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Dwarf Fortress => DF Announcements => Topic started by: Toady One on January 14, 2018, 04:45:19 pm

Title: Dwarf Fortress 0.44.05 Released
Post by: Toady One on January 14, 2018, 04:45:19 pm
Download (http://www.bay12games.com/dwarves) (Click refresh on your browser if it doesn't show up)

One fix on top of the last release, for visitors that had become broken, acting like partial residents.  Any broken visitors themselves are unpatchable in affected saves, so it was important to get this one up quickly.  Old saves are compatible as usual, and should not get new broken visitors, but visitors that are currently acting strange will still be acting strange, and likely will not depart.

Major bug fixes
   (*) Stopped certain visitors from being treated like (buggy) residents

-------0.44.04 Notes------------

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 0.44.05 Released
Post by: TD1 on January 14, 2018, 04:56:52 pm
Alas, the Dwarves no longer display the hospitality towards newcomers that they once did.

It is a dark time for all.

((Thank you!))
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Orkel on January 14, 2018, 05:28:26 pm
Nice. Going to kill my current visitors with DFhack and then update to this version - and see if I still get mercenaries/questers that never leave the fort.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Orkel on January 14, 2018, 07:50:03 pm
Nice. Going to kill my current visitors with DFhack and then update to this version - and see if I still get mercenaries/questers that never leave the fort.

So far no dice unfortunately, the new patch questers have been in my tavern for almost 2 years now. Civilian visitors leave just fine, it's just these artifact seekers that don't.

I will try generating a new world in 0.44.05 and see if that helps. This world was generated in 0.44.03, which was the patch where the "questers leave properly" bugfix happened, so there shouldn't be an issue (but there is). I'll also up this save to the bugtracker just to be sure, before the new world is genned.

It's likely a different bug from the one fixed in .05
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Rose on January 14, 2018, 09:05:25 pm
Cheers.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Detros on January 15, 2018, 02:21:19 am
PTW
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Shonai_Dweller on January 15, 2018, 04:29:06 am
It might be too early to say, maybe the visitor bugs have been putting people off playing for a long time, but, like the monster slayers of the previous release, I can't help but notice a deafening silence here and at Reddit regarding people's experiences with artifact demanding armies. Is it possible that these are broken?
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: FantasticDorf on January 15, 2018, 06:02:39 am
It's likely a different bug from the one fixed in .05

It is explicitly advised you don't run older worlds in this version as Toady recites in his devlog for the new version for that said reason but also quite likely a connected bug somewhere or a recessive element.

Quote from: ToadyOne
Any broken visitors themselves are unpatchable in affected saves, so it was important to get this one up quickly (http://www.bay12games.com/dwarves/)

Speculation on how the <blank> entities came to be and hisfig shenanigan troubles inside the spoilers below.
Spoiler (click to show/hide)

Title: Re: Dwarf Fortress 0.44.05 Released
Post by: gnome on January 15, 2018, 10:55:34 am
Not a super serious issue but I added this to the tracker:
http://www.bay12games.com/dwarves/mantisbt/view.php?id=10520

It appears that megabeasts seem mostly neutral towards everybody in Adventure Mode.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: lethosor on January 15, 2018, 12:16:19 pm
It's likely a different bug from the one fixed in .05

It is explicitly advised you don't run older worlds in this version as Toady recites in his devlog for the new version for that said reason but also quite likely a connected bug somewhere or a recessive element.

Quote from: ToadyOne
Any broken visitors themselves are unpatchable in affected saves, so it was important to get this one up quickly (http://www.bay12games.com/dwarves/)
I'm pretty sure that just applies to saves played/saved in 0.44.04 - if you load a save from 0.44.03 or earlier in 0.44.05, I don't think it'll have the issue.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Lemtoad on January 15, 2018, 10:12:21 pm
Nice. Going to kill my current visitors with DFhack and then update to this version - and see if I still get mercenaries/questers that never leave the fort.

So far no dice unfortunately, the new patch questers have been in my tavern for almost 2 years now. Civilian visitors leave just fine, it's just these artifact seekers that don't.

I will try generating a new world in 0.44.05 and see if that helps. This world was generated in 0.44.03, which was the patch where the "questers leave properly" bugfix happened, so there shouldn't be an issue (but there is). I'll also up this save to the bugtracker just to be sure, before the new world is genned.

It's likely a different bug from the one fixed in .05


Had the same issue, but the I realized that my mayor couldn't conduct meetings. That fixed it. Probably not the same for you but something to try. :)



It might be too early to say, maybe the visitor bugs have been putting people off playing for a long time, but, like the monster slayers of the previous release, I can't help but notice a deafening silence here and at Reddit regarding people's experiences with artifact demanding armies. Is it possible that these are broken?

Well I've been playing a fort in the new release for about 13 years, and I've gotten two messages so far. 2 messages of visitors yelling their intent to retrieve an artifact and just now this after I chose a mayor who could conduct meetings. http://oi64.tinypic.com/w8kfg2.jpg

Though, Toady One, I thought you replied to me in the initial release thread saying visitors would only request stolen artifacts or something of the sort and not fortress made ones. Did you change that around in the subsequent releases? If so that would be awesome!


Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Shonai_Dweller on January 15, 2018, 10:19:46 pm
So no pre-battle negotiations with the invaders sitting at the side of the map yet?
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Lemtoad on January 15, 2018, 10:30:31 pm
So no pre-battle negotiations with the invaders sitting at the side of the map yet?

Well I just said no to this guy so I'll let you know.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Orkel on January 15, 2018, 10:57:38 pm
What did you do to make the mayor conduct meetings with the visitors? Mine has an office so technically it should happen?
The mayor meets fine with the outpost liaison, elven diplomats etc, but I haven't seen him use the office for meeting with visitors/questers?
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Lemtoad on January 15, 2018, 11:09:36 pm
What did you do to make the mayor conduct meetings with the visitors? Mine has an office so technically it should happen?
The mayor meets fine with the outpost liaison, elven diplomats etc, but I haven't seen him use the office for meeting with visitors/questers?

I replaced the current mayor with someone else and they had some meetings but then stopped too. So I did it again just now and meetings are being held again. Maybe Mayors are bugged a little.

Edit. I killed one of the oldest visitors and meetings started again. Maybe whenever the mayor was supposed to meet that one it never happened and stopped any more?
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Orkel on January 15, 2018, 11:57:52 pm
I replaced the current mayor with someone else and they had some meetings but then stopped too. So I did it again just now and meetings are being held again. Maybe Mayors are bugged a little.

Edit. I killed one of the oldest visitors and meetings started again. Maybe whenever the mayor was supposed to meet that one it never happened and stopped any more?

You might be onto something here. Perhaps the root cause of the visitors not leaving bug indeed is some kind of stuck broken meeting with the mayor.

Going to give this a try now.

Edit: Failed for me. I killed them one by one and waited some time after each death to see if they'd go petition. Also switched my mayor 3 times.
It's probably better to just wait for toady to check the save on the tracker, if it ends up being important enough to be fixed this cycle (.06)
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Toady One on January 16, 2018, 12:26:34 am
Yeah, I assume there can be a layering of issues here.  Visitors that don't leave for whatever reason jamming up the queue, on top of whatever their original problem is.  I'll look at the saves when I arrive at the report (seems serious enough, especially if it's blocking an entire path of new behavior).

Invaders requesting artifacts...  I'm not sure how common this should be.  It'd be more likely if you steal an artifact and start a war with a civ.  If they invade and don't care about the artifacts you've stolen from them, that would be an issue.  Other situations would be harder to force -- they'd have to claim one of your artifacts.  Which...  hmm...  I don't remember if I threw that in at the end.  Lemtoad's screen seems to indicate yes, ha, but it could also be a bug.  I should check when I get back to the other computer.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: PatrikLundell on January 16, 2018, 04:12:20 am
Meetings stopping is a known bug not new to this arc. Replacement of the mayor (through death or re-election) when a meeting has been scheduled (which does not mean it's displayed to the player) causes further meetings to be stalled until you either reinstall the mayor with whom the meeting was scheduled, or kill the person who the mayor was scheduled to meet. It's a case of structures not being cleared properly on mayor replacement.
This DFHack script can wipe the info without killing anyone:
Spoiler (click to show/hide)
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Silverthrone on January 16, 2018, 06:12:24 pm
It is the end of Slate, first year. I have no less than 9 monster hunters arrive and ask for residence.

Of course, I breached the unusually shallow cavern layer almost immediately, and I assume that is what draws these people in. Cannot complain, free cave explorers. They seem to be working as advertised, happily worrying the elk birds. Quite interesting, however.

I am effectively running an adventurer holiday destination. Free beds (when completed), good dining (see first point) and easy XP. All I need now is to build a spa facility.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Toady One on January 16, 2018, 08:49:10 pm
Meetings stopping is a known bug not new to this arc. ...

Ah, very good.  I've noted that down as a short term thing to deal with.  It'll reduce the confusion to get it out of the picture.  The meeting code is Archaic, and a bit of a save compat issue to remove (so I'll likely stay in the same framework), but hopefully I can make do.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Lemtoad on January 17, 2018, 12:04:06 am
Meetings stopping is a known bug not new to this arc. ...

Ah, very good.  I've noted that down as a short term thing to deal with.  It'll reduce the confusion to get it out of the picture.  The meeting code is Archaic, and a bit of a save compat issue to remove (so I'll likely stay in the same framework), but hopefully I can make do.

How exactly do adventurers find out about the artifact they're looking for when they're in the fortress? Some seem to be able to find out about the one they search for fast while others never find out anything about them.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: PatrikLundell on January 17, 2018, 03:27:03 am
In case it helps, the bug report for the meeting issue is http://www.bay12games.com/dwarves/mantisbt/view.php?id=3027 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=3027) (so the root bug is rather old, which matches the code being archaic).

Judging by reports that various animals reveal the location of artifacts to artifact seekers, I'd assume they find out by sneaky questions to inhabitants, typically, I'd guess, in the tavern (where they should be conveniently drunk). If all they do is ask each other (when a horde of them has invaded the tavern) it might take some time, though.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Orkel on January 17, 2018, 02:30:30 pm
In case it helps, the bug report for the meeting issue is http://www.bay12games.com/dwarves/mantisbt/view.php?id=3027 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=3027) (so the root bug is rather old, which matches the code being archaic).

Judging by reports that various animals reveal the location of artifacts to artifact seekers, I'd assume they find out by sneaky questions to inhabitants, typically, I'd guess, in the tavern (where they should be conveniently drunk). If all they do is ask each other (when a horde of them has invaded the tavern) it might take some time, though.

Note that you can also assign museum rooms (with artifacts on display) as part of your tavern (or hell, build it into the tavern), and the questers will hang around there, even standing on top of artifact pedestals to take a closer look.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Lemtoad on January 17, 2018, 07:44:47 pm
I've tried putting museums in the tavern and even making the tavern size only be around the pedestal, yet they don't seem able to find out anything about the artifacts they're searching. Yet sometimes others come in and only after a few days they are are to demand an artifact or try to steal it.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Orkel on January 17, 2018, 08:05:09 pm
I've tried putting museums in the tavern and even making the tavern size only be around the pedestal, yet they don't seem able to find out anything about the artifacts they're searching. Yet sometimes others come in and only after a few days they are are to demand an artifact or try to steal it.

What kind of message does it give you if they try to steal it? I haven't had any of the stealings or demands yet because of the issues so I have no idea
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Lemtoad on January 17, 2018, 09:00:32 pm
I've tried putting museums in the tavern and even making the tavern size only be around the pedestal, yet they don't seem able to find out anything about the artifacts they're searching. Yet sometimes others come in and only after a few days they are are to demand an artifact or try to steal it.

What kind of message does it give you if they try to steal it? I haven't had any of the stealings or demands yet because of the issues so I have no idea

The stealing message is similar to the siege message. Pauses, shows up as red text in box. Who it is, what artifact and I'm pretty sure whoever it is yellow someone like, "You can't keep <artifact> from me.


Something like that.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: ZM5 on January 18, 2018, 10:23:57 am
Not sure if this was mentioned on the release threads before, but bandits seem to be a tad borked - when I go to a camp and load in, they end up fighting each other most of the time.

I would guess it appears to be related to identity stuff - on occassion I've come across bandits that have "beast hunter" or "criminal" as their profession, instead of the regular weaponuser professions.

I don't know if this also affects the criminals you find in town dungeons and catacombs - I haven't seen it happen myself.

Gonna upload a save once I get to a camp, and hopefully manage to talk with some of the bandits on what they think to each other.

EDIT: Ok, its here (http://dffd.bay12games.com/file.php?id=13438).

I wasn't able to properly talk with any of them (they're a bit up north) - talking just gave me the "demand listener to yield/ask for a cease of hostilities" options instead of a normal greeting, so I'm not sure as to what's the exact reason for their AI flipping out at each other.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: thvaz on January 18, 2018, 01:22:37 pm
I uploaded a save recently where bandits would ambush my party and then would ignore me. In camps they keep mostly to themselves- they only attack if you force them. However I didnt had this issue of them attacking each other.

Bandits harassing towns mostly work - they will demand that you wield about 5 times and then attack with punches if you refuse. However, your companions wont allow that they yield (even if you do) and these encounters always will end in death and tragedy.

Bandits must be the second most bugged feature in adventure mode after invading armies.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Toady One on January 18, 2018, 04:13:50 pm
ZM5:  In case it isn't done already, it would help to make sure the save is in a bug report (feel free to link the bug reports here instead.)  I'll lose track if the direct link to the save is in here.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: ZM5 on January 18, 2018, 04:28:45 pm
Sorry, I sent an e-mail to the mantis tracker to register but haven't gotten an e-mail for it yet - thats why I'm posting those here for now.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Toady One on January 18, 2018, 04:36:26 pm
Sorry, I sent an e-mail to the mantis tracker to register but haven't gotten an e-mail for it yet - thats why I'm posting those here for now.

Ah, it seems to have issues sometimes.  If you send me a PM w/ the username through the forum I can get you sorted out.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Hengikjoptr on January 19, 2018, 02:08:43 pm
Ah, brilliant.

Worldgen which in 44.01-44.03 took about 40 minutes in 44.05 was completed in 10 minutes.

Many thanks!

<3
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: PlumpHelmetMan on January 19, 2018, 05:16:41 pm
I've noticed megabeasts don't seem to attack unprovoked in adventure mode anymore. Does anyone else have this issue? :-\
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: lethosor on January 19, 2018, 05:19:57 pm
I've noticed megabeasts don't seem to attack unprovoked in adventure mode anymore. Does anyone else have this issue? :-\
http://www.bay12games.com/dwarves/mantisbt/view.php?id=10520
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: PlumpHelmetMan on January 19, 2018, 05:21:45 pm
Alright, good to know it's already been reported. Thanks.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Lemtoad on January 21, 2018, 12:27:57 am
So I've successfully been able to get rid of some military visitors by increasing the amount of animals I have which seem more like to reveal information about artifacts.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Detros on January 21, 2018, 06:03:16 am
Could "Bandits ambushers had a similar problem due to broken skill assessments, as they were calculating their odds incorrectly." fix also that 10535, "Bandits attacking each other in camps" (http://www.bay12games.com/dwarves/mantisbt/view.php?id=10535) or does that rather have some separate reason?
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Vylc on January 21, 2018, 05:56:48 pm
I wish the "bookbinding to one 1 page" bug could be fixed. It makes bookbinding useless and ironically less valuable than an unbinded book in "quire form".
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Toady One on January 21, 2018, 09:46:22 pm
10535 appears to be an altogether different issue, ha ha.  I've made significant progress on it (bad intersection of identity changes and bandit camp memberships with two helper bugs leading to a many-way civil war) and will hopefully be able to mark if off tomorrow.

I wish the "bookbinding to one 1 page" bug could be fixed. It makes bookbinding useless and ironically less valuable than an unbinded book in "quire form".

A bug tracker manager recently collected various library bugs for me and that was one of them, so that might finished for next time depending on how that particular pile plays out.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Orkel on January 22, 2018, 12:11:26 am
Just to be sure, did fixing this bug
http://www.bay12games.com/dwarves/mantisbt/view.php?id=3027

also fix this one?
http://www.bay12games.com/dwarves/mantisbt/view.php?id=10523

Since they haven't been marked as related yet by the managers, though the discussion we've had in this thread indicates they likely are related
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Toady One on January 22, 2018, 03:04:57 am
The mayor problem would certainly cause that kind of bug, but if there are visitors misbehaving in forts without mayors, then there are definitely other causes.  I'll get to 10523 this time.  Regarding lingering, if there's not another bug, I might just have to kick them out if they aren't having the chat they need for whatever reason, since it makes sense that they wouldn't stay forever (there are currently some time-out mechanics, but not enough.)  Regarding disrespect of the cap (even if they were leaving), I have no idea.  Questers are supposed to respect the cap now and that doesn't seem to be happening.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Lemtoad on January 22, 2018, 11:04:57 am
The mayor problem would certainly cause that kind of bug, but if there are visitors misbehaving in forts without mayors, then there are definitely other causes.  I'll get to 10523 this time.  Regarding lingering, if there's not another bug, I might just have to kick them out if they aren't having the chat they need for whatever reason, since it makes sense that they wouldn't stay forever (there are currently some time-out mechanics, but not enough.)  Regarding disrespect of the cap (even if they were leaving), I have no idea.  Questers are supposed to respect the cap now and that doesn't seem to be happening.
Thanks Toady!

Quick question though. Weren't artifacts supposed to continue to be made after world gen?

Edit: Hmm, well I thought I saw it somewhere on the main page. Maybe not.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: KittyTac on January 22, 2018, 10:41:54 pm
The mayor problem would certainly cause that kind of bug, but if there are visitors misbehaving in forts without mayors, then there are definitely other causes.  I'll get to 10523 this time.  Regarding lingering, if there's not another bug, I might just have to kick them out if they aren't having the chat they need for whatever reason, since it makes sense that they wouldn't stay forever (there are currently some time-out mechanics, but not enough.)  Regarding disrespect of the cap (even if they were leaving), I have no idea.  Questers are supposed to respect the cap now and that doesn't seem to be happening.
Thanks Toady!

Quick question though. Weren't artifacts supposed to continue to be made after world gen?

Edit: Hmm, well I thought I saw it somewhere on the main page. Maybe not.

Wait, they aren't made after w.g?
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Lemtoad on January 22, 2018, 11:15:30 pm
The mayor problem would certainly cause that kind of bug, but if there are visitors misbehaving in forts without mayors, then there are definitely other causes.  I'll get to 10523 this time.  Regarding lingering, if there's not another bug, I might just have to kick them out if they aren't having the chat they need for whatever reason, since it makes sense that they wouldn't stay forever (there are currently some time-out mechanics, but not enough.)  Regarding disrespect of the cap (even if they were leaving), I have no idea.  Questers are supposed to respect the cap now and that doesn't seem to be happening.
Thanks Toady!

Quick question though. Weren't artifacts supposed to continue to be made after world gen?

Edit: Hmm, well I thought I saw it somewhere on the main page. Maybe not.

Wait, they aren't made after w.g?

Well the ones in your fortress are, but going through legends I haven't seen anyone else besides me make artifacts since I started my fortress and it's been 10+ years.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: martinuzz on January 24, 2018, 06:55:07 pm
Related question: I know there's no economy arc yet, so exported goods will not show up in the world.

But how about artefacts? Since those are tracked by the game now, if I trade an artefact weapon to the caravans, will it be wielded by someone in the world outside my fortress?
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Shonai_Dweller on January 25, 2018, 10:09:07 pm
Anybody spotted a hello-goodbye siege since 44.01?
Seems like they've possibly been eradicated? Presumably as a result of all the fortress border work for the release.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Lemtoad on January 25, 2018, 10:32:16 pm
Anybody spotted a hello-goodbye siege since 44.01?
Seems like they've possibly been eradicated? Presumably as a result of all the fortress border work for the release.

Only 1 in 18+ in game years.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Shonai_Dweller on January 25, 2018, 11:01:16 pm
Anybody spotted a hello-goodbye siege since 44.01?
Seems like they've possibly been eradicated? Presumably as a result of all the fortress border work for the release.

Only 1 in 18+ in game years.
Oh, so they do still exist then? Ah well.
Seems like they're a lot less common though, so that's nice.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: PatrikLundell on January 27, 2018, 05:12:16 am
I've gotten a hello/goodbye siege sequence on 0.44.05:
- Spring year 3: The undead are coming for you. A goblin spearman shows up and immediately disappears.
- Summer year 3: Your enemies are laying siege to your fortress. A goblin spearman shows up and immediately disappears. Both the location and the name of the spearman look like they were the same as in spring.
- Autum year 3: The undead are coming for me. This time it's a force consisting of an eerily familiar goblin spearman handler, a fisherdwarf necromancer, and about 10 undead appear at approximately the same location as in spring and summer.
Unfortunately, the invaders are bugged even worse than the 0.40.X undead invasions usually were. The necro fled more or less immediately (fairly standard), while the undead mill around the handler, who drifts aimlessly with no intention to path into the fortress (like 0.40.X), but the undead are content to fire bolts at targets of opportunity, while not mustering the will to chase anything. The closest entrance tunnel is about 15 tiles away.
It can be noted that an earlier first goblin siege (about 10 goblins) had no problem pathing to the fortress (opposite side of the completely flat 3*3 embark, with a similar entrance tunnel a comparable distance away from their embark entry point).
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: clinodev on January 27, 2018, 10:46:34 pm
I've also seen a couple hello/goodbye sieges, very early in 0.44.05. I've been highly grateful for the goodbye part so far, and just assumed they were moving worldgen armies.


In reference to the DevLog a little bit ago, ToadyOne, cleaning fixes are awesome, but I'd bet the vomit was mostly from MANTIS 0008508, the migrants arriving massively cave adapted thing, which seems to be dramatically worse in 0.44.0x, (and wins my vote for most annoying but ultimately not very serious bug.)
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Toady One on January 27, 2018, 10:54:30 pm
Hmm, I wonder what's up with the undead pathing.  Maybe it's just that the handler is the commander and unambitious.  I can check out a save, especially if it goes on a hello/goodbye report as well -- no idea what's up there and have to catch it in action for hope.  As usual, I've never seen one.

Ah, yes, 8508 is on the radar.  Hopefully I can sort it all out.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Shonai_Dweller on January 27, 2018, 11:20:02 pm
Just for reference, are the undead meant to turn up with living colleagues (non-necromancers) in some kind of lore way? I had a similar sequence to the one Patrik mentioned above. Zombies milling around their living companions, until the siege was over. Then later, hello-goodbye sieges featuring only the living members.

Kind of solved it by going to visit the tower in adventurer. Zombies were immediately hostile to their living buddies. Ha ha.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Toady One on January 27, 2018, 11:22:24 pm
Did legends mode say how the living got there?  It's supposed to be just necromancers and zombies.  Something weird is up.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Shonai_Dweller on January 27, 2018, 11:25:08 pm
Did legends mode say how the living got there?  It's supposed to be just necromancers and zombies.  Something weird is up.
Legends had the leader just spring into being as a member of the tower, unknown parentage, just in time to lead the first zombie siege.

Will check dffd, see if I uploaded that world at all. It was back in 43.05 but exactly as Patrik describes above so probably same issue.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Toady One on January 28, 2018, 12:16:01 am
Ah, after world gen?  Very good!  It might be elevating non-zombie leaders out of the zombie pops?  As a patch for a lack-of-generals problem in dying worlds, with the oversight that zombies don't make good generals.  It'd be odd that the zombie state didn't elevate too in this case though, but if I didn't foresee elevation being applied to zombie pops, it might have skipped that part.  I'll have a look.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Orkel on January 28, 2018, 02:02:14 am
FPS fixes are always awesome! Hmm, so the queue currently seems to be 10523, 8508, zombie pop fixes and maybe possibly the hello/goodbye sieges if lucky enough to catch one.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Shonai_Dweller on January 28, 2018, 03:06:11 am
FPS fixes are always awesome! Hmm, so the queue currently seems to be 10523, 8508, zombie pop fixes and maybe possibly the hello/goodbye sieges if lucky enough to catch one.
Hard to guarantee a save for an h/b-siege though.  :(
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Detros on January 28, 2018, 03:11:00 am
FPS fixes are always awesome!
"Some of the gains are universal, some depend on, say, how many chickens are in play." ~ I hope the amount of chickens doesn't have a positive effect on FPS. All that clucking just for few more FPS...

FPS fixes are always awesome! Hmm, so the queue currently seems to be 10523, 8508, zombie pop fixes and maybe possibly the hello/goodbye sieges if lucky enough to catch one.
Hard to guarantee a save for an h/b-siege though.  :(
A random save which happens to be just before such siege is probably the most viable option. Not the easiest issue to replicate, though, yes.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: PatrikLundell on January 28, 2018, 03:45:19 am
I did make a save and a copy as I wrote the post above just in case it would be needed, so the save can be found here: http://dffd.bay12games.com/file.php?id=13463 (http://dffd.bay12games.com/file.php?id=13463).

I doubt the save has any useful info on hello/goodbye sieges (possibly some historical info found via the handler? He's probably not the leader, though, as the necro probably held that position). As to catching them, I'd expect a save just when the siege is announced should be the best option. If the siege turns out to do a "goodbye" I'd then reload the save a number of times to see if it is consistent.
A "random" save just before is reasonably easy, since you'd just save manually on the 28:th of the last month of each season. Then the issue is how consistently hello/goodbye sieges are replicated. I'd start with trying siege announcement saves, though.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Toady One on January 28, 2018, 04:44:52 am
Thanks!  I'm hoping it's just the leader elevation issue; it certain doesn't expect a random mortal when it's handing out roles for the undead invasion.

Chickens:  Pigs too, anybody that roots around.  The root around code was causing a loot of extra pathing, as, for no reason, it cleared the current path, and if the chicken was heading somewhere far away, they'd root around every few squares and then repath to their destination.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Shonai_Dweller on January 28, 2018, 06:31:54 am
There's some pretty weird choices for leader of a siege out there. Had a (modded) minotaur siege recently. 80 bloodthirsty, steel-clad bulls. They'd chosen a dog to lead the siege (managed to somehow scrape a victory in Legends after killing it too).
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: thvaz on January 28, 2018, 07:25:44 am
Thanks!  I'm hoping it's just the leader elevation issue; it certain doesn't expect a random mortal when it's handing out roles for the undead invasion.

Chickens:  Pigs too, anybody that roots around.  The root around code was causing a loot of extra pathing, as, for no reason, it cleared the current path, and if the chicken was heading somewhere far away, they'd root around every few squares and then repath to their destination.

Cool! I hope this improves the lag in large towns, as there are always many chickens and things that root around there. It is so big a issue that I usually avoid large towns as it takes forever to walk just a few steps on them.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: feelotraveller on January 28, 2018, 08:42:54 am
omg fps fixes; ToadyOne your efforts are legendary.  :D

In other words I am (will be) one happy camper.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Shonai_Dweller on January 29, 2018, 01:25:14 am
Looking at the bug tracker comments I now understand. Visitors resort to getting information from the fortress pets because everyone else is too drunk to talk.  :)
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Orkel on January 29, 2018, 03:00:05 am
Noticed this comment on tracker for bug 10523, didn't expect this to be the reason of visitors not leaving, haha! Glad to see it fixed.
Quote
I fixed the main problem (alcohol was making people more private, not less, despite the raws, so nobody was blabbing to questers)

I am curious, is this going to have effects on dwarves in fort mode overall? Possibly result in dwarves talking to eachother more in the tavern, resulting in more various relationships being formed (friendships, grudges, marriages, etc)?

If it's going to result in more bar brawls due to discussions and thus arguments becoming more common, taking a look at the relatively often seen bar brawl loyalty cascades and bar brawl deaths (due to unarmed combat being deadly with any kind of training) might be a good idea. Like at the moment I always keep my soldiers in active training so they don't socialize in the tavern, as having a bar brawl with even a single soldier in it will result in many deaths due to punches and kicks crushing skulls and causing twisting damage to joints and muscles. Sometimes even resulting in cascades.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Lemtoad on January 29, 2018, 10:30:34 am
Thank you based Toady.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: PatrikLundell on January 30, 2018, 02:02:04 am
I tried to see if I could catch hello/goodbye sieges, but caught the never ending (I suspect it's "only" a season or year as normal) siege bug instead: If I continue my base save there's a good chance I get a small goblin siege. If I save DF at the announcement (using the vanilla save function rather than DFHack quicksave, just to make sure DFHack isn't playing up somehow) the siege doesn't end when it should. In one case I caught all the visible goblins in cage traps, and in another they all fled, but the siege indication remains. When I haven't saved on the siege announcement the siege has ended after the last goblin has left the map (regardless of whether any were caught in traps or not).

If it's of interest I can provide the base save and/or a bugged siege save.

While posting, I'll take the opportunity to say that I'm quite pleased with this bug fixing phase. A number of significant issues dealt with and with a sprinkling of lesser ones dealt with.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Toady One on January 30, 2018, 04:44:27 am
The privacy bug shouldn't affect friendships -- chatting uses a different personality facet (bashful, I believe).

Yeah, never-ending sieges are also annoying, maybe worse than the hello/goodbye ones in effect.  It's one of those things where both saves are probably useful; the announcement save can be diagnosed directly as for why the siege state isn't terminating, but that might not get the root cause.  On the other hand, with only the base save, I might never get the never-ending siege, and thus learn nothing at all.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: PatrikLundell on January 30, 2018, 05:24:25 am
Non ending sieges saves requires two DFFD files due to the file size constraints.

The "base" file (before the invasion): http://dffd.bay12games.com/file.php?id=13466 (http://dffd.bay12games.com/file.php?id=13466). Continuing this save has led to an invasion shortly after 4 times out of 5. Two of the invasion times I saved immediately on the invasion announcement, and the other two times I just unpaused. In all cases the enemy was quickly caged/fled, with the siege tag being lifted when the game was just unpaused, but not when the game was saved (and reloaded) to resume.

The "bugged" file (saved as the siege is announced): http://dffd.bay12games.com/file.php?id=13467 (http://dffd.bay12games.com/file.php?id=13467). Continuing this save causes the invaders to get caught/flee, but without the SIEGE tag being lifted.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Orkel on January 30, 2018, 09:19:15 am
So in the raws, the alcohol syndrome has:

Quote
[CE_CHANGE_PERSONALITY:FACET:BASHFUL:-50:FACET:PRIVACY:-50:FACET:BRAVERY:25:FACET:CONFIDENCE:25:FACET:POLITE NESS:-25:FACET:THOUGHTLESSNESS:25:PROB:100:SIZE_DILUTES: START:10:PEAK:120:END:480:DWF_STRETCH:4]

I guess this was the privacy bug then, lower is actually more private and it has -50 not 50. I changed that to 50.

Quote
Privacy Level
91-100 shares intimate details of life without sparing a thought to repercussions or propriety
76-90 is not a private person and freely shares details of [his/her] life
61-75 tends to share [his/her] own experiences and thoughts with others
25-39 tends not to reveal personal information
10-24 has a strong tendency toward privacy
0-9 is private to the point of paranoia, unwilling to reveal even basic information about [him/her]self

15 minutes later, in my fort, I have seen several questers leave, for the first time ever! Presumably because they got the info they needed. I think this might work as a fix until the actual patch .06 arrives.

Edit: it works perfectly. Questers are coming and leaving, coming and leaving just like it should work!
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Shonai_Dweller on January 30, 2018, 09:20:08 am
Working on getting a hello/goodbye siege save. No luck yet. Right next to a highly populated tower, so something should turn up eventually.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: lethosor on January 30, 2018, 09:28:36 am
The privacy bug shouldn't affect friendships -- chatting uses a different personality facet (bashful, I believe).

Yeah, never-ending sieges are also annoying, maybe worse than the hello/goodbye ones in effect.  It's one of those things where both saves are probably useful; the announcement save can be diagnosed directly as for why the siege state isn't terminating, but that might not get the root cause.  On the other hand, with only the base save, I might never get the never-ending siege, and thus learn nothing at all.
I believe there are similar bugs affecting caravans and possibly migrants on the tracker, so they might have the same root cause (at least, that's my theory).
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Toady One on January 30, 2018, 02:31:12 pm
One thing I noticed about the legends in the live-zombie-leader save I have is that the tower appeared to be doing a lot of attacks before they got to the player, and the leader was generated on one of those attacks (against a forest retreat).  So it might be tricking capturing the live leader being created in the act.

Quote
[CE_CHANGE_PERSONALITY:FACET:BASHFUL:-50:FACET:PRIVACY:-50:FACET:BRAVERY:25:FACET:CONFIDENCE:25:FACET:POLITE NESS:-25:FACET:THOUGHTLESSNESS:25:PROB:100:SIZE_DILUTES: START:10:PEAK:120:END:480:DWF_STRETCH:4]

I guess this was the privacy bug then, lower is actually more private and it has -50 not 50. I changed that to 50.

Just note that you'll need to revert that raw change in the upcoming version -- "PRIVACY:-50" is the correct direction after all, but the bug was screwing it up.  The new version patches the numbers in loaded old version saves.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: iceball3 on January 30, 2018, 06:50:02 pm
Hey Toad, forgive if this is a poor place for such a suggestion, but while you're looking and improving the cleaning code, could you put a line or two in to make it so dwarves don't try to clean areas with Restricted Traffic designation? Mainly for those folks who like to decorate their fort with blood paint.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Shonai_Dweller on January 30, 2018, 08:38:53 pm
Hey Toad, forgive if this is a poor place for such a suggestion, but while you're looking and improving the cleaning code, could you put a line or two in to make it so dwarves don't try to clean areas with Restricted Traffic designation? Mainly for those folks who like to decorate their fort with blood paint.
Wait, what about those of us who want clean restricted traffic areas?
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: iceball3 on January 30, 2018, 08:47:20 pm
Hey Toad, forgive if this is a poor place for such a suggestion, but while you're looking and improving the cleaning code, could you put a line or two in to make it so dwarves don't try to clean areas with Restricted Traffic designation? Mainly for those folks who like to decorate their fort with blood paint.
Wait, what about those of us who want clean restricted traffic areas?
I suppose such a case would call for a "don't clean" designation then. Oof!
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: lethosor on January 30, 2018, 08:49:10 pm
Or a standing order of some sort... either way, probably something for the suggestions forum instead of here.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Urlance Woolsbane on January 30, 2018, 09:03:45 pm
One thing I noticed about the legends in the live-zombie-leader save I have is that the tower appeared to be doing a lot of attacks before they got to the player, and the leader was generated on one of those attacks (against a forest retreat).  So it might be tricky capturing the live leader being created in the act.
So necromancers are dying in battle and being replaced by mortals, ala lieutenants and generals, but it's not being properly recorded? I'm confused.

It occurs to me that some of trouble here may be to due the unusual entity status of necro towers.They're site-level governments, but lack parent civs and are militarily active.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: PatrikLundell on January 31, 2018, 01:54:14 am
One thing I noticed about the legends in the live-zombie-leader save I have is that the tower appeared to be doing a lot of attacks before they got to the player, and the leader was generated on one of those attacks (against a forest retreat).  So it might be tricky capturing the live leader being created in the act.
So necromancers are dying in battle and being replaced by mortals, ala lieutenants and generals, but it's not being properly recorded? I'm confused.

It occurs to me that some of trouble here may be to due the unusual entity status of necro towers.They're site-level governments, but lack parent civs and are militarily active.
My understanding of what Toady said is that the siege code decides it needs a leader when a siege actually happens, and the necros aren't (always?) selected as leaders. In the save Toady got from me the necro left more or less immediately, leaving the leader/handler and the undead to (mis)manage themselves. My experience is that necros tend to leave rapidly, with the only exception being stealthed ones who actually try to sneak in (fleeing when detected, and caught in cages when not).

I think the save Toady needs to investigate that issue further is one where the necro tower(s) is isolated from everyone except the player fortress with a save just before they (frequently) show up, and when they do, they usually have a leader/handler with them. It should probably be before the first siege (from that tower), or at least previous ones should not have included any leader/handler. Not the easiest thing to produce, but might be attempted at the same time as hello/goodbye sieges are attempted to be reproduced.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: martinuzz on January 31, 2018, 03:22:22 am
While you are looking at cleaning code, could you check out why a cleaning job isn't cancelled properly when a dwarf is jailed? It'll keep it's 'clean' job while chained, going on way beyond it's bedtime, until it literally collapses from exhaustion. Dwarves in jail with a clean job and a white flashing drowsy arrow are a common sight.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: iceball3 on January 31, 2018, 03:24:58 pm
While you are looking at cleaning code, could you check out why a cleaning job isn't cancelled properly when a dwarf is jailed? It'll keep it's 'clean' job while chained, going on way beyond it's bedtime, until it literally collapses from exhaustion. Dwarves in jail with a clean job and a white flashing drowsy arrow are a common sight.
Best put this on mantis to make reproducibility a little easier too!
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: martinuzz on January 31, 2018, 04:57:49 pm
Heh, that not on Mantis yet? That exists for so long already, couldn't fathom it's not on Mantis already. I don't see how adding it to Mantis would make reproducability easier though.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Shonai_Dweller on January 31, 2018, 05:06:19 pm
Heh, that not on Mantis yet? That exists for so long already, couldn't fathom it's not on Mantis already. I don't see how adding it to Mantis would make reproducability easier though.
It'll mean it actually gets looked at, as opposed to not. Which means people actively looking at bugs (including Toady) will know to try to reproduce it. As opposed to not. There is no advantage to not reporting bugs. "Everybody knows" is almost always a delusion.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: martinuzz on January 31, 2018, 05:11:27 pm
Apparently not, I seem to have already reported it in 2016. Hasn't even been looked at yet, still listed as 'new'.

http://www.bay12games.com/dwarves/mantisbt/view.php?id=9646 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9646)
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Shonai_Dweller on January 31, 2018, 05:12:43 pm
Apparently not, I seem to have already reported it in 2016. Hasn't even been looked at yet, still listed as 'new'.

http://www.bay12games.com/dwarves/mantisbt/view.php?id=9646 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9646)
Save would probably speed things up a bit. Not simple to reproduce. Needs a fortress with guards for a start.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: martinuzz on January 31, 2018, 05:13:10 pm
No save, it's just something that happens in every fort, no save needed / works on any save that has a mandating noble and some jail cells.
I guess I could upload my current fort for it. There's no dwarves in prison currently though, you'd still need to try getting some dwarves on cleaning job into prison by exporting some banned goods until you succeed.

EDIT: Added save file to bug report (added note with link to save, not sure how to add save to reported bug otherwise)
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Shonai_Dweller on January 31, 2018, 05:20:51 pm
No save, it's just something that happens in every fort, no save needed.
"First make a fortress with 50 dwarves a squad of guards and a jail"....that's the point half of the volunteer bug testers move on to the next bug. Just got to wait for the more dedicated ones to take a look.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: martinuzz on January 31, 2018, 05:30:59 pm
You don't need 50 dwarves and a squad of guards though. Just a baron and a sherrif will do. Do turn off trade good hauling on the sherrif in that scenario though, but that's another bug I reported.
Save: http://dffd.bay12games.com/file.php?id=13472 (http://dffd.bay12games.com/file.php?id=13472)
BTW, sorry. It's not that I don't want to provide saves, it just completely didn't occur to me that a save would be needed to catch this bug. In my head it was just a thing that Toady could fix by lookin at cleaning code and/or jail code and going 'AHA, forgot an argument there' or somesuch.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: PatrikLundell on February 01, 2018, 05:01:00 am
Even when you look at the code and realize that "yes, that's where the problem is" you still want to test that it actually does what you think it should do, so you need a save to test the code on. It's only god level programmers that don't need to test their fixes (and 99.99999...% of those who THINK they're god level aren't: they just have inflated egos [and in many cases massively inflated egos]). Also, the time Toady spends on reproducing the background save to test a bug is time not spend on something that's actually productive, so providing good saves for Toady to work with is one of the few ways the community can actually help speed up the DF development.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: martinuzz on February 01, 2018, 09:52:01 am
Okay, I'll try to post another save next time I actually have a cleaning dwarf on it's way to prison. It's almost summer, then I should be able to export some banned goods to the humans

EDIT: Success! I added a better save in the bug report notes, with a dwarf with cleaning job being escorted to prison.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=9646
http://dffd.bay12games.com/file.php?id=13474
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: PatrikLundell on February 01, 2018, 01:13:03 pm
Good job, martiuzz!

I've made a somewhat poorer job at reproducing the non necro handler/leader issue with undead sieges. This save http://dffd.bay12games.com/file.php?id=13475 (http://dffd.bay12games.com/file.php?id=13475) is made at the very end of a season, and I did get a siege the next season, killed DF reloaded, got a new siege, killed DF and failed to get a siege for 24 attempts, but did get one at 25. They all had different handlers, and the two handlers I looked at first appear during the current year.
I think it's about as close you can get to reliably replicate the issue without somehow explicitly triggering the necro decision to invade (which probably would be a better option, if the decision point can be found and influenced. This save might be useful for that purpose, though).
I've used DFHack to move a necro tower to a single tile island and have embarked right next to it. I've also tried to piss them off by raiding them to steal a book and got seen doing it. Still, it requires a lot of attempts to actually get a siege.

Edit: Seasonal saves turned out to be no good for locating this issue, since while they seemed to reliably get a siege, the leader/handler already existed as a hist fig in the save: they just hadn't arrived yet.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Toady One on February 01, 2018, 05:14:21 pm
Thanks for the saves!  They really do save a lot of time; recreating the conditions can be a bit time-consuming.  Even worse, sometimes when I recreate conditions in a debug setting, they miss some subtle trigger that gets generated in normal play, and then the bug doesn't reproduce, which not only wastes time but is also confusing.  So player-provided saves are generally preferable.

Necro-handler:  Yeah, the just-pre-handler save would be perfect, but that's impossible to time -- hopefully I can do it without a perfect save.  I think I have enough saves to get started.  I mean, hopefully it's just sitting right there, but you never know how weird and interlinked something can be until you dive in.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: ZM5 on February 01, 2018, 05:27:25 pm
I added another save to the perpetually distracted animals (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9567) bug - seems to happen with NOTHOUGHT pets as well.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Toady One on February 01, 2018, 05:43:58 pm
Ah, yeah, I've got saves for animals worshiping gods, and I've also seen them get a consume alcohol need from seeing/experiencing repeated trauma, which they then can't fill, and get distracted.  I'll fix soon.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Orkel on February 01, 2018, 06:07:13 pm
Ah, yeah, I've got saves for animals worshiping gods, and I've also seen them get a consume alcohol need from seeing/experiencing repeated trauma, which they then can't fill, and get distracted.  I'll fix soon.

Might this also be causing some FPS loss, assuming they are constantly "checking" and failing to consume alcohol / pray / etc?
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Toady One on February 01, 2018, 07:01:19 pm
It was negligible in the saves I have, as it's not an expensive test, unless it actually caused pathing, which I haven't seen personally.  But it won't hurt to fix it, since it's best to get rid of as much unneeded AI possible.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Rose on February 01, 2018, 08:15:45 pm
Seems like do many problems stem from pathing.

Is there any improvements that can be made there?
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: iceball3 on February 01, 2018, 09:25:06 pm
Seems like do many problems stem from pathing.

Is there any improvements that can be made there?
On the player side, I'm aware that pathing can be improved by using traffic designations to reduce the amount of open areas from being considered for paths, and to cage beasts when possible (non grazers).
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: PatrikLundell on February 02, 2018, 06:04:18 am
I've now pushed the pre necro siege save up to a single tick before the next season, but unfortunately loading the save (I used DFHack's quicksave) did not repeat the siege, so it's still dependent on load time RNGs for the necros to determine whether to conduct a siege or not. If it's still easier to work with that save than the previous one (one day before the end of the season), I'll upload it.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Vylc on February 02, 2018, 12:04:13 pm
Do temple performers actually do sacred dances or anything related in dwarf mode? or am I missing something?
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Orkel on February 02, 2018, 02:20:57 pm
Do temple performers actually do sacred dances or anything related in dwarf mode? or am I missing something?

At the moment they seem like pointless fluff, I've never assigned any performers to temples and they work fine (dwarves pray).
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: PatrikLundell on February 03, 2018, 01:29:29 am
Do temple performers actually do sacred dances or anything related in dwarf mode? or am I missing something?

At the moment they seem like pointless fluff, I've never assigned any performers to temples and they work fine (dwarves pray).
I believe that's correct technically, although I'd rather see it as building blocks for future functionality that hasn't yet been given any useful function (like those visitor types that currently serve only as a crowd in which spies can hide).
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Orkel on February 03, 2018, 12:20:42 pm
What I find strange is that even with questers arriving and leaving properly (with the alcohol privacy tweak), and checking out my museum, I never see messages about questers actually finding out artifacts (Urist has revealed the presence of Fancy Artifact Name to Quester Name)
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Shonai_Dweller on February 03, 2018, 02:55:38 pm
What I find strange is that even with questers arriving and leaving properly (with the alcohol privacy tweak), and checking out my museum, I never see messages about questers actually finding out artifacts (Urist has revealed the presence of Fancy Artifact Name to Quester Name)
They talked, didn't find any information, decided they'd talked to enough people, then left. Presumably.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Orkel on February 03, 2018, 06:03:17 pm
What I find strange is that even with questers arriving and leaving properly (with the alcohol privacy tweak), and checking out my museum, I never see messages about questers actually finding out artifacts (Urist has revealed the presence of Fancy Artifact Name to Quester Name)
They talked, didn't find any information, decided they'd talked to enough people, then left. Presumably.

Though still no "Revealed presence of" announcement, I got 6 petitions and 1 artifact demand, after using the cleanmayor script for stuck meeting queue.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Shonai_Dweller on February 03, 2018, 08:19:15 pm
What I find strange is that even with questers arriving and leaving properly (with the alcohol privacy tweak), and checking out my museum, I never see messages about questers actually finding out artifacts (Urist has revealed the presence of Fancy Artifact Name to Quester Name)
They talked, didn't find any information, decided they'd talked to enough people, then left. Presumably.

Though still no "Revealed presence of" announcement, I got 6 petitions and 1 artifact demand, after using the cleanmayor script for stuck meeting queue.
Well, I expect a domino effect of bugs is going on. Wouldn't worry too much about it. Save complaints for the actual fix in 44.06.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: PatrikLundell on February 04, 2018, 02:32:44 am
The artifact questers I get all look for artifacts not in my fortress (which doesn't have any), so why would anyone in the fortress know about their whereabouts?

The privacy work around worked for me as well, by the way. Thanks for that, Orkel.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: iceball3 on February 04, 2018, 03:08:45 am
The artifact questers I get all look for artifacts not in my fortress (which doesn't have any), so why would anyone in the fortress know about their whereabouts?

The privacy work around worked for me as well, by the way. Thanks for that, Orkel.
With the privacy changes in the upcoming versions, I think they'll scram a lot sooner once someone actually talks to them about the situation.
That said, it isn't beyond reason that some dwarves have garnered a "last known" location for certain artifacts in the world.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: PatrikLundell on February 04, 2018, 07:10:24 am
Sure, they may pop in to see if someone knows something, but they should move on fairly quickly. I certainly would not be happy if the team I sent out stayed two years at every tavern they can find in the world before moving on... Artifact seekers should probably stay shorter than entertainers and people who come to relax.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Dwachs on February 04, 2018, 08:04:30 am
Did not get any artifact questers. However, the steady inflow of monster hunters keeps the cave critters at bay and is a  great source of metal armour :)

Edit: also there are some floating ice and mud tiles in air one level above surface, which create cave-in sometimes. Is this a known bug?
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Toady One on February 04, 2018, 05:10:22 pm
Artifact questers:  yeah, when it works, they should leave pretty fast, though if they have the "relax" travel goal as well, they'll stay for some socializing.

Non-necro live leaders of zombie invasions:  Well, this one turned out to be pretty brazen, complete with a pre-existing comment from me along the lines of "this may come up later" which apparently was forgotten.  So, it shouldn't elevate live (or any) figures from zombie pops now.  I still need to run some invasions on the provided saves to make sure everything is good, but progress, anyway.

Cave-ins: Like, at the beginning of embark?  I know there are lots of problems with glacier cave-ins after you dig around a bit.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Dwachs on February 05, 2018, 02:35:23 am
Cave-ins: There were air tiles with ice in it. This ice falls down sometimes, causing a cave-in message, but not all ice is falling. I have no idea, how the ice ended up there. I did some digging into frozen pools, but without incidents. Have to check the savegame.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: PatrikLundell on February 05, 2018, 03:41:22 am
Artifact questers: Yes, with Orkel's work around there's a fairly decent turn over rate of them, so that should work as intended for everyone with the next release. I'm not sure, but it seems performers and relaxing visitors get a better turn over rate as well.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Detros on February 05, 2018, 06:17:50 pm
Edit: also there are some floating ice and mud tiles in air one level above surface, which create cave-in sometimes. Is this a known bug?

Cave-ins: There were air tiles with ice in it. This ice falls down sometimes, causing a cave-in message, but not all ice is falling. I have no idea, how the ice ended up there. I did some digging into frozen pools, but without incidents. Have to check the savegame.
Result: 6535, "Ice doesn't collapse" (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6535) - when falling water freezes, it can stay in the air.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: ZM5 on February 07, 2018, 10:09:02 am
Submitted a rather strange bug report (http://www.bay12games.com/dwarves/mantisbt/view.php?id=10565). Citizens not belonging to the towns main population occasionally appear completely nude.

As I mention in the notes, it could be related to the issue with members of travelling tropes being nude (I presume something about missing entity links makes them forget that they should be wearing clothes). Whats weirder though is that they are considered "outcasts", according to legends viewer, rather than visitors.

EDIT: There's more examples of that in the town's keep as well, I just noticed - a bunch of different races with actual job names, i.e a furbolg farmer, that are completely nude.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: TD1 on February 07, 2018, 06:28:08 pm
Nude travelling tropes.

The wise old man. The gracious princess. Both nude and travelling.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: MinerMan60101 on February 07, 2018, 11:07:04 pm
Weird bug: a child just went insane from a strange mood and is now heavily spamming this message: "[name], Dwarven Child cancels Pickup Equipment: Too Insane"

Mantis page: http://www.bay12games.com/dwarves/mantisbt/view.php?id=10568 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=10568)

DFFD page: http://dffd.bay12games.com/file.php?id=13502 (http://dffd.bay12games.com/file.php?id=13502)
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: PatrikLundell on February 08, 2018, 02:50:23 am
Weird bug: a child just went insane from a strange mood and is now heavily spamming this message: "[name], Dwarven Child cancels Pickup Equipment: Too Insane"

Mantis page: http://www.bay12games.com/dwarves/mantisbt/view.php?id=10568 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=10568)

DFFD page: http://dffd.bay12games.com/file.php?id=13502 (http://dffd.bay12games.com/file.php?id=13502)
That's really just a special case of the general issue of jobs that cannot be performed are taken, immediately failed, retaken, ... ad nauseam. Other cases are burrowing someone hauling something (the buggers are too stupid to drop the items: it would also help if civilian alerts caused dorfs to drop carried job items: they move at a crawl when carrying that boulder they should build a wall with both into the burrow and away from the building site), and dorfs taking jobs outside of burrows (ordinary ones or civilian alert ones alike) and spamming that they can't be performed. You can also get that kind of spam from trapped dorfs who spam about not being able to get a bucket (while they can't get water anyway) to give water to another dorf trapped with them. You've got similar issues with loading cage traps when out of cages: cancellation spam.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Orkel on February 15, 2018, 03:42:09 pm
A human swordsman was leaving, left the map, then 2 seconds later, "Human swordsman is visiting" - the same guy is running back into my fort. Either he really loves my booze, or it's a funny little glitch/coincidence.

He is using wooden equipment, and I saw a "dwarf X has revealed presence of artifact Y to human swordsman" announcement, so it's possible he is a spy (elf disguised as human?). Perhaps has something to do with this "double visit".

Edit: Same just happened with another leaving human swordsman, how curious! This one is using metal equipment though and had no "revealed presence of" announcement, so it's possible they are not related.

Edit 2: I got the "revealed presence of" announcement for the 2nd human after he stepped back into my fort. 2 Spies?
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Shonai_Dweller on February 15, 2018, 03:49:33 pm
A human swordsman was leaving, left the map, then 2 seconds later, "Human swordsman is visiting" - the same guy is running back into my fort. Either he really loves my booze, or it's a funny little glitch/coincidence.

He is using wooden equipment, and I saw a "dwarf X has revealed presence of artifact Y to human swordsman" announcement, so it's possible he is a spy (elf disguised as human?). Perhaps has something to do with this "double visit".

Edit: Same just happened with another leaving human swordsman, how curious! This one is using metal equipment though and had no "revealed presence of" announcement, so it's possible they are not related.

Edit 2: I got the "revealed presence of" announcement for the 2nd human after he stepped back into my fort. 2 Spies?
You only have to open Legends and check his name to see if he's a spy. Humans have lived in Elf civs in DF for years, so wooden equipment means nothing.

Leaving and coming straight back is a bit weird. Is the artifact he's looking for actually at your site?
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Orkel on February 15, 2018, 04:11:28 pm
A human swordsman was leaving, left the map, then 2 seconds later, "Human swordsman is visiting" - the same guy is running back into my fort. Either he really loves my booze, or it's a funny little glitch/coincidence.

He is using wooden equipment, and I saw a "dwarf X has revealed presence of artifact Y to human swordsman" announcement, so it's possible he is a spy (elf disguised as human?). Perhaps has something to do with this "double visit".

Edit: Same just happened with another leaving human swordsman, how curious! This one is using metal equipment though and had no "revealed presence of" announcement, so it's possible they are not related.

Edit 2: I got the "revealed presence of" announcement for the 2nd human after he stepped back into my fort. 2 Spies?
You only have to open Legends and check his name to see if he's a spy. Humans have lived in Elf civs in DF for years, so wooden equipment means nothing.

Leaving and coming straight back is a bit weird. Is the artifact he's looking for actually at your site?

Yes it is - the artifact Falldent is something I've gotten questers for the past 10 years. Though I only now started getting a lot of "has revealed presence of" announcements and re-appearing questers.

Edit: Speak of the devil.

Spoiler (click to show/hide)

Edit 2: Oh my god it's caused a lot of the visitors to attack my citizens, this entire 3-4 man squad that the marksdwarf was part of went hostile
They're trying to take my artifact with force! This is some Fun!
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Shonai_Dweller on February 15, 2018, 04:24:57 pm
That's awesome. Still waiting for some artifact related Fun myself. So long as I can get my weregecko problem under control for long enough, I'm sure I'll get some soon.

I think the system was originally described as, visitor gets info on artifact, visitor leaves map, visitor returns as a thief (or with an army, which no-one seems to have had yet). So it's kind of working as planned. Thief should probably have returned hidden though.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Orkel on February 15, 2018, 04:27:47 pm
Strangely, it seems only one of the soldiers (the sneaker) was truly hostile, firing arrows etc. The others of the group seemed to not do any attacking at all, but they still became "hostile" (dwarves ran away from them, interrupted by human axeman etc) and they were beat down by my military and random war animals with zero attempts at retaliation (they did not do a single attack).

They would still block my military's attacks with shields, and deflect blows - but they were 100% defensive in the combat logs, no attacks.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: iceball3 on February 15, 2018, 04:43:52 pm
I'm not sure if my note of dwarven happiness is a bit overblown, given a fort running for a couple of years though it might be a bit extreme right now. More testing is needed, for instance, dwarves don't care enough about sleeping in the dirt, however, tuning down the happiness strength of alcohol would be a good start.
Being inebriated isn't much of a long term de-stressor at all realistically speaking, only really having a roughly flat effect on the mental state while active and allowing people to relax and socialize more openly (which is where the stress reduction in the long term should be frontloaded to). Considering that dwarves operate permanently inebriated, it would stand to reason that in getting alcohol, they should be operating at roughly baseline, rather than above.
I did manage to get a baroness into positive stress levels (still the lowest positive levels) by refusing her alcohol rations. Turning down the stress relief effect of alcohol, at least by making it not last or making it weaker, would be a good start.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Orkel on February 15, 2018, 04:53:56 pm
Another re-appearing quester. Ame Galkaquab, swordsman, has done the "demand artifact (i deny it) -> leaves map -> returns 1 second later -> demands artifact again" routine for 3 times already.

Going to save the game, and if it keeps happening, post a bug report on mantis.

Edit: Yep, here comes Ame for the 4th time in a row.

Edit 2: His 5th appearance was a was spotted sneaking "I'll live to fight another day!". Will see if he returns again.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: PatrikLundell on February 15, 2018, 05:20:21 pm
I've had both sneaking thieves detected (and fleeing, to fight another day) and thieves stealing something or other. Given that it should be impossible to sneak into the fortress (guard cats in dog boxes above all entrances), the items stolen were probably stuff lying on the surface after something or other had killed their owners.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Shonai_Dweller on February 15, 2018, 05:40:00 pm
I've had both sneaking thieves detected (and fleeing, to fight another day) and thieves stealing something or other. Given that it should be impossible to sneak into the fortress (guard cats in dog boxes above all entrances), the items stolen were probably stuff lying on the surface after something or other had killed their owners.
Don't think there's any issues with regular thieves right now (besides their uselessness, of course).
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Lemtoad on February 16, 2018, 01:52:44 am
Well apparently theres like no adventurers near me in this new fort but in my previous fort I experienced what Orkel did.

Though I think it boils down to, They come and leave trying to sneak in and there a chance they'll become hostile when caught snooping around. However most of the time I think once they are caught they just leave nonchalantly in order to try again. Some however did not return for a lot longer. The ones who went to the mayor demanding an artifact simply left and came back a while later with the same demand.

I think the ones that got information about it and left and came back much later simply passed on the information back to the civ/site? level causing more people seeking the artifact to come your fort. I think the same applies to the adventurers who demand it from the mayor. I'm kinda sure if I had kept playing that first forst eventually an army would have came to demand it.

Title: Re: Dwarf Fortress 0.44.05 Released
Post by: PatrikLundell on February 16, 2018, 03:46:30 am
Referring to the latest development report: I hope the livestock acquisition code has some checks of what's appropriate, so we don't get "livestock" undead brought back from a necro tower raid, or trolls/ogres/blizzard men/beak dogs from a goblin one (and we probably shouldn't get any of those cavern critters dwarves can't tame either, should the gobbos actually have been able to get them).
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Shonai_Dweller on February 16, 2018, 04:09:48 am
Referring to the latest development report: I hope the livestock acquisition code has some checks of what's appropriate, so we don't get "livestock" undead brought back from a necro tower raid, or trolls/ogres/blizzard men/beak dogs from a goblin one (and we probably shouldn't get any of those cavern critters dwarves can't tame either, should the gobbos actually have been able to get them).
But..but...it wouldn't be Granite without beakdog roasts on the menu. Just select no pet retrieval when you raid goblins if you don't want them.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: FantasticDorf on February 16, 2018, 11:26:06 am
The likelyhood of even successfully surviving the battle until its deemed safe to run away from the hive of goblins would take more than enough effort on part of a large dwarf party between a 100 well trained dwarves, lets just see how martial trances fare in such a mosh pit of action. Besides, goblins mass stockpiles goblinite in cheap crude metal goods is likely not worth the effort, id go there almost purely to burn the tower to the ground.

On the other hand you can just mass-drain a elven settlement of remaining giant animals if they don't take part in the battle.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: PatrikLundell on February 16, 2018, 01:24:54 pm
Referring to the latest development report: I hope the livestock acquisition code has some checks of what's appropriate, so we don't get "livestock" undead brought back from a necro tower raid, or trolls/ogres/blizzard men/beak dogs from a goblin one (and we probably shouldn't get any of those cavern critters dwarves can't tame either, should the gobbos actually have been able to get them).
But..but...it wouldn't be Granite without beakdog roasts on the menu. Just select no pet retrieval when you raid goblins if you don't want them.
I use the goblin home delivery service for beak dog roasts...
I'm not that concerned about the beak dogs, but rather "animal" building destroyers that aren't as well trained as Gremlins? For the rest, it's more a matter of consistency.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: iceball3 on February 16, 2018, 04:28:16 pm
The likelyhood of even successfully surviving the battle until its deemed safe to run away from the hive of goblins would take more than enough effort on part of a large dwarf party between a 100 well trained dwarves, lets just see how martial trances fare in such a mosh pit of action. Besides, goblins mass stockpiles goblinite in cheap crude metal goods is likely not worth the effort, id go there almost purely to burn the tower to the ground.

On the other hand you can just mass-drain a elven settlement of remaining giant animals if they don't take part in the battle.
Unfortunately, if combat works in as in worldgen, dwarves will only ever face off with one enemy at a time, hundreds of times, so no martial trance.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Shonai_Dweller on February 16, 2018, 04:43:43 pm
Referring to the latest development report: I hope the livestock acquisition code has some checks of what's appropriate, so we don't get "livestock" undead brought back from a necro tower raid, or trolls/ogres/blizzard men/beak dogs from a goblin one (and we probably shouldn't get any of those cavern critters dwarves can't tame either, should the gobbos actually have been able to get them).
But..but...it wouldn't be Granite without beakdog roasts on the menu. Just select no pet retrieval when you raid goblins if you don't want them.
I use the goblin home delivery service for beak dog roasts...
I'm not that concerned about the beak dogs, but rather "animal" building destroyers that aren't as well trained as Gremlins? For the rest, it's more a matter of consistency.
What's the difference between catching a troll in a cage during a siege and bringing one back from a raid? If you choose to raid goblins for livestock (and, as it says in the devblog, it is a conscious choice you have to make) you should expect to end up with beakdogs and trolls.

Zombies counting as livestock should probably be fixed if that's a real bug though. :)
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: PatrikLundell on February 16, 2018, 05:20:51 pm
"Livestock" ought to be tame animals, not prisoners of war (as long as the current, rather fixed, dwarven ethics are guiding things). You shouldn't compare the troll to a cow, but rather to a goblin, so if catching prisoners becomes a thing, I'd expect trolls to fall in that category, but not to see any trolls before that. Leading cows on (virtual) ropes is rather different from hauling cages with prisoners (on the back of those cows...). I, for one, am not too thrilled at the prospect of seeing my successful raiders to return, only to have the 10 "livestock" ogres they brought back suddenly start to fight them as soon as they return to the embark.
Beakdogs can not be tamed by dwarves, so again, they ought to attack or flee as soon as they return to the embark (or, rather, before being hauled off from the dark pit), so that would be akin to sending out a party to trap wild animals (which I think someone suggested, but I'd be surprised if that would appear in this arc).
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Shonai_Dweller on February 16, 2018, 05:45:43 pm
So give them chains. Not sure it makes sense to be able to bring back a tame elven war-giant rhino without chains either. Even if dwarves do have 'some knowledge of rhino training'.

Not sure how ethics are meant to address semi-intelligent livestock. Dwarves happily wear troll-fur loincloths so I don't think it's been fully thought out yet. But OK, leave the ogres, trolls and Blizzard-men at home.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: FantasticDorf on February 17, 2018, 07:58:19 am
Semi-intelligents are bugged anyway when put in such a position as livestock, effectively occupying both roles of a citizen & a animal from personal experience of modding goblins to be playable. Hopefully seeing this firsthand in vanilla might bump up the priority to get the behaviour fixed since at the given opportunity while it's been noted but passed by because its a non-dwarf feature.

Prior to the tavern arc, the behavior of semi-intelligents was comparable to many other animal creatures, least its a bit odd when you assign a Troll to be a scribe in more recent versions.
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: PatrikLundell on February 17, 2018, 04:58:57 pm
While I haven't played with modding to get slow learners as livestock/citizens, nor animal people to allow them to be captured and trained, I have played a fair bit with gremlins with vanilla behavior, and I believe the modded behavior of animal people at least is the same as that of vanilla gremlins.
Thus, it actually is a dwarf issue, but a fringe one that I don't expect to see any changes to before "wild" animal people are updated to form tribes (or possibly playable ethics allows for slavery).
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: iamgod on March 07, 2018, 12:14:39 pm
is the next update 0.45.0 or 0.44.06
Title: Re: Dwarf Fortress 0.44.05 Released
Post by: Shonai_Dweller on March 07, 2018, 03:42:23 pm
is the next update 0.45.0 or 0.44.06
Depends how much is added. It's a percentage based on a master list of items required to be implemented by 1.0. Almost certainly 44.06.

By the time everything on the devlist for this release cycle is done, might tick over though, like last time.