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Dwarf Fortress => DF Announcements => Topic started by: Toady One on October 03, 2010, 07:07:34 am

Title: Dwarf Fortress 0.31.15 Released
Post by: Toady One on October 03, 2010, 07:07:34 am
Download (http://www.bay12games.com/dwarves) (Click refresh on your browser if it doesn't show up)

The purpose of this release is to restore the missing invasions, and I threw in some easy fixes on top of it, mostly to the raws.

Major bug fixes
   (*)made invasions come again

Other bug fixes/tweaks
   (*)lots of raw fixes (see "file changes.txt")
   (*)made reactions show the proper building
   (*)made LEAVES load the 'character' style tile properly
   (*)corrected labor name "soap maker" -> "soap making"
   (*)fixed typo in world gen rejection dialog for missing civ definitions
   (*)fixed spelling of chinchilla for forgotten beasts (new ones only)
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: Eagle_eye on October 03, 2010, 07:12:45 am
does this fix invasions for .14 generated worlds, or just ones made in .15?
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: Dariush on October 03, 2010, 07:15:33 am
Quote
The invasions should work again now (including any old saves).
Also, hooray for new release!
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: NKDietrich on October 03, 2010, 07:20:15 am
Yaaaay. Happy face enabled.
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: Toady One on October 03, 2010, 07:21:20 am
Yeah, it should re-enable invasions in every save.  You still need to hit the typical triggers, but it doesn't think that goblins are reptile men cowering in unirritated features anymore.
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: lordnincompoop on October 03, 2010, 07:23:07 am
Oh wow, already?

Great work on the game, Toady!
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: yarr on October 03, 2010, 07:23:26 am
nice one, thank you toady!
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: gralcio on October 03, 2010, 07:40:37 am
Let me throw my 275 dwarven betatesters into it.
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: lordnincompoop on October 03, 2010, 07:41:33 am
I shall massacre my 275 dwarven alphatesters in it.

Fixed
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: inteuniso on October 03, 2010, 08:10:24 am
May I inquire what was causing invasions to be bugged?
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: Toady One on October 03, 2010, 08:13:17 am
It really was the reptile man thing.  When I added entity populations to civilizations more generally (they started for underground civs like reptile/amphibian/ant men), there was still a check in the sieges for underground feature irritation and population caps that was being triggered for all civilizations, not just underground civs.  They didn't have associated underground features and they didn't have the same kinds of population caps, so the sieges were called off.  Hopefully that's the last of the old entity pop stuff that will interfere with the expanded civs.
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: nuker w on October 03, 2010, 08:15:40 am
Invaders? Sweet as. Was looking forward to that fix.  :P
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: Brewster on October 03, 2010, 08:21:26 am
Any word on when/if it'll work for Macs?!
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: Toady One on October 03, 2010, 08:25:59 am
I don't understand Macs at all, and Baughn is currently without a Mac, so it's difficult to give an estimate.  I'd certainly like for it to work on Macs.  It works on my Mac.  I gather that there are issues with what the new compiler produces or how it should be bundled, but I don't know how to resolve them myself.
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: Totaku on October 03, 2010, 08:41:51 am
Yeah same errors on mac Tiger OS 10.4.11 like before.

Anyways, I don't know how much help this be, but this was brought up on the bug tracker as something possiblely related to why some of us can't play the mac version and can find a way to fix it.

"This page appears to have a full transcript of a group working out the issue. Basically, you have to compile against a certain SDK, which requires a few switches to the linker.

http://www.digitalmars.com/d/archives/digitalmars/D/announce/Just_one_more_thing..._14807.html
Perhaps this might help?

For now I'll run the crossover emulator for this game so I can play the PC version
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: mopstar on October 03, 2010, 08:42:52 am
That was fast  :o
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: Mike Mayday on October 03, 2010, 08:52:30 am
So guys, any new major bugs in .15? :P I need to know if I can get on updating... stuff.
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: Orkel on October 03, 2010, 08:57:18 am
Aw, the one boot/glove only -using bugged soldiers didn't make it in .15 :(

Glad to see invasions fixed though. Might start a fort now.
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: Toady One on October 03, 2010, 09:01:56 am
"This page appears to have a full transcript of a group working out the issue. Basically, you have to compile against a certain SDK, which requires a few switches to the linker.

I have no idea, but I could try to compile something up tomorrow and post it in this thread.  It looks like people are reporting different errors, so I'm not sure if it'll help, but it's worth seeing if the errors change, anyway.

Aw, the one boot/glove only -using bugged soldiers didn't make it in .15 :(

I actually went to look at this one since a few people mentioned it and I had fixed the other guy's ant man raw thing, but the bug report had people experience some dwarves wearing them and some dwarves not wearing them in the same fort and there wasn't a save, so I didn't feel like I had time in the few hours I had before I needed to start the release.  If there's a good save or reproducible procedure I should be able to deal with it.  Maybe I just missed it.
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: hvlkn on October 03, 2010, 09:58:46 am
Code: [Select]
john@euclid:~$ sh df_linux/df
./libs/Dwarf_Fortress: error while loading shared libraries: libSDL_ttf-2.0.so.0: cannot open shared object file: No such file or directory
john@euclid:~$

Happened again. SDL libraries are latest versions
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: Neyvn on October 03, 2010, 09:58:56 am
Remind me, has the bug where Soldier equip 10 Gloves on the right hand, none on the left and carry 3 axes in the left, 5 in the right and 2 shields in both hands been fixed???

And what about the Caravan thing, is it still having the Dwarves/Humans coming without wagons???
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: Stworca on October 03, 2010, 10:18:57 am
Cheers for invasions working again!

Although my dwarves won't be happy to hear that  :o
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: Lycaeon on October 03, 2010, 10:35:20 am
One potential problem I have noticed with both 31.14 and 31.15 is that, in the save I transferred from 3.12, no elven or human liaison is arriving with their caravans after the transfer.

They did so before, and when I went back and reloaded the 3.12 save in 3.12, they came with each caravan. It's only after I moved the save over to 31.14/15 that the liaisons stopped coming. The caravans are arriving as normal, just without their liaisons.

In any case, I'm still breaking the tree limit the elf liaison set for me last year.  :P

Title: Re: Dwarf Fortress 0.31.15 Released
Post by: Medicine Man on October 03, 2010, 10:42:10 am
Damn... Still no cities.
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: s20dan on October 03, 2010, 10:43:30 am

In any case, I'm still breaking the tree limit the elf liaison set for me last year.  :P

 I break the limit every-time without fail, as I need every scrap of wood to burn and make ash for Clear glass.  The elves don't seem to mind, they always turn up with wooden crap and polarbears. :)
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: Orkel on October 03, 2010, 11:05:49 am
I actually went to look at this one since a few people mentioned it and I had fixed the other guy's ant man raw thing, but the bug report had people experience some dwarves wearing them and some dwarves not wearing them in the same fort and there wasn't a save, so I didn't feel like I had time in the few hours I had before I needed to start the release.  If there's a good save or reproducible procedure I should be able to deal with it.  Maybe I just missed it.

I'll be sure to upload a save then when (not "if" because it happens in every fort of mine) it happens again.
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: Aleks on October 03, 2010, 11:12:13 am
Thanks, Toady. :)
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: Knight Otu on October 03, 2010, 11:37:13 am
One potential problem I have noticed with both 31.14 and 31.15 is that, in the save I transferred from 3.12, no elven or human liaison is arriving with their caravans after the transfer.

They did so before, and when I went back and reloaded the 3.12 save in 3.12, they came with each caravan. It's only after I moved the save over to 31.14/15 that the liaisons stopped coming. The caravans are arriving as normal, just without their liaisons.

In any case, I'm still breaking the tree limit the elf liaison set for me last year.  :P
That's because the liaisons aren't supposed to come yet. It was a bug that they did come (and promptly claimed to be dwarves from the mountainhomes). You could add diplomats into a new world, with the TRADE responsibility I believe, if you really wanted them, but not into a ongoing save.
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: Lycaeon on October 03, 2010, 11:45:14 am
One potential problem I have noticed with both 31.14 and 31.15 is that, in the save I transferred from 3.12, no elven or human liaison is arriving with their caravans after the transfer.

They did so before, and when I went back and reloaded the 3.12 save in 3.12, they came with each caravan. It's only after I moved the save over to 31.14/15 that the liaisons stopped coming. The caravans are arriving as normal, just without their liaisons.

In any case, I'm still breaking the tree limit the elf liaison set for me last year.  :P
That's because the liaisons aren't supposed to come yet. It was a bug that they did come (and promptly claimed to be dwarves from the mountainhomes). You could add diplomats into a new world, with the TRADE responsibility I believe, if you really wanted them, but not into a ongoing save.

Hmm...that seems reasonable. Unfortunately, that still leaves me with the tree limit the elf liaison set. :(
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: Kearn on October 03, 2010, 11:46:44 am
I'm not going to change from .12 until you get some mega healthcare overhauls.

But thanks, sir.
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: Juason on October 03, 2010, 12:17:41 pm
Woot!  Great to have the invasions working again.    Seeing as how I've been asked in the past to post what is currently causing me major headaches, here we go!


1). 2D mode crash from TrueType stuff.  I crash when placing any workshop.  Standard mode works fine on my Geforce 260M video card.

2). Owned food can't be dumped when its left lying around to rot.  This is causing me huge issues right now due to Military dwarves claiming tons of it and it rotting.

3). Nobility Bugs (Baron workaround, Dungeon Master missing, etc)

4). Return of Wagons and Elf/Human Liasons

5). Military dwarves carrying multiple weapons in the same hand, and having many pathfinding/scheduling issues

6). Crutches don't work, Soap bugs from animals, can't get plaster into the hospital stockpile and lye bucket-barrel issue.

Hopefully more bug fixes can come once the Adventure mode updates are out!  Thanks!

Title: Re: Dwarf Fortress 0.31.15 Released
Post by: Argembarger on October 03, 2010, 12:20:41 pm
Argembarger has been ecstatic lately. Argembarger has admired a fine Update recently.
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: FuzzyDoom on October 03, 2010, 12:33:10 pm
All glory to the (Hypno) Toad!
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: janglur on October 03, 2010, 12:41:16 pm
WOOT!

How would I implement this update with a modded DF?  I modded to change currency around and make nerves heal, incredibly slowly.
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: LoSboccacc on October 03, 2010, 12:42:16 pm
this release is very stuttery for me. it play smooths for a second or two, then does a little pause, then smooth again, then a littl epause and so on
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: zilpin on October 03, 2010, 01:02:18 pm
! ! ! C I V I L I Z A T I O N ! ! !
! ! ! ! ! ! S P R A W L ! ! ! ! ! !

Seriously, it's killing me here, even when tinkering with world gen SITE_CAP.
How the heck does site cap even work? (no wiki info as of 10/3).
Even at SITE_CAP=0, cities cover huge areas.
No way to see the land under site territory, even caves!
And healthcare bugs, and no way to breach magma/water safely from above, long boog list, and now I hear no more fortress mode fixes while adventurer becomes the focus for new features?
*sob*

No New Features, PLEASE!
Bring back old lost features, PLEASE!
Fix current features, PLEASE!
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: Willfor on October 03, 2010, 01:13:51 pm
[Impassioned Plea]
Stop ruining things for those of us who have been waiting forever for Adventure Mode stuff! :shakefist:

On a more serious note, you do realise he has to fix the sprawl issues when he's working on Adventure mode stuff because they are part and parcel, don't you? And he'll be back to fixing the other bugs by the end of the month?

Okay, said my peace, time to go back below the Other Games line, again.
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: drvoke on October 03, 2010, 01:27:20 pm
I'm not going to change from .12 until you get some mega healthcare overhauls.

But thanks, sir.
What's wrong with hospitals?  My dwarves get diagnosed, cleaned, stitched up and have casts, splints, and crutches applied for their injuries as appropriate by my medical staff as of 0.31.14.  Gypsum still didn't get stored in hospital stocks, but the hospital staff apparently will get it from any stockpile so I haven't had any problems.

Now I'm just wondering if my 10 year old .14 fort with 4million wealth and a bunch of dwarves will finally get a goblin invasion, and what kind of invasion it will be.  And maybe some kobolds will show up.
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: Juason on October 03, 2010, 01:49:15 pm
I am noticing an absence of crutch-usage in my .12->.14 fort.   Soap still must be designated from the manager menu, and lye production is buggy with buckets->barrels.  There is also a soap-animal bug on the wiki.   

A game-breaking issue, however, is the accumulation of gore.  This becomes a larger problem with the military, but also with surgeons and the surrounding room.  I don't know why gore isn't vanishing over time like it used to.  Wells help, but you still have multiple pages of water on each dwarf then.

Just some things to think about...
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: smjjames on October 03, 2010, 02:15:10 pm
Any word on getting bone and shell into a separate pile all on their own without the miscellaneous stuff in there? (This bug: http://www.bay12games.com/dwarves/mantisbt/view.php?id=95 )
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: TherosPherae on October 03, 2010, 02:21:36 pm
   (*)fixed spelling of chinchilla for forgotten beasts (new ones only)
I don't know why, but that made me laugh hysterically.
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: nbonaparte on October 03, 2010, 02:35:03 pm
   (*)fixed spelling of chinchilla for forgotten beasts (new ones only)
I don't know why, but that made me laugh hysterically.
The misspelling of chinchilla or the mental image of an emaciated poison-breathing giant chinchilla?
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: TherosPherae on October 03, 2010, 03:00:05 pm
   (*)fixed spelling of chinchilla for forgotten beasts (new ones only)
I don't know why, but that made me laugh hysterically.
The misspelling of chinchilla or the mental image of an emaciated poison-breathing giant chinchilla?
Mental image.

And you forgot that it's made of vomit.
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: zilpin on October 03, 2010, 04:05:00 pm
Quote
A game-breaking issue, however, is the accumulation of gore.

Yes.
DFHack is the only reason DF was playable at all since the gore spreading bug feature was introduced.
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: Caesar on October 03, 2010, 04:18:32 pm
How do you manage to post a new version every single time one day after I download the old one?

Spoiler: Edit (click to show/hide)
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: mumblerit on October 03, 2010, 04:44:57 pm
getting some slowdowns here too, goes for about 5 seconds then pauses for a second or half a second, not unplayable, just slower
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: Romeofalling on October 03, 2010, 04:58:22 pm
Did I read something about a save game updater.bat that we needed to run? I can't find any such thing in the new version.
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: Kearn on October 03, 2010, 05:03:53 pm
Like I said before.

I'm sticking like glue to .12...
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: Dante on October 03, 2010, 05:24:47 pm
Oh neat, invasions again.
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: mnjiman on October 03, 2010, 06:18:17 pm
this release is very stuttery for me. it play smooths for a second or two, then does a little pause, then smooth again, then a littl epause and so on
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: iceball3 on October 03, 2010, 07:20:13 pm
this release is very stuttery for me. it play smooths for a second or two, then does a little pause, then smooth again, then a littl epause and so on
For a second there, your first t looked like an L.
Anyway, like said before, theres a bunch of sprawl stuff that needs fixing before I even touch the newer versions. I have my .12 thank you.

Also, you seem to be on an updating spree the past few months. I personally think you could slow down if you want to. It'll give you a little more time to weed out the more urgent problems.
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: Toady One on October 03, 2010, 08:30:54 pm
Code: [Select]
john@euclid:~$ sh df_linux/df
./libs/Dwarf_Fortress: error while loading shared libraries: libSDL_ttf-2.0.so.0: cannot open shared object file: No such file or directory
john@euclid:~$

Happened again. SDL libraries are latest versions

Somebody just posted another suggestion in the 0.31.13 thread:
http://www.bay12forums.com/smf/index.php?topic=66142.msg1615001#msg1615001

Remind me, has the bug where Soldier equip 10 Gloves on the right hand, none on the left and carry 3 axes in the left, 5 in the right and 2 shields in both hands been fixed???

And what about the Caravan thing, is it still having the Dwarves/Humans coming without wagons???

I can probably handle the wagons myself if it is consistent, but I handled one variation of the many-items bug for 0.31.11 and will need saves from newer versions to handle other occurrences.  I don't know if those have made it to the tracker yet or not.

Quote
How would I implement this update with a modded DF?  I modded to change currency around and make nerves heal, incredibly slowly.

You mean the file_changes.txt stuff?  You can make the changes manually using the files and changes listed there as a reference.

Quote
release is stuttery

Is this in larger forts?  I think I know what's up and can post a fix for it, but if it's happening in new forts then I have no ideas.

Quote
sprawl

SITE_CAP caps the number of sites, not the size of sites.  There are going to be some squares you can't embark on.  If the SITE_CAP is low there should be a ton of space available, so I'm not sure why this is a deal-breaker.

Any word on getting bone and shell into a separate pile all on their own without the miscellaneous stuff in there? (This bug: http://www.bay12games.com/dwarves/mantisbt/view.php?id=95 )

The change away from specific item types made this more annoying to set up, but I'll get to it.
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: FleshForge on October 03, 2010, 08:41:19 pm
I'm getting this stuttering thing in a brand new 5x5 fort with no digging done yet.  I guess I'll try it with smaller map and see if it's the same, in the past I've been comfortable with even 6x6 maps so I'm a bit dubious.
edit: even with 5-6 idle dwarves out of 7
edit 2: windows xp 64-bit if that matters
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: TomiTapio on October 03, 2010, 08:41:22 pm
3). Nobility Bugs (Baron workaround, Dungeon Master missing, etc)
6). Crutches don't work, Soap bugs from animals, can't get plaster into the hospital stockpile and lye bucket-barrel issue.

I too would like to see Dungeon Master fixed, and crutches working. My forts can manage without soap. But the blood smears/contaminants everywhere is quite bad.

How would I implement this update with a modded DF?  I modded to change currency around and make nerves heal, incredibly slowly.
WinMerge or other code comparison tools let you easily (for a coder) copy your changes to the new raws.
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: Toady One on October 03, 2010, 08:42:27 pm
I think I'll init out spatter spreading for next time until I get a handle on that.
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: MorphingJar on October 03, 2010, 08:43:14 pm
I am seeing the stuttering as well.  Brand new forts generated in 31.15 worlds.  Goes fine for about 3-4 seconds then a 1 second pause.  Very consistent.  Very unplayable for me.

Happens with True Type on and off.  Both on Standard and 2D Printmodes.

Stuttering Is not present in 31.14.
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: Toady One on October 03, 2010, 08:45:19 pm
I'm not seeing it, so I'll just have to guess, I guess, but I'll put something up.
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: FleshForge on October 03, 2010, 09:00:55 pm
Yeah I'm still seeing it with 4x4 in a similar region, nothing complicated like waves - there is a short little run of stream, about 250 tiles worth, other than that there is really nothing going on in this new map.
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: James.Denholm on October 03, 2010, 09:08:54 pm
And Toady said: "Let there once again be goblinite!" And so He split apart those fortresses with goblinite and those without goblinite, and He called those with goblinite "deathtraps", and those without goblinite "poor". And so ended the n-th day of coding.
                    - The Book of Development, 2010:10:03 (Extract).
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: smjjames on October 03, 2010, 09:33:31 pm
Any word on getting bone and shell into a separate pile all on their own without the miscellaneous stuff in there? (This bug: http://www.bay12games.com/dwarves/mantisbt/view.php?id=95 )

The change away from specific item types made this more annoying to set up, but I'll get to it.

Okay cool because having a separate bone/shell pile was VERY convenient in 40D, even if you didn't generally have a bone/shell crafting industry going.
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: mumblerit on October 03, 2010, 10:05:55 pm
started on a map with 0 flowing water still choppy, also turned off weather caveins etc
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: somerandomlogin on October 04, 2010, 12:03:49 am
Baron! Baron! Dwarves want baron fixed!

And dungeon master!

And annoying soap/washing spam too.

And probably some other stuff I cannot think of right now. 8)
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: Deon on October 04, 2010, 01:19:06 am
started on a map with 0 flowing water still choppy, also turned off weather caveins etc

It looks like it's a slowdown bug with 0.31.15.

My 0.31.14 3x3 fortress started to pause every few "ticks". It was running smooth on 0.31.14.
Also DF started to take much more RAM. There may be a memory leak issue.

And there's definitely some bug which "freezes" the game every few ticks. It was not like that on 0.31.14.
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: hvlkn on October 04, 2010, 01:27:37 am
Happening on linux too. New .15 fort.
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: Geofferic on October 04, 2010, 01:30:21 am
Stuttering for me as well, regardless of init setting combinations or world size.  No problem in 14.
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: LoSboccacc on October 04, 2010, 02:09:25 am

Quote
release is stuttery

Is this in larger forts?  I think I know what's up and can post a fix for it, but if it's happening in new forts then I have no ideas.


---

no it's a brand new fort, no special stuff around.
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: Toady One on October 04, 2010, 02:26:22 am
I figured it out and should have another one up tonight in several hours.
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: LoSboccacc on October 04, 2010, 02:32:39 am
wonderful. that reminds me one thing I've long neglected.
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: Punished on October 04, 2010, 02:36:16 am
Hooray!

I'm so glad the invasions are fixed now!

Great job Toady!
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: mnjiman on October 04, 2010, 03:11:00 am
I figured it out and should have another one up tonight in several hours.

Thank you Toady!

 :)

Title: Re: Dwarf Fortress 0.31.15 Released
Post by: fivex on October 04, 2010, 03:13:52 am
I figured it out and should have another one up tonight in several hours.
wow
Two releases in one day.
I mean, the second one fixes one one bug(?), but still
Thanks toady!
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: Deon on October 04, 2010, 03:22:32 am
That "one one" bug is pretty gamekilling right now :P. I am glad Toady has a time for that. Thank you, Tarn!
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: WrathNail on October 04, 2010, 03:32:49 am
At first I was like: Hell yeah invasions. Hail Toady!

Then I was like: Ahh piss.. game-killing slowdown bug..

But now I'm like: Hell yeah, .16 fix! Hail Toady!
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: orangered on October 04, 2010, 03:52:13 am
A game-breaking issue, however, is the accumulation of gore.  This becomes a larger problem with the military, but also with surgeons and the surrounding room.  I don't know why gore isn't vanishing over time like it used to.  Wells help, but you still have multiple pages of water on each dwarf then.

Are you still on .12?  My paint-the-map-red Gore problems ended in .13 and are still gone in .14.   I even spawned a .12 game as a work around for the missing Goblins and am playing it in .14 now without any Gore issues.  Each dead creature seems to make a two square blood smear at most.

I had 5 Crocodiles sneak into my kitchens in a .13 game and they ate 5 dwarves before the militia showed up.  The blood remained in place without smearing and was actually 90% cleaned up in 5-real-time minutes.  For some reason they left a corpse sitting on the kitchen.  It was grossing me out watching my Legendary Cook making dinners with a dead dwarf on the stove.  I deconstruction that kitchen workshop and they dwarves rushed in and cleaned up the last bit and buried their buddy.

The total mess was gone in a flash and was shockingly refreshing after my 1-dead-dog paints 75 squares red, .12 experience.
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: Romeofalling on October 04, 2010, 04:06:40 am
If we're gonna be tossing suggestions out....what happened to all the fish? My fisherdwarves can't find any anywhere.

(I really don't want to toss things like this at your Sense Of Accomplishment for the version release, though. I appreciate your efforts!)
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: greycat on October 04, 2010, 07:35:48 am
Baron! Baron! Dwarves want baron fixed!

There is a workaround for the baron (which is not to say it shouldn't be bug-fixed by Toady, but still, if you want one, you can do it).

When you've met the wealth and export criteria and a dwarven caravan/liaison show up, prevent your leader from meeting with the liaison until the caravan has left the map entirely.  (Draft the mayor into the military, or lock him in a room far from the liaison, or lock the liaison into a room far from the mayor, or all of the above.)  Once the last merchant has left the map (one of the guards might stay behind and become a "Friendly" instead of a "Merchant", but it still works), then you can allow the liaison and the mayor to meet.  The liaison will let you become a barony and appoint a baron(ess).

This still won't enable any other nobles to show up though, like the Tax Collector, or

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And dungeon master!

... that.

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And annoying soap/washing spam too.

Workaround: make sure all soap is stored in the hospital coffers.  Any soap that's not in the hospital should be forbidden.

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And probably some other stuff I cannot think of right now. 8)

Inability to use crutches (leg-loss dwarves are permanent invalids).

Inability to use plaster correctly.

Planted underground crops disappearing just after season change.

No elven/human diplomats.

No wagons in caravans.

I've probably forgotten something important, but those are the major ones for me personally, that I can think of right now.
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: somerandomlogin on October 04, 2010, 07:52:06 am
There is a workaround for the baron (which is not to say it shouldn't be bug-fixed by Toady, but still, if you want one, you can do it).

Yeah, I know. I've read about it somewhere else, right after caravan and liason arrived. Well, I guess I'll try it next game year.
Title: Re: Dwarf Fortress 0.31.15 Released
Post by: Quatch on October 04, 2010, 09:04:08 am
Any word on getting bone and shell into a separate pile all on their own without the miscellaneous stuff in there? (This bug: http://www.bay12games.com/dwarves/mantisbt/view.php?id=95 )

The change away from specific item types made this more annoying to set up, but I'll get to it.

Woo! Thanks!