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Author Topic: Dwarf Fortress 0.40.05 Released  (Read 37637 times)

Dwarfu

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Re: Dwarf Fortress 0.40.05 Released
« Reply #15 on: July 27, 2014, 06:47:16 pm »

Ha! That's awesome...
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Xangi

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Re: Dwarf Fortress 0.40.05 Released
« Reply #16 on: July 27, 2014, 06:48:06 pm »

I was killed by a roving gang of goblins. This is good news, finally the AI learned how to kill again.

EDIT: However killing a lord in front of his loyal soldiers still elicits no reaction besides one of them running away.
« Last Edit: July 27, 2014, 06:49:46 pm by Xangi »
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thvaz

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Re: Dwarf Fortress 0.40.05 Released
« Reply #17 on: July 27, 2014, 06:58:42 pm »

Bandits camp too don't mind you messing around their camp, but fight well if you attack them.

In other news, armor now protects against bolts and arrows.
« Last Edit: July 27, 2014, 07:01:03 pm by thvaz »
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Toady One

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Re: Dwarf Fortress 0.40.05 Released
« Reply #18 on: July 27, 2014, 07:03:51 pm »

Bandits are further complicated by having their intruder policy set by the personality of their leader, and then not having the game tell you anything about that.
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Khym Chanur

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Re: Dwarf Fortress 0.40.05 Released
« Reply #19 on: July 27, 2014, 07:04:39 pm »

Yay!

This is a bug fix and optimization release, which is probably something we should get used to for a while, since there is a lot left to do!

You'll be shifting to bug-fixing mode for a while?  Double-yay!
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TV4Fun

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Re: Dwarf Fortress 0.40.05 Released
« Reply #20 on: July 27, 2014, 07:15:01 pm »

   (*) Stopped ghosts from being able to realize dreams after they are dead
That one would be awesome if it stayed as a condition for putting a ghost to rest.
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Xangi

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Re: Dwarf Fortress 0.40.05 Released
« Reply #21 on: July 27, 2014, 07:20:57 pm »

So are we going to get some kind of way to challenge NPCs to fights through conversation? Or at least formally initiate hostilities in a way other than going up and slapping them in the face? It seems odd that even roving gangs of goblin raiders just follow you around demanding you yield over and over until finally getting fed up and just attacking.

EDIT: Oh also sneaking is still brokenly overpowered.
« Last Edit: July 27, 2014, 07:27:36 pm by Xangi »
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Untelligent

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Re: Dwarf Fortress 0.40.05 Released
« Reply #22 on: July 27, 2014, 07:46:14 pm »

   (*) Stopped ghosts from being able to realize dreams after they are dead
That one would be awesome if it stayed as a condition for putting a ghost to rest.


I think Toady mentioned it would be interesting to do stuff with ghosts and dreams later but there's not enough framework for it yet.
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Toady One

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Re: Dwarf Fortress 0.40.05 Released
« Reply #23 on: July 27, 2014, 07:53:05 pm »

You'll be shifting to bug-fixing mode for a while?  Double-yay!

I'll probably also get a chance to do some of the easy small useful suggestions as we go as well, and if I recall you had like 90 of those.
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Dwarfu

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Re: Dwarf Fortress 0.40.05 Released
« Reply #24 on: July 27, 2014, 07:58:23 pm »

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hermes

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Re: Dwarf Fortress 0.40.05 Released
« Reply #25 on: July 27, 2014, 08:02:56 pm »

Great!  That was a LOT of bugs squashed, I hope save compatibility will hold because I'm really hoping to settle down into a long term fort.  Thanks, Toady.
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Toady One

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Re: Dwarf Fortress 0.40.05 Released
« Reply #26 on: July 27, 2014, 08:33:00 pm »

At this point, I'm hoping (without guarantees) that the threat to save compat has passed, though bug fixes could cause some odd behavior as with the hostile migrants fix.  It takes some kind of horrible common corruption bug to break it.  Rarer corruptions can just kind of be fixed for new worlds and left alone on old saves since they probably won't come back to haunt the tracker as the worlds are abandoned.

There might be optimizations that don't pass along to old forts -- old saves in this version have some path-busted armies that just sit there, for example -- they won't even leave in the first place in new worlds (although those armies are also optimized in old saves in a different way so there is a speed gain).
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Spectre Incarnate

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Re: Dwarf Fortress 0.40.05 Released
« Reply #27 on: July 27, 2014, 09:16:09 pm »

This is a bug fix and optimization release, which is probably something we should get used to for a while...
I'm perfectly fine with this. Ecstatic, even! This is like Christmas in July!

Quote from: Toady One
   (*) Stopped trees from growing through floors
Thanks! Extremely amused by that one, it was just so random. We were like... wait... no... stop growing! Ahh! LOL

Quote from: Toady One
   (*) Fixed a few problems with hospital code causing them to overstock item (ag)
Thanks! But I will say, husband and I busted a gut laughing at this one when it happened first time. All the haulers bringing cloth to the hospital from anywhere they could find on the map, even stealing from the caravans! We chocked it up as them running through the halls yelling "MEDICAL EMERGENCY!!" even if no one was injured. LOL

Quote from: Toady One
   (*) Fixed the population cap
Thank you so much for this one! I host one-on-one newbie sessions for people and it was very difficult helping them learn the basics of the game with populations rising too fast for them to handle. How does this work now? Does your mountainhome civ actually know how many people they've sent to your outpost?  ;)

Quote from: Toady One
   (*) Vermin can escape from non-artifact containers properly (Quietust)
Does this mean we can buy vermin pets like hamsters and birds from the elves and release them from cages now?

Quote from: Toady One
   (*) Fixed problem dividing out item milligrams in weapon velocities (UristDaVinci)
Is this referring to broken whips that cut steel?

Quote from: Toady One
   (*) Fixed some problems causing certain jobs to check too many items (angavrilov/Quietust)
Like using whole stacks of bones and shells?

May I also ask if fishing populations and thus sources of shells will be "tackled" soon? :P

Fantastic work, Toady! Thank you tenfold for all these lovely fixes that have plagued our forts for many a season!  :-* :-* :-*

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gnome

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Re: Dwarf Fortress 0.40.05 Released
« Reply #28 on: July 27, 2014, 10:06:14 pm »

Adventure mode is sooooo much smoother now. I used to have to wait for the game to load every two tile moves on fast travel. Now I feel like I'm flying across the world at breakneck speed. The two-week generation is a LOT quicker too. Thanks, Toady
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Torrenal

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Re: Dwarf Fortress 0.40.05 Released
« Reply #29 on: July 27, 2014, 10:50:31 pm »

I loved the stability in the last release, hoping I see some improved speeds...


Quote
(*) Stopped ghosts from being able to realize dreams after they are dead

*sniff*

//Torrenal
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