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Dwarf Fortress => DF Announcements => Topic started by: Toady One on January 07, 2015, 03:20:18 pm

Title: Dwarf Fortress 0.40.24 Released
Post by: Toady One on January 07, 2015, 03:20:18 pm
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 active blocks/parries from rarely freezing adv mode
   (*) Stopped certain situations where you could be stuck in the air above certain tiles
   (*) Fixed a few problems with necromancers attacking (and generally being killed by) their zombies
   (*) Stopped crash from moving/centering squad menu going out of bounds
   (*) Fixed crash involving squads and minimap
   (*) Fixed unretire crash that generally triggered when caravan arrived
   (*) Stopped dwarf from stressing out over the same wound forever
   (*) Stopped certain inaccessible jobs from blocking lower priority ones

Other bug fixes/tweaks
   (*) Allowed embarks with x/y dim 1
   (*) Made removal of trees check building/bridge/machine stability
   (*) Stopped worker chaining to next construction job from choosing suspended one
   (*) Tentatively fixed text mode error on OSX (lethosor)
   (*) Tentatively fixed broken sound on some linuxes (Baughn)
   (*) Fixed problem with water disappearing when it crosses the z=0 boundary
   (*) Made certain old civilian weapon assignments clear over time
   (*) Made t/q building selector respect stockpile shapes when looking for closest one
   (*) Fixed error with underground pops in small forts not appearing
   (*) Stopped mood jobs from going outside of burrows
   (*) Capped various combat skill gains per action (Urist Da Vinci)
   (*) Stopped "fighting" skill from increasing from trap/projectile attacks
   (*) Stopped random creature proboscis from sometimes messing up poison attacks
   (*) Fixed key display issue in bindings screen (lethosor)
   (*) Fixed problem with display of kill order status
   (*) Made geld indicator appear for pets on animal screen properly
   (*) Fixed display problem with agreement conclusion dates
   (*) Added error logs for missing materials set to defaults, fixed various raws
   (*) Stopped announcement screen date from overrunning title depending on window size
   (*) Differentiated two pain readouts on health screen
   (*) Fixed a few empty announcement errors
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: FallenAngel on January 07, 2015, 03:25:03 pm
Awesome. I'll have to switch from .23 now.
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Zarathustra30 on January 07, 2015, 03:29:12 pm
Woohoo! I can't wait to try out a 1x16 fort.
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: TheFlame52 on January 07, 2015, 03:45:59 pm
Do mandibles still mess up random creature poison, or did you fix that too?
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: BuGGaTon on January 07, 2015, 03:51:52 pm
WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Lord_lemonpie on January 07, 2015, 04:02:36 pm
1x1 Embarks, thanks toady!
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Toady One on January 07, 2015, 04:29:09 pm
Do mandibles still mess up random creature poison, or did you fix that too?

I fixed 3 of them, but I don't remember if mandibles was one of them.  It could still be busted.
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: TheFlame52 on January 07, 2015, 04:30:42 pm
I can't confirm. I haven't been able to find a program that reads the random raws for v.40.
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Toady One on January 07, 2015, 04:55:55 pm
The new error logs should catch any FB generated without a poison material defined, which is the issue I tried to address.  So it'll come up soon enough.  I can read the generated raws on broken saves, so they are easy enough to check out.  That said, any forgotten beast logs on old saves are probably false positives now.
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: lethosor on January 07, 2015, 04:58:14 pm
I don't think this warrants a bug report, but the separator above v0.40.19 in "file changes.txt" seems to be missing.
At any rate, PRINT_MODE:TEXT does appear to be working on OS X. Thanks!
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Toady One on January 07, 2015, 05:03:11 pm
Oh yeah, I was going to post in that report -- it even works on my mini now (with that blacking out of the menu).
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Darthania on January 07, 2015, 06:03:46 pm
Great stuff. That combat bug with the squads refusing to attack was making the game unplayable for me.
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: mndfreeze on January 07, 2015, 08:43:18 pm
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
   

Does this apply to pets as well like war dogs?  Or is that actually a seperate issue?
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Toady One on January 07, 2015, 09:08:11 pm
It actually applies to everything.  Their little minds were being blinded by numbers (if 20+ friends were in line-of-sight), and the prioritization was insufficient.  Basically only invaders were working.  Now the buffer is larger and it is does more work to make sure that relevant critters are scene.  There's more that can be done, but there shouldn't be full-scale battle freezes now.
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: DanielTDS on January 08, 2015, 03:32:12 pm
Thanks for the update, Toady! I must admit I visit this website daily to see if new updates came out. It makes me happy to see this game evolving. 1x1 embarks should be a great challenge

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!
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Falconbridge on January 08, 2015, 03:59:46 pm
I am overjoyed at finding my two favorite improvment in the same update ( 1*1 embark and attack freeze fixed).
Thank you.
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: flabort on January 09, 2015, 12:46:48 am
Who's the best programer there is?
(Hint: It's not me!)

I think I'm going to go join a 1x1 community fort.
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Bearskie on January 09, 2015, 04:42:18 am
Woo~ some pretty major bug fixes there. Gotta update fast!

Edit: and no more dfhack needed for nanoforts... AWHYISSS
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Naryar on January 09, 2015, 05:08:09 am
Nice set of fixes. The fixing of combat in particular is very nice and sorely needed.
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Phex on January 10, 2015, 07:46:49 am
Thanks for this release.

I would like to remark that the Find Desired Location routine is still limited to 2x2 embarks.
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: flabort on January 10, 2015, 12:04:37 pm
   (*) Stopped "fighting" skill from increasing from trap/projectile attacks
Ah. 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.
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Toady One on January 10, 2015, 01:09:54 pm
I would like to remark that the Find Desired Location routine is still limited to 2x2 embarks.

Ah whoops.  I'll update that for next time, whenever next time ends up being.
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Footkerchief on January 10, 2015, 03:26:16 pm
   (*) Stopped "fighting" skill from increasing from trap/projectile attacks
Ah. 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.
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Bartok on January 10, 2015, 08:17:19 pm
Are dwarfs who don't have masonry enabled supposed to be able to construct walls out of rock blocks now?
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: lethosor on January 10, 2015, 09:50:12 pm
That was added in 0.40.20 (http://www.bay12games.com/dwarves/#2014-12-18).
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Bartok on January 11, 2015, 09:47:22 am
Thank you, I missed that :)
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Detros on January 11, 2015, 04:53:17 pm
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"
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Shonai_Dweller on January 12, 2015, 04:26:03 pm
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...
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: lethosor on January 12, 2015, 04:41:49 pm
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...
It definitely doesn't work for me in 0.40.24 (even with DFHack's embark-tools enabled):
(http://i.imgur.com/ri7p8ts.png)
(http://i.imgur.com/AKR49Zz.png)
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Shonai_Dweller on January 12, 2015, 05:21:51 pm
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...
It definitely doesn't work for me in 0.40.24 (even with DFHack's embark-tools enabled):

Ah, I see. Thanks for the screenshots. I understand now.
Thought you were saying we can't use 1x1 embarks if we use Find Desired Location too.
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Ancalagon_TB on January 14, 2015, 08:38:12 am
   (*) Stopped "fighting" skill from increasing from trap/projectile attacks
Ah. 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...
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: FallenAngel on January 14, 2015, 10:16:59 am
   (*) Stopped "fighting" skill from increasing from trap/projectile attacks
Ah. 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.
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Ancalagon_TB on January 14, 2015, 06:45:14 pm
   (*) Stopped "fighting" skill from increasing from trap/projectile attacks
Ah. 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.

hmm - I must admit I understood this to be fighting skills in general, not the specific fighting skill. As it is written, it means the latter.
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: bahihs on January 16, 2015, 02:32:58 pm
   (*) Stopped "fighting" skill from increasing from trap/projectile attacks
Ah. 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
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: heydude6 on January 18, 2015, 01:04:53 am
(*) 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
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Detros on January 18, 2015, 05:31:55 am
(*) 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
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.

This change log is rather related to this or similar reports (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6949). So it does what it says: check for stability of connected buildings.
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Cryxis, Prince of Doom on January 26, 2015, 04:46:16 pm
Would saves from 40.(11?) work on this update?
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: lethosor on January 26, 2015, 04:47:03 pm
Yes, although a few things (such as stepladders) won't work.
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Cryxis, Prince of Doom on January 26, 2015, 04:48:15 pm
Ok good thing I don't use step ladders :p
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Cryxis, Prince of Doom on January 26, 2015, 07:05:36 pm
Sorry for double post


Looks like I said the wrong version
Is this update comparable with 40.19?
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: lethosor on January 26, 2015, 09:23:56 pm
If you mean compatible, of course - it's compatible with saves as far back as 0.40.03 (see readme.txt or release notes.txt).
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Cryxis, Prince of Doom on January 26, 2015, 10:00:58 pm
Oh ok

Thanks
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: plynxis on January 30, 2015, 10:41:54 am
   (*) Stopped "fighting" skill from increasing from trap/projectile attacks
Ah. 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.

1. Danger rooms are still effective
2. Using exploits does not mean getting attached to them
3. For a lot of players, including myself, the bugs and irregularities of the game are part of the gameplay itself. Personally, I feel it goes hand-in-hand with the "losing is fun" mantra. Just like we have bugs that make the game a pain sometimes, we use the bugs as part of our arsenal in playing it. This isn't like hacking, where you change the rules - danger rooms where part of the rules by virtue of not being impossible.

Nothing personal, but while I don't look down on players who like to play the game as "intended" (in their own view), it's hardly reasonable to consider danger rooms an unfair exploit when this isn't a competitive game and there are so many deviations from "reasonable" and "realistic" in the game as it is now (which is changing of course).

I used danger rooms every time since I discovered them. I also save-scummed when I was first getting used to the game. When I first play a game with so much content, but with sandbox gameplay, I feel the need to get myself acquainted with every gameplay object as fast as possible, hence save-scumming (which I don't feel the need to do anymore). Danger rooms where part of that, but later became a means of focusing my fortresses on construction and mechanics, which I was more interested in.

Exploits such as danger rooms are much like exploits that are left over in games by the time they reach a popularity high enough for competitive speed runs, challenges and the like.

I'm putting this here as a statement in defense of players who don't draw an arbitrary line of fairness. This isn't a refutation of playing the game as "intended", just a reminder that expecting those arbitrary lines to be followed by everyone, whether they agree with them or not, can only reduce the richness of gameplay across the player base.

   (*) Stopped "fighting" skill from increasing from trap/projectile attacks
Ah. 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

I think that a possibly satisfactory change would be to have training (in a barracks) and repeat experiences (such as those with traps) accumulate a sum of experience that then gets spent when dwarves engage in actual combat. In other words, you can train and use danger rooms, but you see little or no skill improvement (or very slow improvement) until the dwarf attempts an actual fight, at which point those who have trained a lot will improve a lot faster than those who haven't.

Since what is combat may be arbitrary (except training in barracks I guess), for traps and trapped goblins and the like, there could be a danger metric - the lower it is (or if it is below a threshold), the more the experience goes into the pool for a skill rather than the skill rating directly.

A vague arithmetic way to express that might be:

Code: [Select]
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)

the experience total can be reduced for repetitions, slowly:

Code: [Select]
experience total = (base experience) * (repetition factor)
repetition factor = 1/(number of repetitions) + 0.1

where the number of repetitions is of course, a positive integer at least 1 or higher. Each attack that doesn't repeat, deducts 1 from the number of repetitions (or resets the counter). These apply to each skill per dwarf. This is just off the top of my head and there may be logical errors, but I feel the point comes across. I'm not recommending that this becomes the actual game's behavior, just demonstrating a possible way it could be done. In my opinion, this would legitimize danger rooms by presenting a benefit to having them, but offsetting the ease by reducing their effectiveness (so you don't get a legendary dwarven army that has never seen a fight) and presenting incentives to create more varied and dangerous rooms (which would be more interesting from a storytelling perspective as well).

In any case, from my own old science (http://www.bay12forums.com/smf/index.php?topic=69673) and experience, the most valuable skill for a dwarf is the shield skill. If you give a dwarf a wooden buckler and train them all the way up to "skilled" or higher, they become so competent in blocking attacks that it's just a matter of time for them to become extremely skilled through real fights, just by virtue of being so hard to hit or kill. Shields don't break (at least back then in .34 they didn't - I haven't read of any changes to this but I could be wrong) so it doesn't cost much. Despite this change, I still think danger rooms are practically just as good as they used to be.
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: bahihs on January 30, 2015, 03:21:11 pm
I don't necessarily  agree with the experience pool idea, simply because "no quarter"/"lethal" fights are not necessary to increase skill in a martial discipline. And also because I really want the "teacher" skill to be useful for something. It makes more sense to me that only by sparring/being taught from a legendary fighter would you be able to surpass skill levels are attained by normal sparring or repetitive drills (danger rooms). Otherwise that skill has to come from real combat.

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).
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: BFEL on February 04, 2015, 06:48:18 pm
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).

queue the modding in of beard-based martial arts....
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Cryxis, Prince of Doom on February 04, 2015, 06:50:53 pm
I would love to see eskrima and krav magra
(I know I spelt them wrong  :P)
It would be awesome if stances could be sort of be ordered in training

Like how we can give the dwarves the weapons they use, also tag them to train in a specific way
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: yxe on March 06, 2015, 10:34:59 am
   (*) 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:

CASE A) A goblin in the same z-level as dwarf:

FFFFF
w.f.w    |   w= constructed wall
w.f.w    |   . = empty space
w.f.w    |   f,F = floor
FFFFF

with a goblin hanging from the wall in any of those empty space, I give the order to my dwarf to attack (individually), and not only it doesn't attack he/she cancel his current station order and go to the barracks to train.

CASE B) A goblin in (-1) z-level (with water) as dwarf:

the dwarf its not going to attack the goblin (nor by command) BUT its going to defend itself if it is stand right at his side, after the goblin attack the dwarf procced to attack 'normally'

fun note: a dwarf can chop the foot of the goblin, even in a (-1) z-level (with war axe)

An unconscious goblin in the water does not drown.
My dwarf never attacked a goblin when both are in water... (maybe they got very little swimming skill?)
   the goblin DO attack and kill all my legendary dwarf, always.
   my dwarf even got less armor than the goblin, (iron helm, a couple of leather armor, and common clothes) (almost the same as goblin they got more armor)

I do have the save games. (the world is generated pre 40.24)
---------------------------------------------

Side note:
 I love to read the battles report, but its really teddious read it when you got 5 dwarf fighting vs 10 goblin, because when you read the report in every tick, there is new info and info your already read it, could you add some way to distinguish what battle reports has new 'content' to read?, and what 'content' its new from the last time you read it ??

and in the same topic, there is some way to personalize the detail of info of the battles ??

I know maybe this is not the best place to put all this info, but I hope to be read by toady.

thanks for the update =) !!!

Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Detros on March 06, 2015, 02:30:09 pm
   (*) 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...
To the bug tracker (http://www.bay12games.com/dwarves/mantisbt/bug_report_page.php) you go!
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: BFEL on March 10, 2015, 01:17:18 pm
Just read up on the latest developments from Toady. Poems, Music and Dancing, all randomly generated!

Well semi-randomly at least. All the dances are apparently deeply debauched.
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Chaoseed on March 13, 2015, 11:30:34 pm
Quote from: Toady One
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.

Now THAT'S Music With Rocks In (http://en.wikipedia.org/wiki/Soul_Music_%28novel%29).
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: TomiTapio on March 16, 2015, 04:25:54 am
A great batch o'fixes, master Toady!
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: xordae on March 21, 2015, 06:50:35 am
Haven't tested this myself, but a dude who streams DF on occasion had 40.24 crash on him (and apparently it wasn't the first time, either). Can we expect another hotfix or two addressing crashes?
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Knight Otu on March 21, 2015, 07:36:24 am
There should be another bugfix release period after the next release, which almost certainly will include well-documented crash causes. One of them is trying to build on tree parts.
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: TomiTapio on March 21, 2015, 08:01:54 am
Possible bug found: when selecting goods to haul to depot, the Seeds category listed wooden cages that had rutherers and mud snakes inside. (OldGenesis mod)
Can someone replicate with vanilla DF?
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Eldin00 on March 23, 2015, 02:48:44 pm
If the animals were tamed in those cages, that often ends up leaving seeds in the cage with the animal. Did you check that there actually aren't any seeds in those cages?
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: TomiTapio on March 24, 2015, 06:46:27 pm
Yeah that's probably the explanation, did try doing some taming of the cave captures.
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: spazyak on April 10, 2015, 08:21:17 am


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!
we all hope for that day we can finally strike and mine out all of those goblinite veins
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Mortenlor on April 12, 2015, 08:28:09 am
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=ACQb8d7399
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: spazyak on April 12, 2015, 08:35:11 am
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=ACQb8d7399
So we finally won?
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Random_Dragon on April 21, 2015, 12:33:14 pm
Novel thought while we're waiting on .40.25...would you expect dwarves to sing, yodel, or joik?
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Cryxis, Prince of Doom on April 21, 2015, 05:16:12 pm
I would imagine them singing working songs and shanties
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Random_Dragon on April 21, 2015, 06:05:29 pm
I would imagine them singing working songs and shanties

Then again... https://www.youtube.com/watch?v=QjZ1B897Tuk (https://www.youtube.com/watch?v=QjZ1B897Tuk)

Only undwarvenly thing about that thing is that dorfs don't drink out of wooden pints. Though it would be hilarious if one assumes that a "dwarven pint" is what a sane undwarvenly person would call an entire barrel's worth.
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: TomiTapio on April 27, 2015, 07:34:07 am
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.
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Camulus on May 03, 2015, 05:34:49 am
Spoiler (click to show/hide)
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Rayc on May 04, 2015, 11:38:49 am
This has most likely been posted, but singing dwarf should be something like this:  https://www.youtube.com/watch?v=ytWz0qVvBZ0
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: vjmdhzgr on May 06, 2015, 05:43:39 pm
This has most likely been posted, but singing dwarf should be something like this:  https://www.youtube.com/watch?v=ytWz0qVvBZ0
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.
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: NW_Kohaku on May 20, 2015, 11:30:51 am
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.

Ustquats Belglasms, "Rapidshort the Bag of Winding", is a dwarven song composed in 167 by Asmel Gomathsil.  It is well-composed in 4 stanzas of folk dance.  It depicts a dwarf and dwarves in iambic pentameter.  The dwarves are traveling.  This song depicts the founding of the Pullys of Loathing in 42 by Urist Kengzimkel. This song menaces with notes of finely-arranged piccoloing.
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: DwarfCon5 on May 21, 2015, 12:38:56 pm
Is it likely that .24 will be save-compatible to .25, or whatever it may be called, with all the arts and crafts being implemented?

Is there a specific place where we can check to see if upcoming updates are planned to be save-compatible?
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Knight Otu on May 21, 2015, 01:36:21 pm
While the last word is that the next release will be save-compatible (and this may still change), you won't get the full experience as a newly-generated world. There won't be art styles, random instruments, collected knowledge, wandering troupes, and all the other stuff coming through world gen. You'll be able to create taverns, temples, and probably libraries in your fortress, attracting mercenaries and the like, and fulfilling dwarven needs that way, but it will be barren compared to a newly-generated world.

There is no single place that'll always say whether an upcoming version is save-compatible, though Toady will possibly say it in the devlog. If not there, there's a good chance someone will ask in the Future of the Fortress threads when it seems in doubt.
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Eldin00 on May 21, 2015, 01:50:00 pm
Historically, if the major version number changes (i.e. .34.xx to .40.xx), saves should be assumed incompatible, while if only the minor version changes (i.e. .40.23 to .40.24) saves can be assumed to be compatible. It's generally assumed that the upcoming version will be update the major version number, but I haven't seen anything official from Toady yet. There are a few exceptions to these rules, and it should be kept in mind that 'save compatibility' means you can load up the old save and expect to be able to play, but you may miss out on some of the features/fixes in the new version until you generate a new world.

All of that being said, Comments from Toady within the last year would seem to indicate that he's making save compatibility a higher priority than in the past, and he commented in one of the devlog posts or a FoTF reply (don't remember exactly where at the moment) that his working version was still save compatible with the current version at that point.

Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Dunamisdeos on June 06, 2015, 11:23:37 am
Hey, I have a question. I see Toady is talking about some maps being in Libraries. Will this mean that armies that have the proper knowledge in their civ library would be able to travel a farther distance to your fort? If they know where you are (through news traveling) and they have a map, maybe it could work.
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Knight Otu on June 06, 2015, 12:48:56 pm
That's maps of libraries, not maps in libraries. Well, there may be maps in libraries as well, but the most recent devlog is talking about the former, and the latter wouldn't be used by armies and other travelers yet.
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: NW_Kohaku on June 08, 2015, 07:47:16 pm
Even if what we get is 40.25, rather than 42.01, keep in mind that many big changes tend to involve the necessity of hotfixes that often break save compatibility because whatever was causing the bug could also corrupt saves.  40.01, 40.02, and 40.03 all broke save compatibility with one another, for example. It's why a lot of DF players tend to only start a serious fort on even-numbered versions, since any serious release is liable to have some small thing that gets a hotfix.
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: lethosor on June 08, 2015, 10:00:47 pm
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.
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: NW_Kohaku on June 08, 2015, 10:37:55 pm
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. 

That said, a quick look at the wiki says that most version incompatibility occurs within the first couple hotfixes of a major (meaning second decimal version change) release. 
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Dunamisdeos on July 27, 2015, 08:19:41 pm
Regarding the save compatibility and need to gen a new world: Wouldn't the world continue to generate new forms of art/music etc as history continues? Or is it confirmed that those sorts of things are defined at worldgen only?
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: lethosor on July 27, 2015, 08:54:42 pm
Toady checks the Future of the Fortress thread more regularly than this. You might want to ask it there, although I can't remember if it's already been answered (so check some of his responses first).

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. 
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).
As I understand it, the chief reasons 0.34.02, 0.40.02 and 0.40.03 broke compatibility were that:
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Insanegame27 on September 01, 2015, 06:35:46 am
When's the next update coming?
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Camulus on September 02, 2015, 01:04:40 am
Patience is key.

No matter how tantalizing the next update appears to be, just take a deep breath and relax.
Be patient.

If you are like me though, without patience, just live in denial and find another drug to pass the time with until bearded midget scholars can construct vast libraries of knowledge amongst lava waterfalls and the death cries of chained up goblins in the dragon's den......

Now I want my fix : (
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Shonai_Dweller on September 02, 2015, 05:09:59 am
...amongst lava waterfalls and the death cries of chained up goblins in the dragon's den......

Right this way to the inn folks!
Yeah just board this minecart...
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Random_Dragon on September 02, 2015, 12:03:35 pm
Will be happy to see it released, I suspect it will epically derail my Cataclysm binge, which might be ill-timed due to a need to add a tileset update.
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Insanegame27 on September 27, 2015, 08:41:00 am
I thik Toady just likes dramatic pauses that last for ages
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Random_Dragon on September 27, 2015, 01:48:52 pm
And 25 days later, I still suspect the release of .40.25 will be ill-timed, as my aforementioned Cataclysm efforts have only gotten more intricate. Lately I've spent more time working on pull requests than playing the game.

I also hunger for the inevitable clusterfuck that will be updating my Adventurecraft mod to work with this.
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Putnam on September 27, 2015, 02:44:12 pm
it's almost surely not 0.40.25
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Random_Dragon on September 27, 2015, 02:45:02 pm
¿Que? o3o
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Putnam on September 27, 2015, 02:54:24 pm
I'd guess 0.41.01 or 0.42.01
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Random_Dragon on September 27, 2015, 03:02:19 pm
Oh right. Seems like everyone's been calling it .40.25 at least. Any word on what Toady plans it call it?
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Putnam on September 27, 2015, 03:05:38 pm
last major release he said he had an idea but didn't want to ruin peoples' fun with guessing or something along those lines

so let's go with that
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Dirst on September 28, 2015, 04:54:28 am
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".
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Random_Dragon on September 28, 2015, 11:02:25 am
Well, time to wait and see what will ensue.

I almost wish he had a Github or something where the development can be followed more closely. Though if he does and I just never knew, I will be a faildragon. o3o
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Putnam on September 28, 2015, 03:16:56 pm
game is not open source and almost surely will not be open source
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Camulus on September 28, 2015, 08:20:48 pm
Stop giving me false hope for the new incarnation and then dashing it most cruelly upon the pointy rocks of reality ye vocal sadists.
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Random_Dragon on September 29, 2015, 01:11:43 am
Hnng. I do kinda wish it was to the extent of allowing the code to be observed. Would be interesting.
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Chaosegg on September 29, 2015, 09:47:36 am
Looking over the Modest Mod, I wonder why much of it is not in the game already....

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!
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: FeBeardAuFinger on September 29, 2015, 12:15:10 pm
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.
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: lethosor on September 29, 2015, 03:06:26 pm
He did mention something like that in a DF talk, I believe.
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Putnam on September 29, 2015, 04:34:36 pm
Yeah, as long as "bad stuff" isn't "killed for source code".
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Camulus on September 29, 2015, 09:08:01 pm


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!

Likewise, my cat is the epitome of gentlecatly behavior when it comes to mealtime protocols.


It is I that is left with the scrappy bits
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Random_Dragon on September 30, 2015, 12:55:39 am
Right. In my case I actually meant more along the lines of making the code open to be observed, rather than open to be mucked about with in full. The codes man, it just keeps happening. ;w;
Title: Re: Dwarf Fortress 0.40.24 Released
Post by: Detros on September 30, 2015, 01:02:14 am
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