Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 ... 8

Author Topic: Dwarf Fortress 0.34.05 Released  (Read 58942 times)

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Dwarf Fortress 0.34.05 Released
« on: March 06, 2012, 08:46:29 am »

Download (Click refresh on your browser if it doesn't show up)

The necromancer crash was coming up so often in crash reports that I figured now was a good time for another release.  Here it is!  Note that any old vanilla saves you move over will have a short error log on load for their broken eyelid raws.  This isn't a big deal, and you can either update the body detail plan file or just leave it.  New saves won't have this problem.

Major bug fixes
   (*) fixed crash from necromancers in dwarf mode
   (*) fixed crash from seed traders that only have access to wool bags
   (*) stopped adv mode sleeping from sticking you on rooftops and teleporting you outside of castles (underground case not done yet)
   (*) removed many effects and secret identity from ghosts (vampirism/lycanthropy/necromancer status etc.)

Other bug fixes/tweaks
   (*) traded adv mode items will go to backpack/quiver first depending on type
   (*) dwarves won't get unhappy thoughts from dead/rotting relatives if their deaths are not known
   (*) made various animals non-threatening (new saves only -- BENIGN tag can be added to old save raws, see file_changes.txt)
   (*) stopped untowered necromancers from losing their zombie pops in their camps
   (*) fixed broken names for bones and other butcher products
   (*) removed items from abandoned houses/shops
   (*) allowed adv mode abilities/powers to page through targets
   (*) vampires no longer blame children/babies
   (*) fixed broken companion paging/viewing for large numbers of companions
   (*) stopped undead cats from adopting dwarves
   (*) messed with crabs/horseshoe crab water behavior
   (*) disallowed animation of bogeymen (new saves only)
   (*) changed mule/muskox color
   (*) fixed a few animal descriptions
   (*) eyes/eyelids were broken in various ways
   (*) tweaked appearance of nearly empty sleep bar
Logged
The Toad, a Natural Resource:  Preserve yours today!

MagmaSolutionsInc

  • Bay Watcher
  • Likes elves for their screaming, bubbling noises.
    • View Profile
Re: Dwarf Fortress 0.34.05 Released
« Reply #1 on: March 06, 2012, 08:51:04 am »

        (*) removed many effects and secret identity from ghosts (vampirism/lycanthropy/necromancer status etc.)
        (*) removed items from abandoned houses/shops
   (*) vampires no longer blame children/babies
   (*) stopped undead cats from adopting dwarves
   (*) disallowed animation of bogeymen (new saves only)

These fixes make me sad. They were funny.
Logged
stopped zombie cats from adopting dwarves

... with magma.

SalmonGod

  • Bay Watcher
  • Nyarrr
    • View Profile
Re: Dwarf Fortress 0.34.05 Released
« Reply #2 on: March 06, 2012, 09:14:22 am »

   (*) stopped undead cats from adopting dwarves

Reading this just makes me grin, because... only in Dwarf Fortress.
Logged
In the land of twilight, under the moon
We dance for the idiots
As the end will come so soon
In the land of twilight

Maybe people should love for the sake of loving, and not with all of these optimization conditions.

MagmaSolutionsInc

  • Bay Watcher
  • Likes elves for their screaming, bubbling noises.
    • View Profile
Re: Dwarf Fortress 0.34.05 Released
« Reply #3 on: March 06, 2012, 09:18:40 am »

BTW Toady, any chance of some further follow-on to fortress mode vampires? Some way that the fort can decide "No, this guy's definitely a vampire" and do something permanent to them?

I guess it could be an extra justice option - dwarf is accused of vampirism, you can convict them and choose to execute with prejudice. That way, those who don't want their vampires dead can keep them, but the option is always there if needed? I guess the same would apply for lycanthropes and necromancers. And they could perhaps have the option to resist/flee. Perhaps if they flee, they can come back with reinforcements at some stage (or in a future version).

Just a question, anyhow. I could see further fun in dwarf vampires accusing others of vampirism in order to get them executed, for example, with all the unhappy thought fun that that could produce.

e: This would also be more "consistent" with adventure mode, since villagers will happily ask you to go kill a vampire that's bothering them. Whereas currently, dwarves are happy to whack them with a hammer and let them go. Except in one fort where, for some reason, my militia commander decided to murder the vampire. And then got hammered to death for it  >:(

e2: also being able to 'pit' vampires, etc, once the dwarves know them for what they are. Trying to think of extra fun and improvements, rather than just a "waaaah! i don't like vampires!" post.
« Last Edit: March 06, 2012, 09:25:55 am by MagmaSolutionsInc »
Logged
stopped zombie cats from adopting dwarves

... with magma.

klingon13524

  • Bay Watcher
  • The Mongols are cool!
    • View Profile
Re: Dwarf Fortress 0.34.05 Released
« Reply #4 on: March 06, 2012, 09:21:30 am »

   (*) stopped undead cats from adopting dwarves

Reading this just makes me grin, because... only in Dwarf Fortress.
Goody goody, a new release. Wait, it fixes WHAT? Yeah, I'll hold out.
Logged
By creating a gobstopper that never loses its flavor he broke thermodynamics
Maybe it's parasitic. It never loses its flavor because you eventually die from having your nutrients stolen by it.

Musaab

  • Bay Watcher
    • View Profile
    • Rogue Code
Re: Dwarf Fortress 0.34.05 Released
« Reply #5 on: March 06, 2012, 09:54:12 am »

What about child vampires?  Who gets blamed then?
Logged

Rumrusher

  • Bay Watcher
  • current project : searching...
    • View Profile
Re: Dwarf Fortress 0.34.05 Released
« Reply #6 on: March 06, 2012, 10:18:59 am »

so a 34.06 patch to add these fun glitches back in then?
Quote


   (*) disallowed animation of bogeymen (new saves only)

Like this,

FREEZOMBIEBOGIES

I had them since 31.xx I should be able to still have them now. :'(

But I'm sure this is due to the never ending crackling bug that's tied to them even though you can bypass this if you transform them as a zombie.
I wonder if this circumvents the issue of polymorphing bogies as well since doing that will instantly crash the game and this bug work on custom bogies as well.
« Last Edit: March 06, 2012, 11:38:48 am by Rumrusher »
Logged
I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

KiTA

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.34.05 Released
« Reply #7 on: March 06, 2012, 10:40:20 am »

Wait, Necromancers can appear in Dwarf Fortress mode?  Like, what, they can attack?  Migrate?  I couldn't embark on a Necromancer tower, I didn't think?
Logged

Footkerchief

  • Bay Watcher
  • The Juffo-Wup is strong in this place.
    • View Profile
Re: Dwarf Fortress 0.34.05 Released
« Reply #8 on: March 06, 2012, 10:43:32 am »

Wait, Necromancers can appear in Dwarf Fortress mode?  Like, what, they can attack?  Migrate?  I couldn't embark on a Necromancer tower, I didn't think?

They attack like other types of invaders.
Logged

stool

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.34.05 Released
« Reply #9 on: March 06, 2012, 10:48:30 am »

   (*) stopped undead cats from adopting dwarves

Reading this just makes me grin, because... only in Dwarf Fortress.
Goody goody, a new release. Wait, it fixes WHAT? Yeah, I'll hold out.
Indeed :)
thanks for all your work toady, we love you^^
Logged

Musaab

  • Bay Watcher
    • View Profile
    • Rogue Code
Re: Dwarf Fortress 0.34.05 Released
« Reply #10 on: March 06, 2012, 10:49:02 am »

And they are relentless!

"mutilated dog corpse attacks"
"mutilated dog head attacks"
"mutilated dog eye attacks"

:)
Logged

KiTA

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.34.05 Released
« Reply #11 on: March 06, 2012, 11:05:07 am »

Wait, Necromancers can appear in Dwarf Fortress mode?  Like, what, they can attack?  Migrate?  I couldn't embark on a Necromancer tower, I didn't think?

They attack like other types of invaders.

Wow.  Never seen that.  Do I need to embark in an area with "Tower" as a neighbor?
Logged

Buttery_Mess

  • Bay Watcher
  • 11x11
    • View Profile
Re: Dwarf Fortress 0.34.05 Released
« Reply #12 on: March 06, 2012, 11:41:14 am »

Wait, Necromancers can appear in Dwarf Fortress mode?  Like, what, they can attack?  Migrate?  I couldn't embark on a Necromancer tower, I didn't think?

They attack like other types of invaders.

Wow.  Never seen that.  Do I need to embark in an area with "Tower" as a neighbor?

Yes, you need to embark quite close to the tower to get necrovasions.
Logged
But .... It's so small!
It's not the size of the pick that counts... it's the size of the man with the pick.

guebstrike

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.34.05 Released
« Reply #13 on: March 06, 2012, 12:28:38 pm »

And they are relentless!

"mutilated dog corpse attacks"
"mutilated dog head attacks"
"mutilated dog eye attacks"

:)

I'll never forget my first .34.01 fort which was overrun by reanimated mussel shells and donkey head hair. Taught me to never leave my refuse piles above ground.
Logged
He is the former holy fungus of The Fellowship of Hell

KiTA

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.34.05 Released
« Reply #14 on: March 06, 2012, 12:31:27 pm »

Wait, Necromancers can appear in Dwarf Fortress mode?  Like, what, they can attack?  Migrate?  I couldn't embark on a Necromancer tower, I didn't think?

They attack like other types of invaders.

Wow.  Never seen that.  Do I need to embark in an area with "Tower" as a neighbor?

Yes, you need to embark quite close to the tower to get necrovasions.

Hm, how close are we talking about?  See the tower in the region map?  On the local map?  Just see "Tower" in the list of neighbors?
Logged
Pages: [1] 2 3 ... 8