Also, hooray for porting mods. Do I need to append [POISONOUS] to modded poisonous sentients, or will that lead to unexpected results?
Every migrant leaves a puke trail behind them, reminds me of tavern floors... Intended?
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?
On a side note - worldgen artifacts seem to not respect what materials actually exist naturally in the world or not.
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."
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.
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.
I wonder how much equipment matters in raid combat.
Also, hooray for porting mods. Do I need to append [POISONOUS] to modded poisonous sentients, or will that lead to unexpected results?
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.
Kobolds learned to talk in this version?
Assume it is working, it should matter a lot!
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
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:This happened to me in a dark pits, so it seems to be a general issue.
"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.
The identify yourself bug and the ignoring go hand-in-hand, I think.
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:This happened to me in a dark pits, so it seems to be a general issue.
"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.
Kobolds aren't meant to be able to speak...The identify yourself bug and the ignoring go hand-in-hand, I think.
What about making them actually identify themselves? Should be easy.
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? :(
Bug with unknown creature exists in fortress mode. After killing dwarf agent (probably) with two artifacts -It also affects hearthperson reports: "My liege, [Target Name] is dead. An unknown creature was slain."
she doesn't feel anything after seeing unknown creature die.
I don't understand why an heirloom couldn't be used when war is coming.
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.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".
Edit would post it to mantis but dont got a account for it yet.
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.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".
Edit would post it to mantis but dont got a account for it yet.
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.
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:
Ok, looks like its still in as far as I can tell.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/)
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...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
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.Note to self: Avoid timeslipping while testing DF...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
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).
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
Are you definitely using 44.02?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
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).
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).
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.
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?
Is it checking for %megabeasts dead?
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.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.
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.
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.
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.
Do you advise me to try this one wait for a new bug-fix release ?
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.
Do you advise me to try this one wait for a new bug-fix release ?
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.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.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.
Adventurer crashes are more problematic, sure.
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...
Will the next, bugfix-y release break save compatibility? And will the crash on entering some hamlets in worlds with long history be fixed?
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.
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.
Aren't they just regular visitors?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.
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.Aren't they just regular visitors?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.
... before touching upon magic & making the world very complicated & requiring a large amount of time ...
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.... 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.)
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...
Do not derail development. We want myth.
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.
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.
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.
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.
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.
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.
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.
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.
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.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.
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.
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.
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.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?
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?
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!
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.]"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.
Three KillsSo, I suppose they are historical figures, but something odd is still going on.
a zombie human, b. 90 d. 250
a zombie human, b. 62 d. 250
a zombie human, b. 101 d. 250
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.
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.
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.
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!
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!
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.
Yes, there is 10388, "HFS/FB/SMB/MB do not path to fortress" (http://www.bay12games.com/dwarves/mantisbt/view.php?id=10388).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.
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.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.
Feel free to sum your findings and post a report to Mantis, together with a link to zipped save folder uploaded to DFFD. Thanks.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.
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.
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)
Encountered something a little uncomfortable:- 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!).
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.
- 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).
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.
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.
They are, but the thing is, I've seen crooks who are fully geared up and have weapons too.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.
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.
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.
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.
No. Not even. That is a wildly different bug.
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.
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.
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.They are, but the thing is, I've seen crooks who are fully geared up and have weapons too.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.
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.
It was the latter. Thanks for the clarification. The last thing we need right now is yet another bug.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.They are, but the thing is, I've seen crooks who are fully geared up and have weapons too.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.
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.
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?
you can raid others?????????? seriously??? nobody has to say anything about that?
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.
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?
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.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.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.
Not saying there aren't issues, of course. But "broken"? Not even close.
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.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.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.
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 just wanted to note that the new creature classes ([CREATURE_CLASS:POISONOUS]), are actually VENOMOUS creatures. :/
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).
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.
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.
A quarrel is a bolt, isn't it?
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.
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?
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.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.
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.
Ooh. Visitor spam is fixed. Yay!
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 seen this mentioned all over the forum and I believe it's on the tracker someplace.
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.
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).
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.
As he's already said bug fix cycle beginning was delayed: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: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.
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).
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!
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!
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.
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.)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.
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.
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”
Check the tracker :)
http://www.bay12games.com/dwarves/mantisbt/view.php?id=10335
stoked
Check the tracker :)Its happening! (http://i0.kym-cdn.com/photos/images/newsfeed/000/796/816/8ed.gif)
http://www.bay12games.com/dwarves/mantisbt/view.php?id=10335
stoked
Why don't you just drown all of the visitors?
This.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!"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.