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Messages - Shonai_Dweller

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7696
DF Announcements / Re: Dwarf Fortress 0.42.05 Released
« on: January 29, 2016, 04:21:32 am »
I have to say that while I love all the new features and all, it has been over 2 years since DF has had a stable release, as in free of critical bugs. Please, could you focus the next couple of releases on fixing bugs that undermine gameplay and game-breaking bugs.
That's what the bug fixing phase is for. The one he's doing right now. Which if past releases are anything to go by still has another 10-15 releases to go.

That we're also getting long asked for features at the same time as the bug fixing is just an added bonus.

42.01
 Major bug fixes
   (*) Fixed some army pathing issues
   (*) Goblins have mounts again
   (*) Fixed long-standing flow bug with unit occupancy
   (*) Stopped some issues with brawls escalating to non-lethal

Other bug fixes/tweaks
   (*) Looking at reaction screen for redded-out reactions in workshop will indicate missing reagents now
   (*) Fixed inversion problem with half of the child/parent conversation thoughts
   (*) Lots of historical figures that weren't around from the beginning didn't have deities when they were supposed to
   (*) Allowed site finder to look for 1x1 sites
   (*) Human civilizations now have randomized values
   (*) Added ability to set invasion wave cap size

42.02
 Major bug fixes
   (*) Fixed world generation freeze caused by error in poetry refrains
   (*) Fixed crash from building constructions on tree leaves etc.
   (*) Fixed calendar crash from bandit bar hoppers
   (*) Fixed crash with children joining socialize activities (most common with migrant waves)
   (*) Made worship activity branch properly (so prayer needs can be satisfied)
   (*) Fixed world gen seed not repeating after abort

Other bug fixes/tweaks
   (*) Can see deity for temple in location screen
   (*) Cannot spot vampires from occupation list anymore
   (*) Fixed a few typos

42.03
Major bug fixes
   (*) Fixed world generation crash from wandering artist writing a book
   (*) Fixed crash from retiring locations in certain circumstances
   (*) Fixed crash associated to adventurer sleeping in inn rooms
   (*) Fixed issue with militia not picking up armor
   (*) Fixed error causing some instruments in chests to not be played
   (*) Fixed error causing instruments and drink service to fail in dining rooms
   (*) Fixed error causing scribes not to use some blank writing materials
   (*) Fixed error causing overall scribe operation to be stalled by a bad target codex
   (*) Made training marksdwarves want both combat and training ammunition and fetch stacks appropriately (thanks to ag for analyzing this one)
   (*) Fixed issue with starting instrument causing it to duplicate
   (*) Fixed one way for horses to become playable (not sure about dogs/donkeys)
   (*) Stopped dead/caged commanders from stopping invaders from moving (thanks to vjek for preparing a very useful and funny save)
   (*) Stopped cats from dying of alcohol poisoning after walking over damp tavern floors and cleaning themselves (reduced effect)
   (*) Put new caps in place on animals in towns during world generation
   (*) Stopped bookbinders and string makers from trying to use loose spider webs (thanks to Knight Otu for reminded me about raw tag)

Other bug fixes/tweaks
   (*) Made the add new task list remember where it was again
   (*) Tweaked how distance is calculated for certain jobs
   (*) Stopped certain ramp/channel digging jobs from temporarily disturbing pathing and distance calculations (thanks to Loci for reproducible procedure)
   (*) Made edible seed-type growths gatherable
   (*) Stopped wander history spam for adventurer
   (*) Stopped nobles from other civilizations from making mandates and demands
   (*) Stopped weapon slayer list from giving away fort vampires
   (*) Handled some basic shaped conflicts with clothing vs. armor
   (*) Changed how owned objects are managed with clothing -- might be some trinket drops in old saves
   (*) Allowed goblets on embark
   (*) Made modded wood furnace reactions list properly
   (*) Fixed typo with untitled written content
   (*) Fixed typo in haunting conversation
   (*) Fixed several typos in personality/value strings
   (*) Fixed instrument values in old saves
42.04
Major bug fixes
   (*) Allowed dwarves praying at temple dedicated to no particular god to choose prayer target according to need
   (*) Stopped adv mode goblin animals from fighting gobs and each other
   (*) Fixed error causing underground sewer dwellers to copy town stockpile, lag-killing certain towns
   (*) Stopped crash with goblet trading
   (*) Made retire store away merchants and diplomats and not mark visitors and residents as hostile
   (*) Made non-military visitors do citizenship petitions properly
   (*) Fixed broken merchant-elevated-to-liaison that sits at trade depot for entire life

Other bug fixes/tweaks
   (*) Fixed error with building profiles causing underground bandit leaders to roam streets
   (*) Vampire guests of various kinds give themselves cover identities (those on-site will still be revealed in old saves)
   (*) Stopped some position elevation announcements from giving away vampires
   (*) Removed trade goods from retired sites if living merchant is still present
   (*) Made animals less afraid of casual relationships
   (*) Various animal tweaks that came up during the peopling (see file changes.txt)
   (*) Marked visitors correctly in site text export
   (*) Fixed a cause of string entry key conflicts
   (*) Made it list proper subregion when talking about certain adventurer rumor sites instead of subregion where speaker is standing
42.05
Major bug fixes
   (*) Made drunken dwarves spar properly again
   (*) Stopped dwarves from carrying mugs forever
   (*) Stopped adv goblin performance troupes from attacking strangers while traveling
   (*) Stopped reanimated corpses from being stuck on wrong side of conflicts
   (*) Gave underground populations zone assignments to stop them from erupting outward
   (*) Fixed inconsistent underground vegetation generation (which caused underground site maps to generate inconsistently)
   (*) Fixed various city vegetation clearing routines which were causing holes in the ground above sewers and catacombs

Other bug fixes/tweaks
   (*) Zombies no longer dodge, parry, block, wrestle or run, and they do charging attacks whenever possible
   (*) Zombies don't get defense adjustments for body part type and they don't find or stop combat opportunities
   (*) Reduced zombie strength bonus (old saves will still be strong)
   (*) Made severing all non-smashed heads put down a zombie (can be reanimated if has working grasp, smashing heads already worked)
   (*) Made severing/smashing any working grasp put down a headless zombie (can be reanimated if has another working grasp)
   (*) Neck gets same combat chance adjustment as head
   (*) Made bandits that run off cancel town harassment goals
   (*) Bandits camps don't immediately send new armies to re-harass towns
   (*) Stopped camp bandits from being placed in trees so often
   (*) Allowed save/load in arena
   (*) Made creature object load bar page properly
   (*) Labeled xml encoding as cp437 instead of utf-8

Bugs like never dropping goblets, poor use of barrels, random rearranging of fortress parts while sleeping and other such bugs have also been fixed for 42.06. Dwarf Fortress won't ever be truly 'stable' until ver 1.0. That's what alpha means.

7697
DF General Discussion / Re: Isn't there just too much detail?
« on: January 28, 2016, 10:23:25 pm »
Bay12? Free of flamewars? I'll give the gay dwarves thread as a recent-ish example.

Also Deon dorsi specifically mentioned "without external utilities", which seems fair. There is no way to get to know more about dwarves' previous groups without legends viewer or opening a copy of the save in legends mode. Same goes for figures on engravings and many other things.
But vanilla DF offers you the option to export maps and an (incomplete) xml of legends in order for you to browse in a more convenient form. So it's kind of expecting you to use something like legends viewer.

7698
DF Dwarf Mode Discussion / Re: How to switch level i am viewing?
« on: January 26, 2016, 10:06:02 pm »
Escape - Keybindings - set z-level up/down to anything that works on your keyboard.

As stated, lnp as well as some graphics packs sometimes include their own keybindings (presumably some people find that helpful?).

7699
Retire, send in an adventurer legendary leg chopper. That way you can have as many paralysed dwarves as you like and are able to pick and choose who you want to Science on.

7700
DF General Discussion / Re: Future of the Fortress
« on: January 26, 2016, 06:13:20 pm »
Reminds me of The Hobbit adventure game where every goblin had his own adjective. The nasty goblin enters, the hideous goblin goes south, the disgusting goblin attacks Thorin, with one well placed blow cleaves his skull, Gandalf says 'hurry up'...happy days. :)
Urist McMonarch cancels attack, singing about gold.
Could continue quoting this all day, but I sense Toady's pale bulbous eyes staring at us. Time to move on. Wait.  Wait...
:)

7701
DF Dwarf Mode Discussion / Re: Quick Question
« on: January 26, 2016, 06:06:01 pm »
So, the dwarf with "Watch Dance!" in magenta has a stronger need for that, whereas the ones who are only displaying "Watch Dance" in green have satisfied the need somewhat?  If that is the case, it makes sense.

What I don't understand is dwarves who say they haven't worked or seen their families (99% are single), but yet haven't been able to worship.  I have temples for everyone, right off the tavern and library.  Well, that's why this game is an alpha.   :)
Are you playing the latest version? There was a bug with dwarves who need to worship multiple gods only ever being able to pray to one of them despite having temples, leading to them getting stressed. It's been fixed now (apparently).

7702
DF General Discussion / Re: Future of the Fortress
« on: January 26, 2016, 05:05:32 pm »
Reminds me of The Hobbit adventure game where every goblin had his own adjective. The nasty goblin enters, the hideous goblin goes south, the disgusting goblin attacks Thorin, with one well placed blow cleaves his skull, Gandalf says 'hurry up'...happy days. :)

Missing body parts adjectives could be 'noseless', 'one-armed', 'neutered', etc.

7703
DF Gameplay Questions / Re: Civilizations Spawning in Fortress Mode
« on: January 26, 2016, 07:34:15 am »
It's theoretically possible.
However, most of the time worldgen seems to hit it's site limit before the end. This means almost no-one's going out building new sites while you're playing.

Someplace close to you might get taken over by goblins of course, or they may reclaim a ruin near to you. Then again, if you're close enough to somewhere close enough to be attacked, then you're probably already close enough to be attacked yourself.

I'm playing with an extra civilization of aggressive city-building Minotaurs. Checking legends in between fortresses/adventures usually shows some pretty dramatic changes (they're totally OP and rofl stomp the earth with no real problems).

7704
DF General Discussion / Re: Isn't there just too much detail?
« on: January 26, 2016, 06:09:16 am »
While I agree that the issue is presentation of information not amount (the more the better, thanks!). What the OP actually said there was too much information and that cutting it down is the solution. Most responders disagreed and the main suggestion was that if arranged better, 10 times the information would still be fun.

I created a small world with 7 civs and 150 years to try to cut back on how much was going on, but still I have 8.5k historical figures and 400 different groups and sites and about 200 artifacts made by necromancers and it's just way, way, way too much to even read a fraction of let alone remember or comprehend

I think it's interesting to have a bit of randomly generated detail to give individual character, but the game crossed the line between interesting and completely and utterly overwhelming about 50 miles ago. I really think less is more in this situation. If every dwarf only had 1 or 2 likes and personality traits it would make them stand out a lot more than having a wall of text. I might be able to follow the events of the world if every group of random vagrants didn't give themselves a stupid name and think their trudge across the desert of loathing was as important as the fact that the capitol city of my dwarves was just conquered by the elves. Why do we even so many group names anyway? There's the civilization name, the group name, and the site name. Couldn't we just ditch the middle one so instead of the Living Tombs from the Handle of Zeal founding Bootproblems, it's just the Handle of Zeal founds Bootproblems? Why do they need to be an independent group as well as part of a civilization?

Does anybody actually read all this stuff and not find it completely repetitive and overwhelming?

7705
DF Gameplay Questions / Re: Newer changes?
« on: January 26, 2016, 12:47:17 am »
Just play like 40.24 but keep an eye out for distracted dwarves. Check their thoughts and you'll soon see if you need to work out how to build a temple or a tavern or something. It's all fairly self explanatory, complicated musical instrument building even comes with pop-ups hints explaining what you need to do.

Embark sensibly as you would in 40.24 and there's a good chance of sieges and stuff (modify the goblins siege triggers if population 80 is too long to wait for them to arrive).

You can embark next to a tower for extra early fun these days as it's actually possible to fight zombies now.

I think the wealth counter is broken right now so titans and human caravans might take a while to turn up (fixed in next version).

Also try Adventurer too. Much improved over 40.24.

Oh, and while saves are compatible with 40.24, there's not much point in carrying one over. A lot of the new stuff (music, poetry, books, etc) requires history to exist.

7706
He may have spotted the enemy on his way to the burrow. Military dwarves sometimes ignore my defend burrows order if they spot the enemy first, and drunk brave dwarves may do the same in the latest version.

Never seen a dwarf ignore my civilian alert and actually leave the burrow to go in search of a fight though. Can the civilians see the enemy coming from their burrow?

7707
DF Dwarf Mode Discussion / Re: How do dwarfs see?
« on: January 24, 2016, 05:25:50 am »
Also lamps, torches, etc might be an interesting addition for future dev!? Maybe lighting is not required but will increase happy thoughts in vicinity, like wells. Now imagine a well AND lighting :)

Toady's Development page says:
Quote
FIRE AND LIGHTING ARC: The lighting in caves is artificial right now. It should be pitch black. This is also true of moonless cloudy nights. Once that's in, your adventurer will want fire. Fire can also come up in dwarf mode in various ways. Related to Core14, Core55, Req96 and PowerGoal150.

Req96, LIGHTING, (Future): Should be pitch black inside adventure caves and on cloudy moonless nights. Vision state should influence what you can see. Can try to make sunlight shine inside caves a bit by casting light lines on map-gen. Can track light with RGB filters so that things through red gem windows look red, etc. Things seen through glass statues could be distorted from their proper positions. Once fire is in, can do torches and other such light sources. Dwarves could place fires or gem lamps in dark places. Any magical take on alchemy could make extensive use of gems in this fashion, and the different colors of light can please certain nobles etc. Related to Core55.

PowerGoal150, I SAW A BRIGHT LIGHT, THEN EVERYTHING WENT DARK, (Future): You stand before your opponent, blocking the sun. You jerk to the side, blinding him with the sun's rays before headbutting him in the teeth.

Some of this is quite old and may have been re-thought since, but it essentially shows Toady does have eventual goals for lighting.

7708
Where would you like us to post bugs, text issues, strange occurances and so on? This thread, github or someplace else? Seems like each time I browse a new world I spot some new issue I hadn't noticed before. But I don't really want to fill up this thread with my posts.

7709
DF General Discussion / Re: Future of the Fortress
« on: January 23, 2016, 07:57:58 am »
42.24?

7710
DF Dwarf Mode Discussion / Re: Jenga fortress
« on: January 22, 2016, 08:49:40 pm »
What if play lasts for just one season? Then it's a bit more of a gamble. You could try setting up a caged dragon ready for release but just run out of time before it's ready. The next bunch of players see your evil plan and keep it on hold until your turn comes round again.

Or they say they will, but there's always one guy who'll set it off early...

:)

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