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Author Topic: Dwarf Fortress 0.34.08 Released  (Read 23819 times)

Toady One

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Dwarf Fortress 0.34.08 Released
« on: May 14, 2012, 06:06:50 am »

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

Here is a hauling release.  I'm sure it has all kinds of interesting issues -- we're going to iron out problems for the next few releases without embarking on anything major in order to restabilize it.  The tile-wise physics causes some oddities on its own (items can't be given a meaningful sub-tile width, so they act a bit strangely if you look at the collisions closely).  Dwarves are also a bit enthusiastic with their new bin/barrel jobs -- when they grab a bin/barrel to load it up, it might have objects in it, and that might lead to conflicts/false shortages on occasion.  We'll have to continue playing around with it.  As far as I can tell, old saves load up fine and have usable minecart/wheelbarrows, so feel free to move your data/save folder over to the new version.  You'll notice your old save stone haulers moving slower -- get some wheelbarrows built at the carpenter's for your stone stockpiles to alleviate that problem.

New stuff
   (*) Minecarts can be used to haul things around on carved/constructed tracks/bridges ('h'auling to set up routes)
   (*) Dwarves can be set to guide, push off, or ride carts that are ready to move to the next stop
   (*) Track stops used to slow/stop cart and/or dump the contents on vehicle entry, can be disengaged with lever/plate
   (*) Pressure plates can be triggered by carts
   (*) Rollers can be used to push cart along when powered
   (*) Minecarts limited to one per tile in general, various collisions can occur
   (*) Wheelbarrows can be linked to stockpiles in order to move heavy objects (it'll auto-request one for stone stockpiles)
   (*) Falling objects can collide with critters
   (*) Camera can be attached to unit or item, can be linked to hotkeys from the unit/item screens

Other bug fixes/tweaks
   (*) Stockpiles can be linked to workshops, can be set to give to multiple piles, can be set to accept items from links only
   (*) Hauling jobs will often be combined, using one container
   (*) Heavy items harder to haul
   (*) Densities/colors updated, based on Uristocrat's data collection thread
   (*) Can filter creature names in arena
   (*) Mine drop rates tweaked, no longer skill-based
   (*) Puzzleboxes/drum makeable
   (*) Stopped blinking on bridges
   (*) Projectiles using new code (most non-shot/thrown projectiles) can skip/skid on liquid/ground
   (*) All flying units use new minecart parabolic flight paths
   (*) Many projectiles do not resolve in adventure mode before your turn (so you can dodge a flying cart by moving away)
   (*) Can create/assign to squads from v-p
   (*) Squads can be given nicknames from v-p or the military screen
   (*) Fixed broken clay stockpile option
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ansontan2000

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Re: Dwarf Fortress 0.34.08 Released
« Reply #1 on: May 14, 2012, 06:08:23 am »

Finally, a way for me to clear up my fortress! Thanks Toady!
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When a soldier makes a mistake, one man dies.
When a captain makes a mistake, a dozen men die.
When a commander makes a mistake, a thousand men die.
When an emperor makes a mistake, well, there is a game save for retry.

Johuotar

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Re: Dwarf Fortress 0.34.08 Released
« Reply #2 on: May 14, 2012, 06:10:19 am »

Welp. I quess I'm not getting stuff done today then. Thanks for the update neverthless! :D

EDIT:
Quote
(*) All flying units use new minecart parabolic flight paths
So catapults might be able to fire over walls? Nice.

Quote
(*) Falling objects can collide with critters
I really like this one too.

Quote
(*) Stockpiles can be linked to workshops, can be set to give to multiple piles, can be set to accept items from links only
YESSS!
« Last Edit: May 14, 2012, 06:16:05 am by Johuotar »
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Splint

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Re: Dwarf Fortress 0.34.08 Released
« Reply #3 on: May 14, 2012, 06:12:36 am »

If it werenn't for the fact I have film studies I'd say screw school today. All hail the great toad for the update!

Newbunkle

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Re: Dwarf Fortress 0.34.08 Released
« Reply #4 on: May 14, 2012, 06:19:44 am »

You're the best!
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EagleV

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Re: Dwarf Fortress 0.34.08 Released
« Reply #5 on: May 14, 2012, 06:26:10 am »

"Diablo comes out tomorrow. I'll do all of my work today. But I'll check the bay12 forums first."

Bad idea. Thanks for yet another awesome-looking update!
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Haspen

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Re: Dwarf Fortress 0.34.08 Released
« Reply #6 on: May 14, 2012, 06:27:06 am »

Yeeeeees!

Yeeeeees!

<3

Japa

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Re: Dwarf Fortress 0.34.08 Released
« Reply #7 on: May 14, 2012, 06:33:22 am »

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Reudh

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Re: Dwarf Fortress 0.34.08 Released
« Reply #8 on: May 14, 2012, 06:33:36 am »

Oh... just as exam prep has started...


 I tell you, Toady, when I have money spare Bay 12 will get a nice donation from moi!

612DwarfAvenue

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Re: Dwarf Fortress 0.34.08 Released
« Reply #9 on: May 14, 2012, 06:34:46 am »

Well then, time to construct a minecart railgun.

And afterwards, Dwarf ODST's via giant platform that drops minecarts loaded with bearded midget warriors right onto the heads of the unsuspecting hostiles. It's awesome as hell just visualizing it, a giant platform releasing minecart drop pods... in fact, if i read the changelog right it says dropped objects now collide with mobs, meaning we can have proper orbital bombardment by dropping off heavy objects from above.


Giant platform in the sky that rains down boulders, anvils and minecarts containing Dwarf soldiers. Your argument is invalid.
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SmileyMan

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Re: Dwarf Fortress 0.34.08 Released
« Reply #10 on: May 14, 2012, 06:44:48 am »

Any clues as to what 'Misc. Object User' is for?

Also THANKS!!!
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In a fat-fingered moment while setting up another military squad I accidentally created a captain of the guard rather than a militia captain.  His squad of near-legendary hammerdwarves equipped with high quality silver hammers then took it upon themselves to dispense justice to all the mandate breakers in the fortress.  It was quite messy.

Thorik

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Re: Dwarf Fortress 0.34.08 Released
« Reply #11 on: May 14, 2012, 06:46:21 am »

toady is awesome
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TomiTapio

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Re: Dwarf Fortress 0.34.08 Released
« Reply #12 on: May 14, 2012, 06:52:35 am »

Many thanks, Lord Toady One!

Now merging the raw changes to the Genesis mod...
This part confuses me:
[REAGENT:A:1:METAL_ORE:ZINC]
[REAGENT:B:1:METAL_ORE:COPPER]
[PRODUCT:100:8:BAR:NO_SUBTYPE:METAL:BRASS][PRODUCT_DIMENSION:150]
which was 1+1 makes 2 in previous vanilla. bronze electrum billon and two pewters also got a 4x increase.
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Deon's & TomiTapio's OldGenesis _40.15_ is here! This is a great mod for adventuring. I have added loads of minerals & trees.
Ironhand tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_15_OldGen_Ironhand.zip
ascii tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_15_OldGen_ascii.zip
Phoebus tiles: https://dl.dropboxusercontent.com/u/8967397/DF40_15_OldGen_Phoebus.zip

Reudh

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Re: Dwarf Fortress 0.34.08 Released
« Reply #13 on: May 14, 2012, 06:54:18 am »

Any clues as to what 'Misc. Object User' is for?

Also THANKS!!!

That's been around for a while, it's the skill that determines how efficent you are as using non-weapons as weapons.

A legendary Misc Object User can beat people to death with tables or slabs or corpses or tails or things like that more effectively than most middling to good swords/axe/weapondudes.

Enki

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Re: Dwarf Fortress 0.34.08 Released
« Reply #14 on: May 14, 2012, 06:55:37 am »

Thanks for these great additions. Can't wait to test them in my new fortress. I especially like the workshop/stockpile changes! :)
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