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Author Topic: First Impressions .40.01 AND BEYOND!  (Read 108855 times)

Broseph Stalin

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Re: First Impressions .40.01
« Reply #360 on: July 10, 2014, 03:31:28 pm »

Can we mod tears to cause blindness and pain? I want to punish the dwarves who keep walking to the stockpile to cry about the kobold we killed.

Henny

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Re: First Impressions .40.01
« Reply #361 on: July 10, 2014, 03:31:36 pm »

Got a siege in early Autumn of the first year.  Dwarf population: 9.  Goblin army size: 10.  They seem to be operating in two squads of 5, with a bowman in one squad and a crossbowman in the other.  I was able to wall myself in, so they can't hurt me at the moment, but... man.
Interesting since the triggers in the raws haven't changed since last version... well, it's understandable if the new army movement doesn't take that into account.
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Splint

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Re: First Impressions .40.01
« Reply #362 on: July 10, 2014, 03:39:11 pm »

Got a siege in early Autumn of the first year.  Dwarf population: 9.  Goblin army size: 10.  They seem to be operating in two squads of 5, with a bowman in one squad and a crossbowman in the other.  I was able to wall myself in, so they can't hurt me at the moment, but... man.
Interesting since the triggers in the raws haven't changed since last version... well, it's understandable if the new army movement doesn't take that into account.
If they were all properly armed it was a siege, if not, then that was a bandit raid/passing group of bandits. Also helps to check the civ screen. I was attacked by some human outlaws not too far into my second year.

greycat

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Re: First Impressions .40.01
« Reply #363 on: July 10, 2014, 03:39:45 pm »

From http://www.bay12games.com/dwarves/mantisbt/changelog_page.php :
Quote
- 0006334: [Creatures] Creatures, including dwarves, born in the fortress do not grow to full adult size. (Toady One) - resolved.

:D :D

If they were all properly armed it was a siege, if not, then that was a bandit raid/passing group of bandits. Also helps to check the civ screen. I was attacked by some human outlaws not too far into my second year.

My attackers were definitely a siege.  I had the popup, I had the SIEGE in the corner, they appeared as invaders on the units screen, they had weapons and armor.  But they do NOT appear in the civ screen at all.  (Just filed #6972 for that.)
« Last Edit: July 10, 2014, 03:45:52 pm by greycat »
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Splint

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Re: First Impressions .40.01
« Reply #364 on: July 10, 2014, 03:45:03 pm »

Probably bandits then. A unit of roughly five dwarves with solid discipline and good training (at least competent/skilled) are able to face a bandit group easily, and such groups will be more likely to become helpless if you manage the first kills.

Lich180

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Re: First Impressions .40.01
« Reply #365 on: July 10, 2014, 03:46:36 pm »

Spoiler (click to show/hide)

Cherry blossoms fall,
Covering the ground in white.
Gorgeous release.

(White clouds are the falling flowers, white ground is where flowers cover the grass)
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dennislp3

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Re: First Impressions .40.01
« Reply #366 on: July 10, 2014, 03:50:44 pm »

From http://www.bay12games.com/dwarves/mantisbt/changelog_page.php :
Quote
- 0006334: [Creatures] Creatures, including dwarves, born in the fortress do not grow to full adult size. (Toady One) - resolved.

:D :D

Thank freakin god...thats one of those terrible game breaking bugs in my opinion
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Splint

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Re: First Impressions .40.01
« Reply #367 on: July 10, 2014, 03:51:51 pm »

From http://www.bay12games.com/dwarves/mantisbt/changelog_page.php :
Quote
- 0006334: [Creatures] Creatures, including dwarves, born in the fortress do not grow to full adult size. (Toady One) - resolved.

:D :D

Thank freakin god...thats one of those terrible game breaking bugs in my opinion

It's why I never used blunt weapons.

Spehss _

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Re: First Impressions .40.01
« Reply #368 on: July 10, 2014, 03:58:51 pm »

Can we mod tears to cause blindness and pain? I want to punish the dwarves who keep walking to the stockpile to cry about the kobold we killed.
What if one of the causes for tears is pain? Then if a dwarf starts crying he'll be in pain and cry more. Then he'll probably never stop crying about how much it hurts to cry.
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Baffler

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Re: First Impressions .40.02
« Reply #369 on: July 10, 2014, 06:56:02 pm »

Just noticed a pretty serious issue with retiring fortresses. I retired and unretired a fairly new one (to see the messages, mostly) not realizing some of the dwarves would leave. When I unretired the expedition leader had left, and not been replaced. I can't appoint a new one manually either. I'm going to try to get it to happen again before filing a bug report, but has anyone else noticed this?
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PDF urist master

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Re: First Impressions .40.02
« Reply #370 on: July 10, 2014, 07:01:47 pm »

after getting 40.02, I've been getting crashes creating a new world and choosing a place to embark.
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AernJardos

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Re: First Impressions .40.02
« Reply #371 on: July 10, 2014, 07:09:05 pm »

I think a dwarf scientist just finally looked at a tree and went "wait a minute, we could climb these!" and everyone else being all, "you're mad, fool!"
Commence rain of dwarves.
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CapnUrist

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Re: First Impressions .40.02
« Reply #372 on: July 10, 2014, 07:16:16 pm »

I think a dwarf scientist just finally looked at a tree and went "wait a minute, we could climb these!" and everyone else being all, "you're mad, fool!"
Commence rain of dwarves.

This right here has made my river canyon embark that much more FUN.

Especially since no less than 4 of my O7 decided to climb the SAME FREAKING TREE, and then fall out in the SAME FREAKING SPOT into the river 12 z-levels below.

Burrows. Burrows EVERYWHERE. The most frustrating part is that the only other way to stop them from climbing is breaking their legs, which also keeps them from working.
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PDF urist master

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Re: First Impressions .40.02
« Reply #373 on: July 10, 2014, 07:21:55 pm »

the game now tells you exactly what kind of masterwork is made in the announcements.

my carpenter just made a masterwork pear wood barrel, which is quite a feat considering he's only competent in carpentry.
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CaptainArchmage

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Re: First Impressions .40.02
« Reply #374 on: July 10, 2014, 07:27:35 pm »

Alright back in 0.40.01, I noticed mining away mineral inclusions (microcline) leaves away the layer rock (mudstone) for floor. From experience this happened in 23a (the 2D version, when I played the retro-succession game) but not in DF2010, DF2011 or DF2012. Is this intended behaviour? I’m just starting a new worldgen on 0.40.02 now, which will (based on experience) take some time.
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