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Dwarf Fortress => DF Announcements => Topic started by: Toady One on January 10, 2018, 09:28:51 pm

Title: Dwarf Fortress 0.44.04 Released
Post by: Toady One on January 10, 2018, 09:28:51 pm
Download (http://www.bay12games.com/dwarves) (Click refresh on your browser if it doesn't show up)

This is another bug fix release to start the new year.  A few of the bad five-second freeze/lag problems caused by the new release have been fixed, and large beasts should move off the edge of the map again.  Over in adventure mode, inappropriate creatures shouldn't yell 'identify yourself' and companions should participate in conflicts as they used to, and some other issues of reputation should be solved, especially among citizens of the starting town.

Major bug fixes
   (*) Stopped displayed artifacts from duplicating on retirement/offloading of site
   (*) Made attacking giant monsters path to targets properly again
   (*) Stopped extraneous dwarf mode conversation text generation (freezes)
   (*) Stopped negative artifact location rumors from passing around so much (freezes)
   (*) Made removing first stop of hauling route w/ assigned vehicle not cause issues/crashes
   (*) Stopped crash caused by yielding to muggers
   (*) Stopped creatures from asking for identity when they shouldn't be able to speak
   (*) Fixed problem with companions and other close people not always recognizing your relationship to them

Other bug fixes/tweaks
   (*) Made returning mercenaries stop petitioning for sanctuary (existing petitions will still be there)
   (*) Prevented unirrigated etc. top-left corners etc. from stopping planting in farms
   (*) Stopped inaccessible pile tiles from stopping bin/barrel placement throughout pile
   (*) Allowed stairs to be carved in ice that is one tile above stone properly
   (*) Added building item TSK indicator to ground items as well
   (*) Stopped designations for removal of ramps/constructions from working on hidden tiles
   (*) Removed incorrect back instruction from burrow naming
   (*) Properly saved freeing hf in relevant historical event (Quietust)
   (*) Fixed a few cases of historical event for identities reporting wrong historical figure
   (*) Fixed kitchen job hotkeys
Title: Re: Dwarf Fortress 0.44.04 Released
Post by: Putnam on January 10, 2018, 09:31:12 pm
   (*) Stopped displayed artifacts from duplicating on retirement/offloading of site

Huh, honestly thought that was me doing weird stuff. I should probably check standard behavior before writing problems off as caused by me.
Title: Re: Dwarf Fortress 0.44.04 Released
Post by: thvaz on January 10, 2018, 09:36:08 pm
Thanks! I think I will continue my world from the previous version.
Title: Re: Dwarf Fortress 0.44.04 Released
Post by: Robsoie on January 10, 2018, 09:44:32 pm
Thank you for your work ! More bugfixes is always good news.
Title: Re: Dwarf Fortress 0.44.04 Released
Post by: Orkel on January 10, 2018, 10:55:42 pm
Thanks! The stutter fix works like a charm, my fort went from stuttery 40-50fps to smooth 110fps!
Title: Re: Dwarf Fortress 0.44.04 Released
Post by: Rose on January 10, 2018, 11:59:08 pm
Cheers!
Title: Re: Dwarf Fortress 0.44.04 Released
Post by: GM-X on January 11, 2018, 12:10:26 am
Just when I was thinking about going to sleep early..
Title: Re: Dwarf Fortress 0.44.04 Released
Post by: Max™ on January 11, 2018, 04:15:37 am
Oh ho, looks like people are responding to tales of feats better now!

Tavern Keeper knew I was a legendary hero from killing a roc, told him about a bandit just now after updating and he included the right fame type:
(https://i.imgur.com/HewODUQ.png)
Title: Re: Dwarf Fortress 0.44.04 Released
Post by: martinuzz on January 11, 2018, 06:11:46 am
Thanks! Keep up the great work!
Title: Re: Dwarf Fortress 0.44.04 Released
Post by: elieroz on January 11, 2018, 06:43:40 am
Yay, thanks!
Title: Re: Dwarf Fortress 0.44.04 Released
Post by: gnome on January 11, 2018, 09:28:03 am
Thank you, Toady!
Title: Re: Dwarf Fortress 0.44.04 Released
Post by: PlumpHelmetMan on January 11, 2018, 09:39:48 am
Thanks a lot, Toady. This release cycle is coming along nicely. :)
Title: Re: Dwarf Fortress 0.44.04 Released
Post by: gnome on January 11, 2018, 02:14:14 pm
(http://i66.tinypic.com/2vxp37k.jpg)

It works! Thank you.
Title: Re: Dwarf Fortress 0.44.04 Released
Post by: Detros on January 11, 2018, 07:53:56 pm
Great start of the new year.

ad "Stopped inaccessible pile tiles from stopping bin/barrel placement throughout pile":
This stopping of stopping confused me a bit so for other ones struggling, see 795, "If part of a stockpile is inaccessible, barrels/bins don't get placed in succeeding tiles" (http://www.bay12games.com/dwarves/mantisbt/view.php?id=795).
Title: Re: Dwarf Fortress 0.44.04 Released
Post by: SmileyMan on January 11, 2018, 08:32:21 pm
You fixed my 8 year old stockpile bug!

Will have a go at the new release tomorrow, looks awesome
Title: Re: Dwarf Fortress 0.44.04 Released
Post by: ZM5 on January 13, 2018, 05:51:33 am
Thought that was a single one-off weirdness - a mathematician from my civ showed up and I noticed that he "has returned" - he indeed couldn't be assigned labors.
Title: Re: Dwarf Fortress 0.44.04 Released
Post by: TomiTapio on January 13, 2018, 09:26:05 am
Oh! Jolly nice, Toady One! Kippis!

Elves brought a "grown peridot pot", which seems off, since peridot is a gem. (OldGenesis mod)

Thought that was a single one-off weirdness - a mathematician from my civ showed up and I noticed that he "has returned" - he indeed couldn't be assigned labors.
Here as well -- got a peasant and a hunter dwarf that arrived recently, and cannot be assigned labors.
"Inod Ushrirkib, Recruit has returned.    Inod Ushrirkib has become a Peasant."

Edit2: uploaded a save to DFFD and mentioned it in that bug's Mantis entry. OldGen-Ironhand savefile link: http://dffd.bay12games.com/file.php?id=13412
Title: Re: Dwarf Fortress 0.44.04 Released
Post by: lethosor on January 13, 2018, 12:37:23 pm
Good job. Unfortunately, now it seems that anyone new showing up to a fortress automatically turns into a citizen with unassignable labors, with the announcement of "X has returned."
Thought that was a single one-off weirdness - a mathematician from my civ showed up and I noticed that he "has returned" - he indeed couldn't be assigned labors.
A save uploaded to http://dffd.bay12games.com/ and linked at http://www.bay12games.com/dwarves/mantisbt/view.php?id=10517 would be helpful.
Title: Re: Dwarf Fortress 0.44.04 Released
Post by: ZM5 on January 13, 2018, 02:47:47 pm
Don't have a tracker account yet - hope its ok if I drop the save here (http://dffd.bay12games.com/file.php?id=13413).

I don't remember the individuals name, but they showed up as a "mathematician".
Title: Re: Dwarf Fortress 0.44.04 Released
Post by: lethosor on January 13, 2018, 02:53:22 pm
Looks like two people already uploaded some, but I added yours too - thanks!

Edit: I can't see the announcement in your save, probably because of a lot of sparring going on (announcements in the "a" screen only go back around 7 in-game days).
Title: Re: Dwarf Fortress 0.44.04 Released
Post by: ZM5 on January 13, 2018, 05:37:14 pm
Uhh, are visitors supposed to come even when you don't have a tavern or anything else set up yet? A monster slayer popped up and immediately asked to stay in order to eradicate monsters, even though its only the 17th of Hematite.
Title: Re: Dwarf Fortress 0.44.04 Released
Post by: Shonai_Dweller on January 13, 2018, 05:45:02 pm
Uhh, are visitors supposed to come even when you don't have a tavern or anything else set up yet? A monster slayer popped up and immediately asked to stay in order to eradicate monsters, even though its only the 17th of Hematite.
Monster slayers are triggered by you opening the caverns. They don't care about booze and poetry, just glory and death.
Title: Re: Dwarf Fortress 0.44.04 Released
Post by: ZM5 on January 13, 2018, 06:05:13 pm
Ah, alright, was thinking the old bug with visitors flooding in before the tavern was even set up was back - false alarm.
Title: Re: Dwarf Fortress 0.44.04 Released
Post by: Toady One on January 14, 2018, 02:34:23 am
Ah, that sucks.  I've fixed the 10517 visitors-from-same-civ-are-buggy-residents bug and will probably release that tomorrow, since it's reasonably serious and the broken dwarves are unpatchable.  Hopefully the petition/returning residents/visitors grouping will finally work correctly -- I just tried all the combinations I could think of after the patch and they all performed correctly and the logs all check out.
Title: Re: Dwarf Fortress 0.44.04 Released
Post by: Orkel on January 14, 2018, 11:13:14 am
Hmm, I wonder if that bug is the reason I've had the same group of visiting human soldiers hang in my tavern for the past 3 years without leaving.
It's funny that they die of alcohol poisoning faster than they leave the fort

Edit: One of the 44.03 patchnotes says "Made fort-visiting questers leave properly", but I'm not sure if it still works properly. Soldier visitors (mercenaries, questers) seem to linger in the fort forever, only "leaving" after dying of alcohol poisoning or dying from a tavern brawl-caused infection. I've seen scholars and entertainers leave, just not the artifact-searching soldiers.
Might up the save later to the tracker.

Maybe they are *supposed* to stay for this long? Perhaps they only leave after like 5 years? I'm not sure what the "average" leaving time is supposed to be

Edit 2: I have an idea. Could this possibly be caused by 1-2 of the visitors applying for sanctuary and becoming my fort's citizens? Would this make the rest of their "group" stuck in my fort because their friend can't leave (since he's a citizen now)?
Title: Re: Dwarf Fortress 0.44.04 Released
Post by: Orkel on January 14, 2018, 02:51:51 pm
Also my visitor cap is screwed again - I have 20 visitors, when my cap has always been set to 10.
I have only ever accepted 1 or 2 guys' petitions to stay at my fort.

E: bug report http://www.bay12games.com/dwarves/mantisbt/view.php?id=10523
Title: Re: Dwarf Fortress 0.44.04 Released
Post by: Toady One on January 14, 2018, 03:07:54 pm
If you have the buggy visitors, I don't think the visitor cap will see them.  So whether or not it's a different bug depends on how many of those visitors are from your parent civ.