficult to fix that without additional property information, etc.  It's also generally hard right now to find artifact quests, as most things are in their proper place and/or not subject to an outside claim.  We'll be working with this a bit as we generally work on stabilizing the release.

Overall, many of the changes occurred under the hood, in preparation for the myth and magic release, but now the magic release will be able to incorporate artifacts of all kinds without additional delay, so hopefully it was time well spent.

As usual, your old saves should work, but please back them up before diving into the new release!  It is quite likely that forts will fall into technical ruin as bugs come up and are handled at this early stage.  Old forts won't have object additions like the pedestals and display cases, but they should be able to send out raids from the 'c' screen.

We will be focusing on the worst bugs (crashes etc.) at first, and then we'll broaden out into other bugs, old and new, and minor suggestions/usability improvements, as well as a general smoothing out of the new features.  We're still working on the design side of the first magic release, so we anticipate we'll be doing smaller releases for a while.

New stuff
   (*) Ability to send out squads to raid sites, rescuing prisoners and recovering artifacts
   (*) Display cases and pedestals, museum zones, both in forts and other sites
   (*) Can view the world map w/ rumors from fort mode
   (*) Artifacts created during worldgen: dwarf moods, named heroic objects, holy relics, heirlooms
   (*) New artifact events in play and worldgen: questers seek artifacts and ask for or steal them, invaders demand artifacts
   (*) New historical events associated to the creation of artifacts (used in fort and worldgen)
   (*) Agents used by civilizations to gather information, can assume cover identities
   (*) Improved kobold site maps
   (*) Goblin site denizens demand an identity instead of immediately attacking every stranger
   (*) More modding control over pets and other animals
   (*) Adventurer can assume a cover identity at will
   (*) Adventurer can name their possessions
   (*) New adventurer reputations related to artifacts
   (*) New religious activity: monks, pilgrims and prophets
   (*) Museums and other room types can be added to fort locations like taverns and libraries
   (*) Various additional data in the XML export

Major bug fixes
   (*) Fixed weapon trap crash vs. item breakage
   (*) Fixed bug preventing monster slayers from visiting those forts with monsters to slay
   (*) Made animated skulls, hair and other bits easier to pulp
   (*) Made idle and vermin-hunting dwarves come down from trees more successfully
   (*) Made thirst/hunger and being pushed out of the way less likely to terminate dances

Other bug fixes/tweaks
   (*) Alphabetized broad stock screen categories
   (*) Fixed problem with historical bodies not respecting wounds/processing
   (*) Fixed bug causing religions to worship too many gods, with duplicates
   (*) Made simple burrow beasts start in caves as possible
   (*) Fixed broken historical collection linkage with beast attacks during festivals
   (*) Fixed one instance of broken animal person greetings
   (*) Stopped natural animals from w.g. rampaging through sites owned by entities at peace with wildlife
   (*) Took age into account for w.g. fights vs. body size (e.g. proper dragon size)
   (*) Stopped people from being enough to satisfy a need to see great beasts
   (*) Made visitors less nervous about going to neutral locations
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Toady One on November 23, 2017, 09:18:52 pm
(I'll reply to the latest from the last thread in a bit)
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Random_Dragon on November 23, 2017, 09:28:48 pm
Nice. Not taking thanksgiving off though? Damn. o.o
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Toady One on November 23, 2017, 09:44:03 pm
(due to relative herding, our Thanksgiving is Saturday)
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Random_Dragon on November 23, 2017, 09:47:20 pm
Welp, hope it goes well. And...oh goody, no raw changes in it. Was adding "mammal" and "poisonous" to creatures as mind-numbing for you as it was for me? XP
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: KittyTac on November 23, 2017, 09:48:00 pm
Thanks, Toad!
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: KittyTac on November 23, 2017, 09:48:43 pm
Also, hooray for porting mods. Do I need to append [POISONOUS] to modded poisonous sentients, or will that lead to unexpected results?
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Random_Dragon on November 23, 2017, 09:54:35 pm
Also, hooray for porting mods. Do I need to append [POISONOUS] to modded poisonous sentients, or will that lead to unexpected results?

Serpent men are a vanilla example of this, so if unexpected results might happen, it'll be a vanilla thing too.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Orkel on November 23, 2017, 11:25:44 pm
The visitor cap doesn't work it seems, tavern keeps filling up with people even though it's set low.

Most of them, incidentally, trying to find the artifact silk sock, that an Ettin used as his weapon when it attacked my fort. It's in my museum. Socks are serious business.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Shonai_Dweller on November 23, 2017, 11:35:30 pm
Minding my own business wandering near a cave (invisible on the close-up fast-travel map), when suddenly:

Close set-eyes kobold furnace operator (to kobold criminal): Identify Yourself!
Close set-eyes kobold furnace operator (to kobold criminal): Identify Yourself!
Close set-eyes kobold furnace operator (to kobold criminal): Identify Yourself!

...

Kobolds learned to talk in this version?
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Random_Dragon on November 23, 2017, 11:50:46 pm
What. That's weird. In my mod it makes sense because I gave kobolds CAN_SPEAK, but in vanilla that shouldn't happen.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Shonai_Dweller on November 23, 2017, 11:59:53 pm
Yes.

Can't locate the entrance to the cave anywhere or I'd check further. And as I said, invisible on the fast travel map when you're close to it (bumping into it informs you that you can't travel through the cave).

I've noticed nobody nearby ever has rumours of skulking thieves any more either. Nearest I got was someone complaining of trouble with their kobold neighbors (over their treatment of animals).

--edit
Ha! Now the kobold criminal is screaming it back to other kobolds (somewhere). 'Identify yourself! Identify yourself!...'

--edit again
Found my way in. A couple of kobold spearmen greeted me (identify yourself!). Before going back to screaming at each other 'identify yourself!...'.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Toady One on November 24, 2017, 12:06:42 am
Every migrant leaves a puke trail behind them, reminds me of tavern floors... Intended?

Ha ha, nope.

I noticed one thing when setting animal people-esque races (can be found out in the wild, don't have civs of their own, but can join civs and become playable when they do) to be parts of a certain civ with the new ANIMAL tokens - they don't actually become playable, despite having the [LOCAL_POPS_CONTROLLABLE] and [LOCAL_POPS_PRODUCE_HEROES] tokens - is this intended or is something with the animal tokens overriding the CONTROLLABLE token?

Yeah, it's really not intended for civilized populations.  They go in a different array entirely.

On a side note - worldgen artifacts seem to not respect what materials actually exist naturally in the world or not.

Ah, yes, I had noted that but didn't have time to sort it out cleanly.  I'll get to it.

If you tell people you rescued an artifact they won`t care either. They will say "An unknown creature obtained x at y. I don't care one way or another."

Geh, after all the testing, looks like I managed to trash it all somehow near the end.

I will say that mentioned here (http://www.bay12games.com/dwarves/mantisbt/view.php?id=10129) that since 42.x location areas such as taverns & temples have been able to work & operate without actually having a meeting zone active & allocated causing most dwarves to attend on a ad-hoc basis to sing dance worship & drink. (as seen in attached save) instead of getting stuck or showing preference for locations over generic meeting zones.

Okay, I'll loop it in with the museum thing and see if it's all related.

I'm actually a little disappointed by the lack of a general assault and/or pillage option. I mean, you read "raid" and you imagine that, not skulking around like kobolds rummaging through people's stuff.

We plan to expand the options...  I hope it is paired with better loot, or you'll just be little murderous dwarves, he he he.  I think the existing code would even support leaving your squad leader or some other dwarf as a site administrator, but we'd have to tie that in to something else for it to be meaningful.  The release has certainly opened a lot of doors, anyway.

I wonder how much equipment matters in raid combat.

Assume it is working, it should matter a lot!

Also, hooray for porting mods. Do I need to append [POISONOUS] to modded poisonous sentients, or will that lead to unexpected results?

If you like -- it shouldn't change anything.  In vanilla, it applies to kobolds looking for wilderness creatures for their caves.

The visitor cap doesn't work it seems, tavern keeps filling up with people even though it's set low.

Most of them, incidentally, trying to find the artifact silk sock, that an Ettin used as his weapon when it attacked my fort. It's in my museum. Socks are serious business.

I believe questers ignore the caps now.  There's a gray area there and we'll have to deal with it somehow.

Kobolds learned to talk in this version?

Ha ha, how does thaaaaat work.  I'll mark it down.

Huh...  wonder why the cave entrances suddenly failed.  I tested several.  It's always something!
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Shonai_Dweller on November 24, 2017, 12:11:32 am
Found the entrance now (still invisible in fast travel though). Seems like kobolds only know that one phrase and don't much care for your reply (no option to impersonate a kobold civ member either).
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Random_Dragon on November 24, 2017, 12:12:43 am
Assume it is working, it should matter a lot!

I don't know if it does, but skill certainly doesn't seem to. I sent two unskilled bolds off on an attempt to steal an artifact from a town, and they got killed.

Then I sent another, single unskilled kobold out and he brought it back without getting caught, though the report mentions the defenders started searching, and that the bold was observed leaving with it.

EDIT: Unrelated, time for me to do something TERRIBLE!

Spoiler (click to show/hide)
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Shonai_Dweller on November 24, 2017, 12:15:29 am
Are kobolds supposed to be ignoring me as I wander around their cave? Taking plenty of damage from weapon traps, so maybe they don't need to do anything.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Toady One on November 24, 2017, 12:23:16 am
The identify yourself bug and the ignoring go hand-in-hand, I think.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Max™ on November 24, 2017, 01:03:13 am
Huh, shouldn't that be venomous (https://en.wikipedia.org/wiki/Venom)? Are people eating poisonous creatures (https://en.wikipedia.org/wiki/Poison) like scorpions?
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Orkel on November 24, 2017, 01:05:07 am
Not sure if it's just me, are questers staying for incredibly long in anyone elses forts? I had one leave only after a few years, and there's still 30+ hanging around killing my FPS. And more keep coming
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: squamous on November 24, 2017, 01:15:34 am
I'm getting a bug that I think is crashing my game. I go about my adventure mode business in settlements when the game stops working. When I check the errorlogs, these are the last bugs I see:

"Farmer: site walker could not find walkable area"

Alternately, its a named character and goes something like this
"(NPC name), (Profession): site walker could not return to home zone"

So far its only happened in human sites but it might be happening in others also.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Fluffe9911 on November 24, 2017, 01:37:46 am
How are you supposed to display your artifacts on the adventure mode site pedestals pressing u does not let me interact with them and if I just drop the artifact on top of it when I wait/sleep/do anything that goes threw time the artifacts get displaced am I doing something wrong? lol
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: bloop_bleep on November 24, 2017, 01:45:24 am
How are you supposed to display your artifacts on the adventure mode site pedestals pressing u does not let me interact with them and if I just drop the artifact on top of it when I wait/sleep/do anything that goes threw time the artifacts get displaced am I doing something wrong? lol

Use 'p' to put the artifact into the pedestal.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Urlance Woolsbane on November 24, 2017, 02:38:06 am
I'm getting a bug that I think is crashing my game. I go about my adventure mode business in settlements when the game stops working. When I check the errorlogs, these are the last bugs I see:

"Farmer: site walker could not find walkable area"

Alternately, its a named character and goes something like this
"(NPC name), (Profession): site walker could not return to home zone"

So far its only happened in human sites but it might be happening in others also.
This happened to me in a dark pits, so it seems to be a general issue.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: KittyTac on November 24, 2017, 02:45:02 am
The identify yourself bug and the ignoring go hand-in-hand, I think.

What about making them actually identify themselves? Should be easy.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: squamous on November 24, 2017, 02:57:40 am
I'm getting a bug that I think is crashing my game. I go about my adventure mode business in settlements when the game stops working. When I check the errorlogs, these are the last bugs I see:

"Farmer: site walker could not find walkable area"

Alternately, its a named character and goes something like this
"(NPC name), (Profession): site walker could not return to home zone"

So far its only happened in human sites but it might be happening in others also.
This happened to me in a dark pits, so it seems to be a general issue.

Good to know I'm not just unlucky.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Shonai_Dweller on November 24, 2017, 03:37:52 am
The identify yourself bug and the ignoring go hand-in-hand, I think.

What about making them actually identify themselves? Should be easy.
Kobolds aren't meant to be able to speak...
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: MCreeper on November 24, 2017, 03:40:05 am
Bug - cloth and weapons of alive visitors are included in military equip screen.
Bug 2 - Rooms of dwarfs sent out on a mission become unowned, and not become owned even after they return.

Cave adapted dwarf visitors is bug, bot a feature?  :(
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: StagnantSoul on November 24, 2017, 04:27:14 am
Definitely not a feature, what'd they do, tunnel their way here Bugs Bunny style and pop up going "Gnah what's up Urist?"
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Urlance Woolsbane on November 24, 2017, 04:50:01 am
I see that belief systems are now a thing, presumably in preparation for Mythgen. I imagine there's lots of !!SCIENCE!! to be done there.


Also, I've discovered a fairly major bug. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=10345)
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: thvaz on November 24, 2017, 04:50:12 am
Bug - cloth and weapons of alive visitors are included in military equip screen.
Bug 2 - Rooms of dwarfs sent out on a mission become unowned, and not become owned even after they return.

Cave adapted dwarf visitors is bug, bot a feature?  :(

Report them in the bug tracker, though I guess the first one must be from the previous versions and should be reported already.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: n4m3l3ss on November 24, 2017, 05:00:47 am
Now that was a fast update!
Thank you, o Toady One.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: MCreeper on November 24, 2017, 05:03:42 am
Bug with unknown creature exists in fortress mode. After killing dwarf agent (probably) with two artifacts -
she doesn't feel anything after seeing unknown creature die.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Urlance Woolsbane on November 24, 2017, 05:09:53 am
Bug with unknown creature exists in fortress mode. After killing dwarf agent (probably) with two artifacts -
she doesn't feel anything after seeing unknown creature die.
It also affects hearthperson reports: "My liege, [Target Name] is dead. An unknown creature was slain."
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: StagnantSoul on November 24, 2017, 05:35:10 am
I saw a goat man saying an unknown creature attacked an unknown creature.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Urlance Woolsbane on November 24, 2017, 06:21:59 am
Also, can I just say that the "Identify Yourself!" bug is like some sort of Monty Python routine?
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Shonai_Dweller on November 24, 2017, 07:55:58 am
A: Identify yourself!
B: (but I can't talk...)  :(
A: Identify yourself!
B: (Ok. I'll try. Concentrate...focus on the words...)
     Grghh...Identify yourself!
...
A: Identify yourself!
B: Identify Yourself!
Etc, etc, etc...
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Inarius on November 24, 2017, 09:42:29 am
Looking at the Legend mode, i see some "X has fled in order to flee". Is it a bug or unintentionaly fun ? (or both ?)

On the other hand, something else bothers me. Artefacts (weapons) are never used after they are produced. Sometimes you see it has killed 1 (the moment when the weapon became named). But, after that, weapons are never used again, in battles or huntings, or things like that. I don't understand why an heirloom couldn't be used when war is coming.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: FantasticDorf on November 24, 2017, 12:57:30 pm
I don't understand why an heirloom couldn't be used when war is coming.

Its because the weapons armies use are site posessed objects, personally weapons outside of carving knives etc aren't used.

The only feasable way would be to either for a dwarf to create a artifact then decide to become a mercenary or change the system in a way that allows soldiers to bring their own weapons if any & be sorted into relevant places in the army.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Fluffe9911 on November 24, 2017, 01:06:06 pm
Pretty major artifact duplication bug it seems in adventure mode if you display a artifact while the artifact is on its pedestal if you wait/do anything that passes time the artifact gets displaced despite still being on its pedestal so theirs a displaced version of the artifact and the pedestal version if it.

Edit would post it to mantis but dont got a account for it yet.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: ZM5 on November 24, 2017, 02:47:14 pm
Pretty major artifact duplication bug it seems in adventure mode if you display a artifact while the artifact is on its pedestal if you wait/do anything that passes time the artifact gets displaced despite still being on its pedestal so theirs a displaced version of the artifact and the pedestal version if it.

Edit would post it to mantis but dont got a account for it yet.
I just encountered something similar. I walked into a keep, and there was an artifact dagger on the floor - picked it up, gave it to the lord. I fast travelled away and came back later - the dagger was on the floor again, but a copy of it was also in the lords possession - when I picked it up, it vanished from his inventory. He also said "last I heard, I had it".

I don't have a mantis account yet either, so I'm gonna post it here because its really major - companions do not attack other things alongside you. I went into a towns dungeon and attacked a criminal - neither of my companions helped, they weren't tagged as allies either - they didn't run either, just stood there.

To confirm it, I made another adventurer and attacked some random soldiers in a mead hall alongside a companion. Same result - the soldiers all attacked me at once, but the companion just stood there.

I would guess this is related to the identity bugs other people have been posting with "unknown creature" stuff.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Foxite on November 24, 2017, 03:48:39 pm
I got another worldgen crash.

I was generating the medium version of this design (http://dffd.bay12games.com/file.php?id=12534). I changed one thing about it, which was turning on "Cull unimportant hist figs", and it crashed around year 187.

The linked design was made in 43.x but I think if there was an incompatibility, it would have complained before it started generating history.

Seeds:
Spoiler (click to show/hide)
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: thvaz on November 24, 2017, 04:03:16 pm
Pretty major artifact duplication bug it seems in adventure mode if you display a artifact while the artifact is on its pedestal if you wait/do anything that passes time the artifact gets displaced despite still being on its pedestal so theirs a displaced version of the artifact and the pedestal version if it.

Edit would post it to mantis but dont got a account for it yet.
I just encountered something similar. I walked into a keep, and there was an artifact dagger on the floor - picked it up, gave it to the lord. I fast travelled away and came back later - the dagger was on the floor again, but a copy of it was also in the lords possession - when I picked it up, it vanished from his inventory. He also said "last I heard, I had it".

I don't have a mantis account yet either, so I'm gonna post it here because its really major - companions do not attack other things alongside you. I went into a towns dungeon and attacked a criminal - neither of my companions helped, they weren't tagged as allies either - they didn't run either, just stood there.

To confirm it, I made another adventurer and attacked some random soldiers in a mead hall alongside a companion. Same result - the soldiers all attacked me at once, but the companion just stood there.

I would guess this is related to the identity bugs other people have been posting with "unknown creature" stuff.

The issue with companions look like more trouble with identities.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: ZM5 on November 24, 2017, 04:08:30 pm
That's what  I meant, yes. I wasn't assuming an identity while this happened, mind, but it happens regardless it seems.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: squamous on November 24, 2017, 06:05:33 pm
Not really a bug report as such but could anyone confirm of the sleeping army/camp bug is still active? I want to test something with it. I'll be trying to confirm it myself as well but given how difficult it can be to happen upon an invasion event help would be appreciated.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Shonai_Dweller on November 24, 2017, 06:17:16 pm
Not really a bug report as such but could anyone confirm of the sleeping army/camp bug is still active? I want to test something with it. I'll be trying to confirm it myself as well but given how difficult it can be to happen upon an invasion event help would be appreciated.
Mantis bug tracker. Tracks current status of bugs:
http://www.bay12games.com/dwarves/mantisbt/ (http://www.bay12games.com/dwarves/mantisbt/)
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: squamous on November 24, 2017, 06:39:32 pm
Not really a bug report as such but could anyone confirm of the sleeping army/camp bug is still active? I want to test something with it. I'll be trying to confirm it myself as well but given how difficult it can be to happen upon an invasion event help would be appreciated.
Mantis bug tracker. Tracks current status of bugs:
http://www.bay12games.com/dwarves/mantisbt/ (http://www.bay12games.com/dwarves/mantisbt/)
Ok, looks like its still in as far as I can tell.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: HammerDave on November 25, 2017, 02:16:34 am
Are artifacts supposed to be available to sell to caravans?
It's a coin flip whether I'd like try to actually sell it and see what mayhem ensues lol.  Maybe I'll save & backup and go ahead with it.   8)
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Detros on November 25, 2017, 04:54:59 am
I didn't make it into .01 thread but YAY for new version.
Time to get more active on Mantis again.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: KittyTac on November 26, 2017, 03:47:57 am
Also, I noticed ages actually change now, yay!
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Shonai_Dweller on November 26, 2017, 05:43:24 pm
This worldgen crashed for me in 44.02 about 210 years through:

Generating world using parameter set CREATE WORLD NOW = 4333333
 Seed: QcSk2yQyocGuWc8AYYU2
 History Seed: SmGq8ykGqEO4uEEiMaw6
 Name Seed: wiqgQUCUGmgekgYWKQ8u
 Creature Seed: ymGQ0k20yCaW0UmY26SQ
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Detros on November 26, 2017, 06:30:16 pm
This worldgen crashed for me in 44.04 about 210 years through...
That's because your version of DF is bit ahead from the current one :D
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Shonai_Dweller on November 26, 2017, 06:52:53 pm
This worldgen crashed for me in 44.04 about 210 years through...
That's because your version of DF is bit ahead from the current one :D
Note to self: Avoid timeslipping while testing DF...
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Urlance Woolsbane on November 26, 2017, 06:56:50 pm
This worldgen crashed for me in 44.04 about 210 years through...
That's because your version of DF is bit ahead from the current one :D
Note to self: Avoid timeslipping while testing DF...
Hey, at least the electromagnetic storm didn't fry your hard drive. You might be bouncing about your timeline, but it won't be fatal if you stop it soon enough.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: evil_pigeon on November 27, 2017, 11:17:27 am
Worldgen still regularly crashes for me also, typically about 400-750 years in.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Shonai_Dweller on November 27, 2017, 03:44:03 pm
Worldgen still regularly crashes for me also, typically about 400-750 years in.
Post the seeds of the worlds which crash. Most people's worldgen seems to be pretty stable with 44.02 (I had one crash so far in dozens of worlds generated).
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: evil_pigeon on November 27, 2017, 04:03:21 pm
Code: [Select]
Generating world using parameter set LARGE REGION
 Seed: ZvWEvgq246rLlrrbRGd2
 History Seed: BaCfi83UYTxuTcXKdl5K
 Name Seed: Fte912PZDs1oetzBntF2
 Creature Seed: UxKWUUewEsk1gpcSarLI
*** STARTING NEW GAME ***
Generating world using parameter set LARGE REGION
 Seed: nxgYPsMIMeBJhr1zZSja
 History Seed: pYu1uKfq893EFUNUFBBw
 Name Seed: 9nOrzYbzxMvAebTBf5V0
 Creature Seed: KzKiO2mSMcEzQPq0EJzk
*** STARTING NEW GAME ***
Generating world using parameter set LARGE REGION
 Seed: RrCSbsYW8G3H31Pfja16
 History Seed: fIatkm9ogBLGpYxYTBlw
 Name Seed: BLKzfKzHxGPsyzfTBHnC
 Creature Seed: ajIYyWk6g8A98LOsuz1a
Generating world using parameter set LARGE REGION
 Seed: F9mq60cMTCYjshTQKa3j
 History Seed: ffXegaDiViPDYe2PLV52
 Name Seed: yKhAThzk3IgkpgcGnhrx
 Creature Seed: XxRzR3Dad0OKwszga5UH
Generating world using parameter set LARGE REGION
 Seed: ubWTuRjf6cx0uIKrmroe
 History Seed: jGBXMWEQfnOP8pNtgTJE
 Name Seed: xGdHcDTsY7qiaPB0VFRJ
 Creature Seed: jJSNsgECIYMPFWPtw0Ai
Generating world using parameter set LARGE REGION
 Seed: U0WSa28g8MyC6o8yOck4
 History Seed: ssCuIumCCg0ssOMOyMGM
 Name Seed: ocIayyO4U0O2I4OeCuYE
 Creature Seed: ksMM8qgqaCkeeM2c0umM
*** STARTING NEW GAME ***
Generating world using parameter set LARGE REGION
 Seed: i8yaIEkecsEM8GWYSAcg
 History Seed: q6MMy8YwKukwomA4IcWC
 Name Seed: 4g84wcwSEIAAiC2wi40O
 Creature Seed: 0oMCCG2ymciaogaO6QmC
*** STARTING NEW GAME ***
Generating world using parameter set LARGE REGION
 Seed: Hzu2HYwoeOPrBXt1DYnU
 History Seed: TC4FOMv6YNrS9QvgTPb2
 Name Seed: Z561XqbJpoZ8Oz1Lh1jo
 Creature Seed: 0p0gSiA8sg090fI6OjXQ

I think most if not all of these worlds died on me in worldgen
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Shonai_Dweller on November 27, 2017, 04:09:29 pm
Code: [Select]
Generating world using parameter set LARGE REGION
 Seed: ZvWEvgq246rLlrrbRGd2
 History Seed: BaCfi83UYTxuTcXKdl5K
 Name Seed: Fte912PZDs1oetzBntF2
 Creature Seed: UxKWUUewEsk1gpcSarLI
*** STARTING NEW GAME ***
Generating world using parameter set LARGE REGION
 Seed: nxgYPsMIMeBJhr1zZSja
 History Seed: pYu1uKfq893EFUNUFBBw
 Name Seed: 9nOrzYbzxMvAebTBf5V0
 Creature Seed: KzKiO2mSMcEzQPq0EJzk
*** STARTING NEW GAME ***
Generating world using parameter set LARGE REGION
 Seed: RrCSbsYW8G3H31Pfja16
 History Seed: fIatkm9ogBLGpYxYTBlw
 Name Seed: BLKzfKzHxGPsyzfTBHnC
 Creature Seed: ajIYyWk6g8A98LOsuz1a
Generating world using parameter set LARGE REGION
 Seed: F9mq60cMTCYjshTQKa3j
 History Seed: ffXegaDiViPDYe2PLV52
 Name Seed: yKhAThzk3IgkpgcGnhrx
 Creature Seed: XxRzR3Dad0OKwszga5UH
Generating world using parameter set LARGE REGION
 Seed: ubWTuRjf6cx0uIKrmroe
 History Seed: jGBXMWEQfnOP8pNtgTJE
 Name Seed: xGdHcDTsY7qiaPB0VFRJ
 Creature Seed: jJSNsgECIYMPFWPtw0Ai
Generating world using parameter set LARGE REGION
 Seed: U0WSa28g8MyC6o8yOck4
 History Seed: ssCuIumCCg0ssOMOyMGM
 Name Seed: ocIayyO4U0O2I4OeCuYE
 Creature Seed: ksMM8qgqaCkeeM2c0umM
*** STARTING NEW GAME ***
Generating world using parameter set LARGE REGION
 Seed: i8yaIEkecsEM8GWYSAcg
 History Seed: q6MMy8YwKukwomA4IcWC
 Name Seed: 4g84wcwSEIAAiC2wi40O
 Creature Seed: 0oMCCG2ymciaogaO6QmC
*** STARTING NEW GAME ***
Generating world using parameter set LARGE REGION
 Seed: Hzu2HYwoeOPrBXt1DYnU
 History Seed: TC4FOMv6YNrS9QvgTPb2
 Name Seed: Z561XqbJpoZ8Oz1Lh1jo
 Creature Seed: 0p0gSiA8sg090fI6OjXQ

I think most if not all of these worlds died on me in worldgen
Are you definitely using 44.02?
Are you using the 32 bit version (which will crash if it runs into Windows 32 bit memory limit - usually only on large worlds with very long history)?
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: evil_pigeon on November 27, 2017, 04:19:55 pm
Task manager doesn't say "32 bits" next to the exe so I am pretty sure I downloaded the right file. It's the "windows" link that appears on the front page. And yeah it is 44.02.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Shonai_Dweller on November 27, 2017, 04:24:20 pm
Task manager doesn't say "32 bits" next to the exe so I am pretty sure I downloaded the right file. It's the "windows" link that appears on the front page. And yeah it is 44.02.
Yeah, that's the one. And it crashes to desktop right? Not just freezing for a long time (during long history, it can sometime's slow down to several minutes/year which can seem like a crash).
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: evil_pigeon on November 27, 2017, 04:27:13 pm
Yeah, that's the one. And it crashes to desktop right? Not just freezing for a long time (during long history, it can sometime's slow down to several minutes/year which can seem like a crash).

Basically a windows crash error pops up telling me it has stopped working and then the program quits
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: evil_pigeon on November 27, 2017, 05:17:24 pm
Generating world using parameter set LARGE REGION
 Seed: Aykmo6CIoGe8Gs6AsMgK
 History Seed: S2OYc6u2WGwSswII666C
 Name Seed: 6KWWsQKUI4y4as2WoYMa
 Creature Seed: mgiKmgk6Cosiqu4ik6S2

So here is a seed that I know definitely crashes at year 573.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: GM-X on November 27, 2017, 05:23:03 pm
Generating world using parameter set LARGE REGION
 Seed: Aykmo6CIoGe8Gs6AsMgK
 History Seed: S2OYc6u2WGwSswII666C
 Name Seed: 6KWWsQKUI4y4as2WoYMa
 Creature Seed: mgiKmgk6Cosiqu4ik6S2

So here is a seed that I know definitely crashes at year 573.

Yeah, I've tried reusing successful world parameters and had 44.02 crash.

Although since my mod boosts civilizations it exasperates any world gen problems with the new content. The good news is, I've had a few medium site worlds reach 175-years.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: evil_pigeon on November 27, 2017, 05:25:45 pm
Yeah, I've tried reusing successful world parameters and had 44.02 crash.

Although since my mod boosts civilizations it exasperates any world gen problems with the new content. The good news is, I've had a few medium site worlds reach 175-years.

The thing is that I am using a completely unmodified DF (aside from turning off the intro and sound). I am guessing changing RAWs will affect seeds?
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: GM-X on November 27, 2017, 05:26:50 pm
Yeah, I've tried reusing successful world parameters and had 44.02 crash.

Although since my mod boosts civilizations it exasperates any world gen problems with the new content. The good news is, I've had a few medium site worlds reach 175-years.

The thing is that I am using a completely unmodified DF (aside from turning off the intro and sound).

I assumed that you were running vanilla.  Pocket worlds run smoothly for me. How about you?
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: evil_pigeon on November 27, 2017, 05:32:00 pm
I assumed that you were running vanilla.  Pocket worlds run smoothly for me. How about you?

Pocket worlds generate almost instantaneously up to exactly year 30 at the "age of [megabeast]" where it simply finishes generating. I don't know if that is normal or not but it doesn't crash.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: ☼Another☼ on November 27, 2017, 08:03:56 pm
Is it checking for %megabeasts dead?
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: jecowa on November 27, 2017, 10:24:51 pm
I noticed a few changes in the encoding of and whitespaces in plant_new_trees.txt in the latest versions:


It probably doesn't make any difference in gameplay, but if you want it, here's a version that matches the formatting of previous versions perfectly (including the Tab-Space-Tab indentation format for the "SOLID_DENSITY" lines and the line following):

https://www.mediafire.com/file/65lsif2w4bc6e75/DF_v0.44.x%20plant_new_trees%20whitespace%20fixes.zip

Sorry if these are silly things to mention.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: evil_pigeon on November 28, 2017, 04:51:38 am
Is it checking for %megabeasts dead?

The default setting was to check it at 30 years. Apparently on pocket worlds it just makes the generation finish on the year of its setting. In any case I don't think it is related to my worldgen crashing problem.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Durian Hohlades on November 28, 2017, 08:31:48 pm
Iam fuckin exited, finally a reason to buy a new pc! My old stopped working 6 months ago. Now time to get some nasty Dwarfmachine! :D
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Insanegame27 on November 29, 2017, 04:42:00 am
did a 125 year world gen on a medium map (may have been small, IDK). 1.5 years in with 51 pop and 8 guests and 58 pets (I should probably cull most of them). I get a semi-freeze every minute or so (hanged long enough to come up as not responding, then resumed). First time I was like "oh shit it crashed no I lost so much progress" but then it resumed and I saved and re-entered.


All was fine. Kept playing. It's still playable, but freezes for a few seconds every few minutes. Possible memory leak? I don't think so, because 30s after opening a new instance of DF just now, I had another semi-hang. It may have something to do with how many pets I have. Never had this happen in any other version and my rig isn't exactly shite. I don't wanna make a bug report unless I'm sure it is a bug and not my rig.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: PatrikLundell on November 29, 2017, 05:25:07 am
did a 125 year world gen on a medium map (may have been small, IDK). 1.5 years in with 51 pop and 8 guests and 58 pets (I should probably cull most of them). I get a semi-freeze every minute or so (hanged long enough to come up as not responding, then resumed). First time I was like "oh shit it crashed no I lost so much progress" but then it resumed and I saved and re-entered.


All was fine. Kept playing. It's still playable, but freezes for a few seconds every few minutes. Possible memory leak? I don't think so, because 30s after opening a new instance of DF just now, I had another semi-hang. It may have something to do with how many pets I have. Never had this happen in any other version and my rig isn't exactly shite. I don't wanna make a bug report unless I'm sure it is a bug and not my rig.
One way to create that kind of effect in the previous arc was to create a single tile tavern zone. The freezing then is caused by multiple creatures trying to occupy the same tile while trying to avoid sharing the the tile with others (or something like that), and is resolved by replacing the zone with a larger one (but DON'T delete the tavern entity: that can preserve the issue until you recreate it with exactly the same name and then give it a correct zone). I have no reason to assume that special case has been dealt with. Apart from that, the pet locked door pathing bug is also a common reason for lag oddities.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: notshaye on November 29, 2017, 12:11:20 pm
So very excited this game is still so well supported. :D
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Beer Beard on November 29, 2017, 01:11:00 pm
Raids now are not a challenge at all. Naked unarmed dwarves easily rob anyone. Very rarely anyone is crippled or dies.
Some people say that now we have a great way to get rid of unnecessary dwarves. This is not true. They return again and again.
In addition, they bring dozens of books that are literally created from the air.
To make one sheet of the parchment in the fortress, you need a whole cow skin and other ingredients. And still, books do not consider the value of the components, right?
But any NPC during worldgen can make dozens of books from the air. And when you start the game, there are already thousands of books in the world. And your raiders are pulling them into the fortress. It devalues ​​own book printing.
I do not feel any satisfaction in such an easy way to take away the candies from babies. Not only books, but also any artifacts in general.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: bloop_bleep on November 29, 2017, 01:20:52 pm
Raids now are not a challenge at all. Naked unarmed dwarves easily rob anyone. Very rarely anyone is crippled or dies.
Some people say that now we have a great way to get rid of unnecessary dwarves. This is not true. They return again and again.
In addition, they bring dozens of books that are literally created from the air.
To make one sheet of the parchment in the fortress, you need a whole cow skin and other ingredients. And still, books do not consider the value of the components, right?
But any NPC during worldgen can make dozens of books from the air. And when you start the game, there are already thousands of books in the world. And your raiders are pulling them into the fortress. It devalues ​​own book printing.
I do not feel any satisfaction in such an easy way to take away the candies from babies. Not only books, but also any artifacts in general.

Yes. In my science thread, I was able to retrieve all the demon-binding slabs in the world with only 5 completely untrained embark embark dwarves. It was a very young world, though, so that might have something to do with it.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Inarius on November 29, 2017, 01:26:31 pm
Do you advise me to try this one wait for a new bug-fix release ?
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Rammok on November 29, 2017, 02:58:23 pm
Raids now are not a challenge at all. Naked unarmed dwarves easily rob anyone. Very rarely anyone is crippled or dies.
Some people say that now we have a great way to get rid of unnecessary dwarves. This is not true. They return again and again.
In addition, they bring dozens of books that are literally created from the air.
To make one sheet of the parchment in the fortress, you need a whole cow skin and other ingredients. And still, books do not consider the value of the components, right?
But any NPC during worldgen can make dozens of books from the air. And when you start the game, there are already thousands of books in the world. And your raiders are pulling them into the fortress. It devalues ​​own book printing.
I do not feel any satisfaction in such an easy way to take away the candies from babies. Not only books, but also any artifacts in general.

Yes. In my science thread, I was able to retrieve all the demon-binding slabs in the world with only 5 completely untrained embark embark dwarves. It was a very young world, though, so that might have something to do with it.

Reminds me of the "whoever attacks first wins" site battles in world generation.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: thvaz on November 29, 2017, 03:40:42 pm
Do you advise me to try this one wait for a new bug-fix release ?

If you want to have fun wait a bit. There are some game breaking bugs atm, the hundreds of visitors is one surely to give your fortress an early FPS death.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Inarius on November 29, 2017, 03:42:27 pm
Do you advise me to try this one wait for a new bug-fix release ?

If you want to have fun wait a bit. There are some game breaking bugs atm, the hundreds of visitors is one surely to give your fortress an early FPS death.

thanks ! I'll wait, then.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: KittyTac on November 29, 2017, 08:33:09 pm
Do you advise me to try this one wait for a new bug-fix release ?

Try it. Frequent crashes, but there's a workaround. Save before stopping fast-travel in adv mode.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Shonai_Dweller on November 29, 2017, 09:10:00 pm
Do you advise me to try this one wait for a new bug-fix release ?

If you want to have fun wait a bit. There are some game breaking bugs atm, the hundreds of visitors is one surely to give your fortress an early FPS death.

thanks ! I'll wait, then.
They're arriving earlier than they should, but there doesn't seem to be many more than you usually get when you have a tavern set up. Especially if you're usually prone to attracting performance troupes. Artifact questers are basically the same, just more heavily armed.

Adventurer crashes are more problematic, sure.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: thvaz on November 29, 2017, 09:36:40 pm
Do you advise me to try this one wait for a new bug-fix release ?

If you want to have fun wait a bit. There are some game breaking bugs atm, the hundreds of visitors is one surely to give your fortress an early FPS death.

thanks ! I'll wait, then.
They're arriving earlier than they should, but there doesn't seem to be many more than you usually get when you have a tavern set up. Especially if you're usually prone to attracting performance troupes. Artifact questers are basically the same, just more heavily armed.

Adventurer crashes are more problematic, sure.

Previously you would be getting 140 visitors in the second year of your fortress? I don't recall that. Sure, it won't happen in every game, but there is a bug report open for this problem (and another for they arriving early)
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Shonai_Dweller on November 29, 2017, 09:59:31 pm
Yes. That's what earlier means. Before usual. That's why there's a bug report. 140 visitors over the long term isn't an unusual thing though. Taverns have always attracted more visitors than they should (bug or unfinished feature?Probably bug). Whether it kills your fps is up to your computer, I guess.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Inarius on November 30, 2017, 03:07:59 am
It's mainly to try it in Fortress mode, as i have tried a lot adventure mode in the previous version.
I'll wait ! I think the next version is very soon, now, anyway.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: KittyTac on November 30, 2017, 03:45:47 am
Will the next, bugfix-y release break save compatibility? And will the crash on entering some hamlets in worlds with long history be fixed?
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Shonai_Dweller on November 30, 2017, 03:58:14 am
Will the next, bugfix-y release break save compatibility? And will the crash on entering some hamlets in worlds with long history be fixed?
The whole artifact release didn't break save compatibility, so I doubt some bug fixes will break it. Has happened though...
Better off keeping an eye on the bug tracker to see what'll be fixed.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Dwarfu on November 30, 2017, 02:16:54 pm
Will the next, bugfix-y release break save compatibility? And will the crash on entering some hamlets in worlds with long history be fixed?

Your crashing was related to your modding.  Problems with body parts, materials and tissues invite crashes.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: ZM5 on November 30, 2017, 03:18:48 pm
Two things I noticed - one is modding related, I admit - maybe they could be fixed at some point:

1. Citizens sent on invasions need to have their rooms reassigned each time.

2. Occasionally, I get migrants that aren't of my forts main race - problem with them is that while they have jobs and the like, they cannot be actually given labors aside from their default one - it just says "no labors available". Don't know how intended/unintended it is.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: KittyTac on November 30, 2017, 08:23:28 pm
Will the next, bugfix-y release break save compatibility? And will the crash on entering some hamlets in worlds with long history be fixed?

Your crashing was related to your modding.  Problems with body parts, materials and tissues invite crashes.

It's not like I needed those two creatures until DFHack comes along, so, I guess I'm tossing them.

EDIT: By the way, once I removed those two or three creatures, it crashed again, this time spamming "Human Monk: site walker could not find walkable area
"
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Clatch on December 01, 2017, 04:46:18 pm
2. Occasionally, I get migrants that aren't of my forts main race - problem with them is that while they have jobs and the like, they cannot be actually given labors aside from their default one - it just says "no labors available". Don't know how intended/unintended it is.

I've been having some fun with this.  A few of these "visitors" have even been in fist-fights with some of the citizens -- which shows they fit in quite nicely.  One of the visitors was a bard and actually raised the happiness level of nearly 1/4 of the population.  Another visitor is a monster slayer.  Considering I didn't start out with any capable military, that's a bonus too.  It makes for some interesting dynamics and definitely adds to the immersion. 
 
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Shonai_Dweller on December 01, 2017, 04:55:58 pm
2. Occasionally, I get migrants that aren't of my forts main race - problem with them is that while they have jobs and the like, they cannot be actually given labors aside from their default one - it just says "no labors available". Don't know how intended/unintended it is.

I've been having some fun with this.  A few of these "visitors" have even been in fist-fights with some of the citizens -- which shows they fit in quite nicely.  One of the visitors was a bard and actually raised the happiness level of nearly 1/4 of the population.  Another visitor is a monster slayer.  Considering I didn't start out with any capable military, that's a bonus too.  It makes for some interesting dynamics and definitely adds to the immersion. 
 
Aren't they just regular visitors?
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: ZM5 on December 01, 2017, 05:21:23 pm
2. Occasionally, I get migrants that aren't of my forts main race - problem with them is that while they have jobs and the like, they cannot be actually given labors aside from their default one - it just says "no labors available". Don't know how intended/unintended it is.

I've been having some fun with this.  A few of these "visitors" have even been in fist-fights with some of the citizens -- which shows they fit in quite nicely.  One of the visitors was a bard and actually raised the happiness level of nearly 1/4 of the population.  Another visitor is a monster slayer.  Considering I didn't start out with any capable military, that's a bonus too.  It makes for some interesting dynamics and definitely adds to the immersion. 
 
Aren't they just regular visitors?
Yeah, I think he's talking about regular visitors - I meant that I get actual migrants (in citizens list, not other), but because they're not of my forts main race they cannot be assigned jobs for some reason - yet its also clear they're not considered pets.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: FantasticDorf on December 02, 2017, 11:34:17 am
Though a part of me wouldn't want to put the magic update off any later than its intended, it'd be nice if we could delve into the hill dwarf arc a little bit to solve these problems first before touching upon magic & making the world very complicated & requiring a large amount of time to pick apart all the new magic mechanics & associated bugs affecting nearly all corners of the game after (which is always going to be the scariest part of that release)

Since there's still a lot we can do to play with, the new (not exactly promised but mentioned) interactions with sites for upcoming versions of pillaging & assigning people to take over the site later in the space before the coming of the magic arc are bread & butter to the off site interaction mentioned by the hill dwarf arc and what we could do with the revamped 'c' world-map.

Dealing with populations other than your own etc in a centralised but connected manner, caverns are also under-loved.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Clatch on December 02, 2017, 04:21:50 pm
... before touching upon magic & making the world very complicated & requiring a large amount of time ...

Yeah, not looking forward to that update at all unless there was a more classical Tolkienesk approach where it was more detrimental than beneficial.  For example, the way it's handled now is seems closer to the current theme.  If the tome of life and death is brought into the library and dwarves become necromancers, they don't "control" the ones they turn without building pits and trap doors.  I'm afraid DF is going to lose the grit factor if it turns into another D&D. 

If magic has a more historical approach it should be more about lifeless totems and politics -- you know, things dwarves love.  Those things are already supported in the code anyway and have a foundation everyone is familiar with starting from.  (i.e. Magic should be reserved for evil biomes and not something that should accentuate the DF world.  Whether there are good intentions it will corrupt it either way.)
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: FantasticDorf on December 02, 2017, 04:34:59 pm
Slight misconception there, but they don't have to lock zombies away because they have aligned loyalties to their necromancer masters, but still kind of freak out around neutrals and are cumbersome to manage, more detail to necromancers (defining behaviour, wizard habits) can make this problem worse/better depending on how it is handled. It'd require explicit rules on part of the mythgeneration to explain the effects of necromantic magic and its capabilities (mindless vs intelligent zombies)

Probably the most useful resource around where it got talked about is this thread in the forums (http://www.bay12forums.com/smf/index.php?topic=168487.msg7632854#msg7632854).

But yeah, even already established concepts like this would have be to pulled up and reviewed again in great detail as to keep up consistency, and even so players will still have the choice in that version to play without magic by toning down the sliders & removing things they dislike from the RAW's.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Urlance Woolsbane on December 02, 2017, 05:57:12 pm
... before touching upon magic & making the world very complicated & requiring a large amount of time ...

Yeah, not looking forward to that update at all unless there was a more classical Tolkienesk approach where it was more detrimental than beneficial.  For example, the way it's handled now is seems closer to the current theme.  If the tome of life and death is brought into the library and dwarves become necromancers, they don't "control" the ones they turn without building pits and trap doors.  I'm afraid DF is going to lose the grit factor if it turns into another D&D. 

If magic has a more historical approach it should be more about lifeless totems and politics -- you know, things dwarves love.  Those things are already supported in the code anyway and have a foundation everyone is familiar with starting from.  (i.e. Magic should be reserved for evil biomes and not something that should accentuate the DF world.  Whether there are good intentions it will corrupt it either way.)
Toady's intent is to encompass a wide range of cosmic frameworks. If you want a world with low levels of magic or one where it tends towards doing evil, then you should be in luck. There will be no one fantasy ethos for DF. Some worlds will undoubtedly be Tolkienesk, others like D&D, and still others like something Salvador Dali and H. R. Giger dreamed up whilst high on LSD.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: KittyTac on December 02, 2017, 08:54:13 pm
Yeah, there will never be a single magic system.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: GM-X on December 03, 2017, 07:09:53 am
Though a part of me wouldn't want to put the magic update off any later than its intended, it'd be nice if we could delve into the hill dwarf arc a little bit to solve these problems first before touching upon magic...

Have any links to the current state of affairs with Hill Dwarves? I've only heard them mentioned a few times.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: KittyTac on December 03, 2017, 07:25:47 am
Do not derail development. We want myth.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: ZM5 on December 03, 2017, 07:29:43 am
Tbh, I think it'd be better if Toady focused on some bugfixing first before working on the myth stuff. Not just the ones from the current update, but other bugs that have been sitting around for quite a while.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: FantasticDorf on December 03, 2017, 12:16:30 pm
Do not derail development. We want myth.

Im just throwing it out there in the open with the case arguement, in any such order of development the magic update will arrive eventually (been in the works & prototyped for a while) but also pointing out the similarities. Not to be a rebel or cause trouble with the direction of the development without reasoning.

Tbh, I think it'd be better if Toady focused on some bugfixing first before working on the myth stuff. Not just the ones from the current update, but other bugs that have been sitting around for quite a while.

Short term i completely agree with you there and that seems to be what he's currently working on along with adding smaller incremental stuff.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: thvaz on December 03, 2017, 02:29:29 pm
The myth and magic Update if done together with starting scenarios are work enough for at least 5 years. I doubt Toady will get to a playable state in less than 2 years. I hope he fix the most glaring issues first (morale and stress IMO) before committing for the next long haul.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Shonai_Dweller on December 03, 2017, 03:46:05 pm
The myth and magic Update if done together with starting scenarios are work enough for at least 5 years. I doubt Toady will get to a playable state in less than 2 years. I hope he fix the most glaring issues first (morale and stress IMO) before committing for the next long haul.
It's not being done together with starting scenarios. That's the next arc. He did say he might try to split magic into a couple of releases though. We'll see once the plans are fixed in a few months I guess. In the meantime, enjoy they bugfixes & extra stuff.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Random_Dragon on December 03, 2017, 04:23:44 pm
The myth and magic Update if done together with starting scenarios are work enough for at least 5 years. I doubt Toady will get to a playable state in less than 2 years. I hope he fix the most glaring issues first (morale and stress IMO) before committing for the next long haul.

Yeah, there are a lot of bugs that I seriously hope will be tackled before we get ANY new content. Not just stuff from the artifact stuff, but the stress stuff, invaders being slow, the cannibalism bug etc have been around for a while.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: thvaz on December 03, 2017, 04:54:29 pm
The myth and magic Update if done together with starting scenarios are work enough for at least 5 years. I doubt Toady will get to a playable state in less than 2 years. I hope he fix the most glaring issues first (morale and stress IMO) before committing for the next long haul.
It's not being done together with starting scenarios. That's the next arc. He did say he might try to split magic into a couple of releases though. We'll see once the plans are fixed in a few months I guess. In the meantime, enjoy they bugfixes & extra stuff.

I really dislike your patronizing tone. I am at least as well informed as you (probably more) about the past & future routine of releases.

The artifact release alone took more than one year. Before that , the world activation release (0.40.01) took a bit more than two years, and the amount of features in it was far lesser than what is expected for the magic&myth alone. Remember that the myth&magic release isn't supposed to only alter the world gen and history, but everything in gameplay as well. There are features that can't be released piecemeal, or Toady would have release 0.43.01 earlier.

Besides that, Toady usually is wrong about release prospects, as he constantly says so.

I am eager for the next development cycle as well, but Toady should spend some time to fix some serious issues that are hampering the game right now. edit: I know he is going to fix bugs old & new soon. He always does that. However, he tends to leave some important one behind every cycle.

Title: Re: Dwarf Fortress 0.44.02 Released
Post by: PlumpHelmetMan on December 03, 2017, 06:07:46 pm
Honestly I'd rather that some bugs be fixed when the game is a little closer to completion. I mean yes, glaringly game-breaking bugs should be fixed ASAP (and usually are in my experience), but IMO there's not much point in taking up valuable development time in fixing certain bugs that will just inevitably end up being replaced with new ones caused by future features.

Of course, I'm not sure what particular bugs you have in mind so I can't absolutely say where I think they should fall in terms of priorities.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: thvaz on December 03, 2017, 06:30:53 pm
Honestly I'd rather that some bugs be fixed when the game is a little closer to completion. I mean yes, glaringly game-breaking bugs should be fixed ASAP (and usually are in my experience), but IMO there's not much point in taking up valuable development time in fixing certain bugs that will just inevitably end up being replaced with new ones caused by future features.

Of course, I'm not sure what particular bugs you have in mind so I can't absolutely say where they should fall in terms of priorities.

The most obvious ones:

http://www.bay12games.com/dwarves/mantisbt/view.php?id=7161
http://www.bay12games.com/dwarves/mantisbt/view.php?id=9074

And there are some other things that aren't bugs per se but need a bit of balancing. For example, getting food is so easy now (apart from some extreme biomes) you don't even need to worry about it.

I used to think like you, but now I am worried on the long term survival of the project. Interest in dwarf fortress (before this release) was at an all time low since 2007, just one year after the initial release (https://trends.google.com/trends/explore?date=all&q=dwarf%20fortress). Donations are steady however- but for how long?
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Listyg on December 03, 2017, 06:54:15 pm
If I may, I would like to chip in my two cents. Namely, if you are releasing updates once in a year or two, you can't leave your releases with bugged relevant parts of the game especially if you rely mainly on donations, that's just walking thin ice and crazy. Secondly, there are significiantly more urgent things to take care of than adorable, charming, cute and all - whatever you call it - myths and magic. How is this possible that through all these years siegers STILL cannot get to your fortress by legit,normal ways unless you purposely let them in or expose yourself? Isn't situation where every player just raises a bridge and says fuck you to any invader eliminating big chunk of fun alarming? Astonishing. The game where pretty much all you do is trying to survive and defend yourself for the time being is severely lackluster with the latter.

Shouldn't game give players fun instead of players seeking fun in the game? I think this is something that has been lost in the trials of development.

I hope you will understand, should you not, it will come around eventually but hopefully that won't be too late. On the second note dwarf fortress community is really special too in that regard.

I don't know, perhaps it's just me, I just learnt the game, explored it, fell in love with it and this is something that stood out the most.

Cheers.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: bloop_bleep on December 03, 2017, 07:33:04 pm
If I may, I would like to chip in my two cents. Namely, if you are releasing updates once in a year or two, you can't leave your releases with bugged relevant parts of the game especially if you rely mainly on donations, that's just walking thin ice and crazy. Secondly, there are significiantly more urgent things to take care of than adorable, charming, cute and all - whatever you call it - myths and magic. How is this possible that through all these years siegers STILL cannot get to your fortress by legit,normal ways unless you purposely let them in or expose yourself? Isn't situation where every player just lifts a bridge and says fuck you to any invader eliminating big chunk of fun alarming? Astonishing. The game where pretty much all you do is trying to survive and defend yourself for the time being is severely lackluster with the latter.

Shouldn't game give players fun instead of players seeking fun in the game? I think this is something that has been lost in the trials of development.

I hope you will understand, should you not, it will come around eventually but hopefully that won't be too late. On the second note dwarf fortress community is really special too in that regard.

I don't know, perhaps it's just me, I just learnt the game, fell in love with it and this is something that stood out the most.

Cheers.

Toady didn't "leave" this update yet. Usually he releases the big update, and then several small bugfixing updates after that. He's still doing the second part.

Also, the situation is not that every player just locks themselves inside and just waits out the siege. Some players do that; other players make an agreement with themselves not to. I think that the players should be able to decide for themselves specifically which kind and how much fun they want. If a player wants to fight invaders, let them. If a player doesn't want to trouble themselves with that and instead just want to build something, let them. If you really want invaders to be able to bypass your defenses, look at the mod called "diggingInvaders," though it's generally easier to simply discipline yourself not to lock yourself in.

So, actually, the myths & magic release which you so dismiss is more important than the other issue you pointed out, at least in my and many others' perspectives. Besides, you do not get to decide how and in which order the game is created -- that is Toady's call, and Toady wishes to develop myth & magic first.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: thvaz on December 03, 2017, 07:40:15 pm
So, actually, the myths & magic release which you so dismiss is more important than the other issue you pointed out, at least in my and many others' perspectives. Besides, you do not get to decide how and in which order the game is created -- that is Toady's call, and Toady wishes to develop myth & magic first.

While I agree with you that players should decide how they want to play the game (by using cheap tricks, locking themselves out of the world, etc) there is a long standing issue with fortresses not getting any sieges or getting sieges while the attackers wait outside without doing nothing, or show up and then leave without attacking. This is extremely frustrating to those players that WANT to be sieged.

And while Toady gets to decide how he develops the game, the players decide if the game is worthy of their money. If enough people think that the game don't deserve their money the project may lose its viability. Toady knows that, you should know it, too.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: KittyTac on December 03, 2017, 07:42:15 pm
Fix the crashes and leave the bugs besides the glaring ones alone. Let's cut a few months of time from the release date, shall we?
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Listyg on December 04, 2017, 01:31:01 am
Forgive me bloop_bleep but I believe you didn't really grasp my statement, the one that I emphasized by enlarging the font.

Also digginginvaders mod is shit with all respect and that's more than likely that is not how it's gonna look like with Beyond Quality Toady.

As mentioned it will come around.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: KittyTac on December 04, 2017, 02:17:28 am
Forgive me bloop_bleep but I believe you didn't really grasp my statement, the one that I emphasized by enlarging the font.

Also digginginvaders mod is shit with all respect and that's more than likely that is not how it's gonna look like with Beyond Quality Toady.

As mentioned it will come around.

DF is not supposed to even be a game, so your argument is invalid.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Urlance Woolsbane on December 04, 2017, 03:03:59 am
Forgive me bloop_bleep but I believe you didn't really grasp my statement, the one that I emphasized by enlarging the font.

Also digginginvaders mod is shit with all respect and that's more than likely that is not how it's gonna look like with Beyond Quality Toady.

As mentioned it will come around.

DF is not supposed to even be a game, so your argument is invalid.
Not supposed to be a game? It's unusually complex and not overly concerned with balance, yes, but it's still designed as a game. Fortress Mode is essentially an RTS, while Adventure Mode is a definite roguelike. If it were not a game, you would probably not have features like forgotten beasts or the Circus. Toady's writings on its infancy make it quite clear that it began as a fantasy game with an archeological aspect, that being Adventure Mode. You'd start a fort, and when it fell your hero could go visit its ruins.

It's obviously mutated a lot since then, but to imply that it's merely a simulator seems a drastic exaggeration.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: ZM5 on December 04, 2017, 03:38:13 am
By all definitions DF is still a game, and his argument is far from invalid. Bugfixing is as important as new content, if not moreso.

I agree with Listyg on the difficulty. Invaders are already a d_init option - you can just remove them completely if you don't want sieges to show up. But for us who do want sieges and the like it is annoying that they take absolutely forever to show up, and even if they do there's a chance they'll just up and leave a few tics later.

While more bugfixing is still in the works for this update, I do hope Toady atleast fixes some of the issues that have been on the tracker for a long time. Aside from the morale issues, there's other stuff like wounded dwarves requiring traction benches being diagnosed infinitely, zombies respawning infinitely in sites where they're present, vampires being utterly borked (wont attack even after they're exposed - nearby peasants dont care either and don't attack the vampire), etc.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: kaijyuu on December 04, 2017, 10:54:17 am
Considering the nature of the game and its monetization scheme, it's a matter of balance. Toady's struck a reasonable balance of new content vs bugfixes over the years, imo.

My main wish is that the game would be sped up. FPS death is always what kills my forts, not invaders or beasts. (and please don't shout "pathfiiindddinnng" because my forts die to FPS death with 20 dwarves and a dozen animals on the entire map. It's the item code that needs to be cleaned up; it can't handle 100,000 items even when the majority of them are sitting in stockpiles and have no processing requirements)
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Toady One on December 04, 2017, 05:57:22 pm
Thanks for continuing to report bugs on the tracker!  This upcoming Canada trip and other circumstances have eaten up more time than expected, so it'll be a few weeks, unfortunately, but I'll dive in as soon as I can!  I know the excess visitors in the fort are a problem, and the crashes, unknown creatures, lackluster companion enthusiasm, and artifact duplication are hindering adv mode, at the very least.

As perhaps reported in FotF at some point, stress is on the menu.  Not moving on to magic until that's handled -- alcohol might still make people oblivious in the short-term, but we're going to make them reflect on bad things, and also look at the overall stress level from all the minor positive events, etc., until we're more where we want to be.

On invasion frequency:  has being able to raid helped?  I have a few mixed impressions; more would be welcome.

Morale and http://www.bay12games.com/dwarves/mantisbt/view.php?id=7161 : it looks like I was in there fixing a lot of issues.  It's kind of a catch-all bug report, and the issues I fixed look like they took many, many forms.  Saves for current issues would appreciated, with the caveat that the new identity/stranger issues are on the menu, and we might want to get that out of the way first.

I noticed a few changes in the encoding of and whitespaces in plant_new_trees.txt in the latest versions:

  • The encoding was changed from "UTF-8" to "Western (Mac OS Roman)". (Actually it probably just removed the encoding declaration and my text editor is defaulting to Western encoding.)
  • The indentations were changed from tabs to 4 spaces.
  • On line 2687, there were two tags on a single line (but separated by lots of spaces) when they had been on separate lines in previous versions.

It probably doesn't make any difference in gameplay, but if you want it, here's a version that matches the formatting of previous versions perfectly (including the Tab-Space-Tab indentation format for the "SOLID_DENSITY" lines and the line following):

https://www.mediafire.com/file/65lsif2w4bc6e75/DF_v0.44.x%20plant_new_trees%20whitespace%20fixes.zip

Sorry if these are silly things to mention.

Ah, yeah, I'd like to have them all in the same format.  I'll use the adjusted file for next time.  Thanks!

All was fine. Kept playing. It's still playable, but freezes for a few seconds every few minutes. Possible memory leak? I don't think so, because 30s after opening a new instance of DF just now, I had another semi-hang. It may have something to do with how many pets I have. Never had this happen in any other version and my rig isn't exactly shite. I don't wanna make a bug report unless I'm sure it is a bug and not my rig.

It's quite possible the new release introduced this sort of thing, the way rumors and a few other features work, so it'd be worth checking out.

Raids now are not a challenge at all. Naked unarmed dwarves easily rob anyone. Very rarely anyone is crippled or dies.
Some people say that now we have a great way to get rid of unnecessary dwarves. This is not true. They return again and again.
In addition, they bring dozens of books that are literally created from the air.
To make one sheet of the parchment in the fortress, you need a whole cow skin and other ingredients. And still, books do not consider the value of the components, right?
But any NPC during worldgen can make dozens of books from the air. And when you start the game, there are already thousands of books in the world. And your raiders are pulling them into the fortress. It devalues ​​own book printing.
I do not feel any satisfaction in such an easy way to take away the candies from babies. Not only books, but also any artifacts in general.

Yes. In my science thread, I was able to retrieve all the demon-binding slabs in the world with only 5 completely untrained embark embark dwarves. It was a very young world, though, so that might have something to do with it.

The main problem here is that non-historical populations aren't used in raids yet, and vaults have no historical figures.  There were some snags with that, but we'll do it before moving on.  Having to very likely fight even one of those beasts will make slabs properly difficult to obtain.  The same applies to necro towers and other sites, where most of the potential opponents are non-historical.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Urlance Woolsbane on December 04, 2017, 07:55:35 pm
The main problem here is that non-historical populations aren't used in raids yet, and vaults have no historical figures.  There were some snags with that, but we'll do it before moving on.  Having to very likely fight even one of those beasts will make slabs properly difficult to obtain.  The same applies to necro towers and other sites, where most of the potential opponents are non-historical.
This confuses me. I've sent my dwarves to various towers, and they've tangled with zombies of no apparent significance. Are the undead a special case?
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Shonai_Dweller on December 04, 2017, 08:16:45 pm
So...when the long wait for mythgen development eventually begins, we'll be playing a game filled with stressed dwarves, tough raids, frequent sieges and fun adventurer playthroughs? Sounds awesome!
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Toady One on December 04, 2017, 08:46:04 pm
The main problem here is that non-historical populations aren't used in raids yet, and vaults have no historical figures.  There were some snags with that, but we'll do it before moving on.  Having to very likely fight even one of those beasts will make slabs properly difficult to obtain.  The same applies to necro towers and other sites, where most of the potential opponents are non-historical.
This confuses me. I've sent my dwarves to various towers, and they've tangled with zombies of no apparent significance. Are the undead a special case?

If they had names, they were historical figures raised from the dead -- the necromancers do this at the battlefields, etc.  Historical zombies remain historical figures, so they get picked up in raids.

So...when the long wait for mythgen development eventually begins, we'll be playing a game filled with stressed dwarves, tough raids, frequent sieges and fun adventurer playthroughs? Sounds awesome!

Yeah, we want to leave the game in good shape.  And hopefully no weapon crash traps...
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: PlumpHelmetMan on December 04, 2017, 08:55:23 pm
In any case...keep up the good work Toady. We all believe in you. :)
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Urlance Woolsbane on December 04, 2017, 09:25:18 pm
The main problem here is that non-historical populations aren't used in raids yet, and vaults have no historical figures.  There were some snags with that, but we'll do it before moving on.  Having to very likely fight even one of those beasts will make slabs properly difficult to obtain.  The same applies to necro towers and other sites, where most of the potential opponents are non-historical.
This confuses me. I've sent my dwarves to various towers, and they've tangled with zombies of no apparent significance. Are the undead a special case?

If they had names, they were historical figures raised from the dead -- the necromancers do this at the battlefields, etc.  Historical zombies remain historical figures, so they get picked up in raids.
That's just the issue; they didn't. Perhaps they somehow became historical figures without gaining a name, but they were simply listed as "a zombie [race.]"

I did further testing, and a look at one of my dwarves' kills yields the following:
Quote
Three Kills
a zombie human, b. 90 d. 250
a zombie human, b. 62 d. 250
a zombie human, b. 101 d. 250
So, I suppose they are historical figures, but something odd is still going on.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Toady One on December 04, 2017, 10:00:26 pm
I noticed checking something today that I had three unnamed human corpses as historical figures after world gen, so that might be it.  I'm not sure what causes that to happen -- perhaps a raised corpse in world gen that wins a battle?
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: KittyTac on December 04, 2017, 10:47:28 pm
Will the site walker crash be fixed next release? That hurts both my legit adventurers and my genocide-level slade dragon.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Shonai_Dweller on December 04, 2017, 11:24:50 pm
Will the site walker crash be fixed next release? That hurts both my legit adventurers and my genocide-level slade dragon.
Was site walker error confirmed to be the cause of the crash? I get that without crashing in both this version and 43.05.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: KittyTac on December 04, 2017, 11:33:16 pm
Will the site walker crash be fixed next release? That hurts both my legit adventurers and my genocide-level slade dragon.
Was site walker error confirmed to be the cause of the crash? I get that without crashing in both this version and 43.05.

Yes it is.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Untrustedlife on December 04, 2017, 11:59:59 pm
Thanks for continuing to report bugs on the tracker!  This upcoming Canada trip and other circumstances have eaten up more time than expected, so it'll be a few weeks, unfortunately, but I'll dive in as soon as I can!  I know the excess visitors in the fort are a problem, and the crashes, unknown creatures, lackluster companion enthusiasm, and artifact duplication are hindering adv mode, at the very least.

As perhaps reported in FotF at some point, stress is on the menu.  Not moving on to magic until that's handled -- alcohol might still make people oblivious in the short-term, but we're going to make them reflect on bad things, and also look at the overall stress level from all the minor positive events, etc., until we're more where we want to be.

On invasion frequency:  has being able to raid helped?  I have a few mixed impressions; more would be welcome.

Morale and http://www.bay12games.com/dwarves/mantisbt/view.php?id=7161 : it looks like I was in there fixing a lot of issues.  It's kind of a catch-all bug report, and the issues I fixed look like they took many, many forms.  Saves for current issues would appreciated, with the caveat that the new identity/stranger issues are on the menu, and we might want to get that out of the way first.

I noticed a few changes in the encoding of and whitespaces in plant_new_trees.txt in the latest versions:

  • The encoding was changed from "UTF-8" to "Western (Mac OS Roman)". (Actually it probably just removed the encoding declaration and my text editor is defaulting to Western encoding.)
  • The indentations were changed from tabs to 4 spaces.
  • On line 2687, there were two tags on a single line (but separated by lots of spaces) when they had been on separate lines in previous versions.

It probably doesn't make any difference in gameplay, but if you want it, here's a version that matches the formatting of previous versions perfectly (including the Tab-Space-Tab indentation format for the "SOLID_DENSITY" lines and the line following):

https://www.mediafire.com/file/65lsif2w4bc6e75/DF_v0.44.x%20plant_new_trees%20whitespace%20fixes.zip

Sorry if these are silly things to mention.

Ah, yeah, I'd like to have them all in the same format.  I'll use the adjusted file for next time.  Thanks!

All was fine. Kept playing. It's still playable, but freezes for a few seconds every few minutes. Possible memory leak? I don't think so, because 30s after opening a new instance of DF just now, I had another semi-hang. It may have something to do with how many pets I have. Never had this happen in any other version and my rig isn't exactly shite. I don't wanna make a bug report unless I'm sure it is a bug and not my rig.

It's quite possible the new release introduced this sort of thing, the way rumors and a few other features work, so it'd be worth checking out.

Raids now are not a challenge at all. Naked unarmed dwarves easily rob anyone. Very rarely anyone is crippled or dies.
Some people say that now we have a great way to get rid of unnecessary dwarves. This is not true. They return again and again.
In addition, they bring dozens of books that are literally created from the air.
To make one sheet of the parchment in the fortress, you need a whole cow skin and other ingredients. And still, books do not consider the value of the components, right?
But any NPC during worldgen can make dozens of books from the air. And when you start the game, there are already thousands of books in the world. And your raiders are pulling them into the fortress. It devalues ​​own book printing.
I do not feel any satisfaction in such an easy way to take away the candies from babies. Not only books, but also any artifacts in general.

Yes. In my science thread, I was able to retrieve all the demon-binding slabs in the world with only 5 completely untrained embark embark dwarves. It was a very young world, though, so that might have something to do with it.

The main problem here is that non-historical populations aren't used in raids yet, and vaults have no historical figures.  There were some snags with that, but we'll do it before moving on.  Having to very likely fight even one of those beasts will make slabs properly difficult to obtain.  The same applies to necro towers and other sites, where most of the potential opponents are non-historical.

Those bugs are much more than  a hindrance for me. Especially the bug with people not reacting to you being a bard, they have completely ruined adventure mode for me in this release (and i only really play adventure mode, so thats something big) but at least fort mode works -_-
Im excited to see the canada talk :P
.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Fleeting Frames on December 05, 2017, 05:09:36 am
If you still want crashing worldgen parameters,

Spoiler: these (click to show/hide)

Consistently crash on different years on linux 64-bit without rejections.

I also got this message when c-esc toggle-pausing, which managed to continue further:

Though that happened only once out of many times.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: thvaz on December 05, 2017, 07:08:19 am
Thanks for the feedback Toady. I will help however I can by reporting bugs so we achieve a stable version before the myth & magic update (that I am as eager to see in development as everybody is)!
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: ZM5 on December 05, 2017, 08:19:00 am
Yeah, we want to leave the game in good shape.  And hopefully no weapon crash traps...
Those don't crash anymore, same for ammo - glad that you're working on the fixes though, cant wait to see what the next releases bring!

Also I have noticed the weirdness with some unnamed zombies being historical figures as well. My best guess would either be combat-related or perhaps a "settling" event in the tower.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Iamblichos on December 05, 2017, 11:22:16 am
Sorry I'm late... There seems to be a new bug where FBs/megabeasts appear on the map and just hang out at the perimeter without pathing into the fort.  This certainly isn't a problem with smaller foes like werebeasts!  Any chance you could take a look and make sure the code didn't get broken?
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: PlumpHelmetMan on December 05, 2017, 12:16:01 pm
I think that one's already been reported, though I could be thinking of a different one.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: jecowa on December 05, 2017, 12:45:04 pm
Spoiler: quote jecowa (click to show/hide)

Ah, yeah, I'd like to have them all in the same format.  I'll use the adjusted file for next time.  Thanks!

Glad to help!

Just 3 more small changes on a couple of lines. Some "smart" apostrophes were messed due to the encoding issue. In this version hey are changed into traditional vertical apostrophes (which is the same type of apostrophe used in the rest of the document).

https://www.mediafire.com/file/7dttt12v9u5dmy2/DF_v0.44.x%20plant_new_trees%20whitespace%20fixes%202.zip

Sorry, if I'm obsessing too hard over little things.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Urlance Woolsbane on December 05, 2017, 05:03:41 pm
I noticed checking something today that I had three unnamed human corpses as historical figures after world gen, so that might be it.  I'm not sure what causes that to happen -- perhaps a raised corpse in world gen that wins a battle?
I did a bit more research, perusing the exported .xml for every human born in the year 90. I found only one who had been killed and reanimated. In turn, I found her corpse, whose deathdate checked out. It looks like historical zombies aren't being properly named. I suppose this is something to do with all the identity borkery.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Detros on December 05, 2017, 05:22:53 pm
Sorry I'm late... There seems to be a new bug where FBs/megabeasts appear on the map and just hang out at the perimeter without pathing into the fort.  This certainly isn't a problem with smaller foes like werebeasts!  Any chance you could take a look and make sure the code didn't get broken?
I think that one's already been reported, though I could be thinking of a different one.
Yes, there is 10388, "HFS/FB/SMB/MB do not path to fortress" (http://www.bay12games.com/dwarves/mantisbt/view.php?id=10388).

Spoiler: quote jecowa (click to show/hide)

Ah, yeah, I'd like to have them all in the same format.  I'll use the adjusted file for next time.  Thanks!

Glad to help!

Just 3 more small changes on a couple of lines. Some "smart" apostrophes were messed due to the encoding issue. In this version hey are changed into traditional vertical apostrophes (which is the same type of apostrophe used in the rest of the document).

https://www.mediafire.com/file/7dttt12v9u5dmy2/DF_v0.44.x%20plant_new_trees%20whitespace%20fixes%202.zip

Sorry, if I'm obsessing too hard over little things.
I have checked my raws and then created a report for it so it can be easily found as 10422, "Encoding of and whitespaces in plant_new_trees.txt" (http://www.bay12games.com/dwarves/mantisbt/view.php?id=10422). Upload all such DF-related files rather to DF File Depot (http://dffd.bay12games.com/) next time, please.

I noticed checking something today that I had three unnamed human corpses as historical figures after world gen, so that might be it.  I'm not sure what causes that to happen -- perhaps a raised corpse in world gen that wins a battle?
I did a bit more research, perusing the exported .xml for every human born in the year 90. I found only one who had been killed and reanimated. In turn, I found her corpse, whose deathdate checked out. It looks like historical zombies aren't being properly named. I suppose this is something to do with all the identity borkery.
Feel free to sum your findings and post a report to Mantis, together with a link to zipped save folder uploaded to DFFD. Thanks.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Orkel on December 05, 2017, 05:43:41 pm
Hopefully the bugfixes will include loyalty cascades in taverns. It's super frustrating to have a drunk tavern fist fight end up with a hundred dead dwarves.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: PlumpHelmetMan on December 05, 2017, 05:56:50 pm
Hopefully the bugfixes will include loyalty cascades in taverns. It's super entertaining to have a drunk tavern fist fight end up with a hundred dead dwarves.

FTFY

All jokes aside, yeah I also hope loyalty cascades are on the list.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Urlance Woolsbane on December 05, 2017, 06:25:33 pm
Feel free to sum your findings and post a report to Mantis, together with a link to zipped save folder uploaded to DFFD. Thanks.
Done! (http://www.bay12games.com/dwarves/mantisbt/view.php?id=10423)
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: hallo1126 on December 06, 2017, 02:50:29 am
Encountered something a little uncomfortable:

First, the shameful: My artifact was getting stolen by a kea

Second, the problem that this brings: The kea is not getting named for stealing the artifact, so in the civ screen it has "location unknown" instead of "last held by...". This makes it pretty much unretrievable by any squad because how the hell should they search for it then when they can't ask if a special kea holding some weird chert bracelet flew by?

When I sent out a full squad they came back immediatly, and when I chose to send out a single guy this time he never came back (always marked as travelling) until the fort collapsed a year later.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: PatrikLundell on December 06, 2017, 04:10:57 am
Encountered something a little uncomfortable:

First, the shameful: My artifact was getting stolen by a kea

Second, the problem that this brings: The kea is not getting named for stealing the artifact, so in the civ screen it has "location unknown" instead of "last held by...". This makes it pretty much unretrievable by any squad because how the hell should they search for it then when they can't ask if a special kea holding some weird chert bracelet flew by?

When I sent out a full squad they came back immediatly, and when I chose to send out a single guy this time he never came back (always marked as travelling) until the fort collapsed a year later.
- Keas (and other thieving animals) steal artifacts and have done so in previous versions as well (don't keep the artifacts in locations accessible to thieving animals!).
- You cannot currently retrieve artifacts held by critters. That's a known issue, so even if you knew the name of the Kea it wouldn't help. Once artifact retrieval permits mugging the failure to name the Kea becomes an issue, of course (and, if it was still in the fortress, followed by "failure to find path" as the bugger is a flier, but artifact retrieval isn't inside fortress mode itself, so that's probably not an issue).
- If you managed to send a retriever out the Kea had probably dropped the artifact in some unmarked wilderness tile, so the dorf was probably traveling from tavern to tavern searching in vain for rumors. Don't expect him back any time soon.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: steel jackal on December 06, 2017, 01:49:11 pm
havent been to the fourms in a while so im just now noticing the update, been waiting for the update to play again and im really excited.
i cant wait to start pissing off all my neighbors so i can finally try out that murder hall design i made but never got to test for one reason or another
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: bloop_bleep on December 06, 2017, 02:21:47 pm
- You cannot currently retrieve artifacts held by critters. That's a known issue, so even if you knew the name of the Kea it wouldn't help. Once artifact retrieval permits mugging the failure to name the Kea becomes an issue, of course (and, if it was still in the fortress, followed by "failure to find path" as the bugger is a flier, but artifact retrieval isn't inside fortress mode itself, so that's probably not an issue).

Perhaps we could fix the issue by simply giving the kea a name and making it a histfig, like when a creature kills one of your dwarves? Or perhaps just make it a histfig without naming it, if that's possible.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: ☼Another☼ on December 06, 2017, 06:43:19 pm
Engraving about a visitor who is under an identity seems to engrave about their actual identity, even with engravings of them assuming their identity and infiltrating your fortress. (This is with a goblin "peddler" who has assumed a dwarven name.)
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Shonai_Dweller on December 06, 2017, 07:54:50 pm
Engraving about a visitor who is under an identity seems to engrave about their actual identity, even with engravings of them assuming their identity and infiltrating your fortress. (This is with a goblin "peddler" who has assumed a dwarven name.)
Think that works for vampires too since a while back.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: ZM5 on December 07, 2017, 01:15:25 pm
Well, this is peculiar.
(https://i.imgur.com/krdOZ1a.png)
Obviously modded, but I believe it could happen in an unmodded game with necromancer minions all the same. Not entirely sure if its intended or not - although having more intelligent "zombies" that can take orders from its master would be great.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Random_Dragon on December 07, 2017, 03:20:02 pm
Another Fun bug: http://www.bay12games.com/dwarves/mantisbt/view.php?id=10425 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=10425)

Summary: naming your weapon makes adventurers too snooty to carve hafts, bone trinkets, or furniture with them. Can be fixed in literal seconds via applying [CAN_USE_ARTIFACT] where needed.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: ZM5 on December 07, 2017, 03:36:03 pm
Came across another, particularly strange thing I've never seen before - again, modded, but I'd imagine it could possibly happen unmodded.
(https://i.imgur.com/Vivf22T.png)
I wandered north and came across an Ogre town. Whats the strangest part about it is that half of the population, mostly non-ogres, is considered outcasts, despite not being bandits - in fact, a lot of them are peasants or simple workers, i.e weaponsmiths or carpenters.
(https://i.imgur.com/pHtusAS.png)
Now, this leads to a rather strange issue, where they are all completely butt-naked. This doesn't include the ogres, pirates and snobolds considered parts of the main population - doesn't apply to the criminals or visitors either.

I don't really know whether this is a bizarre form of racism imposed by the ogres, where you cannot own clothes (although considering there's ogres amongst said outcasts, probably not), or whether this is a particularly decadent harem town where every citizen owns several concubines - considering that aside from elves and the like which would be an average taste for this kind of thing, you also have spider-people, wolverine-people, bird-people, squid-like beings that normally serve the old gods, frosty half-giants, and reanimated but intelligent walking corpses, amongst others, I can only presume this is very late-stage decadency.

I'll take a moment to appreciate that even bugs like this make for interesting story material. Fuck yeah, Dwarf Fortress.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Random_Dragon on December 07, 2017, 03:38:09 pm
Aren't criminals listed as "outcasts" under this section, though? If so, the bug here is the whole "naked gangsters" thing.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: ZM5 on December 07, 2017, 03:55:32 pm
They are, but the thing is, I've seen crooks who are fully geared up and have weapons too.

The only naked people are peasants and other workers, like I said, who aren't even lieutenants of the crime lords.

EDIT: Another weird thing - I notice a massive amount of people with bandit leader titles. As in, I walk into a house, and lo and behold, someone's inside with a bandit leader title like "overlord", "master", etc. A tower I went to before had the same thing, with 5 people, all with different leader titles.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: FantasticDorf on December 07, 2017, 07:16:40 pm
Another Fun bug: http://www.bay12games.com/dwarves/mantisbt/view.php?id=10425 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=10425)

Summary: naming your weapon makes adventurers too snooty to carve hafts, bone trinkets, or furniture with them. Can be fixed in literal seconds via applying [CAN_USE_ARTIFACT] where needed.

Materials made out of slaughtered/dead intelligents are also named until they are crafted then become (Ezenshkuls skull becomes 'dwarf totem') so possible connection to dead_dwarf=true shenanigans? Same goes for named pets (as well as unnamed)

Goes along well with those usable goblin skeletons you can find in hidey holes around dark towers.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Urlance Woolsbane on December 07, 2017, 07:22:54 pm
They are, but the thing is, I've seen crooks who are fully geared up and have weapons too.

The only naked people are peasants and other workers, like I said, who aren't even lieutenants of the crime lords.

EDIT: Another weird thing - I notice a massive amount of people with bandit leader titles. As in, I walk into a house, and lo and behold, someone's inside with a bandit leader title like "overlord", "master", etc. A tower I went to before had the same thing, with 5 people, all with different leader titles.
This reminds me: I encountered an administrator inside a random house inside of a hamlet. He was not, as far as I could tell, in charge of the site. I thought he might be a spy, but I somehow doubt that.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Random_Dragon on December 07, 2017, 09:25:45 pm
Materials made out of slaughtered/dead intelligents are also named until they are crafted then become (Ezenshkuls skull becomes 'dwarf totem') so possible connection to dead_dwarf=true shenanigans? Same goes for named pets (as well as unnamed)

Goes along well with those usable goblin skeletons you can find in hidey holes around dark towers.

No. Not even. That is a wildly different bug.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: bloop_bleep on December 07, 2017, 11:13:25 pm
Another Fun bug: http://www.bay12games.com/dwarves/mantisbt/view.php?id=10425 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=10425)

Summary: naming your weapon makes adventurers too snooty to carve hafts, bone trinkets, or furniture with them. Can be fixed in literal seconds via applying [CAN_USE_ARTIFACT] where needed.

The solution for this (and many other bugs) is by completely separating the named object and artifact mechanics, or if that is undesirable since the two are very similar and doing so would duplicate code, simply implement artifacts as a subset of named objects with a certain flag set. The "sort of the same, sort of different" thing between them going on right now is kinda making a lot of problems.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: FantasticDorf on December 08, 2017, 01:34:02 am
Materials made out of slaughtered/dead intelligents are also named until they are crafted then become (Ezenshkuls skull becomes 'dwarf totem') so possible connection to dead_dwarf=true shenanigans? Same goes for named pets (as well as unnamed)

Goes along well with those usable goblin skeletons you can find in hidey holes around dark towers.

No. Not even. That is a wildly different bug.

I was just remarking at the similarities about how identities are applied onto the object which is comparable to naming it since it is presently that objects like skulls and skin carry the histfig name of a killed or butchered (once it is set to dead_dwarf=false) entity that clears after the material has been successfully crafted (proven on pet-named dogs) teeth included.

Therin itself suggesting the bug you are talking about is older than 44.02 relevancy to naming a object yourself even when the circumstances are that you are allowed to use that particular sentient material.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Random_Dragon on December 08, 2017, 01:56:00 am
The solution for this (and many other bugs) is by completely separating the named object and artifact mechanics, or if that is undesirable since the two are very similar and doing so would duplicate code, simply implement artifacts as a subset of named objects with a certain flag set. The "sort of the same, sort of different" thing between them going on right now is kinda making a lot of problems.

Thing is that it is hilariously trivial to fix this bug via some raw work, no source changes required, and no need to mess around with further separating minor artifacts from legit ones. I've already fixed it in Adventurecraft, for example.

I was just remarking at the similarities about how identities are applied onto the object which is comparable to naming it since it is presently that objects like skulls and skin carry the histfig name of a killed or butchered (once it is set to dead_dwarf=false) entity that clears after the material has been successfully crafted (proven on pet-named dogs) teeth included.

Therin itself suggesting the bug you are talking about is older than 44.02 relevancy to naming a object yourself even when the circumstances are that you are allowed to use that particular sentient material.

And the thing with that is that these are:
1. Identities of differemnt sorts (lesser artifacts have their OWN identity, sentient body materials are linked to someone else's identity)
and
2. Solving the lesser artifact fuckery can be done with some baby-level-difficulty raw changes, whereas the sentient stuff is a source thing barring DFHack fuckery.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Insanegame27 on December 08, 2017, 05:23:32 am
Related to the engraving bug, I had a 'Goblin Vampire Bard' visit my fortress in the greentext that announces visitors - the bastard gained a skill level in dodging when a squad was dispatched to him.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: ZM5 on December 08, 2017, 05:29:48 am
They are, but the thing is, I've seen crooks who are fully geared up and have weapons too.

The only naked people are peasants and other workers, like I said, who aren't even lieutenants of the crime lords.

EDIT: Another weird thing - I notice a massive amount of people with bandit leader titles. As in, I walk into a house, and lo and behold, someone's inside with a bandit leader title like "overlord", "master", etc. A tower I went to before had the same thing, with 5 people, all with different leader titles.
This reminds me: I encountered an administrator inside a random house inside of a hamlet. He was not, as far as I could tell, in charge of the site. I thought he might be a spy, but I somehow doubt that.
I think that depends if it was a title (his icon would be flashing) or his profession - for whatever reason, high enough social skills make you an "administrator", but "administrators" are also puppet leaders who rule over conquered sites.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Urlance Woolsbane on December 08, 2017, 05:33:17 am
They are, but the thing is, I've seen crooks who are fully geared up and have weapons too.

The only naked people are peasants and other workers, like I said, who aren't even lieutenants of the crime lords.

EDIT: Another weird thing - I notice a massive amount of people with bandit leader titles. As in, I walk into a house, and lo and behold, someone's inside with a bandit leader title like "overlord", "master", etc. A tower I went to before had the same thing, with 5 people, all with different leader titles.
This reminds me: I encountered an administrator inside a random house inside of a hamlet. He was not, as far as I could tell, in charge of the site. I thought he might be a spy, but I somehow doubt that.
I think that depends if it was a title (his icon would be flashing) or his profession - for whatever reason, high enough social skills make you an "administrator", but "administrators" are also puppet leaders who rule over conquered sites.
It was the latter. Thanks for the clarification. The last thing we need right now is yet another bug.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Max™ on December 10, 2017, 05:50:52 am
So anyone else seen any Calcareous Ooze Cabinets, Sandy Loam Tables, Frozen Ink Rings, or the like?

I mean the last one is kinda badass since I pictured it as words in a pretty script like they were written on a regular ring except the ring isn't there, while the first is disgusting, and the second seems very unsanitary... plus it's probably some sort of performance art bullshit where the table is actually just the bare dirt floor so it's a statement on poverty or something.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: ZM5 on December 10, 2017, 06:17:49 am
I have seen some loam ones, yes - like I mentioned before, seems like the game doesn't take into account whether a material should be used for artifacts or not (unless you slap the [SPECIAL] token on it), or whether a material even exists in the world/whether its available to the civ the artifact maker is from.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Farmerbob on December 10, 2017, 10:25:50 pm
Did this update fix the hunter bug that requires we manually force dwarves to drop their xbows in order that they will pick up ammo?
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: PatrikLundell on December 11, 2017, 03:03:18 am
Did this update fix the hunter bug that requires we manually force dwarves to drop their xbows in order that they will pick up ammo?
Have you considered reading the release notes?
This release was an emergency release to fix crashing, so the answer is no.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: leontas2007 on December 11, 2017, 09:57:27 pm
you can raid others?????????? seriously??? nobody has to say anything about that?

This is the BEST update ever made!!
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: bloop_bleep on December 11, 2017, 10:00:16 pm
you can raid others?????????? seriously??? nobody has to say anything about that?

Well, actually, we HAVE been talking about that for some time now, but perhaps you missed it.   :D
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Farmerbob on December 14, 2017, 02:11:39 am
Did this update fix the hunter bug that requires we manually force dwarves to drop their xbows in order that they will pick up ammo?
Have you considered reading the release notes?
This release was an emergency release to fix crashing, so the answer is no.

I did, in fact, read the release notes for version 44.  I do admit to missing that this was a tweakpatch.

You will, hopefully, note that Toady included the patch notes from 44.01 with the patch notes from 44.02.

I did not see anything specifically addressing the hunter bug.

So, I will rephrase my question:

Does DF version 44 resolve the broken hunters bug?
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Shonai_Dweller on December 14, 2017, 07:18:10 am
Since it happens so rarely and there's an apparent workaround (drop the crossbow?) I doubt its a priority. It hasn't been mentioned any time over the past 18 months and since hunters Just Work most of the time, it probably wouldn't have been noticed yet if it was secretly fixed.

You're better off just looking at the bug tracker to see if anyone's reported it in 44.02.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: thvaz on December 14, 2017, 08:12:44 am
Did this update fix the hunter bug that requires we manually force dwarves to drop their xbows in order that they will pick up ammo?
Have you considered reading the release notes?
This release was an emergency release to fix crashing, so the answer is no.

I did, in fact, read the release notes for version 44.  I do admit to missing that this was a tweakpatch.

You will, hopefully, note that Toady included the patch notes from 44.01 with the patch notes from 44.02.

I did not see anything specifically addressing the hunter bug.

So, I will rephrase my question:

Does DF version 44 resolve the broken hunters bug?

I managed to feed an entire fortress just with my hunters without any workarounds, so if there is a bug yet it is very rare.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Shonai_Dweller on December 14, 2017, 01:33:36 pm
Did this update fix the hunter bug that requires we manually force dwarves to drop their xbows in order that they will pick up ammo?
Have you considered reading the release notes?
This release was an emergency release to fix crashing, so the answer is no.

I did, in fact, read the release notes for version 44.  I do admit to missing that this was a tweakpatch.

You will, hopefully, note that Toady included the patch notes from 44.01 with the patch notes from 44.02.

I did not see anything specifically addressing the hunter bug.

So, I will rephrase my question:

Does DF version 44 resolve the broken hunters bug?

I managed to feed an entire fortress just with my hunters without any workarounds, so if there is a bug yet it is very rare.
Indeed, my hunters are having a great Fun time since I introduced my 'open caverns' policy. No issues at all. They even carve their own bolts in their downtime.

Not saying there aren't issues, of course. But "broken"? Not even close.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: TD1 on December 15, 2017, 11:36:21 am
I have an adventurer Necromancer who, when bitten by a werebeast and then travels, not only unequips everything and holds them instead, but then crashes the game soon thereafter.

Edit: It worked after I waited for the full moon to be over, though somehow I lost all my stuff. Butt-naked angry necromancer apparently still kicks ass, though.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: ZM5 on December 15, 2017, 12:47:04 pm
Quick question, is the mead hall design gonna be adjusted a bit more?

They seem really disappointingly small in the current version. While in the previous version they were still rather empty, you'd atleast some some fairly impressive ones every once in a while that went many z-levels down.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Farmerbob on December 15, 2017, 02:40:47 pm
Did this update fix the hunter bug that requires we manually force dwarves to drop their xbows in order that they will pick up ammo?
Have you considered reading the release notes?
This release was an emergency release to fix crashing, so the answer is no.

I did, in fact, read the release notes for version 44.  I do admit to missing that this was a tweakpatch.

You will, hopefully, note that Toady included the patch notes from 44.01 with the patch notes from 44.02.

I did not see anything specifically addressing the hunter bug.

So, I will rephrase my question:

Does DF version 44 resolve the broken hunters bug?

I managed to feed an entire fortress just with my hunters without any workarounds, so if there is a bug yet it is very rare.
Indeed, my hunters are having a great Fun time since I introduced my 'open caverns' policy. No issues at all. They even carve their own bolts in their downtime.

Not saying there aren't issues, of course. But "broken"? Not even close.

Good, will try to find the time to download and play around with the new version then.  Hunters in the prior version would fail to hunt every time they ran out of quarrels.  100% reproducible.  Was a real pain since I generally use food as the base of my economy after the first caravan visit.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Meph on December 15, 2017, 02:57:34 pm
I just wanted to note that the new creature classes ([CREATURE_CLASS:POISONOUS]), are actually VENOMOUS creatures. :/
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Shonai_Dweller on December 15, 2017, 03:48:01 pm
Did this update fix the hunter bug that requires we manually force dwarves to drop their xbows in order that they will pick up ammo?
Have you considered reading the release notes?
This release was an emergency release to fix crashing, so the answer is no.

I did, in fact, read the release notes for version 44.  I do admit to missing that this was a tweakpatch.

You will, hopefully, note that Toady included the patch notes from 44.01 with the patch notes from 44.02.

I did not see anything specifically addressing the hunter bug.

So, I will rephrase my question:

Does DF version 44 resolve the broken hunters bug?

I managed to feed an entire fortress just with my hunters without any workarounds, so if there is a bug yet it is very rare.
Indeed, my hunters are having a great Fun time since I introduced my 'open caverns' policy. No issues at all. They even carve their own bolts in their downtime.

Not saying there aren't issues, of course. But "broken"? Not even close.

Good, will try to find the time to download and play around with the new version then.  Hunters in the prior version would fail to hunt every time they ran out of quarrels.  100% reproducible.  Was a real pain since I generally use food as the base of my economy after the first caravan visit.
I suspect that you'll have the same problems. I've been using hunters with very few issues for a long time. If they get stuck use the workaround, but nothing's changed in this version.

Hunters fail to hunt when they run out of bolts now as always. Then they go get more (or go socialize, drink or whatever). That's not a bug, just common sense (more common sense than archer squads show in trying to continue the battle using their crossbow as a club).
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Random_Dragon on December 15, 2017, 06:55:56 pm
I just wanted to note that the new creature classes ([CREATURE_CLASS:POISONOUS]), are actually VENOMOUS creatures. :/

Always Fun. Giant cave spiders are also an odd one out in their local creature material for venom being labeled POISON, the only venom critter to do so. I had to change that for Adventurecraft, due to the addition of a "refine venom" idea.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Farmerbob on December 15, 2017, 07:21:15 pm

I suspect that you'll have the same problems. I've been using hunters with very few issues for a long time. If they get stuck use the workaround, but nothing's changed in this version.

Hunters fail to hunt when they run out of bolts now as always. Then they go get more (or go socialize, drink or whatever). That's not a bug, just common sense (more common sense than archer squads show in trying to continue the battle using their crossbow as a club).

The problem I had was that after running out of quarrels, the hunters would never go get more.  I had to take them off hunting jobs until they stored their xbows, then put them back on hunting jobs for them to pick up the xbow again, and get quarrels.

If they are now actually returning to the stockpiles to get arrows, without manual interaction, then they are working again.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: thvaz on December 15, 2017, 07:28:11 pm

I suspect that you'll have the same problems. I've been using hunters with very few issues for a long time. If they get stuck use the workaround, but nothing's changed in this version.

Hunters fail to hunt when they run out of bolts now as always. Then they go get more (or go socialize, drink or whatever). That's not a bug, just common sense (more common sense than archer squads show in trying to continue the battle using their crossbow as a club).

The problem I had was that after running out of quarrels, the hunters would never go get more.  I had to take them off hunting jobs until they stored their xbows, then put them back on hunting jobs for them to pick up the xbow again, and get quarrels.

If they are now actually returning to the stockpiles to get arrows, without manual interaction, then they are working again.

I am pretty sure they were returning to get more bolts. However, I didnt set up a markdwarf squad, or tried to select which bolts they could or couldn't use. Maybe the bug is related with these things.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Toady One on December 15, 2017, 09:00:36 pm
(Venom:  I've seen this, but I've got mixed info on whether "venom" has to be injected subcutaneously or not -- ie, a sting or bite, in which case POISONOUS is more correct, as it includes the Cave Blob, etc.; the word "toxic" would be even more correct here, though it has a biological connotation which might not always be correct for the use of future non-biological creatures by kobolds, which is where POISONOUS is used by the game.)
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: KittyTac on December 15, 2017, 09:24:44 pm
In my native language, the words for "venom" and "poison" are one and the same, so I also make that mistake quite often.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: thvaz on December 16, 2017, 06:25:55 am
In my language there are words for both, though most people dont know the difference and rarely use one of them. Even translating from english is tricky for they are false cognates. Venom  = peçonha, poison= veneno
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: dragdeler on December 16, 2017, 08:21:27 am
Giftig? I think french wins this game with vénéneux et vénimeux... Phonetically the only thing that differs is M/N
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Detros on December 17, 2017, 05:28:50 am

I suspect that you'll have the same problems. I've been using hunters with very few issues for a long time. If they get stuck use the workaround, but nothing's changed in this version.

Hunters fail to hunt when they run out of bolts now as always. Then they go get more (or go socialize, drink or whatever). That's not a bug, just common sense (more common sense than archer squads show in trying to continue the battle using their crossbow as a club).

The problem I had was that after running out of quarrels, the hunters would never go get more.  I had to take them off hunting jobs until they stored their xbows, then put them back on hunting jobs for them to pick up the xbow again, and get quarrels.

If they are now actually returning to the stockpiles to get arrows, without manual interaction, then they are working again.
Is 9352, "Hunters too obsessed with hunting" (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9352) (part A) the right report? If so you can add save showing this behaviour at least.

Also you should talk rather about "quivers", not "quarrels" :D
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Shonai_Dweller on December 17, 2017, 05:05:32 pm
A quarrel is a bolt, isn't it?
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Random_Dragon on December 17, 2017, 05:21:39 pm
A quarrel is a bolt, isn't it?

Yeah.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Detros on December 18, 2017, 05:20:05 pm
A quarrel is a bolt, isn't it?
Ooh. Sorry, I knew only about the "disagreement" meaning of "quarrel" and thus thought one Q-word was used instead of other one.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: TomiTapio on December 19, 2017, 01:28:57 am
What's the biggest issue preventing people from upgrading their existing fort to 44.02, if any?
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Shonai_Dweller on December 19, 2017, 04:11:26 am
What's the biggest issue preventing people from upgrading their existing fort to 44.02, if any?
Knowing that there are 3 or 4 major crash bugs marked as 'fixed for next version' on the tracker?
Or it might be the unstoppable, fps killing visitor-splosion.
We're right at the beginning of a bug fix phase. Anybody not into playtesting who just wants to play probably isn't too fussed about upgrading yet.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: PatrikLundell on December 19, 2017, 04:39:02 am
What's the biggest issue preventing people from upgrading their existing fort to 44.02, if any?
In addition to what Shonai_Dweller said, an upgraded fortress won't get access to pedestals or display cases. I don't know if there's anything else that an upgraded fortress would miss out on, though, apart from the artifacts that didn't get generated during world gen, so artifact raiding will probably be rather lack luster.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Shonai_Dweller on December 19, 2017, 05:31:53 am
What's the biggest issue preventing people from upgrading their existing fort to 44.02, if any?
In addition to what Shonai_Dweller said, an upgraded fortress won't get access to pedestals or display cases. I don't know if there's anything else that an upgraded fortress would miss out on, though, apart from the artifacts that didn't get generated during world gen, so artifact raiding will probably be rather lack luster.
Oh yeah, not much point in upgrading from an actual existing save unless weapon traps are integral to your masterplan.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: bloop_bleep on December 19, 2017, 05:07:06 pm
What's the biggest issue preventing people from upgrading their existing fort to 44.02, if any?
In addition to what Shonai_Dweller said, an upgraded fortress won't get access to pedestals or display cases. I don't know if there's anything else that an upgraded fortress would miss out on, though, apart from the artifacts that didn't get generated during world gen, so artifact raiding will probably be rather lack luster.

You can still do general raids and capture necromancer books and demon slabs.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Random_Dragon on December 19, 2017, 06:32:02 pm
That said, I would reason that it's better to either make a new world, or hold off on migrating a save until next update.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Shonai_Dweller on December 19, 2017, 09:57:01 pm
Ooh. Visitor spam is fixed. Yay!
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Random_Dragon on December 20, 2017, 08:10:30 am
Ooh. Visitor spam is fixed. Yay!

And now here's hoping the other major "por que" bugs are on the list.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Zil on December 21, 2017, 01:46:06 am
I've been having a problem with pedestals that I can't find mentioned anywhere. When I tell it to stop the display, the item is not removed from the pedestal. I need to deconstruct the pedestal for the dwarves to take the item away, and after that the item cannot be put on any pedestal ever again.

I've tried the usual tricks like forbidding and unforbidding the item in question but it doesn't fix it. It seems can only pedestal an item once and then it's invisible to all future pedestals.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Shonai_Dweller on December 21, 2017, 02:45:37 am
I've been having a problem with pedestals that I can't find mentioned anywhere. When I tell it to stop the display, the item is not removed from the pedestal. I need to deconstruct the pedestal for the dwarves to take the item away, and after that the item cannot be put on any pedestal ever again.

I've tried the usual tricks like forbidding and unforbidding the item in question but it doesn't fix it. It seems can only pedestal an item once and then it's invisible to all future pedestals.
I've seen this mentioned all over the forum and I believe it's on the tracker someplace.
--edit
Here it is:
http://www.bay12games.com/dwarves/mantisbt/view.php?id=10353
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: ZM5 on December 21, 2017, 11:34:51 am
I gotta ask - during this bugfix/feature cycle, can we get a stop-drop-and-roll type interaction that creatures will use when on fire to extinguish themselves? I don't think I'm the only one who's really tired of fire being pretty much a 100% death condition for a given dwarf in fort mode.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: gnome on December 21, 2017, 12:46:38 pm
Heck I'd be satisfied if creatures even moved at all while on fire.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: lethosor on December 21, 2017, 02:05:19 pm
Sounds like a topic for the suggestions forum.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Lemtoad on December 21, 2017, 02:31:11 pm
Any chance you think you might take a took at conversations dwarves have in dwarf mode?
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Shonai_Dweller on December 21, 2017, 05:17:09 pm
Any chance you think you might take a took at conversations dwarves have in dwarf mode?
You can do that already. Just adjust the settings in announcements. (See wiki for instructions).

http://dwarffortresswiki.org/index.php/DF2014:Announcements.txt
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: ZM5 on December 22, 2017, 11:41:13 am
Minor bug I just noticed. ANIMAL_ALWAYS_PRESENT token doesn't actually seem to guarantee what it says. Chances are vastly increased (and if the animal doesn't exist in the wild they do show up) but some of the animals in the group aren't 100% guaranteed to show up, even with the token.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: thvaz on December 22, 2017, 05:49:16 pm
What happened to the bug fixes? Did Toady got stuck in a big nasty one?
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: PlumpHelmetMan on December 22, 2017, 06:11:54 pm
You're quite the worrier, aren't you? :P

If there was a change in plans I'm sure we would've heard something. Just be patient, chances are Toady isn't quite as far past the chaos of the holidays just yet as he expected to be (or, as you've already guessed, there's a particularly troublesome bug keeping him occupied).
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: thvaz on December 22, 2017, 06:19:46 pm
You're quite the worrier, aren't you? :P

If there was a change in plans I'm sure we would've heard something. Just be patient, chances are Toady isn't quite as far past the chaos of the holidays just yet as he expected to be.

Fortress Mode is nigh unplayable right now. Release history shows that Toady used to be very fast in fixing the glaring issues. He also used to be more clear about the development of the game.

Though I guess I am getting old and grumpy.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: PlumpHelmetMan on December 22, 2017, 06:24:39 pm
I think it's somewhat unrealistic to expect a game to keep up the same fire over a development cycle measured in decades. There will inevitably be rough/slow patches over that length of time.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Shonai_Dweller on December 22, 2017, 06:25:27 pm
You're quite the worrier, aren't you? :P

If there was a change in plans I'm sure we would've heard something. Just be patient, chances are Toady isn't quite as far past the chaos of the holidays just yet as he expected to be.

Fortress Mode is nigh unplayable right now. Release history shows that Toady used to be very fast in fixing the glaring issues. He also used to be more clear about the development of the game.

Though I guess I am getting old and grumpy.
As he's already said bug fix cycle beginning was delayed:
1) He had Thanksgiving involving family and stuff
2) Followed by a trip to Montreal
3) Followed by lutefisk poisoning (he didn't report the last bit yet, just an educated guess...).

The devblog said the updates would begin late. The bug tracker already has bugs marked as fixed for next version (including crashes and visitor-splosion).
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: thvaz on December 22, 2017, 06:28:53 pm
You're quite the worrier, aren't you? :P

If there was a change in plans I'm sure we would've heard something. Just be patient, chances are Toady isn't quite as far past the chaos of the holidays just yet as he expected to be.

Fortress Mode is nigh unplayable right now. Release history shows that Toady used to be very fast in fixing the glaring issues. He also used to be more clear about the development of the game.

Though I guess I am getting old and grumpy.
As he's already said bug fix cycle beginning was delayed:
1) He had Thanksgiving involving family and stuff
2) Followed by a trip to Montreal
3) Followed by lutefisk poisoning (he didn't report the last bit yet, just an educated guess...).

The devblog said the updates would begin late. The bug tracker already had bugs marked as fixed for next version (including crashes and visitor-splosion).

The funny thing it that in the past as I was just like you both.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: PlumpHelmetMan on December 22, 2017, 09:55:13 pm
Anyway, I'm holding out some hope that we might get the next bugfix release as a holiday present.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Toxicshadow on December 23, 2017, 02:18:23 pm
Anyway, I'm holding out some hope that we might get the next bugfix release as a holiday present.
The new announcement looks so promising, I'm really excited to see Toady's fixes, he chose really good bugs to fix imho. Hopefully you're right!
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Untrustedlife on December 23, 2017, 06:20:37 pm
I hope toady fixes  those immersion breaking adventure mode bugs, reputations are busted, rumors are busted, performances are busted. Ugh, this dwarf mode focus when it is working way better then adventure mode is irritating me. i know he acknowledges the bugs and im donating and toady is literally my hero, who inspired my own game. But they have completely ruined adventure mode for me.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Untrustedlife on December 23, 2017, 06:26:15 pm
Anyway, I'm holding out some hope that we might get the next bugfix release as a holiday present.
The new announcement looks so promising, I'm really excited to see Toady's fixes, he chose really good bugs to fix imho. Hopefully you're right!

but hes ignoring the reputation bug in adventure mode that has completely busted rumors and reputations in adventurer mode when gaining reputation in various ways, and various types is one of the main features.
Looks like hes focusing on crashes right now though so, meh, im just a bit salty :P. (I only really play adventure mode, and i have been unable to have fun in it since the release) , like the new artifact retrieval missions are fun and all but its pointless when it doesnt help your characters reputation and make you a treasure hunter like was the whole point of it. Now all you can do is run around killing things, and sure thats what alot of people already did, but i preferred getting into the nuances and role playing and having the world react to me and moving "up in the world" and this has been broken, and makes it unplayable for me personally.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: lethosor on December 23, 2017, 06:50:57 pm
Toady is not "ignoring" specific bugs. He's just one person, so it's only possible to fix a few at a time. There's also a trade-off between getting more bugs fixed and getting releases out more quickly, but just because he didn't fix a bug in one release doesn't mean he never will. (Also, he was at a conference and on vacation, meaning he hasn't had as much time to fix bugs as he has in the past after major releases, but he's fixed several this week on the tracker.)

I've seen several reports of single "game-breaking" bugs in this thread, and opinions on exactly which bug is game-breaking can differ a lot between players. I understand the frustration behind some of those, but if everyone jumps into release threads to complain about their personal least favorite bugs, these threads can get pretty cluttered, making it harder to find things specific to the release they're about. I'd suggest taking complaints about longstanding bugs to another subforum - General Discussion, Dwarf Mode Discussion, maybe Suggestions for suggestion-like things, etc.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: PlumpHelmetMan on December 23, 2017, 06:55:40 pm
I personally think MOST of us would agree on having the reputation bugs in adventure mode fixed sooner rather than later, regardless of how divisive the other current "game-breakers" are, but nevertheless I see your point.

Anyway, I'm a patient guy. I'll wait until the first week into January before I start to assume the worst.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Shonai_Dweller on December 23, 2017, 07:13:07 pm
And since Adventure Mode improvements is part of this bug fixing/updates arc, not at all sure what people are complaining about. You think Toady will inexplicably completely ignore adventure mode bugs while improving adventurer mode?! Unbelievable...
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: ZM5 on December 24, 2017, 01:32:14 am
No need to panic, they definitely will be fixed - I'd rather he get the minor and crash bugs out of the way first before starting on the more time-consuming stuff as well tbh.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: FantasticDorf on December 24, 2017, 02:13:06 am
Some crucial bugfixes to spies etc and other bits & bobs are already on the Mantis change log (http://www.bay12games.com/dwarves/mantisbt/changelog_page.php).
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: gnome on December 24, 2017, 06:36:41 am
I hope toady fixes  those immersion breaking adventure mode bugs, reputations are busted, rumors are busted, performances are busted. Ugh, this dwarf mode focus when it is working way better then adventure mode is irritating me. i know he acknowledges the bugs and im donating and toady is literally my hero, who inspired my own game. But they have completely ruined adventure mode for me.
He's already acknowledged the bug the day of 44.01's release, and whenever I look at "view issues" on mantis it's at the very top of the tracker right under the recently fixed visitor stuff. Still marked as "acknowledged" but he knows it's there, don't worry too much. Got my fingers crossed, though.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Untrustedlife on December 24, 2017, 09:25:59 am
Toady is not "ignoring" specific bugs. He's just one person, so it's only possible to fix a few at a time. There's also a trade-off between getting more bugs fixed and getting releases out more quickly, but just because he didn't fix a bug in one release doesn't mean he never will. (Also, he was at a conference and on vacation, meaning he hasn't had as much time to fix bugs as he has in the past after major releases, but he's fixed several this week on the tracker.)

I've seen several reports of single "game-breaking" bugs in this thread, and opinions on exactly which bug is game-breaking can differ a lot between players. I understand the frustration behind some of those, but if everyone jumps into release threads to complain about their personal least favorite bugs, these threads can get pretty cluttered, making it harder to find things specific to the release they're about. I'd suggest taking complaints about longstanding bugs to another subforum - General Discussion, Dwarf Mode Discussion, maybe Suggestions for suggestion-like things, etc.
The bugs I listed are about this specific release. And 44.01. I understand toadies situation I am just expressing my experience with this release. Sorry for upsetting you.

If you look at the reply right above mine (by me aswell, you can see that I know he as acknowledged it and that he is literally my hero)
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Untrustedlife on December 24, 2017, 10:07:25 am
No need to panic, they definitely will be fixed - I'd rather he get the minor and crash bugs out of the way first before starting on the more time-consuming stuff as well tbh.
Yeah, it’s true crashes should take priority and the reputation bug and such is probably pretty “deep”
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: gnome on December 25, 2017, 02:29:32 am
Check the tracker :)
http://www.bay12games.com/dwarves/mantisbt/view.php?id=10335
stoked
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Random_Dragon on December 25, 2017, 02:31:42 am
Check the tracker :)
http://www.bay12games.com/dwarves/mantisbt/view.php?id=10335
stoked

Yes. Yesssss. Fuck yeah.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Shonai_Dweller on December 25, 2017, 02:49:45 am
Nice selection of bugs squished for next release. :)
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: ZM5 on December 25, 2017, 05:53:08 am
Check the tracker :)
http://www.bay12games.com/dwarves/mantisbt/view.php?id=10335
stoked
Its happening! (http://i0.kym-cdn.com/photos/images/newsfeed/000/796/816/8ed.gif)
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: PatrikLundell on December 25, 2017, 09:39:17 am
@Untrustedlife: The fortress mode is currently fairly unplayable as well, with the FPS dropping like a rock due to the visitor invasions (which is among of the fixed bugs, but those haven't been released yet). Thus, claiming adventure mode is completely ignored and and left in an unplayable state when fortress mode isn't playable either is rather unfair.  As usual the major release has broken a fair number of things, and, as mentioned by others, circumstances have caused Toady to be slower than usual in getting the train back onto the tracks, and the bugs fixed so far seems to be a fairly good set.
I believe there are more fortress mode players than adventure mode ones, and if that's true, focusing on getting fortress mode playable first and then get adventure mode playable makes sense (I'm also biased as I'm a fortress mode player only, but I think the logic is sound regardless). I'd also focus on getting one mode up to a playable state first before turning to the other one, because that would get some of the users something, rather than splitting 50/50 and have neither mode playable until both are playable. However, "playable" is defined differently for different players, so Toady is always going to shift the focus too early away from "my" mode and staying too long working on issues for the other one.
I can also defend a decision to take care of a number of easy to fix but not critical bugs for the mode in focus before shifting the attention to the other mode, although I could also defend a decision to shift as quickly as possible.
It looks like the next release will give me what I need to start my fortress, and thus I'm (grudgingly) willing to hand over the focus to adventure mode to get that into some sort of preliminary shape (but don't stay too long!) with the next release.
After that, Toady will hopefully have some breathing room to fix important, but not critical bugs for both modes.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: KittyTac on December 25, 2017, 09:53:53 am
Why don't you just drown all of the visitors?
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: thvaz on December 25, 2017, 11:34:59 am
Why don't you just drown all of the visitors?

Some people like to roleplay their DF games and this kind of behaviour is usually immersion breaking.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: PatrikLundell on December 25, 2017, 11:46:19 am
Not only do I dislike murdering people for no reason, but it would also turn their FPS killing action into a work killing one, as all the corpses and their gear has to be dealt with, apart from the effort required to build a visitor murdering device in the first place from a very limited dwarven work force (with one reason for keeping the work force small being to delay FPS death...).
Yes, I could atom smash them instead, but it would still be a case of insane murder of innocents (yes, some of them might not actually be innocent, but I don't subscribe to the idea that it it's better to punish 1000 innocents than to let one guilty go unpunished).
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: ZM5 on December 25, 2017, 12:09:05 pm
Why don't you just drown all of the visitors?

Some people like to roleplay their DF games and this kind of behaviour is usually immersion breaking.
This.

As amusing as it may be to joke about drown surplus visitors, children and so on, a lot of players do prefer to actually roleplay and not metagame.

Elves still suck though and get no mercy from me.
Title: Re: Dwarf Fortress 0.44.02 Released
Post by: Urlance Woolsbane on December 25, 2017, 01:07:20 pm
Why don't you just drown all of the visitors?

Some people like to roleplay their DF games and this kind of behaviour is usually immersion breaking.
"For the love of God... Urist McMontresor! Begone Fear!"