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Author Topic: Dwarf Fortress 0.40.07 Released  (Read 10583 times)

Toady One

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Dwarf Fortress 0.40.07 Released
« on: August 10, 2014, 02:13:41 pm »

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

Enjoy another set of bug fixes!

Major bug fixes
   (*) Fixed crash that involved promoting certain stops above their route
   (*) Removed some stale invasion data preventing further invasions
   (*) Stopped dwarves from breeding like animals, technically speaking
   (*) Made diplomats search for civ-level land-holders properly
   (*) Fixed some path buffering problems that could screw up neighbor list etc.
   (*) Fixed a few problems with undead AI
   (*) Stopped sleeping/incapacitated dwarves from doing things
   (*) Fixed problem with squad leader assignment in military screen
   (*) Made sparring people use their weapons properly
   (*) Made unretired forts unhide fully, flowing from surface and all units

Other bug fixes/tweaks
   (*) Made masterpiece announcements wait for all item info to be decided before trying to print item name
   (*) Eliminated an OSX key conflict for text deletion
   (*) Made install colony jobs respect each other's targets
   (*) Made install colony jobs react to missing hive at gather destination
   (*) Added another adjustment to designation jobs to help them vs. paths that became bad
   (*) Required animal hauling labor for various jobs
   (*) Added new labors for hauling trade goods, pulling levers, removing constructions and hauling water
   (*) Attached trap cleaning to clean labor
   (*) Made laborless building construct/destroy jobs take furniture hauling
   (*) Allowed burrows to restrict workshop item search or not (default off)
   (*) Added assigned citizen number to burrow list
   (*) Stopped paralyzed injured dwarves from spamming rest cancellation messages
   (*) Stopped some CPU-intensive temperature wobble (ag)
   (*) Cleaned up the creature pressure plate interface
   (*) Made paved roads only need as much material as required by the road tiles (rather than the whole rectangle)
   (*) Made translated name appear properly at the top of the screen when viewing creature
   (*) Stopped dwarves from liking special items
   (*) Fixed a problem with unnamed historical figure statue/figurine item names and descriptions
   (*) Fixed color display problem in civ list
   (*) Gave not-you civs range of 30 path-wise for neighbor status on embark (towers still 10)
   (*) Allowed use of number in burrow names without moving cursor
   (*) SDL string question mark should no longer enter as a pipe, and pipe should be enterable
   (*) Respected question mark entry in several places
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Haspen

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Re: Dwarf Fortress 0.40.07 Released
« Reply #1 on: August 10, 2014, 02:17:23 pm »

Thanks Toady! :D

therahedwig

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Re: Dwarf Fortress 0.40.07 Released
« Reply #2 on: August 10, 2014, 02:19:53 pm »

Huzzah for the release that fixes military! (And beekeeping, and babies, but mostly military).

Will be looking forward reading the next set of fixes inbetween DF loading times ;)
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Beautato

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Re: Dwarf Fortress 0.40.07 Released
« Reply #3 on: August 10, 2014, 02:23:26 pm »

So many Updates! Good year to get back into DF

Th4DwArfY1

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Re: Dwarf Fortress 0.40.07 Released
« Reply #4 on: August 10, 2014, 02:28:31 pm »

Many thanks!

Your hard work is appreciated.
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Robsoie

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Re: Dwarf Fortress 0.40.07 Released
« Reply #5 on: August 10, 2014, 02:30:06 pm »

Thank you very much for all those bugfixes, that's impressive how much of them have been squashed since 40.01.
Keep up that bugfixing great work.
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greycat

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Re: Dwarf Fortress 0.40.07 Released
« Reply #6 on: August 10, 2014, 02:31:42 pm »

Thanks again, Toady!

Players who want working quarry bushes should continue to use the raw modifications in bug #7032.
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martinuzz

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Re: Dwarf Fortress 0.40.07 Released
« Reply #7 on: August 10, 2014, 02:40:45 pm »

Hurray! Looks like a lot of work in little time again. Thanks Toady!

If you don't want your recruits to bleed out from their ears and fingernails if those get hurt, add [HEALING_RATE:1000] to the entries for CARTILAGE and NAIL in the tissue_template_default.txt
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thvaz

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Re: Dwarf Fortress 0.40.07 Released
« Reply #8 on: August 10, 2014, 02:41:14 pm »

Thanks Toady! I skipped 0.40.06 but I will play 0.40.07. We can expect another week before the next bugfix or will you try something different this time?
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vjek

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Re: Dwarf Fortress 0.40.07 Released
« Reply #9 on: August 10, 2014, 03:04:58 pm »

Hm..

In 40.07, I created a world, started playing in Dwarf Fortress mode, and if I press ESC prior to selecting an embark, the game crashes without any error or message.  It just... disappears. :)  No windows event log, no popup warning, nothing.  Windows 7.

I didn't copy over any init files.. as a test, I took the generated world and copied it into a second brand new vanilla 40.07 DF, and the behavior is the same.

Second test, I regenerated an entirely different second world, and it's acting the same.  Rebooted in between, checked again it works in 40.06, all good there.

Spoiler: something is hinky (click to show/hide)

This worldgen is causing the game to crash with this sequence of events:

Generate world.
Select "Start Playing" from the main menu.
Select "Dwarf Fortress" from the mode menu.
After the embark finder loads, press escape.
<game crashes>

This worldgen worked in 40.01->40.06, and all I did was paste this worldgen parameter set into the worldgen.txt file.
I've generated two particular worlds (with a surviving dwarven civ) and they both do the same thing... so I'm not exactly sure what's causing the abend.

To be clear, there's nothing strange or unusual about this worldgen parameter set that I can see.  I edited it entirely within the game interface, nothing is extra or manually out of bounds or out of range.
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samanato

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Re: Dwarf Fortress 0.40.07 Released
« Reply #10 on: August 10, 2014, 03:07:05 pm »

I get the same when exiting out of the adventure mode select screen.  Must have to do with the calendar advancing? because it doesn't happen, when I exit legends mode or save an already started fortress.
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Dutrius

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Re: Dwarf Fortress 0.40.07 Released
« Reply #11 on: August 10, 2014, 03:11:18 pm »

Hmm, Downloaded this on my laptop and it refuses to run. Says it is missing fmodex.dll when it's right there in the same folder.
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Hamsmagoo

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Re: Dwarf Fortress 0.40.07 Released
« Reply #12 on: August 10, 2014, 03:24:40 pm »

Quote
(*) Eliminated an OSX key conflict for text deletion

So I can finally backspace when I make a typo?

This makes me happier than anyone can possibly imagine.
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Dante

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Re: Dwarf Fortress 0.40.07 Released
« Reply #13 on: August 10, 2014, 04:13:04 pm »

I am excited for the new lever-pulling labour. Combined with burrows, this is going to make elaborate trap-based defence so much more viable.

greycat

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Re: Dwarf Fortress 0.40.07 Released
« Reply #14 on: August 10, 2014, 04:29:08 pm »

Hmm, did something profound change with constructing walls?  I had 8 gneiss blocks in a bar/block stockpile (no bins) on the surface.  I ordered b-C-w to start building a wall.  I happened to make it 8 X's north/south.  I placed it, scrolled the cursor to the gneiss blocks, and hit Enter 8 times... except, hey wait!  It only needed 1 Enter instead of 8.  Sure enough, dwarves showed up at the wall and started building the southern 7/8 of it without blocks.  Then one dwarf took a gneiss block to the northern end to build that last tile.  The result: an 8-tile wall built from 1 gneiss block.

Then I did it again, with an east/west wall.  Same thing happened.  I now have 16 tiles of wall, and 6 gneiss blocks remaining.
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