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Dwarf Fortress => DF Announcements => Topic started by: Toady One on January 29, 2020, 03:29:43 am

Title: Dwarf Fortress 0.47.01 Released
Post by: Toady One on January 29, 2020, 03:29:43 am
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Here is the villains release!  There are various bits we're going to have to loop back around to after the graphics work is complete (see previous lengthy dev log), so perhaps this should be called the first villains release, or more "the guilds and temples and adventurer parties and pets release which also has artifact heists and extensive historical villainy, with lots of new mostly evil magical stuff", ha ha.  We will get to the fortress plots beyond artifact heists when we return, as well as the ability for the adventurer to be a villain and to investigate them more effectively.

The features are listed below.  For fortress mode, the most important new elements that will be commonly encountered are petitions for guildhalls and temples.  When enough believers or laboring dwarves are in the fort, you'll receive a petition, and it's up to you if you want to try to build the location for them or not.  To satisfy the temple petitions, you must assign a priest (the game will remind you with an announcement when your temple is ready for one, after a certain value threshold is crossed.)  The main benefits of guildhalls and priests currently is the ability of guild members to share knowledge, and of priests to give inspiring sermons and comfort stressed-out dwarves.

Less commonly, but also important, a villain may target your fortress, especially when you get up to having artifacts they might covet.  If you notice an artifact has been stolen in a non-kobold way (the announcements will be different, make sure you have a sheriff to receive the reports), you will be able to interrogate anybody about the crime - witness reports might be useful with a name, or they might just indicate the artifact is missing.  Interrogation leads to a report indicator on the left, which you can read in the usual way (with 'r'.)  This also opens up the counterintelligence screen, which will keep track of information for you.  If you manage to interrogate the handler of any treacherous dwarf, generally on a return visit, you might even get the name of their master, if they have one, or get details of other plots throughout the world, though most of them cannot impact your fort directly (yet.)

Dwarves have some more general relationship types now (especially the historical ones, who can arrive as war buddies or athletic rivals), and they can also have multiple lovers or get divorced or have children before they are married.

Most aquifers in the fort are now slower filling.  You still have to act pretty quickly (this makes them remain useful for wells and other liquid matter), but it is very possible to just wall them off or otherwise deal with the water if you are ready.  You can still place a wall on top of shallow water.  If you want an old-style aquifer, just embark where there's a "heavy aquifer."

Your fort may also be invaded by horrible things if the necromancers or demons have been entertaining themselves.

The main new bit in adventure mode is right in the beginning - well, not quite.  Don't be fooled by the first character creation screen (which is unchanged), you'll get to the good stuff right after.  There are a lot of new options there (starting background, religion, starting site selection, equipment including quality, mounts/pets), including the option to make party members, who can be from different civilization.  Mounts greatly speed up travel if everybody has one (make sure the mount is their pet.)  If you forget a mount or meet with tragedy, you can claim a new mount generally from the pastures of human cities, or wherever tame animals can be found.  You do not have to purchase them currently.  Just press 'h' near one (the same key you use to mount and lead animals.)  If the wrong party member claims it, that party member can give it to the right one as a gift (a new conversation option which can be applied to anybody.)  Pack animals (including many mounts) can also carry items.  Press 'p' to place an item on a creature.  This can greatly increase your capacity to carry food or treasure.  If you claim a pet that is unnamed, you can name them as a conversation option (with the pet.)

In adventure mode, if you have judge of intent, you'll be able to see the new readout of your conversation partner's mood/relationship with you (without that skill, you still get some basic info.)  You have the ability to interrogate people, using the persuade and intimidate skills, though this is limited now because we didn't get to most evidence.  People can confess to schemes, and sometimes that'll even be meaningful, but it's mostly a giant mush of data until we add more structure.  But it shouldn't be hard to find some even without proper story/evidence hooks - just go to a nearby castle in a human town, and some portion of the nobles and administrators there will be up to something.  But it'll be ultimately unsatisfying until we get to more.  As a small note, only confessions of schemes will show up in the new adv mode intrigue view currently (confessions of masters/handlers don't have a proper evidence link yet.)  Finally, there were a ton of existing conversation options and most are not linked to the new conversation variables (like confidence and agitation and how much they want to leave.)  But you should see them in action if you interrogate, argue about values, flatter, tell jokes or pacify.  Additionally, depending on personality, most people slowly loses patience with a conversation no matter what the subject is, unless they are kept entertained.  These ephemeral conversation values are reset every two hours, so don't worry if you lose a chance to speak to somebody at a given time.

If you want to play with divination dice, you'll need to find a pedestal with some at a shrine.  About half of the shrines should have them, though a lot of the smaller road and intersection shrines won't have room and will just have statues.  Shrines labeled in text on the travel map have the best chance, since they are large.  Temples can also have them in the basement with the relics.  To roll dice, make sure they are in your hand and 'I'nteract with them.  Rolling should be an option there.  Once you do that, the roll announcement has a lot of information.  Statues generally give some idea as to whose shrine you are at.  Shrines can be both for organized religions or generally to a deity, and both types can have divination traditions.

New stuff
   (*) Guilds organize and petition for guildhalls, guild members can do skill demonstrations
   (*) Members of organized religions can petition for temples and priesthood recognition, priests give sermons and comfort stressed dwarves
   (*) Traitor dwarves, artifact heists, interrogation for crime from the justice screen, counterintelligence readout with organization charts
   (*) Most aquifers are much slower filling
   (*) Can start with a party in adventure mode
   (*) Specify background and starting location and beliefs in adventure mode (most labor skills still meaningless)
   (*) Can start with specified equipment and pets in adventure mode
   (*) Tactical combat mode for adventurer party
   (*) Adventurer can ride mounts, place items on pack animals, lead animals, claim pets, gift pets, and name pets (rider skill matters for melee/ranged rolls currently)
   (*) Can pet animals in adventure mode
   (*) Addition mood information in adventure mode conversations, (simple) interrogation options, flattery, joke-telling, calming remarks, (very simple) sermons
   (*) Simple intrigue display with actors and charts discovered in interrogation in adventure mode (in 'Q')
   (*) Divination shrines with dice and various effects
   (*) Lots of new intermediate positions (mostly without new mechanics) in entities (chamberlains etc.)
   (*) Alliances against world-ending threats in world generation
   (*) Various villainous activity in world generation, in play off-site, and (more limited) in fort mode, world generation surveillance, interrogation and punishment.  Historical plots include theft, sabotage, abduction, assassination, coups, corrupt advancement promises, embezzlement, starting wars, and framing enemies.
   (*) Romantic relationship changes (multiple lovers, affairs, children outside marriage, divorces, etc.) as well as other relationship changes and details (friendship/rival types, variables like trust, respect and loyalty)
   (*) Merchant companies, military orders and mercenary companies, craft guilds in world generation
   (*) Individual mercenaries and companies can upgrade their equipment, and richer world gen people can purchase houses and build up their own city towers
   (*) Various religious interactions (shrine building, sermons, persecution) in world generation, lots of religious demographics tracking which influences shrine creation, religious sites and sermons influencing membership numbers, holy cities and a few levels of priest
   (*) Various horrifying new necromancer/mummy/demon/vampire etc. matter - snow-balling zombie invasions, multiple experiment types, intelligent undead lieutenants with new powers, nightmarish summons, spreading evil zones, promises of immortality in villainous plots
   (*) Dwarves can trigger dig-deep disasters in world generation, with repercussions coming to other sites, including fort mode
   (*) Some new locations, some map details still in-progress, monasteries, private city towers, guildhalls, merchant counting houses, forts (bandits and mercenaries), castles have returned (basically unchanged), better necromancer towers and simple outlying buildings

Major bug fixes
   (*) Fixed visitor crash related to broken meetings
   (*) Fixed crash related to broken crimes and travelers/sent-away dwarves

Other bug fixes/tweaks
   (*) Changed werecreature trigger condition
   (*) Bogeyman limited to a few regions and given new powers
   (*) Fixed error where bandit groups would be deleted prematurely in worldgen
   (*) Fixed size issue with certain werecreatures
   (*) Fixed bug where only last half of performance sentence was shown
   (*) Fixed problem where biome and landmass names were sometimes split on the same biome/landmass
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Putnam on January 29, 2020, 03:54:55 am
The interaction examples are the most excited I've been for an update in... well, years, obviously. This is the best modding update since 2012.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: FantasticDorf on January 29, 2020, 03:58:01 am
Oh excellent, many thanks Toady!

One last question burned into the back of my mind from reading through, is the position-responsibility of MAINTAIN_TUNNELS responsible for creating new ones? (eitherway im probably going to be pre-occupying myself trying to find this out anyway under some test conditions as well as checking out the other new stuff.)
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Shonai_Dweller on January 29, 2020, 03:58:04 am
Woohoo!
Nice timing, just finished work.  :)
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: brewer bob on January 29, 2020, 03:59:57 am
Yes! Been waiting for this, thank you!

Downloaded it and currently generating a new world!
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Foxite on January 29, 2020, 04:08:08 am
At last!
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: therahedwig on January 29, 2020, 04:17:41 am
Congratulations!

Darn, worldgen is really fascinating to watch now with the new region stuff and alliances. I just several times over watched a tower being build, expand an evil region and then get turned un-purple and the region slowly recovering.

And the world I have now shifts between age of myth and legends several times, and ooh, network maps! I also have the feeling that civs are now more interconnected as opposed to just histfigs being more interconnected(and more necro towers are build), but that might also be because of all the little monasteries and forts.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Shonai_Dweller on January 29, 2020, 04:26:32 am
Is that werewolf pop trigger adjustable anywhere?
I kind of like the old version.

--edit

OK there it is in Adv. worldgen. Great. And now to create a world. Woot!
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Vordak on January 29, 2020, 04:43:44 am
I understand correctly?
No new profession tokens?

Upd. Hey, Dungeon master return!!

Upd.2.
   (*) Lots of new intermediate positions (mostly without new mechanics) in entities (chamberlains etc.)
Would like to look a full list of new intermediate positions.
These intermediate positions can have own tile graphics? Or for they all like at necromancers - profession based tile?
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: DG on January 29, 2020, 04:53:49 am
Congrats on the hard work.  :)
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Shonai_Dweller on January 29, 2020, 04:57:31 am
Crash to desktop during worldgen.
Woot, First!

Errorlog:
MOUNTAIN trying to generate musical form without speech or instruments.

 Seed: rHq4d0aoyuJFdnBTFOpW
 History Seed: fE4XicHEghrOnElk1P3w
 Name Seed: jjyl54v77gnUMzff1dxK
 Creature Seed: KzCGycAgKMg5gZE8YTv2

(Medium region. 250 years. Crash is repeatable with these seeds).

---------

Ooh, next world is working well, and a whole bunch of new beasts to choose as Adventurer characters:
Angirsagmo's hand
Fastenwane's eye
Fist of Fruitcheese (!)
Fist of Siegerusset
Fist of Thora
Night's hand
Soldier of Homessplatter
Warrior of Ur

Cool. But no description until I get into the game, I guess?
In fact, nothing at all in Appearance during character creation for my Fist of Fruitcheese.

And in-game:
A large scaly humanoid. It has a long swinging trunk. It's eyes glow violet. It's charcoal scales are round and close-set. This night creature was first created by the human necromancer Islas Fruitcheese of Crestedtones after horrible experiments on the human Someg Gladnessjoke in Scribepalace in the year 206.

That's me! Sure beats being a horned maggot.  :)
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: risusinf on January 29, 2020, 05:44:48 am
MOUNTAIN trying to generate musical form without speech or instruments.

*opens popcorn*
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Rumrusher on January 29, 2020, 05:44:55 am
hmm well glad to see bogeymen aren't wiped off the map in this update, I guess there still research on what their new powers. do hope the first world I generated have them though.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: TwistedMinds on January 29, 2020, 05:57:37 am
Thank you Toady & Threetoe & Scamps (and everyone else involved!)
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: MCreeper on January 29, 2020, 06:12:45 am
Hmm... are gorlacks founding monasteries intended? Just asked some monk about a monstery we was in, and he told me that it was founded by gorlack. With mountains trying to make music...
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Urlance Woolsbane on January 29, 2020, 06:15:27 am
At long last! I can't wait to sink my teeth into this!
Hmm... are gorlacks founding monasteries intended? Just asked some monk abot a monstery and he told me that it was founded by gorlack.
Seems like a grey area. I think it's rather cute.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Imic on January 29, 2020, 06:18:19 am
I have a Dog to walk right now, but this looks like itll be worth the wait.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Shonai_Dweller on January 29, 2020, 06:23:11 am
Hmm... are gorlacks founding monasteries intended? Just asked some monk about a monstery we was in, and he told me that it was founded by gorlack. With mountains trying to make music...
Gorlak's can join civilizations like animal people, so can be found in lots of different positions. Seems reasonable that one founds a monastery.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: MCreeper on January 29, 2020, 06:49:09 am
Furthermore, i have found mushroom man serving as executioner for a baron. This all is rather abnormal.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: FantasticDorf on January 29, 2020, 07:01:33 am
Furthermore, i have found mushroom man serving as executioner for a baron. This all is rather abnormal.

I had 120 dwarves join a Human civilization marching in a army by i guess virtue of sharing the same god as them or being mass-converted by a prophet, so maybe you're correct that the numbers are a little off. Said human army went to enslave the goblins, so i know who to aggrevate now for a good fight.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: thvaz on January 29, 2020, 07:22:36 am
*flexes fingers*

It is that time of the decade again!
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Shonai_Dweller on January 29, 2020, 07:29:28 am
Worldgen dwarves digging too deep seems to be working ok.
Year 35 saw a brand new civ of gobbos lead by a horse monster emerge from the underworld, impale a lot of dwarves on spikes, persecute their religion and generally be rather mean.

In addition to goblins, I note that the initial site which breached the Circus still has 55 other demons hanging out there. Good good.

Oh, and in true Hollywood fashion, the horse monster actually became best buddies with the future king of the Dwarven civ who breached the underworld (he was a mercenary at the time, they bonded amidst the horror of combat).

And....
Hmm...the king's ex-lover who held a deep hatred of the new goblins due to aforementioned religious persecution once took part in a wrestling competition held by the dwarf civ. The competition was won by the horse monster leader of the goblins. Er...

Are these new demon lead goblin civs perhaps a little too friendly with the civ which discovered them?
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: MCreeper on January 29, 2020, 07:35:06 am
Fortress is 3x7 towers, but there is this weird tile on the map. Seemingly nothing is actually there. Can it be something underground?
(https://i.imgur.com/5LYc8tr.png)
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Shonai_Dweller on January 29, 2020, 07:48:43 am
Shash Aurajackal the Lost Shaft was a forgotten beast. A gigantic blob composed of water. Ha ha ha....
Shash has so far devoured two earwig demons and a hedgehog devil. Yikes.

--

Oh, and going back to the new goblin civ and their horse monster boss, over the next hundred years they spread out taking over half of the dwarf civ. Then some humans invaded from the other side and balanced things out a bit.

Until the humans got too greedy, dug too deep themselves and unleashed a red diamond monster (Nemen Flimsyfork the Prim) and her goblin hordes. Ha ha.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: thvaz on January 29, 2020, 08:07:28 am
I started a ranger with a dog and a eagle and the animals promptly disappeared.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Orkel on January 29, 2020, 08:30:11 am
Thanks Toady! I'm assuming now begins a bunch of bug fix releases including important old bugs?
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: JEB Davis on January 29, 2020, 08:38:08 am
Your work is monumental... thank you Toady, Threetoe, and your little cat too!
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: MCreeper on January 29, 2020, 09:30:40 am
People are hiring mercenaries to attack the fortress of those same mercenaries. Repeatedly. Very, very much times, actually. And some without hiring them in between.
(https://i.imgur.com/91IigLv.png)
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: FantasticDorf on January 29, 2020, 09:38:13 am
Altars are confusing me a bit, i thought they would be larger placable bits of furniture like they're commonly referred to in Europe, but it seems to be more of a collection dish going from in-game description.

Also funnily enough, i have a dwarf that has a very colorful screen of attributed relationships as my first migrant. 4 children, romantically involved, 3 5 gods and 1 elven force of nature to worship (Enure). yeah. i think its bugged just a tiny bit. Ill put a report up once my fortress is settled.

(http://puu.sh/F4XKA/dfd2bbbcdb.png)
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Untrustedlife on January 29, 2020, 09:51:22 am
Fortress is 3x7 towers, but there is this weird tile on the map. Seemingly nothing is actually there. Can it be something underground?
(https://i.imgur.com/5LYc8tr.png)

They added new structures such as castles so that could be one of those. Things just become abandoned sometimes. Mine statues too though they werent mentioned in the change log he mentioned them in FOTF and in the dev log.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Untrustedlife on January 29, 2020, 09:57:37 am
Furthermore, i have found mushroom man serving as executioner for a baron. This all is rather abnormal.

They can join civilization so I dont see why they cant be an executioner.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Untrustedlife on January 29, 2020, 10:00:18 am
Altars are confusing me a bit, i thought they would be larger placable bits of furniture like they're commonly referred to in Europe, but it seems to be more of a collection dish going from in-game description.

Also funnily enough, i have a dwarf that has a very colorful screen of attributed relationships as my first migrant. 4 children, romantically involved, 3 5 gods and 1 elven force of nature to worship (Enure). yeah. i think its bugged just a tiny bit. Ill put a report up once my fortress is settled.

(http://puu.sh/F4XKA/dfd2bbbcdb.png)

Many religions use collection dishes and such as altars with worship eg burning incense in the dish etc. so it seems pretty kosher.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: MCreeper on January 29, 2020, 10:02:16 am
Fortress is 3x7 towers, but there is this weird tile on the map. Seemingly nothing is actually there. Can it be something underground?
(https://i.imgur.com/5LYc8tr.png)

They added new structures such as castles so that could be one of those. Things just become abandoned sometimes. Mine statues too though they werent mentioned in the change log he mentioned them in FOTF and in the dev log.
I know about the castle, i don't know about that weird tile on the bottom-left.  :P
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: voliol on January 29, 2020, 10:02:55 am
Altars are confusing me a bit, i thought they would be larger placable bits of furniture like they're commonly referred to in Europe, but it seems to be more of a collection dish going from in-game description.

Also funnily enough, i have a dwarf that has a very colorful screen of attributed relationships as my first migrant. 4 children, romantically involved, 3 5 gods and 1 elven force of nature to worship (Enure). yeah. i think its bugged just a tiny bit. Ill put a report up once my fortress is settled.

(http://puu.sh/F4XKA/dfd2bbbcdb.png)


The multitude of gods I believe is an old bug. Currently children simply inherit all of their parents' objects of worship; thus historical figures with families that go way back sooner or later amass long lists of gods they believe in.
Perhaps remarrying (and infildelity) makes intercultural children more common? That would explain the force being among the gods.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: VABritto on January 29, 2020, 10:03:37 am
Making a world now. Maxed out civilization numbers, site numbers and put it to the 550 year mark. Gonna see if my current laptop can handle that (it's pretty bad) just to see what this new update can do. Very hyped!
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Untrustedlife on January 29, 2020, 10:07:41 am
Fortress is 3x7 towers, but there is this weird tile on the map. Seemingly nothing is actually there. Can it be something underground?
(https://i.imgur.com/5LYc8tr.png)

They added new structures such as castles so that could be one of those. Things just become abandoned sometimes. Mine statues too though they werent mentioned in the change log he mentioned them in FOTF and in the dev log.
I know about the castle, i don't know about that weird tile on the bottom-left.  :P

Oh that. Ive seen random towers around towns or on their outskirts/other places before even in the previous version. Usually the goblins will build them if they conquer a site and then even if they are later re-conquered the towers will be there as essentially little ruins. So I think thats intended. Though it would be nice if the new town owners would actually use them. Maybe it also happens when other site are conquered by goblins eg a monestary briefly owned by goblins.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: MCreeper on January 29, 2020, 10:10:48 am
Equipment screen at adventure mode start sorely needs saving\loading templates. Probably putting what is required by adventurers on top of the list too.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: TeaAndRum on January 29, 2020, 10:21:37 am
Awesome! Building a fortress now.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: thvaz on January 29, 2020, 10:45:58 am
I was looking for my missing pets, got attacked by a band of bandits, they stole everything I had and crippled me. Dog and eagle yet not found.

edit: it seems the experimented night creatures can be assimilated by civs . It is intended?
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: George_Chickens on January 29, 2020, 11:34:06 am
I was looking for my missing pets, got attacked by a band of bandits, they stole everything I had and crippled me. Dog and eagle yet not found.
Did you find them? I had a similar issue, looks like pets can permanently disappear if left offscreen
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Untrustedlife on January 29, 2020, 11:37:23 am
I was looking for my missing pets, got attacked by a band of bandits, they stole everything I had and crippled me. Dog and eagle yet not found.
Did you find them? I had a similar issue, looks like pets can permanently disappear if left offscreen


Are the pets not considered hist figs? I don't see why they would just disappear they would be somewhere, maybe check the hoome town of your adventurer. In df things dont really "just dissappear"
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Doorkeeper on January 29, 2020, 11:39:04 am
Thanks Toady and ThreeToe.

The files df_47_01_legacy.zip (http://bay12games.com/dwarves/df_47_01_legacy.zip) and df_47_01_legacy_s.zip (http://bay12games.com/dwarves/df_47_01_legacy_s.zip) are missing on the download page.

Update: found the two files, they were under slightly different names: df_47_01_legacy64.zip (http://bay12games.com/dwarves/df_47_01_legacy64.zip) and df_47_01_legacy64_s.zip (http://bay12games.com/dwarves/df_47_01_legacy64_s.zip). The links on the Older Versions (http://bay12games.com/dwarves/older_versions.html) page are still incorrect.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Untrustedlife on January 29, 2020, 11:39:59 am
I was looking for my missing pets, got attacked by a band of bandits, they stole everything I had and crippled me. Dog and eagle yet not found.

edit: it seems the experimented night creatures can be assimilated by civs . It is intended?

Yeah its intended it was mentioned in one of the dev logs. :

Quote
08/01/2019
Toady One
August's report. The Future of the Fortress: part 1, part 2.

As we finished off the month, which is mostly an administrative period, there was also a last bit of tangentry and excitement over in necro and demon land. Summons were expanded to include larger nightmarish beings. They last for a short time and can't be called often, but they are trouble. Raising intelligent undead was expanded to include ghosts. These can act as plotters and agents (you can put them down with their names, and likely that'll also come up when we get to interrogating them about their role in plots.) Both of these should also contribute to fun in the fort when we arrive at that part.

Finally, certain necromancers and certain demons can also magically experiment on or otherwise corruptly transform the citizens and livestock of cities that they capture. This leads to a variety of humanoids and quadrupeds and others (like little failed experiment winged blobs), some of which can escape into the wilderness and perhaps even rarely reintegrate into society (and thereby possibly become playable in adv mode and available as fort travelers and migrants.) Collections of citizens can also be amalgamated into monstrous giants.

The creature description includes the conditions under which the creature first appeared, and their creature name often includes the name of the necromancer or demon (e.g. humanoids called Tura's hands), and they are uncommon enough that I think it's a relatively safe step in terms of exposition and potential confusion. That is, while elves, goblins, animal people, etc. are easy enough for most players to parse, along with the occasional forgotten beast, we were worried about throwing tons of procedural beings in before myth generation can cohere them. With the experiments though, despite being random, they still occupy a controlled position that seems to work in the contexts where they appear.

I think the tangents are finally out of my system now, for the time being, and we can get these maps done at long last. These new additions have been very good for the villain theme, though, and it'll be wholesome to see them out in the worlds.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: thvaz on January 29, 2020, 12:01:54 pm
I was looking for my missing pets, got attacked by a band of bandits, they stole everything I had and crippled me. Dog and eagle yet not found.

edit: it seems the experimented night creatures can be assimilated by civs . It is intended?

Yeah its intended it was mentioned in one of the dev logs. :

Quote
08/01/2019
Toady One
August's report. The Future of the Fortress: part 1, part 2.

As we finished off the month, which is mostly an administrative period, there was also a last bit of tangentry and excitement over in necro and demon land. Summons were expanded to include larger nightmarish beings. They last for a short time and can't be called often, but they are trouble. Raising intelligent undead was expanded to include ghosts. These can act as plotters and agents (you can put them down with their names, and likely that'll also come up when we get to interrogating them about their role in plots.) Both of these should also contribute to fun in the fort when we arrive at that part.

Finally, certain necromancers and certain demons can also magically experiment on or otherwise corruptly transform the citizens and livestock of cities that they capture. This leads to a variety of humanoids and quadrupeds and others (like little failed experiment winged blobs), some of which can escape into the wilderness and perhaps even rarely reintegrate into society (and thereby possibly become playable in adv mode and available as fort travelers and migrants.) Collections of citizens can also be amalgamated into monstrous giants.

The creature description includes the conditions under which the creature first appeared, and their creature name often includes the name of the necromancer or demon (e.g. humanoids called Tura's hands), and they are uncommon enough that I think it's a relatively safe step in terms of exposition and potential confusion. That is, while elves, goblins, animal people, etc. are easy enough for most players to parse, along with the occasional forgotten beast, we were worried about throwing tons of procedural beings in before myth generation can cohere them. With the experiments though, despite being random, they still occupy a controlled position that seems to work in the contexts where they appear.

I think the tangents are finally out of my system now, for the time being, and we can get these maps done at long last. These new additions have been very good for the villain theme, though, and it'll be wholesome to see them out in the worlds.

It is anything but rare then. I am just passing by and saw a lot of different ones.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: MCreeper on January 29, 2020, 12:27:34 pm
Do i just post errorlog.txt when i get crash in worldgen?
Spoiler (click to show/hide)
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: johantux on January 29, 2020, 12:31:22 pm
If you are a Linux user and you are receiving an error similar to the following, try removing the file libstdc++.so.6  file from your DWARF_FORTRESS libs subfolder (Not your system's library  ;) )

./libs/Dwarf_Fortress: /home/johan/games/df/df_linux-47_01/libs/libstdc++.so.6: version `CXXABI_1.3.8' not found (required by /lib/x86_64-linux-gnu/libGLU.so.1)
./libs/Dwarf_Fortress: /home/johan/games/df/df_linux-47_01/libs/libstdc++.so.6: version `CXXABI_1.3.9' not found (required by /lib/x86_64-linux-gnu/libGLU.so.1)


I post this because each time i install DF on a new system, I spend 30 minutes troubleshooting this before I facepalm myself for not remembering this fix from last time.




Title: Re: Dwarf Fortress 0.47.01 Released
Post by: MCreeper on January 29, 2020, 01:02:06 pm
Looks like cave adaptation bug is back with vengeance. Some of the started seven are cave adapted on start.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Imic on January 29, 2020, 01:07:59 pm
Looks like cave adaptation bug is back with vengeance. Some of the started seven are cave adapted on start.
Can confirm.

Also, Dwarven Civs seem to breach the Fun and found Goblin Civs near-constantly. After 250 Years, Youre lucky if each Dwarven Civ has only summoned 2 Clowns each. It feels like the kind of thing that should be rare, that should shatter the Earth, that should change the face of the globe forever, but instead, the number of Goblin Civs is equal to the number of all the other Civs combined, Kobolds included.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Untrustedlife on January 29, 2020, 01:15:17 pm
Looks like cave adaptation bug is back with vengeance. Some of the started seven are cave adapted on start.
Can confirm.

Also, Dwarven Civs seem to breach the Fun and found Goblin Civs near-constantly. After 250 Years, Youre lucky if each Dwarven Civ has only summoned 2 Clowns each. It feels like the kind of thing that should be rare, that should shatter the Earth, that should change the face of the globe forever, but instead, the number of Goblin Civs is equal to the number of all the other Civs combined, Kobolds included.

Eh im okay with there existing multiple morias in one world. Does breeching the fun in fort mode also result in new gobbo civs?
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Quaksna on January 29, 2020, 01:41:09 pm
These interactions are looking neat. Fun modding ahead!
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Imic on January 29, 2020, 02:06:51 pm
Looks like cave adaptation bug is back with vengeance. Some of the started seven are cave adapted on start.
Can confirm.

Also, Dwarven Civs seem to breach the Fun and found Goblin Civs near-constantly. After 250 Years, Youre lucky if each Dwarven Civ has only summoned 2 Clowns each. It feels like the kind of thing that should be rare, that should shatter the Earth, that should change the face of the globe forever, but instead, the number of Goblin Civs is equal to the number of all the other Civs combined, Kobolds included.

Eh im okay with there existing multiple morias in one world. Does breeching the fun in fort mode also result in new gobbo civs?
Multiple Morias is fine, more Morias than there Countries on the Planet is pushing it a bit.

As for thing 2, I dont know, but I intend to find out.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: voliol on January 29, 2020, 02:32:44 pm
When choosing a profession in adventure mode, you get a set amount of skill levels, and can increase these even further by adding skill points. However, the levels still cost as much, just with your starting point shifted. Also, there is no max skill limit, so now I'm leaving my village as a Legendary +11 cheesemaker.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Shonai_Dweller on January 29, 2020, 04:10:45 pm
I assume Alliances were meant to be a counter to the influx of new goblin civs? Perhaps balance is a little out (very rng based though, I haven't seen any total goblin takeover worlds yet - making medium regions of 200-300 years mainly).

Or perhaps it's because anyone seems to be able to breach the HFS (my human civ did, I assume they just need a fortress site to manage it). Which potentially means goblins are breaching the HFS themselves from the sites they take over in the initial invasion. Might be a bit much?

---
Oh, how do we get at the religion and criminal network maps? That's a thing now, isn't it?
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Fleeting Frames on January 29, 2020, 04:49:43 pm
Quick test: Previous parameters with the new values added in no longer generate same geography and cause rejections, this might be unintentional. Also, these parameters segfault on year 138X (1 rejection on gen with standard linux download): https://pastebin.com/zrYgKzny (Expected year 2 image (https://i.imgur.com/BUWqmMf.png))

Where X varies, seemingly ranging from 0 to 7 in several tests so far.

Going by errlog, it's another case of silent mountain, but might be useful for end date/geography/inconsistent wg change.

E: Thought this wasn't supposed to happen?:
|(https://i.imgur.com/oQAuYsI.png)|

(Unknown parentage; initially settled in a good region before joining the tavern as their second action ever after being born.)

E3: Oh I see - they keep their original idendity, but get "fallen zombie" like "ghostly fisherdwarf".

E2: missing "with" between "brawl" and "the":

|(https://i.imgur.com/uC121br.png)|

Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Rumrusher on January 29, 2020, 05:02:22 pm
Ok saw what the bogeyman special power was,
Spoiler (click to show/hide)

so far realized the adventure mode party stuff is tied to the ones you made at the start of the session and not your entire companion party. shame you can't just be 'Tilat of the Corn' and just assimilate folks into a collective.
other than that this update seems alot of fun Modding wise on an entity modding level.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: TomiTapio on January 29, 2020, 05:46:45 pm
.
Hurrah! Praise Toady One!


Edit: My quick-and-dirty summary of RAWS changes:
Spoiler (click to show/hide)

Title: Re: Dwarf Fortress 0.47.01 Released
Post by: CaptainArchmage on January 29, 2020, 05:56:16 pm
Making a world now. Maxed out civilization numbers, site numbers and put it to the 550 year mark. Gonna see if my current laptop can handle that (it's pretty bad) just to see what this new update can do. Very hyped!

I kind of did that... after (as usual) running into the worldgen failure 86ing issue (more like 89ing), I paused the worldgen at year 316.

My. God.


It seems like a lot of dwarven fortresses "too deep" themselves and ended up being contested between Humans, Elves, Goblins, and necromancers in the aftermath. And I didn't go max sites. Literally, even. Actually, this is killing dwarven civilisations*.

*Based on anecdotal evidence, i.e. the one gen I did on a medium world...

Hmm... are gorlacks founding monasteries intended? Just asked some monk about a monstery we was in, and he told me that it was founded by gorlack. With mountains trying to make music...

Not sure about whether this is *intended*... but is a logical consequence of gorlacks being [INTELLIGENT]. Also Gorlaks apparently are liked by dwarves for their "helpful".

Also I think the error about mountains making music is a case of [ENTITY:MOUNTAIN] (i.e. dwarves) making a musical style.

Questions I have for now are:

1) Can I directly import a save from 44.12 to this version?
2) Anybody been having save file corruption issues? No issues on my end (yet), but this is the one thing where fixing it results in save game incompatibility...
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Orkel on January 29, 2020, 06:23:47 pm
When a dwarf gives birth to a baby, the baby turns the mother into its mount and rides the mother around like a horse, and the mother eventually dies of thirst, unable to escape the existence of horse.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Shonai_Dweller on January 29, 2020, 06:32:09 pm
When a dwarf gives birth to a baby, the baby turns the mother into its mount and rides the mother around like a horse, and the mother eventually dies of thirst, unable to escape the existence of horse.
Revenge for being used as a shield for all these years.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: TomiTapio on January 29, 2020, 07:00:10 pm
1) Can I directly import a save from 44.12 to this version?
2) Anybody been having save file corruption issues? No issues on my end (yet), but this is the one thing where fixing it results in save game incompatibility...
Importing the raws changes to OldGenesis now, I would say "no way, it will surely crash".
Well, didn't crash when ran a little of 44.12 fort save...
Did crash on trying to embark on an "old raws, let us make a world" world.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Untrustedlife on January 29, 2020, 07:47:33 pm
I am finally home, and df has crashed every time ive tried to generate a world so far. So. :(
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Shonai_Dweller on January 29, 2020, 07:49:59 pm
I am finally home, and df has crashed every time ive tried to generate a world so far. So.
Wow. Post those seeds!
I've been generating 250 year medium regions and 500 year small regions for a while now and only found one crash.
Anything in the errorlog? (Those damn mountains trying to build instruments again?)

Do you know how we can get at the criminal network and religion spread maps, by the way? Or was that just something for Toady to play with.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: TomiTapio on January 29, 2020, 07:50:36 pm
I am finally home, and df has crashed every time ive tried to generate a world so far. So. :(
I was able to roll a world and start adventuring, Windows 64 bit AND OldGenesis major mod. Fort mode embark crashes every time.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Untrustedlife on January 29, 2020, 07:54:04 pm
I am finally home, and df has crashed every time ive tried to generate a world so far. So. :(
I was able to roll a world and start adventuring, Windows 64 bit AND OldGenesis major mod. Fort mode embark crashes every time.

Im on 64 bit aswell.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Untrustedlife on January 29, 2020, 07:54:38 pm
I am finally home, and df has crashed every time ive tried to generate a world so far. So.
Wow. Post those seeds!
I've been generating 250 year medium regions and 500 year small regions for a while now and only found one crash.
Anything in the errorlog? (Those damn mountains trying to build instruments again?)

Do you know how we can get at the criminal network and religion spread maps, by the way? Or was that just something for Toady to play with.
I like making large worlds. I didnt have any issues with 1000-3000 year old large world gens in the previous version after the bug fixes, crashed on first couple versions aswell until bug fixes all came through.

The MOUNTAIN error is when dwarf civilizations try to generate instruments, Mountain is just their ID essentially.

Impoverished world selector in error log.
Also heres two of the failed worlds:
Generating world using parameter set CREATE WORLD NOW = 5555535
 Seed: 3PYYXQQSGSZBbX5Pv2jk
 History Seed: BGIBswLKiR9ETG3UH7da
 Name Seed: rlIH7G5FVWbUyzvv5dVM
 Creature Seed: SnuU4ASaYoq3kpO48xDq
*** STARTING NEW GAME ***
Generating world using parameter set CREATE WORLD NOW = 5455545
 Seed: prCWXmaQCG7R11b1jWV4
 History Seed: hySpgUDSYBvKJ45o1v1m
 Name Seed: 7DifhcVdvqzM0NvX1BXK
 Creature Seed: EhGEAq8suUeRYzW8AbrG
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Nordlicht on January 29, 2020, 08:07:02 pm

Do you know how we can get at the criminal network and religion spread maps, by the way? Or was that just something for Toady to play with.


Some Historical figures in Legend mode have the possibility to export a network map (with 'd') now. I think this is new and I have no clue what they show, though. Maybe that's related.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Orkel on January 29, 2020, 08:48:38 pm
Anyone figured out how to use Altars yet? I have built a couple of those items but no idea how to place them.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Untrustedlife on January 29, 2020, 09:12:56 pm
I am finally home, and df has crashed every time ive tried to generate a world so far. So.
Wow. Post those seeds!
I've been generating 250 year medium regions and 500 year small regions for a while now and only found one crash.
Anything in the errorlog? (Those damn mountains trying to build instruments again?)

Do you know how we can get at the criminal network and religion spread maps, by the way? Or was that just something for Toady to play with.
I like making large worlds. I didnt have any issues with 1000-3000 year old large world gens in the previous version after the bug fixes, crashed on first couple versions aswell until bug fixes all came through.

The MOUNTAIN error is when dwarf civilizations try to generate instruments, Mountain is just their ID essentially.

Impoverished world selector in error log.
Also heres two of the failed worlds:
Generating world using parameter set CREATE WORLD NOW = 5555535
 Seed: 3PYYXQQSGSZBbX5Pv2jk
 History Seed: BGIBswLKiR9ETG3UH7da
 Name Seed: rlIH7G5FVWbUyzvv5dVM
 Creature Seed: SnuU4ASaYoq3kpO48xDq
*** STARTING NEW GAME ***
Generating world using parameter set CREATE WORLD NOW = 5455545
 Seed: prCWXmaQCG7R11b1jWV4
 History Seed: hySpgUDSYBvKJ45o1v1m
 Name Seed: 7DifhcVdvqzM0NvX1BXK
 Creature Seed: EhGEAq8suUeRYzW8AbrG

WOO got another crash, this time on a medium world, not sure what year it was
Generating world using parameter set CREATE WORLD NOW = 4535535
 Seed: WOacmSgOUUgMeM8yugeW
 History Seed: 2q6Iec0A2EIqkguysMsm
 Name Seed: EigYWcyW8KmaGAGoIqAM
 Creature Seed: 0QMYu2iWyWCW08GsYkQa

Probably 700 or so? Or way later, no clue i wasnt paying close attention. You folks need to push world gen harder i have gotten a crash every time.

Created mantis ticket,
https://www.bay12games.com/dwarves/mantisbt/view.php?id=11240
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: DG on January 29, 2020, 09:13:44 pm
When a dwarf gives birth to a baby, the baby turns the mother into its mount and rides the mother around like a horse, and the mother eventually dies of thirst, unable to escape the existence of horse.

So DF managed to accidentally mimic the "lead a horse to water" proverb? An early contender for this versions iconic bug.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Doorkeeper on January 29, 2020, 09:16:44 pm

Do you know how we can get at the criminal network and religion spread maps, by the way? Or was that just something for Toady to play with.


Some Historical figures in Legend mode have the possibility to export a network map (with 'd') now. I think this is new and I have no clue what they show, though. Maybe that's related.

You got it, those are the network maps Shonai is referring to. Religions in the Civilizations and Other Entities tab have this option too for the religion maps.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Shonai_Dweller on January 29, 2020, 09:46:23 pm

Do you know how we can get at the criminal network and religion spread maps, by the way? Or was that just something for Toady to play with.


Some Historical figures in Legend mode have the possibility to export a network map (with 'd') now. I think this is new and I have no clue what they show, though. Maybe that's related.

You got it, those are the network maps Shonai is referring to. Religions in the Civilizations and Other Entities tab have this option too for the religion maps.
Ah, I see it now, in the actual list, not on the religion/criminal's own page. Great.

That actually makes it easier to spot the actual religions and criminals now in the big list.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: MaximumZero on January 29, 2020, 10:46:16 pm
Thank you so much! I can't wait to set up proper guilds.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Untrustedlife on January 29, 2020, 11:08:44 pm
I dont see any option to "intimidate" in theconversation options. Only flatter , tell joke, and calm the listener.

In the mean time,
http://www.bay12forums.com/smf/index.php?topic=175455.0

The new human forts are pretty neat, i found one with a cafeteria, barracks, and a keep.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: DG on January 29, 2020, 11:26:06 pm
Was there mention of tweaks to pantheons that I missed? Specifically their size. I tend to do repetitive advanced worldgens for lots of things. One of them is a search for a set of gods that I like which makes the (-much-) bigger pantheons in this version very noticeable to me.

Here's an example from my current gen.

Spoiler (click to show/hide)

That's 64 gods if I counted correctly (human civ has 23). On one hand this Ancient Greek god level is pretty cool, but it could complicate religious needs in fortmode if that wasn't considered when/if it was tweaked. I'm curious whether I missed a devlog entry about it. I imagine it could be so that death gods are more common (one of the reasons I constantly regen my small-world 5-civ maps) so that necromancer content is more likely to arise, but that's just speculation on my part.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Shonai_Dweller on January 29, 2020, 11:32:24 pm
Was there mention of tweaks to pantheons that I missed? Specifically their size. I tend to do repetitive advanced worldgens for lots of things. One of them is a search for a set of gods that I like which makes the (-much-) bigger pantheons in this version very noticeable to me.

Here's an example from my current gen.

Spoiler (click to show/hide)

That's 64 gods if I counted correctly (human civ has 23). On one hand this Ancient Greek god level is pretty cool, but it could complicate religious needs in fortmode if that wasn't considered when/if it was tweaked. I'm curious whether I missed a devlog entry about it. I imagine it could be so that death gods are more common (one of the reasons I constantly regen my small-world 5-civ maps) so that necromancer content is more likely to arise, but that's just speculation on my part.
Organized religion was added, so it's probably Ok. You'll get a large bunch of Dwarves with the same God to worship (hopefully).
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Shonai_Dweller on January 29, 2020, 11:34:37 pm
I think my crashed worldgen may not have been caused by the "MOUNTAIN trying to generate instruments" error. My last couple of worldgens have produced a similar error (PLAINS trying to generate musical instrument form without speech or instruments) but with no crash.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Untrustedlife on January 29, 2020, 11:41:40 pm
I think my crashed worldgen may not have been caused by the "MOUNTAIN trying to generate instruments" error. My last couple of worldgens have produced a similar error (PLAINS trying to generate musical instrument form without speech or instruments) but with no crash.

I didnt see that error in any of my crashing worlds so. Probably same error im getting friendo.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Untrustedlife on January 30, 2020, 12:07:50 am
New bug, experiments are all very cordial and friendly even though theres also zombies who are aggressive to me around the experiments are all friendly and conversational in this necromancer tower complex.
(https://i.imgur.com/XtHv213.png)
These experiments in a tower complex all seem very friendly. They arent attacking me at all.

Also as a side note, The necromancer sites are cool looking now. This one has a bunch of little pyramids filled with undead and experiments.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Toady One on January 30, 2020, 12:17:13 am
Quote from: FantasticDorf
One last question burned into the back of my mind from reading through, is the position-responsibility of MAINTAIN_TUNNELS responsible for creating new ones? (eitherway im probably going to be pre-occupying myself trying to find this out anyway under some test conditions as well as checking out the other new stuff.)

Ah, all those new positions pretty much don't do anything (the spy one does.)  Hopefully they will matter at some distant future point, but we just needed some intermediate people for now.

Quote from: Vordak
Would like to look a full list of new intermediate positions.
These intermediate positions can have own tile graphics? Or for they all like at necromancers - profession based tile?

Hmm, looks like you'd need to use the tokens CUSTOM_OFFICIAL_# currently.  I did not give them good-sounding names.
# 0 = chancellor, 1 = justiciar, 2 = treasurer, 3 = counselor, 4 = chamberlain
5 = master of beasts, 6 = butler, 7 = doctor, 8 = executioner, 9 = chef, 10 = housekeeper

CUSTOM_MARKET_OFFICIAL_#
# 0 = sewer official, 1 = grain official, 2 = fire official, 3 = judge, 4 = building official, 5 = road official

Quote from: Shonai_Dweller
Errorlog:
MOUNTAIN trying to generate musical form without speech or instruments.

 Seed: rHq4d0aoyuJFdnBTFOpW
 History Seed: fE4XicHEghrOnElk1P3w
 Name Seed: jjyl54v77gnUMzff1dxK
 Creature Seed: KzCGycAgKMg5gZE8YTv2

(Medium region. 250 years. Crash is repeatable with these seeds).

This reproduces in release mode only for me, so it'll take a zillion years, but hopefully I can get it.  Agree that the musical form probably doesn't matter -- happens in year 196, crash is ~216.  No other info yet.

Quote from: MCreeper
Hmm... are gorlacks founding monasteries intended? Just asked some monk about a monstery we was in, and he told me that it was founded by gorlack. With mountains trying to make music...

Furthermore, i have found mushroom man serving as executioner for a baron. This all is rather abnormal.

Yeah, this is intended, broadly speaking, since local heroes can arise from those pops, but once underground sites/travel are a little better respected I expect they'll stay underground more often.

Quote from: Shonai_Dweller
Are these new demon lead goblin civs perhaps a little too friendly with the civ which discovered them?

Ha ha, that's quite possible.

Quote from: MCreeper
Fortress is 3x7 towers, but there is this weird tile on the map. Seemingly nothing is actually there. Can it be something underground?

Ack, all single castles should be ~3x3...  I have no idea what these builders were doing.  And no idea about the oddity.

Quote from: thvaz
I started a ranger with a dog and a eagle and the animals promptly disappeared.

Ack.  The doors are bad.  Thinking about leaving adv mode doors open longer/permanently (but closable).  All pets are historical, so they shouldn't be deleted, but I did have trouble with my large birds especially just flying all over the place.  I use 'c' to keep tabs on them a bit -- do we know more about when they left?  Did they not follow in 't'ravel or were they already offloaded locally before that?

Quote from: Orkel
I'm assuming now begins a bunch of bug fix releases including important old bugs?

Some, yes, though I can't go on for too long in order to get the artists unblocked.  So we do have to change gears at some point, but the bug fixing releases will continue even then, periodically.  It'll be different this time.  Certainly going after e.g. the raid crash again once I clean the new stuff up.  But by the end of February will see if I really have to switch.  These are odd times, and will be for a bit.

Quote from: MCreeper
People are hiring mercenaries to attack the fortress of those same mercenaries. Repeatedly. Very, very much times, actually. And some without hiring them in between.

Ha ha ha.  Whoops.

Quote from: FantasticDorf
Also funnily enough, i have a dwarf that has a very colorful screen of attributed relationships as my first migrant. 4 children, romantically involved, 3 5 gods and 1 elven force of nature to worship (Enure). yeah. i think its bugged just a tiny bit. Ill put a report up once my fortress is settled

The worship stuff comes from the new shrines and so forth - it diffuses out and everybody is influenced by their local situation.  So this is working as intended, though I agree it's a bit odd.  They shouldn't belong to multiple organized religions.

Quote from: thvaz
(assimilated night creatures) is anything but rare then. I am just passing by and saw a lot of different ones.

Yes, the individual original event is kinda rare, but it doesn't take much beyond that.  Should probably be dialed back, or there could be some initial tensions that stop integrations at first sometimes.

Quote from: Untrustedlife
Does breeching the fun in fort mode also result in new gobbo civs?

Not yet!

Quote from: Shonai_Dweller
I assume Alliances were meant to be a counter to the influx of new goblin civs? Perhaps balance is a little out (very rng based though, I haven't seen any total goblin takeover worlds yet - making medium regions of 200-300 years mainly).

Or perhaps it's because anyone seems to be able to breach the HFS (my human civ did, I assume they just need a fortress site to manage it). Which potentially means goblins are breaching the HFS themselves from the sites they take over in the initial invasion. Might be a bit much?

Yeah, overall I think breaches are a bit much now.  At least that's what I'm seeing in some of the reports of total dwarf death in not-too-many years.

Quote from: CaptainArchmage
1) Can I directly import a save from 44.12 to this version?

Should just be able to copy over your save folder, yeah, though as people have noted, not sure about the mod situation etc.

Quote from: Orkel
When a dwarf gives birth to a baby, the baby turns the mother into its mount and rides the mother around like a horse, and the mother eventually dies of thirst, unable to escape the existence of horse.

He he he he, this is the sort of thing I'm looking for.  A fine companion for the drunk tavern cats and executioner arm-in-mouth.  Will fix, of course, but this is good.

Quote from: Untrustedlife
I dont see any option to "intimidate" in theconversation options. Only flatter , tell joke, and calm the listener.

Intimidate and persuade are tactics restricted to interrogation currently.  Hopefully can get stuff out and generalized over time.

Quote from: DG
Was there mention of tweaks to pantheons that I missed? Specifically their size.

Hmm, I just added some new death deity guarantees...  if that's the result, it appears I screwed up a loop or something, ha ha ha.  Is that total exhaustion of all spheres?  It'd be cool as a rare thing.

Quote from: Untrustedlife
New bug, experiments are all very cordial and friendly even though theres also zombies who are aggressive to me around the experiments are all friendly and conversational in this necromancer tower complex.

Hmm.  They are supposed to have the kill/identify strangers on site ethic at the very least.  I wonder why they are confused.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: DG on January 30, 2020, 12:59:30 am
Quote from: DG
Was there mention of tweaks to pantheons that I missed? Specifically their size.
Hmm, I just added some new death deity guarantees...  if that's the result, it appears I screwed up a loop or something, ha ha ha.  Is that total exhaustion of all spheres?  It'd be cool as a rare thing.

Yeah, it does seem to be all of them. At least, all the ones that are missing seem to be covered by others. I'm not certain which child/parent/friend sphere relationships make an individual sphere redundant.

Animals and Plants are missing but there's Nature. Boundaries is missing but Coasts is there. No Charity but is that because there's already Generosity? etc etc. I haven't done an exhaustive search.

Anyway, I agree that it's cool so a +1 on not making this sort of thing impossible even if it is toned down to be rarer.  :)
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: LordBSD on January 30, 2020, 02:02:43 am
Hello, I didn't know where else to post so I am posting here I hope that's ok. I am trying to get the new build running on FreeBSD and have already made much progress. I had to remove all the libs in libs, and let it use the linux compatability ones on my system. Then it complained about libgraphics.so so I hunted that down and I can't remember what else I did. Anyway to the problem. When running, I get this:

Code: [Select]
root@core:/home/mike/df/df_linux # ./df
Loading bindings from data/init/interface.txt
Unknown binding: CHOOSE_NAME_FIRST
Unknown binding: A_CONV_PERSUADE
Unknown binding: A_CONV_INTIMIDATE
Unknown binding: A_ASSUME_IDENTITY_NEW
Unknown binding: A_ASSUME_IDENTITY_NONE
Unknown binding: A_ASSUME_IDENTITY_NAME
Unknown binding: A_ASSUME_IDENTITY_ORIGIN
Unknown binding: A_ASSUME_IDENTITY_PROFESSION
Unknown binding: A_ASSUME_IDENTITY_WORSHIP
Unknown binding: A_TACTICAL_SETTINGS
Unknown binding: HOTKEY_BUILDING_DISPLAY_FURNITURE
Unknown binding: CIV_RAID
Unknown binding: CIV_CENTER_ON_FORT
Unknown binding: CIV_HOLDINGS
Unknown binding: CIV_MAP_LEGEND
Unknown binding: CIV_REMOVE_MISSION
Unknown binding: CIV_RESCUE
Unknown binding: CIV_RECOVER
Unknown binding: CIV_WORLD
Unknown binding: CIV_MISSIONS
Unknown binding: CIV_MISSION_DETAILS
Unknown binding: CIV_MISSION_FREE_CAPTIVES
Unknown binding: CIV_MISSION_RELEASE_OTHERS
Unknown binding: CIV_MISSION_TAKE_ARTIFACTS
Unknown binding: CIV_MISSION_TAKE_ITEMS
Unknown binding: CIV_MISSION_TAKE_LIVESTOCK
Unknown binding: CIV_MISSION_RAID
Unknown binding: CIV_MISSION_PILLAGE
Unknown binding: CIV_MISSION_RAZE
Unknown binding: CIV_MISSION_TRIBUTE_ONE_TIME
Unknown binding: CIV_MISSION_TRIBUTE_ONGOING
Unknown binding: CIV_MISSION_CONQUER
Unknown binding: CIV_MISSION_DEMAND_SURRENDER
Unknown binding: CIV_NEWS
Unknown binding: CIV_PEOPLE
Unknown binding: CIV_ARTIFACTS
Unknown binding: CIV_CIVS
Unknown binding: CSHEET_BACKGROUND
Unknown binding: CSHEET_NEW_CHARACTER
Unknown binding: CSHEET_SKILLS
Unknown binding: CSHEET_APPEARANCE
Unknown binding: CSHEET_PERSONALITY
Unknown binding: CSHEET_EQUIPMENT
Unknown binding: CSHEET_PETS
Unknown binding: CSHEET_RANDOMIZE_BACKGROUND
Unknown binding: CSHEET_SELECT_BACKGROUND_OPTION
Unknown binding: CSHEET_WORSHIP_UP
Unknown binding: CSHEET_WORSHIP_DOWN
Unknown binding: CSHEET_NEW_ITEM
Unknown binding: CSHEET_QUALITY_UP
Unknown binding: CSHEET_QUALITY_DOWN
Unknown binding: CSHEET_NAME_PET
Unknown binding: CSHEET_REMOVE_PET
Unknown binding: CSHEET_ADD_PET
Unknown binding: A_LOG_SORT
Unknown binding: A_LOG_PIN
Unknown binding: A_LOG_ARTIFACTS
Unknown binding: A_LOG_INTRIGUE
Unknown binding: BUILDJOB_NAME
Unknown binding: BUILDJOB_DISPLAY_FURNITURE_SET
Unknown binding: BUILDJOB_DISPLAY_FURNITURE_CANCEL
Unknown binding: D_BITEM_NAME
Unknown binding: ARENA_CREATURE_TAME
Unknown binding: A_BARTER_SHOW
Unknown binding: ANNOUNCE_ZOOM_2
Unknown binding: JUSTICE_INTERROGATE
Unknown binding: JUSTICE_COUNTERINTELLIGENCE
Unknown binding: CIVZONE_NAME
Unknown binding: UNITVIEW_PRF_EXPEL
Unknown binding: LOCATION_GUILDHALL
Unknown binding: LOCATION_RECOGNIZE_PRIESTHOOD

Why am I getting those errors on a fresh install? Is that from using the older libgraphics.so I found? Is libgraphics.so and the game itself linked, like is libgraphics.so a library in general or specific to DF? How can I fix this I almost have it running. Thank you so much. Once this is done I will make a freebsd port and maintain it. I will also post it here I know somewhere buried in this forum there are people that run FreeBSD too and would love to have a port as the current one has been outdated for YEARS with no focus on it.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Shonai_Dweller on January 30, 2020, 02:14:03 am
Is it just my RNG or are all positions being created "as a matter of course" now?
Not seeing "by force of argument", "pushed by a wave of popular support" and other such methods in this version.

--edit
Never mind, found one "wave of support" statement. Doesn't seem to happen often.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Zarathustra30 on January 30, 2020, 02:19:52 am
Found a bug on a save imported from old version with DFHack, where ordering a statue relating to a guild winds up as a "Statue of ." I am furiously trying to get a guild in a clean save to try to reproduce.

Edit: Reproduced! http://dffd.bay12games.com/file.php?id=14683

Edit 2: Bug tracker: https://www.bay12games.com/dwarves/mantisbt/view.php?id=11242
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Evillee on January 30, 2020, 03:17:33 am
When I raise undead lieutenants as a necromancer they become hostile to me
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Shonai_Dweller on January 30, 2020, 03:38:33 am
Anyone encountered a giant monstrosity yet?
Interested in seeing the description of one.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Toady One on January 30, 2020, 03:45:02 am
Hello, I didn't know where else to post so I am posting here I hope that's ok. I am trying to get the new build running on FreeBSD and have already made much progress. I had to remove all the libs in libs, and let it use the linux compatability ones on my system. Then it complained about libgraphics.so so I hunted that down and I can't remember what else I did. Anyway to the problem. When running, I get this:

Code: [Select]
root@core:/home/mike/df/df_linux # ./df
Loading bindings from data/init/interface.txt
Unknown binding: CHOOSE_NAME_FIRST
Unknown binding: A_CONV_PERSUADE
Unknown binding: A_CONV_INTIMIDATE
Unknown binding: A_ASSUME_IDENTITY_NEW
Unknown binding: A_ASSUME_IDENTITY_NONE
Unknown binding: A_ASSUME_IDENTITY_NAME
Unknown binding: A_ASSUME_IDENTITY_ORIGIN
Unknown binding: A_ASSUME_IDENTITY_PROFESSION
Unknown binding: A_ASSUME_IDENTITY_WORSHIP
Unknown binding: A_TACTICAL_SETTINGS
Unknown binding: HOTKEY_BUILDING_DISPLAY_FURNITURE
Unknown binding: CIV_RAID
Unknown binding: CIV_CENTER_ON_FORT
Unknown binding: CIV_HOLDINGS
Unknown binding: CIV_MAP_LEGEND
Unknown binding: CIV_REMOVE_MISSION
Unknown binding: CIV_RESCUE
Unknown binding: CIV_RECOVER
Unknown binding: CIV_WORLD
Unknown binding: CIV_MISSIONS
Unknown binding: CIV_MISSION_DETAILS
Unknown binding: CIV_MISSION_FREE_CAPTIVES
Unknown binding: CIV_MISSION_RELEASE_OTHERS
Unknown binding: CIV_MISSION_TAKE_ARTIFACTS
Unknown binding: CIV_MISSION_TAKE_ITEMS
Unknown binding: CIV_MISSION_TAKE_LIVESTOCK
Unknown binding: CIV_MISSION_RAID
Unknown binding: CIV_MISSION_PILLAGE
Unknown binding: CIV_MISSION_RAZE
Unknown binding: CIV_MISSION_TRIBUTE_ONE_TIME
Unknown binding: CIV_MISSION_TRIBUTE_ONGOING
Unknown binding: CIV_MISSION_CONQUER
Unknown binding: CIV_MISSION_DEMAND_SURRENDER
Unknown binding: CIV_NEWS
Unknown binding: CIV_PEOPLE
Unknown binding: CIV_ARTIFACTS
Unknown binding: CIV_CIVS
Unknown binding: CSHEET_BACKGROUND
Unknown binding: CSHEET_NEW_CHARACTER
Unknown binding: CSHEET_SKILLS
Unknown binding: CSHEET_APPEARANCE
Unknown binding: CSHEET_PERSONALITY
Unknown binding: CSHEET_EQUIPMENT
Unknown binding: CSHEET_PETS
Unknown binding: CSHEET_RANDOMIZE_BACKGROUND
Unknown binding: CSHEET_SELECT_BACKGROUND_OPTION
Unknown binding: CSHEET_WORSHIP_UP
Unknown binding: CSHEET_WORSHIP_DOWN
Unknown binding: CSHEET_NEW_ITEM
Unknown binding: CSHEET_QUALITY_UP
Unknown binding: CSHEET_QUALITY_DOWN
Unknown binding: CSHEET_NAME_PET
Unknown binding: CSHEET_REMOVE_PET
Unknown binding: CSHEET_ADD_PET
Unknown binding: A_LOG_SORT
Unknown binding: A_LOG_PIN
Unknown binding: A_LOG_ARTIFACTS
Unknown binding: A_LOG_INTRIGUE
Unknown binding: BUILDJOB_NAME
Unknown binding: BUILDJOB_DISPLAY_FURNITURE_SET
Unknown binding: BUILDJOB_DISPLAY_FURNITURE_CANCEL
Unknown binding: D_BITEM_NAME
Unknown binding: ARENA_CREATURE_TAME
Unknown binding: A_BARTER_SHOW
Unknown binding: ANNOUNCE_ZOOM_2
Unknown binding: JUSTICE_INTERROGATE
Unknown binding: JUSTICE_COUNTERINTELLIGENCE
Unknown binding: CIVZONE_NAME
Unknown binding: UNITVIEW_PRF_EXPEL
Unknown binding: LOCATION_GUILDHALL
Unknown binding: LOCATION_RECOGNIZE_PRIESTHOOD

Why am I getting those errors on a fresh install? Is that from using the older libgraphics.so I found? Is libgraphics.so and the game itself linked, like is libgraphics.so a library in general or specific to DF? How can I fix this I almost have it running. Thank you so much. Once this is done I will make a freebsd port and maintain it. I will also post it here I know somewhere buried in this forum there are people that run FreeBSD too and would love to have a port as the current one has been outdated for YEARS with no focus on it.

Those are all relatively new key bindings...  is it an old version of the linux DF side of things?  I don't remember all how that is set up, but the keybindings.cpp file etc. that's distributed with the linux version has all those definitions, and those would be the ones that don't show up if an older version is being used against a more recent interface.txt.  It might be that old version bit you are mentioning over there.  It needs to use the new code to build, however they are building it.

--

Hmm, it's not completely surprising about the lieutenants, since they are free-willed and only join with the necromancers in w.g. because of entity link stuff (which is a handwave.)  But perhaps they should at least show you that much courtesy.

Fixed Shonai_Dweller's w.g. crash, I think, though I have to run another test and they each take about 40 minutes (which is why this is the sum of today's progress.)  Had to do with invaders claiming animal populations when attacking a site without an entity...  as for why they were attacking a site without an entity, I have no idea, but I think for instance the necros might do that if they are snow-balling, though it is still very strange.  In any case, the crash part of it should be fixed for next time.  It's unclear whether that handles the other crashes people have, though it would certainly be a candidate.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Vordak on January 30, 2020, 03:47:09 am
Quote from: Toady One
Spoiler (click to show/hide)
The Biggest thanks.

I'm probably going to be very impudent and ask one more strange question about position tokens.

Little preamble.
Some civs have positions with unknown tokens, like Master (goblins) or Lord, Lady, Law-Giver (humans).
I also found in Dwarf Fortress.exe next strings, I don't sure that all of these is position tokens:
Spoiler: list (click to show/hide)

Question:
Could you provide a correct list of these unknown positions?
Only need is right token name and its name in game.
I think this information will be very useful for tileset makers. It may become useless after Steam release, but nevertheless.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Shonai_Dweller on January 30, 2020, 03:53:35 am
I've seen entities attack sites of civilized population 0 in worldgen in the previous version. It's about the only time I ever saw Dwarves actually launch an attack. Thought it was kind of buggy at the time.  :)
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: alex-wev on January 30, 2020, 04:04:11 am
I always play in large regions, like the sense of acting in realy big world.
The 0.47.01 crashes during large region worldgen (years counting) for me literally always.
So far, i made 5 or 6 tries. One time it got to ~700th year, all other tries it always crashed at 400+ year.
Completely vanilla 0.47.01, no any mods/changes/etc.
Windows x64, core i5, 16GM of memory, 70% is free, also nothing specific - no overclocking, no undervolting etc. No any other issues in any other software (at least which could be attributed to HW failures).
0.44.12 works in the same conditions perfectly fine for me.

I'll do a few more tries now, and put here data from game/error logs with seeds and error messages. Hopefully this will help.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Shonai_Dweller on January 30, 2020, 04:12:23 am
I always play in large regions, like the sense of acting in realy big world.
The 0.47.01 crashes during large region worldgen (years counting) for me literally always.
So far, i made 5 or 6 tries. One time it got to ~700th year, all other tries it always crashed at 400+ year.
Completely vanilla 0.47.01, no any mods/changes/etc.
Windows x64, core i5, 16GM of memory, 70% is free, also nothing specific - no overclocking, no undervolting etc. No any other issues in any other software (at least which could be attributed to HW failures).
0.44.12 works in the same conditions perfectly fine for me.

I'll do a few more tries now, and put here data from game/error logs with seeds and error messages. Hopefully this will help.
It's to do with new things interacting badly during worldgen. The bigger the world, the longer the history the more likely it is to happen because more stuff is actually happening. New version release always starts like this. Nothing to do with memory probably.

Incidentally Toady, are seeds better off posted here or over at the tracker? I see a fair few building up over there now.

Here's another crash I had:

Medium Region.
Set for 550 years and 75% Megabeast cutoff.
Crashes just before 500 years.

Seed: WIYSKc2OMaWUS2iwSsme
History Seed: 8s0sAgW0eKAg0ayeskSS
Name Seed: SaI68Wig2UqEwySysoy2
Creature Seed: OqW6IUkoQcQmmCS6IQWe
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: alex-wev on January 30, 2020, 04:19:57 am
It's to do with new things interacting badly during worldgen. The bigger the world, the longer the history the more likely it is to happen because more stuff is actually happening. New version release always starts like this. Nothing to do with memory probably.
Yes, i understand that. Actually, even if just each second try was successful, i'd be happy and didn't mention it.
But after i've read a bunch of messages about successful worldgens for medium/small worlds, and couldn't get it even single time for large one, decided to attract attention to it.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: alex-wev on January 30, 2020, 04:33:52 am
Yes, i can confirm that "MOUNTAIN trying to generate musical form without speech or instruments." error doesn't relate to crash.
This time i even unpacked DF from the archive from the scratch and launched large region.
It crashed around 600th year (cannot say more presicely, since when crash occurs, it already doesn't redraw window, and i currently have to have another windows in foreground).
And no file with error messages appeared at all in the folder. Also the stderr.txt is empty.
The only file which appeared in folder, it the gamelog.txt with following contents:

*** STARTING NEW GAME ***
Generating world using parameter set LARGE REGION
 Seed: kKuGQqgQQ6ea0MOogMCI
 History Seed: kwceWqWa2e8u2AI2QSy6
 Name Seed: Si0uYCS4OeSMc8Is6ggs
 Creature Seed: o0aKUKqYsiGAgmuOgyqK
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Robsoie on January 30, 2020, 04:35:39 am
Thank you for the release !
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: ZM5 on January 30, 2020, 04:52:41 am
Relating to an issue Talvieno posted (https://bay12games.com/dwarves/mantisbt/view.php?id=11226), I've been having consistent CTD desktops on a heavier modded large world - usually between the 30-50 history range (had a similar CTD around year 60 on a vanilla large world). I'd guess if others are having similar CTD issues then its probably not mod related (worlds gen fine on 44.12 with the same rawset, its with 47.01 that I've been getting consistent CTDs.
No error message, just closes - no real indication of whats causing it, though, I did gen a shorter history world and it appears that while there's one fortress of the new variety (one with a circular symbol, rather than the omega symbol used for statues), there do not appear to be shrines or anything of the sort present.

EDIT: Small correction - what I thought was a fortress was actually a monastery. However when going there it only appears to be an empty building, a statue garden, another building with chairs and tables and a sort of communal bedroom. No dice to be found or anything.

EDIT 2: Did another test with divination and the experiments, lieutenants, ghouls, etc. disabled. Still crashes in the same year range.

EDIT 3: I just realized there's no towers in the world that I did get to gen. Perhaps has something to do with it.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: alex-wev on January 30, 2020, 05:27:53 am
Tried another time Large Region - crashed without errorlog file or anything in stderr again, just with this in gamelog:
*** STARTING NEW GAME ***
Generating world using parameter set LARGE REGION
 Seed: BnOUh6Sc0OxVtXBLfsd2
 History Seed: DYal2Wfk0RVSPYPcvDPQ
 Name Seed: R78BPaRVHUns2RVJLpRO
 Creature Seed: ijwiEEwg6eWP4D0G2tpm


Well, it looks like i cannot provide any additional/useful information, and even seeds are unimportant, as it probably will crash with any seed. Hopefully there will be possibility to fix this, despite it's probably that crash which Toady mentioned as occurring only in Release build mode :)
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: terko on January 30, 2020, 05:28:00 am
I really hope we will get Quantum-Computers before version 1.0 is released, with the amount of detail and simulation taking part in every aspect of the game, I'm sure this is needed.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: wormpattern on January 30, 2020, 05:38:39 am
Are there any tilesets that can be used with new version?
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: PatrikLundell on January 30, 2020, 07:19:30 am
I really hope we will get Quantum-Computers before version 1.0 is released, with the amount of detail and simulation taking part in every aspect of the game, I'm sure this is needed.
Quantum computers would be useless for DF:
- They require a completely different kind of programming, so the DF code couldn't be used.
- They're fantastic on certain kinds of problems, but would be rather useless for general computing. It's similar to saying that graphics processors are so fast that CPUs should be replaced by GPUs. CPUs are general purpose, while GPUs (and quantum computers) are special purpose tools.

Are there any tilesets that can be used with new version?
Wrong thread. DF is delivered with the only tile set Toady provides, i.e. the character one, and I doubt he knows much of any of the others. For those you'd have to ask in their respective thread, or in a general forum where players might answer with what they've tried.

For crash seeds, I would guess the best bang for the bucks would be seed sets that result in a quick crash so Toady can investigate them without having to twiddle his thumbs for 40 minutes per attempt. Thus, an indication of how quickly it goes belly up would probably be useful.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: alex-wev on January 30, 2020, 07:25:12 am
For crash seeds, I would guess the best bang for the bucks would be seed sets that result in a quick crash so Toady can investigate them without having to twiddle his thumbs for 40 minutes per attempt. Thus, an indication of how quickly it goes belly up would probably be useful.
Actually, good idea. I'll try to find some and post in case of success.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Shonai_Dweller on January 30, 2020, 07:38:28 am
Oh, just realized. If babies are controlling their mother's like horses, that means the new mount control AI was implemented into Fortress mode, right? So riders decide where to go, like in Adventurer.

So, does that mean the "amphibious mounts drown their riders" bug is now fixed?

(Asked about this in fotf a while ago and it wasn't certain if the AI would be implemented in Fortress mode).
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: FantasticDorf on January 30, 2020, 07:42:12 am
Humans and goblin entities are strongly prompted by [SPHERE_ALIGNMENT:WAR] to make religions that are palatable to dwarves leading to the increased amount of migration, and parents imparting the gods of their new residence to their children. War is a friend group of [RELIGION_SPHERE:FORTRESSES] specifically on this wiki list  (http://"http://dwarffortresswiki.org/index.php/DF2014:Sphere")

Atleast that's where i think this is coming from, so im editing out or editing to cut down on the sphere alignment values so that it is balanced and there are some (love // hate) tension from generated religions for variety and blacklisting a few like [SPHERE_ALIGNMENT:CHAOS:0] from dwarves by setting the values to zero.

Oh, just realized. If babies are controlling their mother's like horses, that means the new mount control AI was implemented into Fortress mode, right? So riders decide where to go, like in Adventurer.

So, does that mean the "amphibious mounts drown their riders" bug is now fixed?

(Asked about this in fotf a while ago and it wasn't certain if the AI would be implemented in Fortress mode).

Very barely. Also Mantis reports strongly (http://"http://www.bay12games.com/dwarves/mantisbt/view.php?id=11237") suggest (http://"http://www.bay12games.com/dwarves/mantisbt/view.php?id=11232"), that the AI for riding is far from perfect in terms of pathfinding. But its exciting to think that accidental bug might bring the experience ever so slightly closer to us.

Or uh, a distinction to be made between riding on another person or being carried respectively.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: alex-wev on January 30, 2020, 08:23:26 am
Bingo! With following seeds, the LARGE REGION worldgen consistently crashes at year 60:

Generating world using parameter set LARGE REGION
 Seed: R9icKscYxmcBKRtCCKZJ
 History Seed: hBfG6Elyz8LjyWsrdvla
 Name Seed: qaNwdLLoVokwx80c5tDr
 Creature Seed: 5D3t5tHiFMe444lmE1ej
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: LordBSD on January 30, 2020, 08:59:30 am
Hello, I didn't know where else to post so I am posting here I hope that's ok. I am trying to get the new build running on FreeBSD and have already made much progress. I had to remove all the libs in libs, and let it use the linux compatability ones on my system. Then it complained about libgraphics.so so I hunted that down and I can't remember what else I did. Anyway to the problem. When running, I get this:

Code: [Select]
root@core:/home/mike/df/df_linux # ./df
Loading bindings from data/init/interface.txt
Unknown binding: CHOOSE_NAME_FIRST
Unknown binding: A_CONV_PERSUADE
Unknown binding: A_CONV_INTIMIDATE
Unknown binding: A_ASSUME_IDENTITY_NEW
Unknown binding: A_ASSUME_IDENTITY_NONE
Unknown binding: A_ASSUME_IDENTITY_NAME
Unknown binding: A_ASSUME_IDENTITY_ORIGIN
Unknown binding: A_ASSUME_IDENTITY_PROFESSION
Unknown binding: A_ASSUME_IDENTITY_WORSHIP
Unknown binding: A_TACTICAL_SETTINGS
Unknown binding: HOTKEY_BUILDING_DISPLAY_FURNITURE
Unknown binding: CIV_RAID
Unknown binding: CIV_CENTER_ON_FORT
Unknown binding: CIV_HOLDINGS
Unknown binding: CIV_MAP_LEGEND
Unknown binding: CIV_REMOVE_MISSION
Unknown binding: CIV_RESCUE
Unknown binding: CIV_RECOVER
Unknown binding: CIV_WORLD
Unknown binding: CIV_MISSIONS
Unknown binding: CIV_MISSION_DETAILS
Unknown binding: CIV_MISSION_FREE_CAPTIVES
Unknown binding: CIV_MISSION_RELEASE_OTHERS
Unknown binding: CIV_MISSION_TAKE_ARTIFACTS
Unknown binding: CIV_MISSION_TAKE_ITEMS
Unknown binding: CIV_MISSION_TAKE_LIVESTOCK
Unknown binding: CIV_MISSION_RAID
Unknown binding: CIV_MISSION_PILLAGE
Unknown binding: CIV_MISSION_RAZE
Unknown binding: CIV_MISSION_TRIBUTE_ONE_TIME
Unknown binding: CIV_MISSION_TRIBUTE_ONGOING
Unknown binding: CIV_MISSION_CONQUER
Unknown binding: CIV_MISSION_DEMAND_SURRENDER
Unknown binding: CIV_NEWS
Unknown binding: CIV_PEOPLE
Unknown binding: CIV_ARTIFACTS
Unknown binding: CIV_CIVS
Unknown binding: CSHEET_BACKGROUND
Unknown binding: CSHEET_NEW_CHARACTER
Unknown binding: CSHEET_SKILLS
Unknown binding: CSHEET_APPEARANCE
Unknown binding: CSHEET_PERSONALITY
Unknown binding: CSHEET_EQUIPMENT
Unknown binding: CSHEET_PETS
Unknown binding: CSHEET_RANDOMIZE_BACKGROUND
Unknown binding: CSHEET_SELECT_BACKGROUND_OPTION
Unknown binding: CSHEET_WORSHIP_UP
Unknown binding: CSHEET_WORSHIP_DOWN
Unknown binding: CSHEET_NEW_ITEM
Unknown binding: CSHEET_QUALITY_UP
Unknown binding: CSHEET_QUALITY_DOWN
Unknown binding: CSHEET_NAME_PET
Unknown binding: CSHEET_REMOVE_PET
Unknown binding: CSHEET_ADD_PET
Unknown binding: A_LOG_SORT
Unknown binding: A_LOG_PIN
Unknown binding: A_LOG_ARTIFACTS
Unknown binding: A_LOG_INTRIGUE
Unknown binding: BUILDJOB_NAME
Unknown binding: BUILDJOB_DISPLAY_FURNITURE_SET
Unknown binding: BUILDJOB_DISPLAY_FURNITURE_CANCEL
Unknown binding: D_BITEM_NAME
Unknown binding: ARENA_CREATURE_TAME
Unknown binding: A_BARTER_SHOW
Unknown binding: ANNOUNCE_ZOOM_2
Unknown binding: JUSTICE_INTERROGATE
Unknown binding: JUSTICE_COUNTERINTELLIGENCE
Unknown binding: CIVZONE_NAME
Unknown binding: UNITVIEW_PRF_EXPEL
Unknown binding: LOCATION_GUILDHALL
Unknown binding: LOCATION_RECOGNIZE_PRIESTHOOD

Why am I getting those errors on a fresh install? Is that from using the older libgraphics.so I found? Is libgraphics.so and the game itself linked, like is libgraphics.so a library in general or specific to DF? How can I fix this I almost have it running. Thank you so much. Once this is done I will make a freebsd port and maintain it. I will also post it here I know somewhere buried in this forum there are people that run FreeBSD too and would love to have a port as the current one has been outdated for YEARS with no focus on it.

Quote
Those are all relatively new key bindings...  is it an old version of the linux DF side of things?  I don't remember all how that is set up, but the keybindings.cpp file etc. that's distributed with the linux version has all those definitions, and those would be the ones that don't show up if an older version is being used against a more recent interface.txt.  It might be that old version bit you are mentioning over there.  It needs to use the new code to build, however they are building it.
Quote
Yeah, I realize they are all the new bindings (PRIEST for ex.) its like I "moved" something from the old DF and clobbered (put it on top) of the new DF but I am almost certain I did not which is strange. If I look in interface.txt all those missing binds are in there, so they must be missing somewhere "else", but where? i am using the new init.txt the new d_init.txt and the only thing I copied over I had to find myself was libgraphics.so. But if that is the culprit, why doesnt DF come with it's own copy of it? I am going to keep trying and see where it leads me. Thanks!









Hey. Toady. No it's not old this is the linux download off of your site as of lastnight. I just started with a completely fresh copy of DF for linux off of the site, didnt touch a thing to test except to put these in "libs"


Quote
$ ls -al
total 22984
drwxrwx---  2 mike  wheel       512 Jan 30 00:59 .
drwxrwx---  7 mike  wheel       512 Jan 30 09:20 ..
-rwxrwx---  1 mike  wheel  20678376 Jan 29 10:45 Dwarf_Fortress
lrwxrwx---  1 mike  wheel        17 Jul 28  2013 libGLEW.so.1.10 -> libGLEW.so.1.10.0
-rwxrwx---  1 mike  wheel    563504 Jul 28  2013 libGLEW.so.1.10.0
-rwxrwx---  1 mike  wheel   2109376 Aug 26  2017 libgraphics.so
$


(or it wont run at all.) and I get the same result with missing keybindings. Can anyone confirm they are using the linux version download from the site without these issues. This makes NO sense to me!!

**update. I just confirmed this only happens on FreeBSD df fires right up on my arch linux box. I don't know where to go from here maybe ill just wait until someone can help more.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: LordBSD on January 30, 2020, 10:14:44 am
Hello, I didn't know where else to post so I am posting here I hope that's ok. I am trying to get the new build running on FreeBSD and have already made much progress. I had to remove all the libs in libs, and let it use the linux compatability ones on my system. Then it complained about libgraphics.so so I hunted that down and I can't remember what else I did. Anyway to the problem. When running, I get this:

Code: [Select]
root@core:/home/mike/df/df_linux # ./df
Loading bindings from data/init/interface.txt
Unknown binding: CHOOSE_NAME_FIRST
Unknown binding: A_CONV_PERSUADE
Unknown binding: A_CONV_INTIMIDATE
Unknown binding: A_ASSUME_IDENTITY_NEW
Unknown binding: A_ASSUME_IDENTITY_NONE
Unknown binding: A_ASSUME_IDENTITY_NAME
Unknown binding: A_ASSUME_IDENTITY_ORIGIN
Unknown binding: A_ASSUME_IDENTITY_PROFESSION
Unknown binding: A_ASSUME_IDENTITY_WORSHIP
Unknown binding: A_TACTICAL_SETTINGS
Unknown binding: HOTKEY_BUILDING_DISPLAY_FURNITURE
Unknown binding: CIV_RAID
Unknown binding: CIV_CENTER_ON_FORT
Unknown binding: CIV_HOLDINGS
Unknown binding: CIV_MAP_LEGEND
Unknown binding: CIV_REMOVE_MISSION
Unknown binding: CIV_RESCUE
Unknown binding: CIV_RECOVER
Unknown binding: CIV_WORLD
Unknown binding: CIV_MISSIONS
Unknown binding: CIV_MISSION_DETAILS
Unknown binding: CIV_MISSION_FREE_CAPTIVES
Unknown binding: CIV_MISSION_RELEASE_OTHERS
Unknown binding: CIV_MISSION_TAKE_ARTIFACTS
Unknown binding: CIV_MISSION_TAKE_ITEMS
Unknown binding: CIV_MISSION_TAKE_LIVESTOCK
Unknown binding: CIV_MISSION_RAID
Unknown binding: CIV_MISSION_PILLAGE
Unknown binding: CIV_MISSION_RAZE
Unknown binding: CIV_MISSION_TRIBUTE_ONE_TIME
Unknown binding: CIV_MISSION_TRIBUTE_ONGOING
Unknown binding: CIV_MISSION_CONQUER
Unknown binding: CIV_MISSION_DEMAND_SURRENDER
Unknown binding: CIV_NEWS
Unknown binding: CIV_PEOPLE
Unknown binding: CIV_ARTIFACTS
Unknown binding: CIV_CIVS
Unknown binding: CSHEET_BACKGROUND
Unknown binding: CSHEET_NEW_CHARACTER
Unknown binding: CSHEET_SKILLS
Unknown binding: CSHEET_APPEARANCE
Unknown binding: CSHEET_PERSONALITY
Unknown binding: CSHEET_EQUIPMENT
Unknown binding: CSHEET_PETS
Unknown binding: CSHEET_RANDOMIZE_BACKGROUND
Unknown binding: CSHEET_SELECT_BACKGROUND_OPTION
Unknown binding: CSHEET_WORSHIP_UP
Unknown binding: CSHEET_WORSHIP_DOWN
Unknown binding: CSHEET_NEW_ITEM
Unknown binding: CSHEET_QUALITY_UP
Unknown binding: CSHEET_QUALITY_DOWN
Unknown binding: CSHEET_NAME_PET
Unknown binding: CSHEET_REMOVE_PET
Unknown binding: CSHEET_ADD_PET
Unknown binding: A_LOG_SORT
Unknown binding: A_LOG_PIN
Unknown binding: A_LOG_ARTIFACTS
Unknown binding: A_LOG_INTRIGUE
Unknown binding: BUILDJOB_NAME
Unknown binding: BUILDJOB_DISPLAY_FURNITURE_SET
Unknown binding: BUILDJOB_DISPLAY_FURNITURE_CANCEL
Unknown binding: D_BITEM_NAME
Unknown binding: ARENA_CREATURE_TAME
Unknown binding: A_BARTER_SHOW
Unknown binding: ANNOUNCE_ZOOM_2
Unknown binding: JUSTICE_INTERROGATE
Unknown binding: JUSTICE_COUNTERINTELLIGENCE
Unknown binding: CIVZONE_NAME
Unknown binding: UNITVIEW_PRF_EXPEL
Unknown binding: LOCATION_GUILDHALL
Unknown binding: LOCATION_RECOGNIZE_PRIESTHOOD

Why am I getting those errors on a fresh install? Is that from using the older libgraphics.so I found? Is libgraphics.so and the game itself linked, like is libgraphics.so a library in general or specific to DF? How can I fix this I almost have it running. Thank you so much. Once this is done I will make a freebsd port and maintain it. I will also post it here I know somewhere buried in this forum there are people that run FreeBSD too and would love to have a port as the current one has been outdated for YEARS with no focus on it.

Quote
Those are all relatively new key bindings...  is it an old version of the linux DF side of things?  I don't remember all how that is set up, but the keybindings.cpp file etc. that's distributed with the linux version has all those definitions, and those would be the ones that don't show up if an older version is being used against a more recent interface.txt.  It might be that old version bit you are mentioning over there.  It needs to use the new code to build, however they are building it.
Quote
Yeah, I realize they are all the new bindings (PRIEST for ex.) its like I "moved" something from the old DF and clobbered (put it on top) of the new DF but I am almost certain I did not which is strange. If I look in interface.txt all those missing binds are in there, so they must be missing somewhere "else", but where? i am using the new init.txt the new d_init.txt and the only thing I copied over I had to find myself was libgraphics.so. But if that is the culprit, why doesnt DF come with it's own copy of it? I am going to keep trying and see where it leads me. Thanks!









Hey. Toady. No it's not old this is the linux download off of your site as of lastnight. I just started with a completely fresh copy of DF for linux off of the site, didnt touch a thing to test except to put these in "libs"


Quote
$ ls -al
total 22984
drwxrwx---  2 mike  wheel       512 Jan 30 00:59 .
drwxrwx---  7 mike  wheel       512 Jan 30 09:20 ..
-rwxrwx---  1 mike  wheel  20678376 Jan 29 10:45 Dwarf_Fortress
lrwxrwx---  1 mike  wheel        17 Jul 28  2013 libGLEW.so.1.10 -> libGLEW.so.1.10.0
-rwxrwx---  1 mike  wheel    563504 Jul 28  2013 libGLEW.so.1.10.0
-rwxrwx---  1 mike  wheel   2109376 Aug 26  2017 libgraphics.so
$


(or it wont run at all.) and I get the same result with missing keybindings. Can anyone confirm they are using the linux version download from the site without these issues. This makes NO sense to me!!

**update. I just confirmed this only happens on FreeBSD df fires right up on my arch linux box. I don't know where to go from here maybe ill just wait until someone can help more.



****last update

I got it working. I dont even know what i did besides start over and do what I did with dependencies and libs to get it working. I will have a port soon. Thanks!
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: vekar on January 30, 2020, 10:30:30 am
"Interrogation." Now, we just need to allow for our sheriffs, hammerdwarves and "captain of the guard" to be able to interrogate prisoners in fortress mode then watch the blood flow.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: VABritto on January 30, 2020, 10:41:16 am
I have a feeling this is not what the priest meant when he said "hand in marriage". lol It seems King Asn married a hand in the end of his life, after having this hand as a lover for 2 years. I swear, Dwarf Fortress bugs are hilarious lol

(https://i.ibb.co/6B3PK76/hand-in-marriage.png) (https://imgbb.com/)

Ah, I just saw that the hand of Udir has a name. It's "Goden Limbmined the hand of Udir, deceased spouse, b. 256 d. 379". This was on the Related Historical Figures part of Asn's file. Could be that a hand of Udir is a revived corpse or something.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: scriver on January 30, 2020, 10:49:14 am
How do you use the party tactics mode? Where you control all the party member's actions, I mean.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: delphonso on January 30, 2020, 11:08:55 am
I got a handful of CTD in world generation today - I was generating pocket sized worlds for 125 years, and often they'd occur between years 70 and 100. Didn't know you guys were collecting seeds. It happened pretty rarely. Maybe 1 in 30 generations.

I think there's something wrong with site ownership. In a world I generated, a monastery is called 'a Kobold monastery' on the world map. It was founded by a human, of a human civ and religion. A kobold joined the monastery in the most recent Legends event.

I've also seen a few 'kobold hamlets' which I thought was basically impossible. It seems to me the ownership title is being grabbed up by the latest settler. Anyone else experienced this?
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: therahedwig on January 30, 2020, 11:09:37 am

Ah, I just saw that the hand of Udir has a name. It's "Goden Limbmined the hand of Udir, deceased spouse, b. 256 d. 379". This was on the Related Historical Figures part of Asn's file. Could be that a hand of Udir is a revived corpse or something.
Hand of Udir might be one of the autogenerated abomination names, which makes this kinda adorable. Person got captured, experimented on, transformed into an abomination, but despite all that was able to snatch themselves a royal and get married.

Scriver, haven't figured that out myself yet, but according to the ? screen the related key is 'E'.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Untrustedlife on January 30, 2020, 11:37:44 am
I got a handful of CTD in world generation today - I was generating pocket sized worlds for 125 years, and often they'd occur between years 70 and 100. Didn't know you guys were collecting seeds. It happened pretty rarely. Maybe 1 in 30 generations.

I think there's something wrong with site ownership. In a world I generated, a monastery is called 'a Kobold monastery' on the world map. It was founded by a human, of a human civ and religion. A kobold joined the monastery in the most recent Legends event.

I've also seen a few 'kobold hamlets' which I thought was basically impossible. It seems to me the ownership title is being grabbed up by the latest settler. Anyone else experienced this?

Maybe, that or the population was completely reduced to nothing then a kobold moved in. I have seen that kind of thing happen in previous versions.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Rose on January 30, 2020, 11:39:27 am
Congrats on the new release!
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: VABritto on January 30, 2020, 11:55:18 am
@Therahedwig - Most likely, yeah!


On another note, I have just gone through the entire royal lineage of one of my civs. I am very happy to see that now it seems royal succession seems a bit more consistent than before. In this particular civ, every one of the royals I got had children and except for one case they passed the throne from parent to child. The one case in question is actually King Asn, that I wrote about earlier. But in his case I was even more impressed, because he survived all his kids, but then his grandson, King Tekkud II, assumed the throne after him. It seems that dwarves are finally preferring the royal line with a good degree of consistency now! In older builds I remember that if a King died without an immediate child, the crown simply passed to some other rando with no degree of relationship to him and most of the times  no obvious reason why they were chosen. Now it seems things are more consistent. This particular lineage of Kings has been extent and unbroken from game start till the year 550, so it is pretty consistent.

Another civ I was monitoring also had a consistent lineage right up until their last Kings died just 13 years after assuming the throne, killed in an invasion and impaled on hazel wood pikes. After that the crown was passed to a rando called King Datan. But the interesting thing is that while the first royal lineage lasted there was no coups or any attempt at dethroning them, but as soon as the rando appeared we got a coup. King Datan was dethroned after 59 years in power by a group of Goblins being supported by some dwarven colaborators. Now here's the interesting part: When that goblin Queen died in battle, the one to assume the throne was the nephew of the deposed random King. A guy named King Olon. But get this, he was deposed by the same faction that deposed his uncle. And the faction leader this time decided to crown himself King (he was a goblin too). King Atu. After that King Atu suffered a coup by a relative of his called Dang, and Dang put King Atu's grand-niece on the throne, Queen Ngom. Then Dang did a coup on her and made himself King. All in all, this all feels very Game of Throne-y and you can feel the family intrigue happening. Might be just coincidence, but it does feel like Dwarf Fortress is a lot more aware of familial relations.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Untrustedlife on January 30, 2020, 11:59:23 am
@Therahedwig - Most likely, yeah!


On another note, I have just gone through the entire royal lineage of one of my civs. I am very happy to see that now it seems royal succession seems a bit more consistent than before. In this particular civ, every one of the royals I got had children and except for one case they passed the throne from parent to child. The one case in question is actually King Asn, that I wrote about earlier. But in his case I was even more impressed, because he survived all his kids, but then his grandson, King Tekkud II, assumed the throne after him. It seems that dwarves are finally preferring the royal line with a good degree of consistency now! In older builds I remember that if a King died without an immediate child, the crown simply passed to some other rando with no degree of relationship to him and most of the times  no obvious reason why they were chosen. Now it seems things are more consistent. This particular lineage of Kings has been extent and unbroken from game start till the year 550, so it is pretty consistent.

Another civ I was monitoring also had a consistent lineage right up until their last Kings died just 13 years after assuming the throne, killed in an invasion and impaled on hazel wood pikes. After that the crown was passed to a rando called King Datan. But the interesting thing is that while the first royal lineage lasted there was no coups or any attempt at dethroning them, but as soon as the rando appeared we got a coup. King Datan was dethroned after 59 years in power by a group of Goblins being supported by some dwarven colaborators. Now here's the interesting part: When that goblin Queen died in battle, the one to assume the throne was the nephew of the deposed random King. A guy named King Olon. But get this, he was deposed by the same faction that deposed his uncle. And the faction leader this time decided to crown himself King (he was a goblin too). King Atu. After that King Atu suffered a coup by a relative of his called Dang, and Dang put King Atu's grand-niece on the throne, Queen Ngom. Then Dang did a coup on her and made himself King. All in all, this all feels very Game of Throne-y and you can feel the family intrigue happening. Might be just coincidence, but it does feel like Dwarf Fortress is a lot more aware of familial relations.

Yeah various kinds of succession were added in the world activation release (40.xx) so you will see this sort of thing. Unless it was bugged in 44 or something. If it was bugged good to hear its working consistently now even though i didn't notice it before.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: VABritto on January 30, 2020, 12:07:00 pm
@Therahedwig - Most likely, yeah!


On another note, I have just gone through the entire royal lineage of one of my civs. I am very happy to see that now it seems royal succession seems a bit more consistent than before. In this particular civ, every one of the royals I got had children and except for one case they passed the throne from parent to child. The one case in question is actually King Asn, that I wrote about earlier. But in his case I was even more impressed, because he survived all his kids, but then his grandson, King Tekkud II, assumed the throne after him. It seems that dwarves are finally preferring the royal line with a good degree of consistency now! In older builds I remember that if a King died without an immediate child, the crown simply passed to some other rando with no degree of relationship to him and most of the times  no obvious reason why they were chosen. Now it seems things are more consistent. This particular lineage of Kings has been extent and unbroken from game start till the year 550, so it is pretty consistent.

Another civ I was monitoring also had a consistent lineage right up until their last Kings died just 13 years after assuming the throne, killed in an invasion and impaled on hazel wood pikes. After that the crown was passed to a rando called King Datan. But the interesting thing is that while the first royal lineage lasted there was no coups or any attempt at dethroning them, but as soon as the rando appeared we got a coup. King Datan was dethroned after 59 years in power by a group of Goblins being supported by some dwarven colaborators. Now here's the interesting part: When that goblin Queen died in battle, the one to assume the throne was the nephew of the deposed random King. A guy named King Olon. But get this, he was deposed by the same faction that deposed his uncle. And the faction leader this time decided to crown himself King (he was a goblin too). King Atu. After that King Atu suffered a coup by a relative of his called Dang, and Dang put King Atu's grand-niece on the throne, Queen Ngom. Then Dang did a coup on her and made himself King. All in all, this all feels very Game of Throne-y and you can feel the family intrigue happening. Might be just coincidence, but it does feel like Dwarf Fortress is a lot more aware of familial relations.

Yeah various kinds of succession were added in the world activation release (40.xx) so you will see this sort of thing. Unless it was bugged in 44 or something. If it was bugged good to hear its working consistently now even though i didn't notice it before.

It got better after a while, but even so it was very very common to see Kings without children or the Kingdom passing to a rando just because the King didn't have any kids at the time (sometimes the kingdom passed to a rando even when the King had kids). Now Kings seem to be a lot more, well, fertile and prolific lol And the crown seems to pass more consistently to their next of kin. What really impressed me was the two abnormal successions I mentioned (King Tekkud II inheriting the throne from his grandfather and King Olon from his uncle). It just feels like it is all more family focused. I think the inclusion of lovers and multiple marriages into the mix also helps. Now Kings don't just live as celibates for the rest of their lives after a spouse dies too early. So they are having more kids.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: ZM5 on January 30, 2020, 12:18:29 pm
I have a feeling this is not what the priest meant when he said "hand in marriage". lol It seems King Asn married a hand in the end of his life, after having this hand as a lover for 2 years. I swear, Dwarf Fortress bugs are hilarious lol

(https://i.ibb.co/6B3PK76/hand-in-marriage.png) (https://imgbb.com/)

Ah, I just saw that the hand of Udir has a name. It's "Goden Limbmined the hand of Udir, deceased spouse, b. 256 d. 379". This was on the Related Historical Figures part of Asn's file. Could be that a hand of Udir is a revived corpse or something.
I think its just the game retroactively changing description of Goden from a dwarf to that experiment type. Same thing happens with fort mode dwarves that come back as ghosts or people who were changed into night troll spouses, i.e Urist the dwarf became a night troll's spouse in 100, but all descriptions of him prior to year 100 also refer to him as a night troll's spouse even though he wasnt one yet.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: VABritto on January 30, 2020, 12:28:59 pm
I have a feeling this is not what the priest meant when he said "hand in marriage". lol It seems King Asn married a hand in the end of his life, after having this hand as a lover for 2 years. I swear, Dwarf Fortress bugs are hilarious lol

(https://i.ibb.co/6B3PK76/hand-in-marriage.png) (https://imgbb.com/)

Ah, I just saw that the hand of Udir has a name. It's "Goden Limbmined the hand of Udir, deceased spouse, b. 256 d. 379". This was on the Related Historical Figures part of Asn's file. Could be that a hand of Udir is a revived corpse or something.
I think its just the game retroactively changing description of Goden from a dwarf to that experiment type. Same thing happens with fort mode dwarves that come back as ghosts or people who were changed into night troll spouses, i.e Urist the dwarf became a night troll's spouse in 100, but all descriptions of him prior to year 100 also refer to him as a night troll's spouse even though he wasnt one yet.

Makes sense. It can get confusing at times lol
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: clinodev on January 30, 2020, 12:56:38 pm
Has anyone worked out how to build altars in Fortress mode yet? It's a super common question. They can be created in the Craftdwarf's workshop, for sure.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: FantasticDorf on January 30, 2020, 01:15:04 pm
Has anyone worked out how to build altars in Fortress mode yet? It's a super common question. They can be created in the Craftdwarf's workshop, for sure.

They're not constructable, just a piece of world construction or its a UI oversight on Toadys part/placeholder/wasn't aware? To that effect maybe we need a token like [WORLD_GENERATION_ONLY] at the item.txt files to stop it bleeding into Fortress mode
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Knight Otu on January 30, 2020, 01:23:00 pm
I have yet to test it in depth, but it seems the Dark Fortress position crash (http://bay12games.com/dwarves/mantisbt/view.php?id=6941) has gotten worse - my other modded entities work without a problem, but at least the dark fortress civs appears to cause crashes.

Ed: Added Mantis link.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: VABritto on January 30, 2020, 01:23:09 pm
A POSSIBLE BUG:

The Mountainhome of one of my dwarven civilizations was taken by demonic forces in the year 80. I looked to find where the Queen would have moved to but I found out that she simply... stayed there. She lived on in the former Mountainhome (now controlled by a goblin civ) until she was expelled years later over religious disagreements. Then I looked up where she went to and thought "Well, at least now I'll know where the new Mountainhome is" but no, she ended up in a Forest Retreat for some reason lol And then I looked up her son and heir and he lived with the Goblins all the way until he became King and then he... continued living there lol Until he was also banished for religious reasons to the same forest retreat his mother lived in. This is rather confusing.

EDIT: Just saw that the granddaughter, who became Queen after her father, lived in a completely different city until she became Queen. After becoming Queen she actually moved to the old Mountainhome even though it is being controlled by goblins! It seems the game still thinks the place is the legitimate Mountainhome even after it was conquered. I also saw that all of them became Members of the Goblin Civ. They are also members of the normal Dwarven civ too though.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Orkel on January 30, 2020, 01:27:13 pm
Has anyone worked out how to build altars in Fortress mode yet? It's a super common question. They can be created in the Craftdwarf's workshop, for sure.

They're not constructable, just a piece of world construction or its a UI oversight on Toadys part/placeholder/wasn't aware? To that effect maybe we need a token like [WORLD_GENERATION_ONLY] at the item.txt files to stop it bleeding into Fortress mode

You can order and build them via the job manager (j->m).
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: VABritto on January 30, 2020, 01:32:41 pm
A POSSIBLE BUG:

The Mountainhome of one of my dwarven civilizations was taken by demonic forces in the year 80. I looked to find where the Queen would have moved to but I found out that she simply... stayed there. She lived on in the former Mountainhome (now controlled by a goblin civ) until she was expelled years later over religious disagreements. Then I looked up where she went to and thought "Well, at least now I'll know where the new Mountainhome is" but no, she ended up in a Forest Retreat for some reason lol And then I looked up her son and heir and he lived with the Goblins all the way until he became King and then he... continued living there lol Until he was also banished for religious reasons to the same forest retreat his mother lived in. This is rather confusing.

EDIT: Just saw that the granddaughter, who became Queen after her father, lived in a completely different city until she became Queen. After becoming Queen she actually moved to the old Mountainhome even though it is being controlled by goblins! It seems the game still thinks the place is the legitimate Mountainhome even after it was conquered. I also saw that all of them became Members of the Goblin Civ. They are also members of the normal Dwarven civ too though.

I have just confirmed that all the Kings of my dwarven Civ treat the now conquered Mountainhome as if it still was the Mountainhome. They always move to it if they already weren't living there (they go there even before becoming Kings sometimes, which seems to show that citizens from the Dwarven Civ have freedom of movement inside the conquered city). This is rather weird and I really doubt it isn't a bug.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: FantasticDorf on January 30, 2020, 01:52:04 pm
You can order and build them via the job manager (j->m).

They can't be placed down though, i think i just explained poorly. They're in the crafts workshop menu too under stone (and i assume somewhere on furniture for metal given the item type).
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: VABritto on January 30, 2020, 02:04:47 pm
I can also confirm now that "breaching the underworld" is very very common. To the point that, so far (after some 300 years of game), the Underworld was breached in the same city twice. First it was breached and the demonic goblin hord took over. Then they were defeated by another civ. Then this civ breached the underworld in the same city lol
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Loud Whispers on January 30, 2020, 04:12:35 pm
Any one of those features would be game changing for me. Now I can finally ride around on a magma crab in adventure mode
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Shonai_Dweller on January 30, 2020, 04:50:35 pm
I have a feeling this is not what the priest meant when he said "hand in marriage". lol It seems King Asn married a hand in the end of his life, after having this hand as a lover for 2 years. I swear, Dwarf Fortress bugs are hilarious lol

(https://i.ibb.co/6B3PK76/hand-in-marriage.png) (https://imgbb.com/)

Ah, I just saw that the hand of Udir has a name. It's "Goden Limbmined the hand of Udir, deceased spouse, b. 256 d. 379". This was on the Related Historical Figures part of Asn's file. Could be that a hand of Udir is a revived corpse or something.
I think its just the game retroactively changing description of Goden from a dwarf to that experiment type. Same thing happens with fort mode dwarves that come back as ghosts or people who were changed into night troll spouses, i.e Urist the dwarf became a night troll's spouse in 100, but all descriptions of him prior to year 100 also refer to him as a night troll's spouse even though he wasnt one yet.

Makes sense. It can get confusing at times lol
Yeah, it's always been this way (night trolls) but it's a lot more common now, with experiments and lieutenants and stuff. Might be about time to think about how to change this age old behaviour.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: voliol on January 30, 2020, 05:01:43 pm
I can also confirm now that "breaching the underworld" is very very common. To the point that, so far (after some 300 years of game), the Underworld was breached in the same city twice. First it was breached and the demonic goblin hord took over. Then they were defeated by another civ. Then this civ breached the underworld in the same city lol

Im a little disappointed it wasnt the first demon civ causing the second breach without any dwarven interlopers. I wonder if that could happen though, I wonder what controls it.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Shonai_Dweller on January 30, 2020, 05:04:16 pm
I can also confirm now that "breaching the underworld" is very very common. To the point that, so far (after some 300 years of game), the Underworld was breached in the same city twice. First it was breached and the demonic goblin hord took over. Then they were defeated by another civ. Then this civ breached the underworld in the same city lol

Im a little disappointed it wasnt the first demon civ causing the second breach without any dwarven interlopers. I wonder if that could happen though, I wonder what controls it.
You don't need a Dwarf civ to do it. Human civs are just as capable (probably needs a fortress though). Haven't seen a goblin do it yet, but unless it's hardcoded not to, it seems reasonable that they might.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Shonai_Dweller on January 30, 2020, 06:07:57 pm
Nice fast one for you.

Small region. (Set for 1050 years with Megabeast cutoff of 50 starting at year 250. in case it makes a difference)
Crashes at year 208 (doesn't take long to get there)

 Seed: 2XURWJBNecN0GYWd4vic
 History Seed: FCjdQ4im7tEDMLzDCJho
 Name Seed: lMrVEJzKIF6OQJ3qTJ5F
 Creature Seed: rLU9sCkkiAoJ5SHpmsye
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Rumrusher on January 30, 2020, 06:11:50 pm
ok so fun tid bit some how this thing came up when I messed with mounts in dfhack in the older version, but anyone with no air control like flying can't move when they are in the air, so this means like say if you have a flying mount and decided to lift off the adventurer would be stuck in a flying state and be frozen softlock unable to move, while the mount is waiting for the adventurer's next command.
so basically the one weird oddity that happens if you toggle the ghostly flag and lifted yourself up can happen to the player and the only solution to fix that was to toggle on the flier flag that's in the unit enemy caste section.

though this happen to me in a mod, this does prevent players from experiencing joy of taking a flightless character and getting around that with a flying mount.
and forces them to play a flying character to fly around on a flying mount.

which reminds me I think things that swim also fall under this as you can control of your adventurer when swimming but that's only due to the process is like being in the air next to a 3/7 or more amount of water which lets you move around.

so if anyone has a flying mount bad news you be stuck in the air and can't move, worst news time isn't frozen and your character will age and slowly starve and dehydrate themselves to death. which then if you have a second adventurer you can tab over to them, but like several days would have pass when you do.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: TomiTapio on January 30, 2020, 06:17:53 pm
I can also confirm now that "breaching the underworld" is very very common. To the point that, so far (after some 300 years of game), the Underworld was breached in the same city twice. First it was breached and the demonic goblin hord took over. Then they were defeated by another civ. Then this civ breached the underworld in the same city lol
Most excellent. Wonder if it is population count, or wealth amount, or years-passing-count that triggers it in worldgen.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: CaptainArchmage on January 30, 2020, 06:45:18 pm
Now I've actually gone into adventure mode. Turns out bridges in elven settlements (over a brook no less) are made out of "rock blocks". Generic rock... doesn't seem to fit!

(https://imgur.com/wGYLZgAl.png)

Loving everything else though (thus far). Well except the fact there's only one dwarven fortress that's not been overrun (possibly multiple times). And apparently I can't get directions to "Drinkhide" which is the "market".

Edit: Also except the fact we can't also harvest these brown recluse spider silk webs... yet. Oh well.

I can also confirm now that "breaching the underworld" is very very common. To the point that, so far (after some 300 years of game), the Underworld was breached in the same city twice. First it was breached and the demonic goblin hord took over. Then they were defeated by another civ. Then this civ breached the underworld in the same city lol
Most excellent. Wonder if it is population count, or wealth amount, or years-passing-count that triggers it in worldgen.

This is a good question. Of course, if you have your dwarves dig straight down in normal embark... you could breach it very quickly. Also is there a limit to the number of times the underworld can be breached (I'd guess, limited by adamantine spires or bad decisions when removing floors or walls)?

Edit 2: "... and then the goblin said, are you going to eat that?"

Dwarf fortress keeps getting better and better.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: VABritto on January 30, 2020, 07:04:46 pm
I can also confirm now that "breaching the underworld" is very very common. To the point that, so far (after some 300 years of game), the Underworld was breached in the same city twice. First it was breached and the demonic goblin hord took over. Then they were defeated by another civ. Then this civ breached the underworld in the same city lol

Im a little disappointed it wasnt the first demon civ causing the second breach without any dwarven interlopers. I wonder if that could happen though, I wonder what controls it.
You don't need a Dwarf civ to do it. Human civs are just as capable (probably needs a fortress though). Haven't seen a goblin do it yet, but unless it's hardcoded not to, it seems reasonable that they might.

I can also confirm this. The first civ was Dwarven but the second civ was Human.
Title: crash in adventure mode Mac-x64
Post by: jecowa on January 30, 2020, 07:36:02 pm
Just in case it helps, I got a crash on Mac-x64 version when embarking on adventure mode using default world-gen except for switching world size to pocket. I tried again only with a world with a short history instead of medium and the same thing happened.

Fortress mode seems to work fine.

Sorry if you're already aware. Let me know if you want me to test anything or something.

Quote from: Crash summary:
Exception Type:        EXC_BAD_ACCESS (SIGSEGV)
Exception Codes:       KERN_INVALID_ADDRESS at 0x0000000000000000
Exception Note:        EXC_CORPSE_NOTIFY

full crash report: https://pastebin.com/qRn7ghDu

Spoiler: gamelog.txt (click to show/hide)

Edit: Third time's the charm. Tried a third time with a small world with shortest possible history. This time was the first time it let me pick a race. The first two times I only had the option of human, and at least on the first one, the default starting location was a lair.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Shonai_Dweller on January 30, 2020, 07:40:13 pm
I can also confirm now that "breaching the underworld" is very very common. To the point that, so far (after some 300 years of game), the Underworld was breached in the same city twice. First it was breached and the demonic goblin hord took over. Then they were defeated by another civ. Then this civ breached the underworld in the same city lol

Im a little disappointed it wasnt the first demon civ causing the second breach without any dwarven interlopers. I wonder if that could happen though, I wonder what controls it.
You don't need a Dwarf civ to do it. Human civs are just as capable (probably needs a fortress though). Haven't seen a goblin do it yet, but unless it's hardcoded not to, it seems reasonable that they might.

I can also confirm this. The first civ was Dwarven but the second civ was Human.
Ah, just checked through a world which breached the circus 20(!) times over 300 years and I've found a case where goblins were the culprits.
The Confusing Furious Hell and their Pale Blue Brute leader were released by the goblins of The Hot Cruelty.
180 years before this, The Hot Cruelty themselves and their Buffalo Brute leader were unleashed by a Dwarf civ.

All of the breaches appear to take place in either a Fortress or a Mountain Halls.
And in the same world it happened once before as the Umbral Thief of Fortifying were unleashed by The Devil of Silencing.

Curiously enough, now that I look at it, some of the demons actually are worshippers of Dwarven Gods.
Uklar Yelloozes the Pulp of Larvae, Vomit Monster, is a 93% worshipper of the Dwarven Goddess of Fortresses.
Confusedwitch the Unholy, Monkey Brute, is a 93% worshipper of Arban, Dwarven Goddess of Oaths and Salt.
Sath Ghosturns the Fatal, Panda Fiend, is a 93% worshipper of Sulysoldiers the Whispy, Dwarven Goddess of the Night.
etc. 

Unleashed from the underworld to discover religion.

For all of the Hell breaching, this world has a fairly similar goblin population to most other Medium regions I've generated:
        20962 Dwarves
   90000 Humans
   35131 Elves
   230659 Goblins
   816 Kobolds

Although, that's about 10-15k more Dwarves than I've been generally been getting.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: CaptainArchmage on January 30, 2020, 08:00:24 pm
(https://imgur.com/9kBFaV3l.png)

Walp. This bodes well.... NOT!

But the monastery is deserted... also statues (sort of) blocking the entrances to the main structure. A load of statues, empty pedestals, and a room with beds in it. Some sort of "coven", actually. I'm sure this is the kind of place where in most games, you'd run into some "evil priests" and end up in combat...

Anybody else get deserted monasteries? Might be losing folks from these places too quickly. Can't have an evil monastery if you sacrifice all the acolytes...
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Orkel on January 30, 2020, 08:33:01 pm
Boy, I hope loyalty cascades get fixed in the upcoming bugfix patches. I've already lost 3 forts to massive cascades in this version, not to mention the countless cascades in previous versions.

Two of them caused by basic tavern brawls turning into a loyalty cascade with 100+ dead dwarves, and the other caused by a failed mood turning berserk with my military killing eachother because of attacking the berserk dwarf. Saving every month and savescumming each cascade seems to be a requirement right now, otherwise it's impossible to keep a fort longer than a few years.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Shonai_Dweller on January 30, 2020, 08:38:32 pm
Boy, I hope loyalty cascades get fixed in the upcoming bugfix patches. I've already lost 3 forts to massive cascades in this version, not to mention the countless cascades in previous versions.

Two of them caused by basic tavern brawls turning into a loyalty cascade with 100+ dead dwarves, and the other caused by a failed mood turning berserk with my military killing eachother because of attacking the berserk dwarf. Saving every month and savescumming each cascade seems to be a requirement right now, otherwise it's impossible to keep a fort longer than a few years.
Post a save somewhere?
Loyalty cascades were fixed years ago.

I know big fights that end up with a bunch of dead dwarves still happen from time to time though. Without a save there's no way of knowing what the cause could be. Regular brawl incorrectly escalating presumably.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Shonai_Dweller on January 30, 2020, 09:21:17 pm
In 215 Wipeforked the Clean Riddles was created by the Dwarf Udil Ringflights
In 215 Wipeforked the Clean Riddles was offered to the goblin Ngokang Horrorscraps by the Dwarf Udil Ringflights
In 215 Wipeforked the Clean Riddles was stored in the Tower of Caves by the goblin Ngokang Horrorscapes

In 216 Wipeforked was claimed by the goblin Ngokang Horrorscapes from afar.

That's not right is it?
Wipeforked was claimed by a bunch of other goblins too, but was never stolen until much later in the year 249.
And Ngokang didn't move away anywhere.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Urlance Woolsbane on January 30, 2020, 11:43:20 pm
Anybody else get deserted monasteries? Might be losing folks from these places too quickly. Can't have an evil monastery if you sacrifice all the acolytes...
"Bare ruined choirs, where late the sweet birds sang..."
I had a world with plenty of them, but then it was fairly post-apocalyptic, so most sites were deserted. Still, it makes sense that small sites would get abandoned with some regularity.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Orkel on January 31, 2020, 12:33:37 am
I posted this in the Steam update thread but I'll post it here as well:

Quote
There are still a lot of old, important bugs to fix. For example:

-Military equipment is erratic, sometimes they only wear 1 boot or 1 gauntlet or are completely missing pieces that are waiting in the stockpile etc, resulting in injuries http://www.bay12games.com/dwarves/mantisbt/view.php?id=535
-Traction benches in healthcare causing infinite diagnose loops, and other healthcare issues http://www.bay12games.com/dwarves/mantisbt/view.php?id=94
-Loyalty cascades where your entire fort murders eachother because of a drunkard punching someone, or your military murdering eachother because they attacked a berserking dwarf, without a doubt the most game-crippling bug that has happened in every single fort I've played the past few years: http://www.bay12games.com/dwarves/mantisbt/view.php?id=11046 http://www.bay12games.com/dwarves/mantisbt/view.php?id=7107 http://www.bay12games.com/dwarves/mantisbt/view.php?id=11133 http://www.bay12games.com/dwarves/mantisbt/view.php?id=10935
-Stress is unbalanced, and the Needs system is unfinished and buggy which causes even more stress (stuff like meal needs and family needs among others are too difficult or impossible to fulfill)
-Weapon balance issues (whips and scourges are like supersonic hammers that make skulls explode through any armor, arrows penetrate everything, and other issues). This is fixable by mods, unlike the other bugs, but it's an annoyance to do every update.

And many others on the bug tracker. Please don't start the 2-3 year long "big wait" before fixing at least some of these crippling issues with the game. Many of the bugs have been in the game for 2-10+ years which is absurd considering how crippling or frustrating they can be.

I don't like "requesting" bug fixes since it feels like pushing the developers, but I also cannot stay silent about this since I've played for years and years with these bugs around and suffer from most of them in every single fort in some way or another. :-[
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: George_Chickens on January 31, 2020, 02:43:31 am
Large regions seem to be disproportionately crashy in worldgen on Linux, if you put up caves or civilizations. Could another Linux user confirm that it's a repeatable bug and not just my end being odd? Just adding 5 more civs and 50 more caves seems to do it for me.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Shonai_Dweller on January 31, 2020, 02:46:40 am
Large regions seem to be disproportionately crashy in worldgen on Linux, if you put up caves or civilizations. Could another Linux user confirm that it's a repeatable bug and not just my end being odd? Just adding 5 more civs and 50 more caves seems to do it for me.
Large regions are crashing for most people right now.
So much stuff going on makes it easy for whatever is causing worldgen crashes to happen.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: CaptainArchmage on January 31, 2020, 07:15:40 am
Anybody else get deserted monasteries? Might be losing folks from these places too quickly. Can't have an evil monastery if you sacrifice all the acolytes...
"Bare ruined choirs, where late the sweet birds sang..."
I had a world with plenty of them, but then it was fairly post-apocalyptic, so most sites were deserted. Still, it makes sense that small sites would get abandoned with some regularity.

That world had a kind of no dwarf's/elf's/human's/goblin's land where there were a lot of elven forest retreats that had been abandoned. I checked and the situation with the monastery was like this:

(https://imgur.com/ndashpul.png)

I feel that if the monastery hasn't been occupied for a while, it should feel... derelict. Not enough strange books and shady folks hanging around there.

Edit: Population as of starting out there was 1 human and 1 human outcast. So nearly a hermitage of sorts. Appropriate, maybe I didn't look hard enough.

(https://imgur.com/DQw9DbRl.png)

Meanwhile, the elven forest retreat of Queenshore (which was far from any shore) lasted from 87 until the year 94, or about 7 years (Boatmurdered, by contrast, lasted for ~13 ish years). It was then overrun by a necromancer who occupied the retreat and carried out terrible experiments. Apparently it was never resettled. This is the year 316 (I stopped worldgen as it was taking a while).

I think at *least* the retreat should have been resettled... just, like, in my view. Or it should have remained occupied by undead...

Also Edit: While the retreat is depicted on the map as ruined it is home to 3 elves and a large menagerie of animals. I get ruined locations can and should still have inhabitants, but... it's not like it's hard to resettle them. Are there any reclaim mechanics for civs in worldgen?
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: TomiTapio on January 31, 2020, 08:02:37 am
I just found that OldGenesis mod "crash on pressing embark" is caused by our twelve-castes dwarf creature definition.
Using vanilla dwarf creature I was able the remove the crash.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: FantasticDorf on January 31, 2020, 08:54:42 am
Very interesting things happening in my legends. One of my mummies conducting a large war was a interred demon lizard who was praying to a death-god. Said death god has been very busy attracting devotion of necromancers (whether actually praying to them makes you one instantly , they're migrating to a friendly religion fort or there were just a lot of apprentices spread out) and cursing folks. This god came about as far as i can see from a overrun 'Minas Tirth' fortress.

Spoiler (click to show/hide)


This God has never existed prior in worldgen and became prominent only after it emerged, other gods sometimes unrelated to the negative spheres also are generating religions from the Tirth fortresses. If there's ever a title for a 'Age of Darkness' in the very rough 250 years dipping in and out of Age of Myth and Legend i think this qualifies for the sheer havoc they're wrecking with huge amounts of demons, nightbeasts & cloisters of necromancers being made.

Edit - the armies im reading out seem to be demons migrating from other 'Tirth's' too into a world-stomping fighting force.
Edit 2a - Checking on the activities in the second age, human Ebbak silkysmith destroyed the patron death god's fortress with 2447 'mostly human' soldiers (and a mercenary corp) leading to the death and interrment of the lizard demon, coming full circle.

Edit 2b - Not forgetting the brave sacrifice of the dwarves 200 strong army on the offense and took down 20 demons in the world-stomper army in attempt to reclaim their lost fortress back roughly cutting the danger for Ebbaks's attack in half. Two artifacts were lost in the process on the fields the battle took place on.
Quote
XML's and worldgen data here for Toady (http://dffd.bay12games.com/file.php?id=14694)
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Toady One on January 31, 2020, 04:58:10 pm
Quote from: Vordak
Could you provide a correct list of these unknown positions?
Spoiler (click to show/hide)

Spoiler (click to show/hide)

Quote from: Shonai_Dweller
Incidentally Toady, are seeds better off posted here or over at the tracker? I see a fair few building up over there now.

Oh, just realized. If babies are controlling their mother's like horses, that means the new mount control AI was implemented into Fortress mode, right? So riders decide where to go, like in Adventurer.

So, does that mean the "amphibious mounts drown their riders" bug is now fixed?

FantasticDorf: http://www.bay12forums.com/smf/index.php?topic=175434.msg8082781#msg8082781

Yeah, I defer to anybody that tested it on the mount question.  I homogenized the code to whatever extent, but didn't test that case.

For the seeds, either way works currently, and sometimes here is good enough, though these threads become more difficult to track over time.

Quote from: alex-wev
Bingo! With following seeds, the LARGE REGION worldgen consistently crashes at year 60:

Generating world using parameter set LARGE REGION
 Seed: R9icKscYxmcBKRtCCKZJ
 History Seed: hBfG6Elyz8LjyWsrdvla
 Name Seed: qaNwdLLoVokwx80c5tDr
 Creature Seed: 5D3t5tHiFMe444lmE1ej

I got it to reproduce in the released version, and it didn't happen on the next one, so that means it is either fixed or the previous two fixes tweaked the seed enough that it dodges now (and we'll have to get it on another seed after the next release.)  It is hopeful, anyway.

Quote from: scriver
How do you use the party tactics mode? Where you control all the party member's actions, I mean.

Capital E.

Quote from: VABritto
I also saw that all of them became Members of the Goblin Civ. They are also members of the normal Dwarven civ too though.

I have just confirmed that all the Kings of my dwarven Civ treat the now conquered Mountainhome as if it still was the Mountainhome. They always move to it if they already weren't living there (they go there even before becoming Kings sometimes, which seems to show that citizens from the Dwarven Civ have freedom of movement inside the conquered city). This is rather weird and I really doubt it isn't a bug.

Hmm.  This is certainly a dubious behavior.  They probably failed to update the position capital link.

Quote from: Shonai_Dweller
Nice fast one for you.

Small region. (Set for 1050 years with Megabeast cutoff of 50 starting at year 250. in case it makes a difference)
Crashes at year 208 (doesn't take long to get there)

 Seed: 2XURWJBNecN0GYWd4vic
 History Seed: FCjdQ4im7tEDMLzDCJho
 Name Seed: lMrVEJzKIF6OQJ3qTJ5F
 Creature Seed: rLU9sCkkiAoJ5SHpmsye

This was different from the other one (this was related to punishing criminals) and is also now fixed for next time.

Quote from: jecowa
Just in case it helps, I got a crash on Mac-x64 version when embarking on adventure mode using default world-gen except for switching world size to pocket. I tried again only with a world with a short history instead of medium and the same thing happened.

Fortress mode seems to work fine.

If that means there's a save where you can start in adv mode with a reproducible crash that's definitely useful.  If it's intermittent it'll be harder to find.

Quote from: Shonai_Dweller
In 215 Wipeforked the Clean Riddles was stored in the Tower of Caves by the goblin Ngokang Horrorscapes

In 216 Wipeforked was claimed by the goblin Ngokang Horrorscapes from afar.

That's not right is it?

Hmm, yeah, that's likely a bug, of the kind I'd been trying to get a handle on but apparently have not.  There's often a conflict with personal treasures vs. family heirlooms for instance - sometimes the villains don't recognize that a stored item they claimed for their family is not a treasure to be coveted suddenly, despite code supposedly there to prevent this.

Quote from: Orkel
I posted this in the Steam update thread but I'll post it here as well:

Spoiler (click to show/hide)

I don't like "requesting" bug fixes since it feels like pushing the developers, but I also cannot stay silent about this since I've played for years and years with these bugs around and suffer from most of them in every single fort in some way or another.

Certainly going to fix a lot of old stuff before the Steam release, nevermind the Big Wait.  A lot of this will happen during the parallel release cycle I've mentioned - that isn't just about fixing weapon-trap style crashes that pop up, but getting bugs cleaned generally.

Quote from: CaptainArchmage
I think at *least* the retreat should have been resettled... just, like, in my view. Or it should have remained occupied by undead...

Also Edit: While the retreat is depicted on the map as ruined it is home to 3 elves and a large menagerie of animals. I get ruined locations can and should still have inhabitants, but... it's not like it's hard to resettle them. Are there any reclaim mechanics for civs in worldgen?

Did it say who they were or if they had an entity?  Occasionally monasteries and other places become home to bandits, I think, which then, I think, stops the resettlement code from retriggering and they don't know how to "clear them out", which they should do more often.

Quote from: TomiTapio
I just found that OldGenesis mod "crash on pressing embark" is caused by our twelve-castes dwarf creature definition.
Using vanilla dwarf creature I was able the remove the crash.

Hmm, I don't have any immediate ideas as to why that should cause a new problem.  Is the mod on the tracker now?
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: ZM5 on January 31, 2020, 05:09:12 pm
There appears to be a crash issue with outsiders in adventure mode - wasn't able to spawn in a town civ as one - some other users seem to be having a similar issue with other sites as well. Still on the 30 year old world I was able to generate.

Also while I guess this is unintended its also kind of awesome - outsiders (https://cdn.discordapp.com/attachments/173908541088858113/672922908020178944/unknown.png) get a pet list containing every pet or pet_exotic creature, including megabeasts (red dragon in this particular image). No way to increase the points for now but ofc the amount of points required to buy these could be reduced to have megabeasts. Sadly unable to see effects beyond that given the crash issue.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Shonai_Dweller on January 31, 2020, 05:51:41 pm
Are castles actually working?
I've not spotted one yet. They should appear in Legends Mode "Sites", right?

7025 sites in my current Medium region world. No castle. Monastery spam across the land though.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Rumrusher on January 31, 2020, 05:53:29 pm
wondering if setting the world gen stop rate to earlier would have any affect on the speed necromancers would experiment, or is there a fix but Extremely Long rate necromancers and demons would take to start pumping out experiments. knowing what year would be perfect to stop at could help cut down on the slow process of generating longer worlds.
so far from my experience stopping the game around 120 would produce results but depending on the world size that might take a while to load in.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Untrustedlife on January 31, 2020, 05:56:56 pm
wondering if setting the world gen stop rate to earlier would have any affect on the speed necromancers would experiment, or is there a fix but Extremely Long rate necromancers and demons would take to start pumping out experiments. knowing what year would be perfect to stop at could help cut down on the slow process of generating longer worlds.
so far from my experience stopping the game around 120 would produce results but depending on the world size that might take a while to load in.

Maybe if he adds a way for experiments to die (right now they have  [NO_DRINK] [NO_EAT] and no maxage defined so they just live forever.(Someone extracted a bunch of the raws on the modding forum)
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: jecowa on January 31, 2020, 06:23:57 pm
Quote from: jecowa
Just in case it helps, I got a crash on Mac-x64 version when embarking on adventure mode using default world-gen except for switching world size to pocket. I tried again only with a world with a short history instead of medium and the same thing happened.

Fortress mode seems to work fine.

If that means there's a save where you can start in adv mode with a reproducible crash that's definitely useful.  If it's intermittent it'll be harder to find.

Here's two saves files that both crash when starting Adventure Mode. They both crashed 3 times so far when trying.

http://dffd.bay12games.com/file.php?id=14696
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Knight Otu on January 31, 2020, 06:36:36 pm
Are castles actually working?
I've not spotted one yet. They should appear in Legends Mode "Sites", right?

7025 sites in my current Medium region world. No castle. Monastery spam across the land though.
I believe you should be looking for Fortresses, unfortunately the same name as main dwarven settlements.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Toady One on January 31, 2020, 06:40:53 pm
Quote from: jecowa
Just in case it helps, I got a crash on Mac-x64 version when embarking on adventure mode using default world-gen except for switching world size to pocket. I tried again only with a world with a short history instead of medium and the same thing happened.

Fortress mode seems to work fine.

If that means there's a save where you can start in adv mode with a reproducible crash that's definitely useful.  If it's intermittent it'll be harder to find.

Here's two saves files that both crash when starting Adventure Mode. They both crashed 3 times so far when trying.

http://dffd.bay12games.com/file.php?id=14696

Ah, this appears to be the outsider crash.  Fixed for next time.  Thanks!
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Shonai_Dweller on January 31, 2020, 06:42:22 pm
Are castles actually working?
I've not spotted one yet. They should appear in Legends Mode "Sites", right?

7025 sites in my current Medium region world. No castle. Monastery spam across the land though.
I believe you should be looking for Fortresses, unfortunately the same name as main dwarven settlements.
Wait, a castles is a "fortress"? That's...annoying.
Why name every other site but that one? Fort, tower, monastery, keep, tower, fortress and fortress?!

--edit
Found some now, thanks!
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Toady One on January 31, 2020, 07:02:44 pm
Ack, whoops.  I had some weird reason for calling it a fortress, I think because it might not have been owned/inhabitated by a noble in the future, but I'll just call it a castle.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: thvaz on January 31, 2020, 09:07:14 pm
Quote from: Toady One
Ack.  The doors are bad.  Thinking about leaving adv mode doors open longer/permanently (but closable).  All pets are historical, so they shouldn't be deleted, but I did have trouble with my large birds especially just flying all over the place.  I use 'c' to keep tabs on them a bit -- do we know more about when they left?  Did they not follow in 't'ravel or were they already offloaded locally before that?

We started in a house and they were close. Then I left them and started exploring a bit - the villlage was empty, though it was said before starting that some people lived there - and then noticed they weren't following me and had disappeared from the 'c 'menu. I went back to the starting house, and they weren't there, nor there were any tracks. I got carried away and generated another world, so I don't know what happened to them.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Ziusudra on January 31, 2020, 10:02:52 pm
Ack, whoops.  I had some weird reason for calling it a fortress, I think because it might not have been owned/inhabitated by a noble in the future, but I'll just call it a castle.
Speaking of "castles"... I can't sleep in the one I started in. Instead I get the "You cannot rest until you leave this site." message. My info does say I am a member of the civilization and site government.

Edit: I found my chieftess:
You: I am your loyal .  What do you command?
The chieftess Atu Sloronnako: You must kill the eye of <8A>rith Ngom Savedmonster.  This evil being threatens our people with its very presence.  Seek your foe in the fortress of Workpant.  This vile fiend murdered Rig<95>th Whisperedposts!  Our hopes travel with you.

So I am a guard here. Though there seems to have been some issue generating the position name.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Shonai_Dweller on January 31, 2020, 10:10:04 pm
Ack, whoops.  I had some weird reason for calling it a fortress, I think because it might not have been owned/inhabitated by a noble in the future, but I'll just call it a castle.
Speaking of "castles"... I can't sleep in the one I started in. Instead I get the "You cannot rest until you leave this site." message. My info does say I am a member of the civilization and site government.
Now that we can select our site I think we'll see a lot more complaints about this kind of weird behaviour when starting in what were "edge case" sites. Not being able to fast travel when you start in the middle of of a big Dark Pits site that your civ took over during worldgen for example.

(Just found you can't fast travel or rest at a Tower either, even if it's your home).
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Shonai_Dweller on January 31, 2020, 11:51:13 pm
Just generated a medium region and gave goblins a max starting civ of 0.

By the end of the 300 years (in the 11th Age of Myth) there are 9 goblin civs and goblins outnumbers Dwarves 3:1. Should be called the Age of Greed...
Elves seem to be doing slightly better than they usually do.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: FantasticDorf on February 01, 2020, 03:58:24 am
Ack, whoops.  I had some weird reason for calling it a fortress, I think because it might not have been owned/inhabitated by a noble in the future, but I'll just call it a castle.
Speaking of "castles"... I can't sleep in the one I started in. Instead I get the "You cannot rest until you leave this site." message. My info does say I am a member of the civilization and site government.
Now that we can select our site I think we'll see a lot more complaints about this kind of weird behaviour when starting in what were "edge case" sites. Not being able to fast travel when you start in the middle of of a big Dark Pits site that your civ took over during worldgen for example.

(Just found you can't fast travel or rest at a Tower either, even if it's your home).

I take to understand that since 'castles'/fortresses are generated by [BUILDS_OUTDOOR_FORTIFICATIONS] they're as active as the trenches outside of Goblin sites (who also seem to build castles now) in itself which stop you sleeping at goblin sites altogether until the token is removed and world regenerated, except this active fortification is elsewhere in the world other than a minor/market site and you can spawn there.

Maybe they just need more names and code diversification in order to make sense per site type (like splitting up castle building to a new token), i have a list enclosed of some common synonyms. Elves with their dungeons, and missing map-site stuff like throne rooms inside 'Palaces' etc. Though honestly im starting to sound too suggestion'y for my own good.
Spoiler (click to show/hide)
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: therahedwig on February 01, 2020, 09:07:30 am
Or, you know, it might just be you can't rest/write at smaller sites safely. I've had the same problem with player forts and a couple of dwarven forts. (and is reported as a bug: https://www.bay12games.com/dwarves/mantisbt/view.php?id=10111)
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Sean Mirrsen on February 01, 2020, 09:20:36 am
Something weird is going on with wars.

In two different worlds now, I have a situation where it looks like several different civs join forces, and repeatedly attack one single site to the exclusion of all else, without taking control of it.

There is literally one giant war spanning a thousand years, that consists of nothing but a giant mob of thousands of different people's armies roflstomping a handful of defenders (and sometimes just walking in uncontested), pillaging the site (so far both times it was a "Fort" site type), and... not doing anything else until some months later, when everything repeats.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: FantasticDorf on February 01, 2020, 09:54:50 am
Something weird is going on with wars.

In two different worlds now, I have a situation where it looks like several different civs join forces, and repeatedly attack one single site to the exclusion of all else, without taking control of it.

There is literally one giant war spanning a thousand years, that consists of nothing but a giant mob of thousands of different people's armies roflstomping a handful of defenders (and sometimes just walking in uncontested), pillaging the site (so far both times it was a "Fort" site type), and... not doing anything else until some months later, when everything repeats.

Sounds like the 'castle' fort bug (here's the mantis report (http://www.bay12games.com/dwarves/mantisbt/view.php?id=11265)), i had a similar experience on my world where they couldn't make any sort of achievable peace deal or gain so they pillaged it upwards of a 100 times across a few ages. Quite probably linked to the site not being able to be conquered by a puppet or the civ it belongs to doesn't care to call a peace deal over it.

Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Sean Mirrsen on February 01, 2020, 10:03:52 am
Sounds like the 'castle' fort bug (here's the mantis report (http://www.bay12games.com/dwarves/mantisbt/view.php?id=11265)), i had a similar experience on my world where they couldn't make any sort of achievable peace deal or gain so they pillaged it upwards of a 100 times across a few ages. Quite probably linked to the site not being able to be conquered by a puppet or the civ it belongs to doesn't care to call a peace deal over it.



Hm.
Perhaps, if for whatever reason the attackers can't or don't want to occupy the fort, they should be able to raze it? Turn it into ruins that can't be occupied again.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: ZM5 on February 01, 2020, 10:38:21 am
Weird thing - I used a modded summon interaction to summon some sentient creatures in arena mode. When I used k to look at their descriptions in the default arena view (the one thats more like the fort mode view) it crashed the game.
However, when I took control of the summoner, used the interaction, and looked at the description again while still in control, it didnt crash.
Back in the fort mode view it crashed again. I'm not sure if this would translate to fort mode as well but it might be worth looking into if it does - it reminds me of a similar "looking at description" crash when a creature would be permanently transformed in worldgen into something that has descriptors i.e hair and eye colours and/or body part descriptions ("his ears have great, swinging lobes", etc.)

EDIT: Did some more fiddling, seems to happen only with creatures that are capable of speech. Not sure why.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Imic on February 01, 2020, 01:14:33 pm
I found a Goblin Castle in a new World which was invaded multiple times every single year from 56 (to 250, when the Worldgen ended. Not sure if that was supposed to happen.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: FantasticDorf on February 01, 2020, 01:32:40 pm
Oh, right.

Goblins don't have diplomats (natively under usual circumstances without modding in after), they just fight until the other side gives up so probably in these fights they can't negotiate to stop.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Untrustedlife on February 01, 2020, 01:53:35 pm
I hope he changes it so that summoned creatures can build towers, undead are still required for towers unfortunately after a morning of testing :(
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: CaptainArchmage on February 01, 2020, 02:37:19 pm
Quote from: CaptainArchmage
I think at *least* the retreat should have been resettled... just, like, in my view. Or it should have remained occupied by undead...

Also Edit: While the retreat is depicted on the map as ruined it is home to 3 elves and a large menagerie of animals. I get ruined locations can and should still have inhabitants, but... it's not like it's hard to resettle them. Are there any reclaim mechanics for civs in worldgen?

Did it say who they were or if they had an entity?  Occasionally monasteries and other places become home to bandits, I think, which then, I think, stops the resettlement code from retriggering and they don't know how to "clear them out", which they should do more often.

Regarding this: The place was called Dumplingstuck.

Code: [Select]
588: Thinesipkat, "Dumplingstuck", monastery
1 human
1 human outcast
Code: [Select]
978: Evalathilri, "Queenshore", forest retreat
3 elves
2 giant peregrine falcons
10 horses
2 giant chipmunks
2 kea
2 peregrine falcons
2 grizzly bears
2 giant dingoes
2 giant crows
2 yaks
2 giant gray squirrels
2 black bears

These were the two sites I mentioned - Monastery and forest retreat.

Code: [Select]
754: Ibomifava, "Lulledblazed", forest retreat
2 night's soldiers
4 disasters of Iral
4 beasts of Iral
Code: [Select]
51: Mrulnish, "Pagetrades", fortress
7 dwarves
6 wolves of Idor
2 cats
6 Idor's creatures
25 cavies
2 ducks
2 guineafowls
2 blue peafowls

There are also these places, which were abandoned and not reclaimed. I think you're right, maybe they were overrun by bandits? It seems not enough is being done to clean them out of the area.

But they're not claiming the towns properly (at least it isn't showing up). In the case of Dumplingstuck, it was founded by "The Unholy Coven", but that's not shown on the text dump. Other monasteries are shown to have owners.

Quote from: Vordak
Could you provide a correct list of these unknown positions?
Spoiler (click to show/hide)

Spoiler (click to show/hide)

I haven't yet gotten to guilds, but I hope we have "Alderdwarves" actually named as such.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Untrustedlife on February 01, 2020, 03:53:43 pm
[post deleted by user]
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Untrustedlife on February 01, 2020, 04:52:24 pm
Okay, Tried to create a custom experiment interaction. It didnt stop my summoners from being created but with the custom interaction as an option they were, strangely enough, unable to build towers. When i got rid of it they worked. With it they did the whole vampire, "go from village to village" thing. Not sure if thats  a bug.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Shonai_Dweller on February 01, 2020, 05:48:23 pm
Weird thing - I used a modded summon interaction to summon some sentient creatures in arena mode. When I used k to look at their descriptions in the default arena view (the one thats more like the fort mode view) it crashed the game.
However, when I took control of the summoner, used the interaction, and looked at the description again while still in control, it didnt crash.
Back in the fort mode view it crashed again. I'm not sure if this would translate to fort mode as well but it might be worth looking into if it does - it reminds me of a similar "looking at description" crash when a creature would be permanently transformed in worldgen into something that has descriptors i.e hair and eye colours and/or body part descriptions ("his ears have great, swinging lobes", etc.)

EDIT: Did some more fiddling, seems to happen only with creatures that are capable of speech. Not sure why.
Are you playing in windowed mode? Viewing the description of some creatures in arena crashes in windowed mode for some reason.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=10831
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Rumrusher on February 01, 2020, 06:20:41 pm
wondering if setting the world gen stop rate to earlier would have any affect on the speed necromancers would experiment, or is there a fix but Extremely Long rate necromancers and demons would take to start pumping out experiments. knowing what year would be perfect to stop at could help cut down on the slow process of generating longer worlds.
so far from my experience stopping the game around 120 would produce results but depending on the world size that might take a while to load in.

Maybe if he adds a way for experiments to die (right now they have  [NO_DRINK] [NO_EAT] and no maxage defined so they just live forever.(Someone extracted a bunch of the raws on the modding forum)
uhh I kinda want Experiments and their no eating and no drinking and immortality, this wouldn't solve my problem at all since I generate smaller years due to some of my civs horribly die out before I could play them. knowing when necromancers start experimenting would be better.

but like in bogeyman related questions, uhh do the 10 percent bogeymen showing up at evil regions mean I have to attempt the set up to get the cackling?
or like I have  to generate a world that for the evil region would instead of making undead animals they just produce bogeymen?
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Chaosegg on February 01, 2020, 08:08:43 pm
...
Dwarves have some more general relationship types now ... and they can also have multiple lovers or get divorced or have children before they are married.

New stuff
   (*) Romantic relationship changes (multiple lovers, affairs, children outside marriage, divorces, etc.) as well as other relationship changes and details (friendship/rival types, variables like trust, respect and loyalty)
...
I value immersion & "realism"... perhaps above most other features in a "game"... BUT
I'm hoping this new "feature" might be tempered with species, social, personality, and other influences so that it doesn't go too far into the extreme. To take this sort of presumed/encouraged, consequence-free, promiscuity-without-stigma, to the extreme, quite frankly, reminds me a bit too much of what is [arguably] weakening the fabric of our real life world today. Also to be non-judgemental is fine and good, but we're talking about dwarves here; who are USUALLY seen as a fairly conservative bunch/species.

I'm not trying to make a big stink here, or begin a debate/argument, or even get particularly philosophical, but
I AM asking for the option to choose and/or control this type of thing a bit in our own personal games:
Just how often this sort of thing might happen, or the type of personality to act on it would occur, or some other form of restriction (consequences perhaps for the civilization / religion / fort having an accepted practice that might provoke varying degrees of reaction when the accepted boundaries are crossed, depending of course on how far they are crossed... etc. E.g. the OPTION of realism, instead of only having the option where throwing in a feature that might be interesting to play around with in a fun/fantasy way completely takes over and changes the feel of the previous versions/workings of the game.

TLDR; I hope we either have more detailed information, or a few options/settings for tweaking how this new "dwarven sexuality system" works. I realize many people, especially those who do not have their own children in real life, might not think what I'm saying is worth worrying too much about, but I assure you; it can be kind of a big deal to many people.

So if no in-game options occur [by the dev(s)] to allow players to customize their dorf relationship system a bit, then hopefully by makers of mods (LNP, df hack? others?) will do so, and soon.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: delphonso on February 01, 2020, 08:15:18 pm
I found a Goblin Castle in a new World which was invaded multiple times every single year from 56 (to 250, when the Worldgen ended. Not sure if that was supposed to happen.

Likewise, a goblin castle has been the site of a yearly battle for 90 years in a row.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: DG on February 01, 2020, 08:25:21 pm
-snip-

Please take this to the the Suggestion Forums before this thread is derailed.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Strik3r on February 01, 2020, 08:25:58 pm
...
Dwarves have some more general relationship types now ... and they can also have multiple lovers or get divorced or have children before they are married.

New stuff
   (*) Romantic relationship changes (multiple lovers, affairs, children outside marriage, divorces, etc.) as well as other relationship changes and details (friendship/rival types, variables like trust, respect and loyalty)
...
I value immersion & "realism"... perhaps above most other features in a "game"... BUT
I'm hoping this new "feature" might be tempered with species, social, personality, and other influences so that it doesn't go too far into the extreme. To take this sort of presumed/encouraged, consequence-free, promiscuity-without-stigma, to the extreme, quite frankly, reminds me a bit too much of what is [arguably] weakening the fabric of our real life world today. Also to be non-judgemental is fine and good, but we're talking about dwarves here; who are USUALLY seen as a fairly conservative bunch/species.

I'm not trying to make a big stink here, or begin a debate/argument, or even get particularly philosophical, but
I AM asking for the option to choose and/or control this type of thing a bit in our own personal games:
Just how often this sort of thing might happen, or the type of personality to act on it would occur, or some other form of restriction (consequences perhaps for the civilization / religion / fort having an accepted practice that might provoke varying degrees of reaction when the accepted boundaries are crossed, depending of course on how far they are crossed... etc. E.g. the OPTION of realism, instead of only having the option where throwing in a feature that might be interesting to play around with in a fun/fantasy way completely takes over and changes the feel of the previous versions/workings of the game.

TLDR; I hope we either have more detailed information, or a few options/settings for tweaking how this new "dwarven sexuality system" works. I realize many people, especially those who do not have their own children in real life, might not think what I'm saying is worth worrying too much about, but I assure you; it can be kind of a big deal to many people.

So if no in-game options occur [by the dev(s)] to allow players to customize their dorf relationship system a bit, then hopefully by makers of mods (LNP, df hack? others?) will do so, and soon.

I barely missed getting my FotF question in that asked about this exact thing, but im 110% in the same boat as you. The extra 10% is there because i don't want my modded creatures for whom one of defining features is that they're ridiculously loyal to their partners to just go from that, to acting like common whores.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Shonai_Dweller on February 01, 2020, 08:30:39 pm
...
Dwarves have some more general relationship types now ... and they can also have multiple lovers or get divorced or have children before they are married.

New stuff
   (*) Romantic relationship changes (multiple lovers, affairs, children outside marriage, divorces, etc.) as well as other relationship changes and details (friendship/rival types, variables like trust, respect and loyalty)
...
I value immersion & "realism"... perhaps above most other features in a "game"... BUT
I'm hoping this new "feature" might be tempered with species, social, personality, and other influences so that it doesn't go too far into the extreme. To take this sort of presumed/encouraged, consequence-free, promiscuity-without-stigma, to the extreme, quite frankly, reminds me a bit too much of what is [arguably] weakening the fabric of our real life world today. Also to be non-judgemental is fine and good, but we're talking about dwarves here; who are USUALLY seen as a fairly conservative bunch/species.

I'm not trying to make a big stink here, or begin a debate/argument, or even get particularly philosophical, but
I AM asking for the option to choose and/or control this type of thing a bit in our own personal games:
Just how often this sort of thing might happen, or the type of personality to act on it would occur, or some other form of restriction (consequences perhaps for the civilization / religion / fort having an accepted practice that might provoke varying degrees of reaction when the accepted boundaries are crossed, depending of course on how far they are crossed... etc. E.g. the OPTION of realism, instead of only having the option where throwing in a feature that might be interesting to play around with in a fun/fantasy way completely takes over and changes the feel of the previous versions/workings of the game.

TLDR; I hope we either have more detailed information, or a few options/settings for tweaking how this new "dwarven sexuality system" works. I realize many people, especially those who do not have their own children in real life, might not think what I'm saying is worth worrying too much about, but I assure you; it can be kind of a big deal to many people.

So if no in-game options occur [by the dev(s)] to allow players to customize their dorf relationship system a bit, then hopefully by makers of mods (LNP, df hack? others?) will do so, and soon.
Social arc is coming up after Mythgen. That's when things get more nuanced and what is right or wrong for specific cultures can be defined (procedurally generated). Right now dwarves take lovers in order for villains to work. Full stop. That's it. Villains release, villains required simulation.

Right now it seems to be dependent only on personality, which you can mod. Other than that, suggestions forum is what you want.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Strik3r on February 01, 2020, 08:40:27 pm
Social arc is coming up after Mythgen. That's when things get more nuanced and what is right or wrong for specific cultures can be defined (procedurally generated). Right now dwarves take lovers in order for villains to work. Full stop. That's it. Villains release, villains required simulation.

Right now it seems to be dependent only on personality, which you can mod. Other than that, suggestions forum is what you want.

Yeah, but what facets actually control it? How do you minimize it?
I'd much rather have a way to just disable it.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Shonai_Dweller on February 01, 2020, 08:53:23 pm
Social arc is coming up after Mythgen. That's when things get more nuanced and what is right or wrong for specific cultures can be defined (procedurally generated). Right now dwarves take lovers in order for villains to work. Full stop. That's it. Villains release, villains required simulation.

Right now it seems to be dependent only on personality, which you can mod. Other than that, suggestions forum is what you want.

Yeah, but what facets actually control it? How do you minimize it?
I'd much rather have a way to just disable it.
Mod forum. Suggestions forum if it's impossible.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: kaijyuu on February 01, 2020, 11:37:58 pm
Some eyebrow raising yikes comments here, hehe. I'm happy my dwarves can have open relationships; I couldn't live in a closed one myself (though it's perfectly fine for others if they prefer that of course, provided they don't impose it on any partners instead of finding like minded ones). And of course betrayal/jealousy/promiscuity is a common facet of real life; humans are very rarely pair bonders except when enforced by social norms, and I see no reason for dwarves to be different. It can add some drama to the whole thing. If there's any worry gameplay wise, it's another thing that can cause negative thoughts that's mostly outside the player's control, and as we've seen in recent releases that can be very frustrating.

It'd be nice if we could get polycules and the like in the future. I'm not sure how hardcoded the marriage thing is to only have 2 people.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Untrustedlife on February 02, 2020, 01:50:44 am
...
Dwarves have some more general relationship types now ... and they can also have multiple lovers or get divorced or have children before they are married.

New stuff
   (*) Romantic relationship changes (multiple lovers, affairs, children outside marriage, divorces, etc.) as well as other relationship changes and details (friendship/rival types, variables like trust, respect and loyalty)
...
I value immersion & "realism"... perhaps above most other features in a "game"... BUT
I'm hoping this new "feature" might be tempered with species, social, personality, and other influences so that it doesn't go too far into the extreme. To take this sort of presumed/encouraged, consequence-free, promiscuity-without-stigma, to the extreme, quite frankly, reminds me a bit too much of what is [arguably] weakening the fabric of our real life world today. Also to be non-judgemental is fine and good, but we're talking about dwarves here; who are USUALLY seen as a fairly conservative bunch/species.

I'm not trying to make a big stink here, or begin a debate/argument, or even get particularly philosophical, but
I AM asking for the option to choose and/or control this type of thing a bit in our own personal games:
Just how often this sort of thing might happen, or the type of personality to act on it would occur, or some other form of restriction (consequences perhaps for the civilization / religion / fort having an accepted practice that might provoke varying degrees of reaction when the accepted boundaries are crossed, depending of course on how far they are crossed... etc. E.g. the OPTION of realism, instead of only having the option where throwing in a feature that might be interesting to play around with in a fun/fantasy way completely takes over and changes the feel of the previous versions/workings of the game.

TLDR; I hope we either have more detailed information, or a few options/settings for tweaking how this new "dwarven sexuality system" works. I realize many people, especially those who do not have their own children in real life, might not think what I'm saying is worth worrying too much about, but I assure you; it can be kind of a big deal to many people.

So if no in-game options occur [by the dev(s)] to allow players to customize their dorf relationship system a bit, then hopefully by makers of mods (LNP, df hack? others?) will do so, and soon.

I think this new feature set is AWESOME personally, let me argue my case:

Without this new feature (affairs, multiple lovers, children outside marriage) you would not get bastard children, (as happened in the medieval world quite often, which lead to very interesting struggles for inheritance)
https://en.wikipedia.org/wiki/Royal_bastard
This kind of thing is also in CK2, so i dont see why not have it if you want a decent simulation of medieval society.
To pretend that this stuff (affairs, children outside marriage, multiple lovers (mistresses)) wasn't commonplace in medieval Europe and the ancient world and is somehow new and "eroding modern society"  is super rose-tinted-glassesish. Dwarves can also still only be married to one person at a time, so it isnt like some new fanged poly-whatever-marriage with multiple lovers thing. Its affairs and mistresses which have been around for basically forever and form the basis of many of the most interesting ancient stories (caeser having mistresses for example) previously these kinds of stories were impossible in DF now we can get all the more interesting politics/drama of the period. (What happens when a king has an affair for example)

Not that there isnt any kind of merit to your complaint, eg perhaps some religions should allow and disallow divorce or punish members who break their specific traditions. But that is simply simulation toady hasnt gotten to yet that will probably make it in at some point.  (Then we could get situations where monarchs create their own version of a religion so they can get divorced without penalties as happened with https://en.m.wikipedia.org/wiki/Henry_VIII_of_England )
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Demonic Gophers on February 02, 2020, 02:13:48 am
I just found that OldGenesis mod "crash on pressing embark" is caused by our twelve-castes dwarf creature definition.
Using vanilla dwarf creature I was able the remove the crash.
I've gotten a similar crash-on-embark issue and decided to do a little testing.  I put together a lightly modded entity with a fairly simple two-caste creature and was able to embark.  So I switched it for an almost identical creature with 15 castes and three body plans and tried again.  Embarked with no obvious problems, so the number of castes doesn't seem to be the cause.  I'll keep adjusting things and see if I can isolate the trigger.


And seriously, can we try to avoid a fiery social debate on this thread?  Having some entity-level controls on what relationships are considered appropriate would be nice in the long run, but this doesn't seem like the place to hash it out.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Untrustedlife on February 02, 2020, 02:23:44 am
I just found that OldGenesis mod "crash on pressing embark" is caused by our twelve-castes dwarf creature definition.
Using vanilla dwarf creature I was able the remove the crash.
I've gotten a similar crash-on-embark issue and decided to do a little testing.  I put together a lightly modded entity with a fairly simple two-caste creature and was able to embark.  So I switched it for an almost identical creature with 15 castes and three body plans and tried again.  Embarked with no obvious problems, so the number of castes doesn't seem to be the cause.  I'll keep adjusting things and see if I can isolate the trigger.


And seriously, can we try to avoid a fiery social debate on this thread?  Having some entity-level controls on what relationships are considered appropriate would be nice in the long run, but this doesn't seem like the place to hash it out.

Only one person got mad. The rest of us just kinda reacted to it.
But yeah if any more conversing/arguing happens about the subject it should go
On the suggestion forum. ( I personally think the new relationship stuff is cool as heck which is why I tried to explain why its awesome)
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: ZM5 on February 02, 2020, 05:29:20 am
Weird thing - I used a modded summon interaction to summon some sentient creatures in arena mode. When I used k to look at their descriptions in the default arena view (the one thats more like the fort mode view) it crashed the game.
However, when I took control of the summoner, used the interaction, and looked at the description again while still in control, it didnt crash.
Back in the fort mode view it crashed again. I'm not sure if this would translate to fort mode as well but it might be worth looking into if it does - it reminds me of a similar "looking at description" crash when a creature would be permanently transformed in worldgen into something that has descriptors i.e hair and eye colours and/or body part descriptions ("his ears have great, swinging lobes", etc.)

EDIT: Did some more fiddling, seems to happen only with creatures that are capable of speech. Not sure why.
Are you playing in windowed mode? Viewing the description of some creatures in arena crashes in windowed mode for some reason.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=10831
I was, but it didn't seem to be consistently occuring with other creatures. Also just now tried it in fullscreen mode, still crashes with the same couple of intelligent summons, so I don't think this is the same issue.

I just found that OldGenesis mod "crash on pressing embark" is caused by our twelve-castes dwarf creature definition.
Using vanilla dwarf creature I was able the remove the crash.
I've gotten a similar crash-on-embark issue and decided to do a little testing.  I put together a lightly modded entity with a fairly simple two-caste creature and was able to embark.  So I switched it for an almost identical creature with 15 castes and three body plans and tried again.  Embarked with no obvious problems, so the number of castes doesn't seem to be the cause.  I'll keep adjusting things and see if I can isolate the trigger.


And seriously, can we try to avoid a fiery social debate on this thread?  Having some entity-level controls on what relationships are considered appropriate would be nice in the long run, but this doesn't seem like the place to hash it out.

Only one person got mad. The rest of us just kinda reacted to it.
But yeah if any more conversing/arguing happens about the subject it should go
On the suggestion forum. ( I personally think the new relationship stuff is cool as heck which is why I tried to explain why its awesome)
Eh, I wouldn't even call it getting mad, I do personally agree with both Strik3r's and Chaosegg's sentiments - it definitely would come across as jarring for members of a race defined by its loyalty or one thats very conservative still sleeping around, cheating and divorcing at the same rate as a race like goblins who probably are more loose in that regard.

From a modding perspective, I'd guess some personality+value combinations might affect it, i.e low lustfulness and/or high respect for tradition (though the latter is a bit "eh" since ofc tradition would mean different things for dwarves and goblins) - high loyalty value in a civ may also affect it - I'm slightly confused as to why its a civ value rather than a personality trait, but regardless - individuals in a high loyalty civ probably wouldnt be cheating on each other much and ones that arent loyal most likely wouldnt be able to step outside of the boundaries much lest they be socially shunned - thats what I'd expect, anyway.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Strik3r on February 02, 2020, 05:40:08 am
I think this new feature set is AWESOME personally, let me argue my case:

Without this new feature (affairs, multiple lovers, children outside marriage) you would not get bastard children, (as happened in the medieval world quite often, which lead to very interesting struggles for inheritance)
https://en.wikipedia.org/wiki/Royal_bastard
This kind of thing is also in CK2, so i dont see why not have it if you want a decent simulation of medieval society.
To pretend that this stuff (affairs, children outside marriage, multiple lovers (mistresses)) wasn't commonplace in medieval Europe and the ancient world and is somehow new and "eroding modern society"  is super rose-tinted-glassesish. Dwarves can also still only be married to one person at a time, so it isnt like some new fanged poly-whatever-marriage with multiple lovers thing. Its affairs and mistresses which have been around for basically forever and form the basis of many of the most interesting ancient stories (caeser having mistresses for example) previously these kinds of stories were impossible in DF now we can get all the more interesting politics/drama of the period. (What happens when a king has an affair for example)

Not that there isnt any kind of merit to your complaint, eg perhaps some religions should allow and disallow divorce or punish members who break their specific traditions. But that is simply simulation toady hasnt gotten to yet that will probably make it in at some point.  (Then we could get situations where monarchs create their own version of a religion so they can get divorced without penalties as happened with https://en.m.wikipedia.org/wiki/Henry_VIII_of_England )
eh, nobody's gonna deny it happened and i'm fine with it(As a feature in a medieval fantasy game (as long as its tuned to reasonable frequency, not to the levels of modern degeneracy)), but as a modder, i'm in the dark here as to what (if anything) controls said frequency. Personality? Values? the ORIENTATION tag? In reality that's all i actually care about.

Only one person got mad. The rest of us just kinda reacted to it.
But yeah if any more conversing/arguing happens about the subject it should go
On the suggestion forum. ( I personally think the new relationship stuff is cool as heck which is why I tried to explain why its awesome)
i just saw an opportunity and wanted to make some noise, the result was pretty good.
either way i'm done with this subject for now.

also, since i missed getting this in as a FotF question, Toady, here's (roughly) what i was going to ask, for a condensed and clean summary this whole thing:

   (*) Romantic relationship changes (multiple lovers, affairs, children outside marriage, divorces, etc.) as well as other relationship changes and details (friendship/rival types, variables like trust, respect and loyalty)
How frequently does stuff like this happen? What controls it happening? Can it be modded?
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Shonai_Dweller on February 02, 2020, 06:09:30 am
I think this new feature set is AWESOME personally, let me argue my case:

Without this new feature (affairs, multiple lovers, children outside marriage) you would not get bastard children, (as happened in the medieval world quite often, which lead to very interesting struggles for inheritance)
https://en.wikipedia.org/wiki/Royal_bastard
This kind of thing is also in CK2, so i dont see why not have it if you want a decent simulation of medieval society.
To pretend that this stuff (affairs, children outside marriage, multiple lovers (mistresses)) wasn't commonplace in medieval Europe and the ancient world and is somehow new and "eroding modern society"  is super rose-tinted-glassesish. Dwarves can also still only be married to one person at a time, so it isnt like some new fanged poly-whatever-marriage with multiple lovers thing. Its affairs and mistresses which have been around for basically forever and form the basis of many of the most interesting ancient stories (caeser having mistresses for example) previously these kinds of stories were impossible in DF now we can get all the more interesting politics/drama of the period. (What happens when a king has an affair for example)

Not that there isnt any kind of merit to your complaint, eg perhaps some religions should allow and disallow divorce or punish members who break their specific traditions. But that is simply simulation toady hasnt gotten to yet that will probably make it in at some point.  (Then we could get situations where monarchs create their own version of a religion so they can get divorced without penalties as happened with https://en.m.wikipedia.org/wiki/Henry_VIII_of_England )
eh, nobody's gonna deny it happened and i'm fine with it(As a feature in a medieval fantasy game (as long as its tuned to reasonable frequency, not to the levels of modern degeneracy)), but as a modder, i'm in the dark here as to what (if anything) controls said frequency. Personality? Values? the ORIENTATION tag? In reality that's all i actually care about.

Only one person got mad. The rest of us just kinda reacted to it.
But yeah if any more conversing/arguing happens about the subject it should go
On the suggestion forum. ( I personally think the new relationship stuff is cool as heck which is why I tried to explain why its awesome)
i just saw an opportunity and wanted to make some noise, the result was pretty good.
either way i'm done with this subject for now.

also, since i missed getting this in as a FotF question, Toady, here's (roughly) what i was going to ask, for a condensed and clean summary this whole thing:

   (*) Romantic relationship changes (multiple lovers, affairs, children outside marriage, divorces, etc.) as well as other relationship changes and details (friendship/rival types, variables like trust, respect and loyalty)
How frequently does stuff like this happen? What controls it happening? Can it be modded?
For how frequently, just generate a world and read Legends. It happens as much as necromancers merge random peasant dwarves with pigs, as often as goblins impale elf maidens on stakes and as often as night trolls kidnap, transform and breed with random people they take a liking too.

For modding, people in the modding forums will be able to tell you right away exactly how to mod out anything in the game you don't like. Probably involve some hacking, or just playing an older version of the game.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: FantasticDorf on February 02, 2020, 06:16:36 am
A open-shut case for the discussion would be to fast-track development of the law arc's on domestic ethical policies and some creature level configurations i do believe without very much further elaboration on the detail that can be saved for a suggestion thread. Then just like attitudes to orientation, players can just correct them to levels they feel comfortable to.
Stickying a thread to this effect with the orientation tokens (and anything else) and relevant advice onto the modding forum would also help. Wow this was a big pileup of a derail, this discussion should have probably been moved to DF General.

Spoiler: "Shonai's quote" (click to show/hide)

I dont see it as that pragmatic, it was just there was very little movement happening already towards friends getting married versus world-generated marriages upkeeping the consistent population of forts (underpinned by babies now riding their mothers like horses into neglect) so Toady made the inbetween more flexible. It evidently works from the reports that dwarves in relationships are popping out babies like nobody's business (editing babies out fixes baby riding entirely) but its sad that its caused such uproar by accident.


Most of these things are toned down to not be graphic initially anyway, the game does carry a official consent warning on Steam so i would think that players would play DF with a air of maturity. Else we end up going down the path where we would need to validate identities before allowing players to access DF.

Things modders have done are often more disturbing and filled with innuendo than vanilla could ever do.

edit- this is getting wall of text'y so i put all the quotes in spoilers
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Evillee on February 02, 2020, 06:34:38 am
I think elves are the type to have open relationships
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Ouan on February 02, 2020, 09:27:29 am
Did we ever figure out what causes Mountains to sing?

My first stab at a large world resulted in the Plains and the Mountains having a sing off. Apparently, they can now sing well because their words are Impoverished.

Oh well, time to spend another hour or ten generating a world. Fingers crossed that this one does not crash eight hours into generation.

<crosses fingers>
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: scriver on February 02, 2020, 10:05:02 am
Some eyebrow raising yikes comments here, hehe. I'm happy my dwarves can have open relationships; I couldn't live in a closed one myself (though it's perfectly fine for others if they prefer that of course, provided they don't impose it on any partners instead of finding like minded ones). And of course betrayal/jealousy/promiscuity is a common facet of real life; humans are very rarely pair bonders except when enforced by social norms, and I see no reason for dwarves to be different. It can add some drama to the whole thing. If there's any worry gameplay wise, it's another thing that can cause negative thoughts that's mostly outside the player's control, and as we've seen in recent releases that can be very frustrating.

It'd be nice if we could get polycules and the like in the future. I'm not sure how hardcoded the marriage thing is to only have 2 people.

Arguably it should be based on cultural values like so many other things in DF. I don't know to what extent those are derived from worldgen randomization contra raw tags these days, but I think it's fair you should be able to end up with civilizations of different values. At least that's how I would like it. Oh, and even better if tied religion and/or deity figures.

Quote
humans are very rarely pair bonders except when enforced by social norms

This is just saying "humans are very rarely pair bomsers except when they are pair bonders" though :P
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Shokujin on February 02, 2020, 12:46:29 pm
Hi, Strange bug, depending of my cursor position the current level (top right) change.  ???

(https://i.ibb.co/3NZzr36/level-bug.gif) (https://ibb.co/YksZRCn)
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Imic on February 02, 2020, 01:04:02 pm
Did we ever figure out what causes Mountains to sing?

My first stab at a large world resulted in the Plains and the Mountains having a sing off. Apparently, they can now sing well because their words are Impoverished.

Oh well, time to spend another hour or ten generating a world. Fingers crossed that this one does not crash eight hours into generation.

<crosses fingers>
When it says MOUNTAIN, it actually refers to Dwarves. The same goes for PLAINS and Humans. Its an internal system for categorising the Civs. So in truth, the Dwarves and Humans were having a sing-off so catastrophically loud that Armok decided to kill them all before they broke his favourite wineglass.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: FantasticDorf on February 02, 2020, 01:24:11 pm
[snip]
My first stab at a large world resulted in the Plains and the Mountains having a sing off. Apparently, they can now sing well because their words are Impoverished.

Oh well, time to spend another hour or ten generating a world. Fingers crossed that this one does not crash eight hours into generation.
When it says MOUNTAIN, it actually refers to Dwarves. The same goes for PLAINS and Humans. [snip]
True, but not to the technicality.

The 'Risen' clown infested fortresses still occupy the dwarven site when they take over with no identifiable RAW entity of their own, and there's a lot of reported muck ups regarding whether one is entangled in the other due to things like histfigs visiting the mountainhome like nothing is wrong. Opening up both necromancer & 'Risen' fortresses as a token orientated generated site type entity would likely fix it if that doesnt sound too suggestiony.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: CaptainArchmage on February 02, 2020, 02:14:32 pm
Hi, Strange bug, depending of my cursor position the current level (top right) change.  ???

(https://i.ibb.co/3NZzr36/level-bug.gif) (https://ibb.co/YksZRCn)

I think the top right cursor covers the number of Z-levels you are above or below the ground, so that's position dependent. Bottom-right uses an objective system.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: TomiTapio on February 02, 2020, 03:49:08 pm
I've gotten a similar crash-on-embark issue and decided to do a little testing.  I put together a lightly modded entity with a fairly simple two-caste creature and was able to embark. 
Testing some more now, and adding gloomy male, gloomy female, warrior male, warrior female castes back causes embark crash.
Spoiler (click to show/hide)
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: FantasticDorf on February 02, 2020, 06:30:10 pm
I've gotten a similar crash-on-embark issue and decided to do a little testing.  I put together a lightly modded entity with a fairly simple two-caste creature and was able to embark. 
Testing some more now, and adding gloomy male, gloomy female, warrior male, warrior female castes back causes embark crash.
Spoiler (click to show/hide)

I dont mean to be rude but probably risk doing so anyway, but why is this discussion about OldGenesis modded entities happening here if it doesnt particularly draw any objective points about the causes that may apply to the broader experience? Couldnt these posts be moved to the modding forum and come back when some more research is done?
This thread has kind of become a bit of a unstable derail from 47.01 and more of a generalised sounding board that's getting a bit heated.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Demonic Gophers on February 02, 2020, 06:40:21 pm
My latest test was to give each of the 15 castes a different set of three natural skills - including at least one military and at least one civilian skill for each.  This got the crash on embark.  Maybe it's caused by trying to account for natural skills when putting together the founding party?

(This embark crash seems to be a new bug in 47.01.  It's certainly not limited to OldGenesis, and applies to entity modding in general.  I'm discussing my testing here because the subject had already come up, so I wanted to refine the cause if I could.)

EDIT: Switched back to my original two-caste testing creature.  I gave them NATURAL_SKILL:FORGE_WEAPON:2 and FORGE_ARMOR - got a crash upon hitting embark.  Took it back out and was able to embark without problems.  As best I can tell, this is what's triggering the crash.

EDIT 2: Added natural smithing skill to vanilla dwarves, with no other changes to creature or entity.  Crash on embark.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Untrustedlife on February 02, 2020, 07:52:06 pm
Found impossible to enter mead-hall, it put the doors on top of it for some reason and i cant enter them.
(https://i.imgur.com/L0YrZms.png)

There was also a town where all the signs were buried.

New map gen bug i think.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Shonai_Dweller on February 02, 2020, 08:11:16 pm
Talking of sites, now that we can pick our sites and starting in a Tower will be a regular occurrence. Can we spawn somewhere other than on an outside ledge? Towers are really hard to grip and being able to play a game basically involves jumping off and hoping you're not too high.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: TomiTapio on February 02, 2020, 09:45:04 pm
EDIT: Switched back to my original two-caste testing creature.  I gave them NATURAL_SKILL:FORGE_WEAPON:2 and FORGE_ARMOR - got a crash upon hitting embark.  Took it back out and was able to embark without problems.  As best I can tell, this is what's triggering the crash.
EDIT 2: Added natural smithing skill to vanilla dwarves, with no other changes to creature or entity.  Crash on embark.
Many thanks! I took my modded dwarf creature from OldGenesis 44.12, which always crashed 47.01 on pressing embark,
and search-replaced every NATURAL_SKILL away. This fixed the embark-crash. I've spent like 3-4 hours on this embarkcrash problem so far.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: ZM5 on February 03, 2020, 05:11:54 am
EDIT: Switched back to my original two-caste testing creature.  I gave them NATURAL_SKILL:FORGE_WEAPON:2 and FORGE_ARMOR - got a crash upon hitting embark.  Took it back out and was able to embark without problems.  As best I can tell, this is what's triggering the crash.
EDIT 2: Added natural smithing skill to vanilla dwarves, with no other changes to creature or entity.  Crash on embark.
Many thanks! I took my modded dwarf creature from OldGenesis 44.12, which always crashed 47.01 on pressing embark,
and search-replaced every NATURAL_SKILL away. This fixed the embark-crash. I've spent like 3-4 hours on this embarkcrash problem so far.
That's weird tho - I just started with a race that has innate discipline skill and there wasnt a crash. Is it selective in what skills cause crashes?
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: TomiTapio on February 03, 2020, 05:49:05 am
These natural_skill lines did not cause an embark-crash for me:
Spoiler (click to show/hide)
mining, smelting, masonry, the four metalworking skills, they're suspect. Maybe some adventurer-unretire crash is related to gained skill levels.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: George_Chickens on February 03, 2020, 06:43:50 am
Not sure if this is a repeatable bug, or a one off problem, but it seems as though being transformed into a creature can glitch the weight of your equipment. My copper buckler and scimitar weight eleven and two Urists, respectively. But picking up the scimitar slows me about as much as being in full armour, and the buckler slows me about as much as picking up an elephant corpse.

I had picked up the weapons and strapped them to my body, if it helps, and I was transformed into a giant bark scorpion. Has anyone else had an issue like this?

[EDIT] It appears to have no correlation with weight. Random items, even cloaks weighing under one Urist, are lowering my speed DRAMATICALLY despite only wearing my starting equipment. Very weird, will upload the save later.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Shonai_Dweller on February 04, 2020, 03:37:00 am
Bug fixes are coming in, great. Safe flying pets and pettable pets for snake people. Cool.

Just occured to me, if babies think their mothers are mounts and take over their minds. Will the same happen to adventurers retired at fortresses who have little pets? I imagine a fair few adventurers have cute hamsters and parrots on their shoulders. Do they turn on their masters in Fort mode? Science is required.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Laurin on February 04, 2020, 04:38:50 am
...
 I imagine a fair few adventurers have cute hamsters and parrots on their shoulders. Do they turn on their masters in Fort mode? Science is required.
Camaraderie, adventure, and steel on steel. The stuff of legend! Right, Boo? ;)
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: scriver on February 04, 2020, 04:49:43 am
A den of STINKING evil! Cover your nose Boo, we will leave no crevice UNTOUCHED!
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Shonai_Dweller on February 04, 2020, 08:18:00 am
Does the Dungeon Master noble do anything yet (I know the tags it has, I mean in actual game terms)? Dog training at least doesn't require one.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: FantasticDorf on February 04, 2020, 09:39:35 am
Does the Dungeon Master noble do anything yet (I know the tags it has, I mean in actual game terms)? Dog training at least doesn't require one.

No, i dont think it has any affectual meaning towards the screen for domesticated familiarity either, since them being present for the mayor does imply they might have a use in later progression for the game on-site. Better off asking Toady what he plans to do with it or waiting within the next few versions - steam version to see what was added.
v28.~xx~'ish the dungeon master was a nessecity to tame exotic animals and had additional requirements of chains in their rooms, right now its just titular only (unless its bugged, like peace deals over artifacts that never really seemed to happen on 44.12)
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Untrustedlife on February 04, 2020, 10:32:19 am
Does the Dungeon Master noble do anything yet (I know the tags it has, I mean in actual game terms)? Dog training at least doesn't require one.

No, i dont think it has any affectual meaning towards the screen for domesticated familiarity either, since them being present for the mayor does imply they might have a use in later progression for the game on-site. Better off asking Toady what he plans to do with it or waiting within the next few versions - steam version to see what was added.
  • I would also check if candidacy has any skill recommendations like animal trainer more preferable than others relating to role on the nobles screen. I can't find any references for them in legends mode if they do commit to similar taming trips on military strategist's behalf.
v28.~xx~'ish the dungeon master was a nessecity to tame exotic animals and had additional requirements of chains in their rooms, right now its just titular only (unless its bugged, like peace deals over artifacts that never really seemed to happen on 44.12)


They are just there for worldgen scheeming. I think. They have the espionage responsibility.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: therahedwig on February 04, 2020, 10:35:48 am
The changes.txt says explicitly that the new responsibilities don't do anything yet... but they get responsibility:espionage, so I guess they're going to be necessary for spy activity from your fort :p
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Untrustedlife on February 04, 2020, 10:50:21 am
Update, cannot sleep in fort or monestrary even after asking permission. Toady its a very annoying bug/feature/whatever it is plz fix. It reminds me of the old fort bug where you couldn't sleep in them (and i think you cant sleep in those anymore either)
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Knight Otu on February 04, 2020, 12:25:22 pm
The changes.txt says explicitly that the new responsibilities don't do anything yet... but they get responsibility:espionage, so I guess they're going to be necessary for spy activity from your fort :p
*Most* don't do anything yet per the changes file. I haven't tested it yet, but ESPIONAGE may have a fortress mode function, and probably a world gen function.

Quote
   new position responsibilities -- most of these don't do anything yet, but they are linked to the new entity positions
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Untrustedlife on February 04, 2020, 12:30:07 pm
The changes.txt says explicitly that the new responsibilities don't do anything yet... but they get responsibility:espionage, so I guess they're going to be necessary for spy activity from your fort :p
*Most* don't do anything yet per the changes file. I haven't tested it yet, but ESPIONAGE may have a fortress mode function, and probably a world gen function.

Quote
   new position responsibilities -- most of these don't do anything yet, but they are linked to the new entity positions

Pretty sure espionage does have some function in worldgen. Tarn has talked at length about this stuff.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Bumber on February 04, 2020, 05:09:11 pm
Code: (file changes.txt) [Select]
elf princess gets [RESPONSIBILITY:ESPIONAGE]
The elven princess is a spy!
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Shonai_Dweller on February 04, 2020, 08:26:36 pm
Oh, my mistake, seems like there is a little variety in night creature adventurers. I finally got one, a demon of the night, with something on the appearance screen. "He is Muscular". Randomize will give me this or nothing at all. Yay options!
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Untrustedlife on February 04, 2020, 09:30:46 pm
So you can go and get the powers of multiple secrets now [IT_REQUIRES:MORTAL] must be failing to check properly
(https://i.imgur.com/RoThtwz.png)
(https://i.imgur.com/izWBTtu.png)
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Mathel on February 05, 2020, 02:27:04 am
Hello.
I have found something weird in adventure mode, which seems to be a combination of several factors.

A) You can not see sneaking allies. (But they can see you, as evidenced by the fact that they can follow you.)
B) In adventure mode, the AI does not change sneak status.
C) When you start sneaking on a mount it is the mount that sneaks, not you.

This combines into mounts seeming to disappear, when one dismounts them while sneaking. They still exist, can mounted and lead and other creatures can attack them, but they can not be targetted by the player (with "A"ttack, or "l"ook). It can be fixed by player by either mounting them again and making them exit sneak mode, or fast traveling at least one map tile and exiting fast travel again.

I suggest making sneaking mounts exit sneak mode when a creature dismounts them.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Untrustedlife on February 05, 2020, 10:28:33 am
Hello.
I have found something weird in adventure mode, which seems to be a combination of several factors.

A) You can not see sneaking allies. (But they can see you, as evidenced by the fact that they can follow you.)
B) In adventure mode, the AI does not change sneak status.
C) When you start sneaking on a mount it is the mount that sneaks, not you.

This combines into mounts seeming to disappear, when one dismounts them while sneaking. They still exist, can mounted and lead and other creatures can attack them, but they can not be targetted by the player (with "A"ttack, or "l"ook). It can be fixed by player by either mounting them again and making them exit sneak mode, or fast traveling at least one map tile and exiting fast travel again.

I suggest making sneaking mounts exit sneak mode when a creature dismounts them.

Have you considered putting alot of points into observer and see if that allows you to see them. I dunno if the allies disappearing whilst sneaking thing should count as a bug since they are, in fact, sneaking and that does, in fact, hide them. I imagine if you go into sneak then tab to an allie they can't see you.


Them being able to "see you" as evidenced by following is probably more a bug in the follow AI . Maybe it permanently follows no matter what status. But they should definitely stop sneaking when you do.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Mathel on February 05, 2020, 12:26:23 pm
Hello.
I have found something weird in adventure mode, which seems to be a combination of several factors.

A) You can not see sneaking allies. (But they can see you, as evidenced by the fact that they can follow you.)
B) In adventure mode, the AI does not change sneak status.
C) When you start sneaking on a mount it is the mount that sneaks, not you.

This combines into mounts seeming to disappear, when one dismounts them while sneaking. They still exist, can mounted and lead and other creatures can attack them, but they can not be targetted by the player (with "A"ttack, or "l"ook). It can be fixed by player by either mounting them again and making them exit sneak mode, or fast traveling at least one map tile and exiting fast travel again.

I suggest making sneaking mounts exit sneak mode when a creature dismounts them.

Have you considered putting alot of points into observer and see if that allows you to see them. I dunno if the allies disappearing whilst sneaking thing should count as a bug since they are, in fact, sneaking and that does, in fact, hide them. I imagine if you go into sneak then tab to an allie they can't see you.


Them being able to "see you" as evidenced by following is probably more a bug in the follow AI . Maybe it permanently follows no matter what status. But they should definitely stop sneaking when you do.

I have. It did not make a difference. Max level observer (Grand master) was still not able to see a sneaking horse.
But I may have been mistaken about AI toggling sneak mode. I was tracking a human and from time to time his tracks ended. Each time, he appeared some time later near where his tracks ended and started running again.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Knight Otu on February 05, 2020, 02:21:31 pm
An update regarding the Dark Fortress position crash - in addition to the already documented example of having variable and raw-defined positions in the same entity causing a crash, it appears that having any LAND_HOLDER positions at all in a dark fortress entity also causes a crash. If there isn't a bug report when I next get on Mantis, I'll create one then.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: neotemplar on February 05, 2020, 02:29:17 pm
Some minor issues that may or may not be intended that I have noticed.
(All in fort mode)
1. Lots of the new undead showing up in my fort. Everyone of them acts friendly but is trying to steal artifacts. These guys have really bad disguises to the point that its probably a bug. Stuff like grim slayer etc. These guys are a light blue n the with umlat. Once they serve their prison sentence the get put in a cage and deposited in the animal stockpile, which may or may not be intended. I also had a bright red capital H come once. It routed through doors but went into a side room to specifically destroy a farmers workshop. I thought it was strange it didnt break the doors. (Killed it before it could do anything else.)

2. Loyalty cascades still occur. Had one when a criminal beating turned deadly.

3. Lastly the elves keep trading me grown metal pedestals and other items.

Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Rumrusher on February 05, 2020, 03:06:13 pm
Some minor issues that may or may not be intended that I have noticed.
(All in fort mode)
1. Lots of the new undead showing up in my fort. Everyone of them acts friendly but is trying to steal artifacts. These guys have really bad disguises to the point that its probably a bug. Stuff like grim slayer etc. These guys are a light blue n the with umlat. Once they serve their prison sentence the get put in a cage and deposited in the animal stockpile, which may or may not be intended. I also had a bright red capital H come once. It routed through doors but went into a side room to specifically destroy a farmers workshop. I thought it was strange it didnt break the doors. (Killed it before it could do anything else.)

2. Loyalty cascades still occur. Had one when a criminal beating turned deadly.

3. Lastly the elves keep trading me grown metal pedestals and other items.
Those cyan folks are resurrected beings which means historically they died and got revived and pretty much got free will. the kicker is they pretty much friendly outside of trying to steal stuff like the other folks that probably come to the site. the H folks are hybrid experiments of the necromancers... or young horses.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: PatrikLundell on February 05, 2020, 04:46:21 pm
:
3. Lastly the elves keep trading me grown metal pedestals and other items.

The odd "grown stuff" elven trade bug isn't new. It's been in the game for a long time, and should be on the bug tracker.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Ouan on February 06, 2020, 07:41:58 am
Did we ever figure out what causes Mountains to sing?

My first stab at a large world resulted in the Plains and the Mountains having a sing off. Apparently, they can now sing well because their words are Impoverished.

Oh well, time to spend another hour or ten generating a world. Fingers crossed that this one does not crash eight hours into generation.

<crosses fingers>
When it says MOUNTAIN, it actually refers to Dwarves. The same goes for PLAINS and Humans. Its an internal system for categorising the Civs. So in truth, the Dwarves and Humans were having a sing-off so catastrophically loud that Armok decided to kill them all before they broke his favourite wineglass.

Lols. I figured that is what was going on. Dang Armok breaking the world for being too happy. I just want to know what to do to prevent it from happening again. I so far have not been able to generate a history past 750 years or so before the world degenerates according to Armok's hatred of sing offs. Ah well, I will keep tinkering. So many threatened wineglasses.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Imic on February 06, 2020, 07:48:07 am
My current Dwarven Civ has no less than three gods of lies, trickery, and treachery, except in different order. I dont think Ive ever seen multiple Gods in the same pantheon Sharing spheres before.

Another thing: one effect of having 28 Gods seems to be that one of My Dwarves who worships 13 of them became hideously depressed almost immediately after getting bad thoughts from not praying. This update has been quite the ride.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: ZM5 on February 06, 2020, 01:47:28 pm
In regards to adventure mode, are all intelligent wilderness creatures deity-less now? I notice that when I pick those I don't worship any of the civs deities - maybe just a couple weird occurences.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Untrustedlife on February 06, 2020, 02:02:17 pm
My current Dwarven Civ has no less than three gods of lies, trickery, and treachery, except in different order. I dont think Ive ever seen multiple Gods in the same pantheon Sharing spheres before.

Another thing: one effect of having 28 Gods seems to be that one of My Dwarves who worships 13 of them became hideously depressed almost immediately after getting bad thoughts from not praying. This update has been quite the ride.

Im actually quite happy with it so far. Though i think kitfox claiming they didnt put pressure on tarn to get the release out may be a thinly veiled lie/half truth given how he seems so worried about it. I doubt its him putting this much pressur eon himself. But i trust kitfox for the most part.
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: PatrikLundell on February 06, 2020, 03:42:06 pm
I'd expect Toady to be under quite some pressure due to contractual deadlines (I certainly have been for close to a year: 5 years worth of work to be done in what was originally two, but now down to one. I don't envy his situation), and I see no reason to put additional pressure on top of that (there might have been some reminders initially to get the situation to sink in, but once the pressure is on, there's definitely no need to add to it).

Also, the artists claim to be in waiting mode (which Toady has said as well), and that adds pressure too. I guess it was a fair number of years since Toady was in the situation that others were waiting for him to deliver so they can get on with their jobs (and I don't count the community here: Toady doesn't have any delivery obligations time wise, even though some individuals are jumping up and down at times).
Title: Re: Dwarf Fortress 0.47.01 Released
Post by: Untrustedlife on February 06, 2020, 03:49:02 pm
I'd expect Toady to be under quite some pressure due to contractual deadlines (I certainly have been for close to a year: 5 years worth of work to be done in what was originally two, but now down to one. I don't envy his situation), and I see no reason to put additional pressure on top of that (there might have been some reminders initially to get the situation to sink in, but once the pressure is on, there's definitely no need to add to it).

Also, the artists claim to be in waiting mode (which Toady has said as well), and that adds pressure too. I guess it was a fair number of years since Toady was in the situation that others were waiting for him to deliver so they can get on with their jobs (and I don't count the community here: Toady doesn't have any delivery obligations time wise, even though some individuals are jumping up and down at times).

Id say a contractual deadline is the same as pressure in this situation, i thought they said they didnt give him a specific deadline hmm