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Author Topic: Dwarf Fortress 0.34.07 Released  (Read 98707 times)

Toady One

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Dwarf Fortress 0.34.07 Released
« on: March 30, 2012, 07:36:02 am »

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Here is another set of bug fixes.  Be warned that some animals had their tiles changed to match the size convention.

Major bug fixes
   (*) Stopped crash from some odd creatures transforming into werebeasts
   (*) Fixed crash from sites on the edge of the map
   (*) Fixed old adv mode save imports
   (*) Slab to missing allowed, once missing status has been announced (unless from reclaim, then you can always do it)
   (*) Made animated corpses that collapse still count toward putting down ghosts
   (*) Stopped undead from getting werecurses -- generally made animation/ghost/acquired tags count for more
   (*) Removed negative clothing thoughts for children

Other bug fixes/tweaks
   (*) Stopped people from dropping random crafts/weapons on edge of map again
   (*) People should more consistently bring axes, picks, crossbows, quivers, ammo
   (*) Temporarily made amulets/backpacks etc. have no layering info (was screwing up clothing, will return to it)
   (*) Limited number of hunting/vamp crafts
   (*) Flux check in site finder should match with text now
   (*) Stopped vamps from bragging about their kills
   (*) Lists ghost/slab number/burial state in memorial list and stuck announced ghosts without slab item on the very top
   (*) Fixed blank memorial names
   (*) Husks have more information removed (pasture/pet/some job targeting/etc)
   (*) Opposition to life now overrides peace with wildlife
   (*) Stopped dwarves leading animals from going moody
   (*) Imported saves from 34.05 and earlier will have eggs that produce tame hatchlings
   (*) Option between skill/unit based profession setting in d_init
   (*) Made initial equipment based on profession setting rather than unit type
   (*) Fixed broken animal overall training scrolling
   (*) Mood dwarves no longer ask for "rock bars" and it says "bones" instead of "body parts"
   (*) Displayed medical dates correctly (they were a day off)
   (*) Season announcement appears with correct date
   (*) Correct year will show up on announcement screen
   (*) Displayed gender for some items that were showing up as duplicate entries
   (*) Gender in kill list (duplicate entries again)
   (*) Fixed some mannerism pronouns
   (*) Various raw fixes (see file_changes) -- highlight is that various underground animal men have attacks again
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Johuotar

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Re: Dwarf Fortress 0.34.07 Released
« Reply #1 on: March 30, 2012, 07:39:22 am »

Thank you! Bug fixes are the best!

Quote
(*) Lists ghost/slab number/burial state in memorial list and stuck announced ghosts without slab item on the very top

That, I like.
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snelg

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Re: Dwarf Fortress 0.34.07 Released
« Reply #2 on: March 30, 2012, 07:49:25 am »

Perfectly in time for the weekend!
The bug-fix releases have really made the game a lot more enjoyable to play.
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MagmaSolutionsInc

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Re: Dwarf Fortress 0.34.07 Released
« Reply #3 on: March 30, 2012, 07:53:22 am »

God dammit Toady.

They only just released DFHack for 0.34.06  :P


Just kidding. The fixes are great. Just want some more permanent options to deal with vampires now.

e: Also, I will miss the inherent comedy in vampires bragging about how many humans they've killed  ;D
« Last Edit: March 30, 2012, 07:58:15 am by MagmaSolutionsInc »
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Kogut

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Re: Dwarf Fortress 0.34.07 Released
« Reply #4 on: March 30, 2012, 08:01:34 am »

Quote
(*) Lists ghost/slab number/burial state in memorial list and stuck announced ghosts without slab item on the very top
Next great bugfix! I wonder what will be squashed in this round...
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Rose

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Re: Dwarf Fortress 0.34.07 Released
« Reply #5 on: March 30, 2012, 08:04:42 am »

Woo!
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Vherid

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Re: Dwarf Fortress 0.34.07 Released
« Reply #6 on: March 30, 2012, 08:12:19 am »

Love these fixes,
Quote
You can have your dwarves start/arrive without any labor types enabled here by setting this to NO.  You can also set it to SKILLS to make the labor list set by skill, or BY_UNIT_TYPE to have it done by overall unit type.

It's my understanding that this switches between, for example Urist is a mason with 5 pts in masonry, SKILLS setting his labor to just masonry, and BY_UNIT_TYPE setting his labors to masonry and stone detailing because he would be a stoneworker?

Toady One

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Re: Dwarf Fortress 0.34.07 Released
« Reply #7 on: March 30, 2012, 08:19:17 am »

If he's got presser and thresher (and is unit type "farmer"), then UNIT_TYPE enables all farming labors, where SKILLS just enables the two.  If he's got presser and thresher, but for some reason is unit type "presser", then UNIT_TYPE enables just pressing, where SKILLS still enables the two.
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Vherid

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Re: Dwarf Fortress 0.34.07 Released
« Reply #8 on: March 30, 2012, 08:19:59 am »

Alright thanks.

thvaz

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Re: Dwarf Fortress 0.34.07 Released
« Reply #9 on: March 30, 2012, 08:21:00 am »

Thanks Toady!

Should we expect more bugfixes?
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Toady One

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Re: Dwarf Fortress 0.34.07 Released
« Reply #10 on: March 30, 2012, 08:24:29 am »

Yeah, although it might depend on how you characterize the hauling changes since some of those'll be coming pretty soon, with fire AI sometime after that (since I promised both of these for the bug fix cycle, along with some other stuff).  Regular bug fixes will also continue.  I might be busy until the first with the typical month-end stuff (crayon etc.).

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Kogut

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Re: Dwarf Fortress 0.34.07 Released
« Reply #11 on: March 30, 2012, 08:28:21 am »

Smarter dwarves and better hauling! And more bugfixes! Woooho!  :D
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Garath

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Re: Dwarf Fortress 0.34.07 Released
« Reply #12 on: March 30, 2012, 08:28:58 am »

can I swap creature and entity raws with the edited ones out of 34.06? Making all relevant grazers actually manageable is always a bit of trouble (starving to death while eating continuously) and this is actually the first time I thought of just copy pasting them (facepalm).

do dwarfs still jump off waterfalls? Have been doing some flat embarks lately, so I don't know anymore.
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Kogut

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Re: Dwarf Fortress 0.34.07 Released
« Reply #13 on: March 30, 2012, 08:31:01 am »

can I swap creature and entity raws with the edited ones out of 34.06? Making all relevant grazers actually manageable is always a bit of trouble (starving to death while eating continuously) and this is actually the first time I thought of just copy pasting them (facepalm).
Probably it will work (copying raws, not entire folder!), but Toady fixed animalman raws, so it may be a good idea to merge this group of fixes.
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trees

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Re: Dwarf Fortress 0.34.07 Released
« Reply #14 on: March 30, 2012, 08:31:59 am »

file changes.txt will let you know the specifics about what raw files were changed between releases.
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