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Author Topic: Dwarf Fortress 0.40.05 Released  (Read 37713 times)

samanato

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Re: Dwarf Fortress 0.40.05 Released
« Reply #30 on: July 27, 2014, 10:57:43 pm »

The calendar is lightning-fast now, at least for small worlds.

Even medium-sized worlds are a lot faster, it takes at most fifteen seconds for the calendar to advance.
« Last Edit: July 27, 2014, 11:05:31 pm by samanato »
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Button

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Re: Dwarf Fortress 0.40.05 Released
« Reply #31 on: July 27, 2014, 11:28:23 pm »

Toady, while/if you're here, would you elaborate on viable eggs for egglayers without [CHILD] tags? Does this mean that eggs of those species will hatch into grown adults now?

EDIT: nuts, I thought the times I was seeing on the forum were PST/Toady's time for some reason. Nvrmnd.
« Last Edit: July 27, 2014, 11:33:12 pm by Button »
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Toady One

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Re: Dwarf Fortress 0.40.05 Released
« Reply #32 on: July 27, 2014, 11:55:27 pm »

Yeah, they should hatch as "adults" or whatever their standard state is.  It should still respect size vs. age parameters properly, though we know how good my track record is on that.

Does this mean we can buy vermin pets like hamsters and birds from the elves and release them from cages now?

I haven't changed what they bring or how release works, or fixed bugs with that yet.

Is this referring to broken whips that cut steel?

It would affect that, but I haven't tested it or looked at contact area yet.

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

I haven't fixed the shell bug yet.  Underground fishing should work, but I'm not sure if you are talking about turtle pops or some other error.
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YAHG

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Re: Dwarf Fortress 0.40.05 Released
« Reply #33 on: July 27, 2014, 11:57:53 pm »

Everything is SO much faster FPS wise, thank you for the update Toady.

AJC

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Re: Dwarf Fortress 0.40.05 Released
« Reply #34 on: July 28, 2014, 12:55:11 am »

obsidian having proper yield values means rock sword swords should cut now instead of bashing stuff bluntly.
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PeridexisErrant

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Re: Dwarf Fortress 0.40.05 Released
« Reply #35 on: July 28, 2014, 01:46:01 am »

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.

Awesome!  I've also posted a fair few of those...
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medinos

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Re: Dwarf Fortress 0.40.05 Released
« Reply #36 on: July 28, 2014, 01:58:16 am »

(*) Fixed several large slow-down culprits

Very cool. Can you maybe share some technical details?
Also, does this include slow-downs that were already in 34.11, so people not playing 40.* until now will see a difference?
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Getix Kain

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Re: Dwarf Fortress 0.40.05 Released
« Reply #37 on: July 28, 2014, 02:19:33 am »

I am curious about the new "living world" concept and fish population in Fortress mode.

Is is viable "fishing" now as a long-term source of food?
Do fishes .. reproduce, now?
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Footkerchief

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Re: Dwarf Fortress 0.40.05 Released
« Reply #38 on: July 28, 2014, 02:54:18 am »

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?  ;)

Details here: http://www.bay12games.com/dwarves/mantisbt/view.php?id=2922#c27447

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

The whip report: http://www.bay12games.com/dwarves/mantisbt/view.php?id=2712

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?

Report collection here: http://www.bay12games.com/dwarves/mantisbt/view.php?id=808
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Mictlantecuhtli

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Re: Dwarf Fortress 0.40.05 Released
« Reply #39 on: July 28, 2014, 02:56:19 am »

I. Love. You.
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EinsteinSatDown

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Re: Dwarf Fortress 0.40.05 Released
« Reply #40 on: July 28, 2014, 04:03:04 am »

Splendid.

This afternoon, a new fort shall rise, and another adventurer shall meet his demise!
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martinuzz

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Re: Dwarf Fortress 0.40.05 Released
« Reply #41 on: July 28, 2014, 04:52:42 am »

Totally awesome!

On my fort (small region, 150-ish years history, 4x4 area, 46 dwarves, about 80 pets), framerate went up from 45 to 70 below ground, and from 30 to nearly 60 when looking at the surface level, compared to 40.04

Much pras.
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da_nang

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Re: Dwarf Fortress 0.40.05 Released
« Reply #42 on: July 28, 2014, 05:17:25 am »

   (*) Allowed egg-laying critters without baby/child state to have viable eggs
This includes dragons, doesn't it?
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TomiTapio

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Re: Dwarf Fortress 0.40.05 Released
« Reply #43 on: July 28, 2014, 05:33:40 am »

Most fantastic, oh great one!
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insolor

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Re: Dwarf Fortress 0.40.05 Released
« Reply #44 on: July 28, 2014, 05:37:36 am »

2ToadyOne
Quote from: file changes.txt
perseverence->ance in creature standard
It seems that some of PERSEVERENCE's were not fixed somewhere. See the attached screenshot.
Spoiler (click to show/hide)
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