Do mandibles still mess up random creature poison, or did you fix that too?
Download (http://www.bay12games.com/dwarves) (Click refresh on your browser if it doesn't show up)
Here is another release with fixes. Old saves are compatible, but there will be some error logs due to minor issues with the old raws. These logs can be ignored, but old saves will still experience problems like blank seed names.
Major bug fixes
(*) Fixed problem causing dwarves to sometimes fail to attack monsters/invaders
(*) Stopped "fighting" skill from increasing from trap/projectile attacksAh. I just noticed this one. This means danger rooms are less effective. Same with coinstars.
I would like to remark that the Find Desired Location routine is still limited to 2x2 embarks.
(*) Stopped "fighting" skill from increasing from trap/projectile attacksAh. I just noticed this one. This means danger rooms are less effective. Same with coinstars.
I'm not upset about this because I never got a working danger room set up anyways, but I think there are some who would be.
Are dwarfs who don't have masonry enabled supposed to be able to construct walls out of rock blocks now?Now construction of walls and similar things it is done via labor "Other jobs"->"Wall/Floor construction"
Thanks for this release.
I would like to remark that the Find Desired Location routine is still limited to 2x2 embarks.
It definitely doesn't work for me in 0.40.24 (even with DFHack's embark-tools enabled):Thanks for this release.
I would like to remark that the Find Desired Location routine is still limited to 2x2 embarks.
I guess you're right, as Toady seems to have acknowledged it, but could you clarify to this newb what this means please?
Find Desired Location > 1x1 emabrk seems to work for me...
Ah, I see. Thanks for the screenshots. I understand now.It definitely doesn't work for me in 0.40.24 (even with DFHack's embark-tools enabled):Thanks for this release.
I would like to remark that the Find Desired Location routine is still limited to 2x2 embarks.
I guess you're right, as Toady seems to have acknowledged it, but could you clarify to this newb what this means please?
Find Desired Location > 1x1 emabrk seems to work for me...
(*) Stopped "fighting" skill from increasing from trap/projectile attacksAh. I just noticed this one. This means danger rooms are less effective. Same with coinstars.
I'm not upset about this because I never got a working danger room set up anyways, but I think there are some who would be.
(*) Stopped "fighting" skill from increasing from trap/projectile attacksAh. I just noticed this one. This means danger rooms are less effective. Same with coinstars.
I'm not upset about this because I never got a working danger room set up anyways, but I think there are some who would be.
Woah, that is huge. It probably is for the best but yeah...
(*) Stopped "fighting" skill from increasing from trap/projectile attacksAh. I just noticed this one. This means danger rooms are less effective. Same with coinstars.
I'm not upset about this because I never got a working danger room set up anyways, but I think there are some who would be.
Woah, that is huge. It probably is for the best but yeah...
Hey, the parrying increases weapon skill, and science proved Fighting skill is important, but weapon skills are far more important.
Someone did an arena test - Grand Master Axemen vs Grand Master Fighters, equal numbers, no skill in anything else, Iron Great (or Battle, I forgot) Axes, no armor.
In both tests, the Axemen killed all the Fighters with some losses.
So it reduces the power of danger rooms, but with soldiers with prior fighting experience, you won't really notice things.
(*) Stopped "fighting" skill from increasing from trap/projectile attacksAh. I just noticed this one. This means danger rooms are less effective. Same with coinstars.
I'm not upset about this because I never got a working danger room set up anyways, but I think there are some who would be.
Woah, that is huge. It probably is for the best but yeah...
Hey, the parrying increases weapon skill, and science proved Fighting skill is important, but weapon skills are far more important.
Someone did an arena test - Grand Master Axemen vs Grand Master Fighters, equal numbers, no skill in anything else, Iron Great (or Battle, I forgot) Axes, no armor.
In both tests, the Axemen killed all the Fighters with some losses.
So it reduces the power of danger rooms, but with soldiers with prior fighting experience, you won't really notice things.
(*) Made removal of trees check building/bridge/machine stability.
Probably no. Though according to this report (http://www.bay12games.com/dwarves/mantisbt/view.php?id=8719) building on tree tile does no more make the tree disappear. The game crashes instead.(*) Made removal of trees check building/bridge/machine stability.
Does that mean we can finally build in tree tiles without worrying about the whole tree disapearing? Is the tree fort a realistic possibility now? Still, congratulations on the update
(*) Stopped "fighting" skill from increasing from trap/projectile attacksAh. I just noticed this one. This means danger rooms are less effective. Same with coinstars.
I'm not upset about this because I never got a working danger room set up anyways, but I think there are some who would be.
That's the problem with getting attached to exploits.
(*) Stopped "fighting" skill from increasing from trap/projectile attacksAh. I just noticed this one. This means danger rooms are less effective. Same with coinstars.
I'm not upset about this because I never got a working danger room set up anyways, but I think there are some who would be.
Woah, that is huge. It probably is for the best but yeah...
Hey, the parrying increases weapon skill, and science proved Fighting skill is important, but weapon skills are far more important.
Someone did an arena test - Grand Master Axemen vs Grand Master Fighters, equal numbers, no skill in anything else, Iron Great (or Battle, I forgot) Axes, no armor.
In both tests, the Axemen killed all the Fighters with some losses.
So it reduces the power of danger rooms, but with soldiers with prior fighting experience, you won't really notice things.
As the one who did those tests, I can confirm this (it was battle-axe btw).
Also, training is now so effective (legendary fighter/weapon skill within one year) that danger rooms are unnecessary. I feel that exp from training should be capped; slowing it down wouldn't hurt either, but then you would expect soldiers to gain some level of competence (say, up to proficient) if they train non-stop for a whole year. But they shouldn't be able to train themselves to legendary proportions (not without a legendary teacher anyway). Hopefully the danger room nullification will be followed soon with a training rework (maybe after the tavern update?), I'd love to see the teaching skill come into prominence for reaching higher levels of skills through training
danger factor = (damage that an attack can do) * (chance of getting hit)
experience pool for skill += (1 - danger factor) * (experience gained total for skill)
experience immediately added to skill = (danger factor) * (experience gained total for skill)
experience bonus for skill, immediately added = ((danger factor) / 2) * (experience pool for skill)
experience pool for skill -= (experience bonus for skill, immediately added)
experience total = (base experience) * (repetition factor)
repetition factor = 1/(number of repetitions) + 0.1
In any case this all depends on the next combat update, with things like stances to be added, it could be interesting to see certain stances being taught in preference to other (i.e the emergence of martial art schools).
(*) Fixed problem causing dwarves to sometimes fail to attack monsters/invaders
To the bug tracker (http://www.bay12games.com/dwarves/mantisbt/bug_report_page.php) you go!(*) Fixed problem causing dwarves to sometimes fail to attack monsters/invaders
I found out that if an invader its 'hanging' from a wall they are untouchable to my dwarfs, even stepping side by side
by 'hanging', I mean:
QUOTE...
A group of goblin poets had the honor of making the very first one, and they decided to call themselves the Fungi of Hell. After fourty years, five of the original eight founding members had met violent ends (including one that ended up in an elf belly), and another had left to become a baron at a dwarf fort, but they were still going strong with new members, including some bards and dancers and poets-turned-bard and so on.
we all hope for that day we can finally strike and mine out all of those goblinite veins
And I'm waiting for the day I can send an army to destroy an enemy settlement. When that day comes, I can finally say: yeah, my life was worth!
Hey check this out. DF is referenced as one of the hardest yet fun games of all time. http://www.gamespot.com/gallery/the-20-hardest-games-in-the-world-that-are-actuall/2900-75/?ftag=ACQb8d7399So we finally won?
I would imagine them singing working songs and shanties
Novel thought while we're waiting on .40.25...would you expect dwarves to sing, yodel, or joik?Singing, throat singing. Low register long notes, chanting at the stone walls. Echoing harmonies in the halls. Your typical devil cult chanting. But they worship the rock, the metals, the gems. Little bit of beer festival yodeling, but as Brian Blessed.
This has most likely been posted, but singing dwarf should be something like this: https://www.youtube.com/watch?v=ytWz0qVvBZ0You won't hear actual singing, and I don't even know if the game will describe the singing very in-depth, but I I'd say that this is what real dwarven music is like https://www.youtube.com/watch?v=P8ymgFyzbDo . Of course, the fact that it isn't described beyond the musical form is probably beneficial in this case. People can imagine their dwarves singing however they want. Just like people can imagine goblins as either the more common goblin as a small incredibly pointy eared and nosed creature, or you could imagine them like LOTR where it's a synonym for orc.
You won't hear actual singing, and I don't even know if the game will describe the singing very in-depth, but I I'd say that this is what real dwarven music is like https://www.youtube.com/watch?v=P8ymgFyzbDo . Of course, the fact that it isn't described beyond the musical form is probably beneficial in this case. People can imagine their dwarves singing however they want. Just like people can imagine goblins as either the more common goblin as a small incredibly pointy eared and nosed creature, or you could imagine them like LOTR where it's a synonym for orc.
There was also a save corruption bug in 0.40.20 (http://dwarffortresswiki.org/devlog.php?2014/12/19) that Toady decided not to break compatibility for. One of the reasons Toady has stated for not wanting to break compatibility completely is the ability to test older bugged saves, so I doubt that he'd make an effort to keep the next version compatible but break compatibility immediately afterwards. DF does have a system in place to prevent loading saves from specific versions of DF - I believe it only checks whether a save's version number is in a specific range (Quietust would know better), but it could be changed to refuse to load saves from a version with a major corruption bug.
The majority of bugs have been due to issues where the data is corrupted, not due to problems with the format itself. Even if that were the case, if 0.41.01 were able to load saves from 0.40.03+ but had a save corruption bug, that would only affect games saved from 0.41.01 - Toady could still allow 0.41.02 to load saves from prior versions except 0.41.01 if he values being able to do that (which it sounds like he does).There was also a save corruption bug in 0.40.20 (http://dwarffortresswiki.org/devlog.php?2014/12/19) that Toady decided not to break compatibility for. One of the reasons Toady has stated for not wanting to break compatibility completely is the ability to test older bugged saves, so I doubt that he'd make an effort to keep the next version compatible but break compatibility immediately afterwards. DF does have a system in place to prevent loading saves from specific versions of DF - I believe it only checks whether a save's version number is in a specific range (Quietust would know better), but it could be changed to refuse to load saves from a version with a major corruption bug.
Yeah, but it's not like Toady just felt like breaking compatibility in most other instances where it happened, either. It was just that adding a feature either changed the game in too fundamental a fashion, or else a bug had to be corrected in such a way that save compatibility had to be broken. Save corruption bugs, for example, may require the way in which the saved data is encoded and read to be changed, and it may just be impossible to correct errors made in previous versions.
...amongst lava waterfalls and the death cries of chained up goblins in the dragon's den......
Oh right. Seems like everyone's been calling it .40.25 at least. Any word on what Toady plans it call it?I'm going to go with "less than 1.0.0".
Camulus, I'll have you know that my cat is a proper lady; she eats the whole thing, but leaves the stomach and intestines for the scavengers!
I respect Toady's decision to keep control of his great creation. But I hope he has a will that states the source will be posted to an open source repository. I don't mean any ill will, but bad stuff can happen in life. I just don't want to lose a great game.See https://en.wikipedia.org/wiki/Bus_factor