Dwarf Fortress > DF Announcements

Dwarf Fortress 0.34.04 Released

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Toady One:
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Here is the second set of fixes for the major release.  There are still enough problems with the new stuff to warrant continued work there before I move on to older issues, and the next release will probably be within the timeframe of the last two.

Major bug fixes
   (*) Fixed crash with historical figure cull vs. wandering groups
   (*) Stopped historical figures from starving
   (*) Stopped various corruption crashes and weird effects, mainly from aborted world gens (nice catch, Lightning4!)
   (*) Stopped original population associated to historical figure from screwing up its allegiances
   (*) Stopped it from moving criminal leaders with routine civilian moves, changing their allegiances
   (*) Stopped populations from villages/trade partners from migrating into dungeon outcast groups all at once (one group had 15000!)
   (*) Stopped werebeasts from gumming up world gen
   (*) Stopped raised corpses from having various allegiances
   (*) Vampires that take over sites lose other allegiances
   (*) Made soldiers from previous forts clean up military info upon arrival at current fort
   (*) Stopped ghosts and royal family members and undisguised vampires (aside from the king/king's group vamps) from immigrating to fort
   (*) Fixed a new bug that completely stopped archery training
   (*) SDL version: TrueType crash from long strings (Baughn)

Other bug fixes/tweaks
   (*) Changed which entity moves to which sites, mainly so elf pops don't live in fortresses and vice versa without acclimating to a city first
   (*) Set labor list for migrants by default (can turn off in data/d_init.txt)
   (*) Added a tab for other stones in stone list and made stones with a reaction product class list as economic in stone list
   (*) Sped up adv mode loading/offloading somewhat, and cleaning should be a bit faster -- there are still really slow patches that need work
   (*) Controlled snatcher number in world gen
   (*) Decreased questing rate in world gen
   (*) Stopped reraised corpses from bleeding to death
   (*) Stopped forbid/melt/traffic/etc. mouse from messing with keyboard
   (*) Gave more indication for forbidden workshops
   (*) Made forbid/etc. from stocks screen not effect building items when applied to an entire group
   (*) Changed ramp names to indicate unusability due to missing walls or lack of space above
   (*) Sterilized zombies and mummies (only husk-type zombies need the STERILE tag)
   (*) Cleaned up some botched zombie names (old saves will need to let their zombies fall once and they should be better on reraise)
   (*) Made vampires fleeing to site in world gen require pop to fit into
   (*) Made vampire cults follow tyrant vampires properly
   (*) Vampire nicknames, profession, position names work
   (*) Vampires won't try to pin crimes on animals
   (*) Can 'g'et items from cabinets and other building furniture in adv mode now
   (*) Kea will not follow each other so closely when stealing
   (*) Fixed busted horseshoe crabs/men
   (*) Improved the age name calculator, especially as it regards the dominant race after megabeasts are cleared
   (*) Changed treasure room quality and item selection
   (*) Stopped designation at the bottom of the map from unhiding portions of it sometimes
   (*) Unobscured unit list option from main menu
   (*) Stopped world gen group from lingering in memory after bandits become criminals under town
   (*) Goblins can have higher pops in their important towns
   (*) Applied att change syndrome size modifiers properly (stops weird speed issues with adv blood drinking)
   (*) A few other minor tweaks listed in file_changes.txt
   (*) SDL version: Highlighting on unit screen fixed for TrueType (Baughn)
   (*) SDL version: Turning on playback while recording will no longer record the previously recorded keys (Baughn)
   (*) SDL version: TrueType text will now overwrite properly in some adventure mode circumstances (Baughn)
   (*) SDL version: Fixed some minor memory leaks (Baughn)
   (*) SDL version: Minor stability improvements (Baughn)
   (*) SDL version: Fixed some of the spacing issues with TrueType

edit: DF 0.34.04 fixes a crash bug that would be caused by exporting a map after world gen (or at other times).

Lysabild:
10 minutes after waking up, thanks!

Cyco_Chicken:
Do I need to start new forts now?

Toady One:
Forts from 0.34.02 should work.

CaptainArchmage:
Excellent, looking forward to trying this out.

   
--- Quote ---(*) Changed which entity moves to which sites, mainly so elf pops don't live in fortresses and vice versa without acclimating to a city first
--- End quote ---

Does this mean Elves need to move to a Human City and get used to life there before they can stand living in a Dwarf Fortress?

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