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Author Topic: Dwarf Fortress 0.40.09 Released  (Read 31782 times)

Toady One

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Dwarf Fortress 0.40.09 Released
« on: August 17, 2014, 02:58:13 pm »

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The cleaning continues with this release!  Some notes on poles:  For no-pole, you'll need to handle glacier and tundra biomes in one way or another (wider temperature range, remove region requirements, etc.).  For instance, to make a valid no-pole large island, all I needed to do was widen the temperature max/min from 75/25 to 110/-10.  This made a few glaciers and tundras scattered around the world, and it also allowed a few tropical biomes to appear.  For no-pole, base temperatures of at least 85 make an environment tropical (worlds with poles continue to use latitude), though 75 works for certain biomes.  You should be able to input your own temperatures in the txt parameters now without the game applying a polar shift.  No-pole worlds do not yet experience any seasonal temperature variations, and worlds with two poles still have seasons at the same time of year on either side of the equator until that can be made less confusing.

Major bug fixes
   (*) Fixed problem causing domestic underground animals to be placed beyond their number (and then replaced at that new number)
   (*) Made people not so eager to jump in on the side of their relatives and friends if the relative/friend is berserk/etc.
   (*) Made creatures prefer to flee normally if possible (rather than jumping off cliffs etc.)
   (*) Stopped liquid flows in confined spaces from sometimes making items disappear
   (*) Made items that froze in ice reappear properly when ice melts
   (*) Allowed dwarves interested in marriage to start relationships properly (Quietust)
   (*) Removed some vestigial code stopping wagons from moving properly after move/attack speed split
   (*) Fixed a wagon AI error that caused them to fail to unload sometimes
   (*) Gave wagons the ability to go past each other in certain instances
   (*) Made invaders not come back as ghosts
   (*) Stopped non-historical dwarves from coming back as ghosts (put in fix for old saves that should lay them to rest soon after unpause)
   (*) Stopped ghosts from being considered in regular sight code
   (*) Fixed the defend burrow order
   (*) Allowed items made from gem materials (including large gems) to be stored in finished goods pile
   (*) Fixed broken logic that made trade good hauling require both trade good hauling and lever operation labors

Other bug fixes/tweaks
   (*) Fixed up quarry bush bag job vs. rock nuts
   (*) Added appropriate announcements for some additional circumstances under which a fort dwarf could assume a civ-level position
   (*) Added embark warning if civ is dead
   (*) Added optional confirmation window after preparing embark (default: pops up if points remain)
   (*) Printed job after name when following unit
   (*) Marked dwarves as "New Arrival" on unit/job screen instead of "No Job" while they are new
   (*) Added pole-setting parameters for world gen, allowed north+south pole and no-pole options
   (*) Fixed an error causing nearby site maps to be offloaded too often
   (*) Made hill dwarf sites put animals in pastures properly
   (*) Made animals not placed in pasture/waste/yard get placed even if their preferred type isn't available
   (*) Fixed some manual typos (Gorobay)
   (*) Initialized strict pop cap to 220 if not present in d_init
   (*) Made alerts without names show properly as "Alert State #" in squad mode
   (*) Finished updating pineapple raws
   (*) Made several export filenames use the format (region)-YYYYY-MM-DD-(etc)
   (*) Added error for unrecognized CREATURE in entity raw
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Showbiz

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Re: Dwarf Fortress 0.40.09 Released
« Reply #1 on: August 17, 2014, 03:02:19 pm »

Finally quarry bushes fixed. Thanks again, Toady!
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Alev

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Re: Dwarf Fortress 0.40.09 Released
« Reply #2 on: August 17, 2014, 03:05:29 pm »

Thank you, Toady.
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Orange Wizard

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Re: Dwarf Fortress 0.40.09 Released
« Reply #3 on: August 17, 2014, 03:13:32 pm »

Fantastic. Thanks, Toady!
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TD1

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Re: Dwarf Fortress 0.40.09 Released
« Reply #4 on: August 17, 2014, 03:28:23 pm »

Thanks.
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flabort

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Re: Dwarf Fortress 0.40.09 Released
« Reply #5 on: August 17, 2014, 04:03:18 pm »

Awesome once again!
And for the age-old question: Save compatibility?
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Toady One

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Re: Dwarf Fortress 0.40.09 Released
« Reply #6 on: August 17, 2014, 04:06:51 pm »

Save compatibility now unless I specifically say otherwise, yeah.
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LuckyLuigi

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Re: Dwarf Fortress 0.40.09 Released
« Reply #7 on: August 17, 2014, 04:20:22 pm »

Great work Toady  :D
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C27

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Re: Dwarf Fortress 0.40.09 Released
« Reply #8 on: August 17, 2014, 04:25:08 pm »

What, no three-pole worlds?   :D


This is great. Thanks~!
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Re: Dwarf Fortress 0.40.09 Released
« Reply #9 on: August 17, 2014, 04:29:53 pm »

What, no three-pole worlds?   :D
...every edge is glaciers!
Seriously, depending on what happens with poles later on, how would that even work? With the seasons and all?
It would be literally like living in a Klein Bottle!
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Arkhon Skyhex

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Re: Dwarf Fortress 0.40.09 Released
« Reply #10 on: August 17, 2014, 05:14:26 pm »

☼Great stuff☼
☼Animal fixes☼

Hello sir, new account here after 5 years (password and username forgotten, old e-mail adress deleted), first of all, thank you very much fow this new version and may the weather  stop being so sucky so you sleep properly.

I wonder if the listed pathing and general animal fixes are the same issue causing [FLYER] creatures suspended in the air and blocking natural flow of wildlife - and subseqent taming of new creatures - on the site.

Also, a personal future feature request of mine - Dwarven School. Making the teacher and student skills not only apply to military, but have demonstrations for my filthy peasants concerning civilian jobs, although most notably jobs pertaining to soul attributes such as the bookkeeping skill. Would probably need a hard cap at proficient level or somewhere so legendaries do not effectively multiply this way and have learned skills rust faster. Effectively 'breeding' legendary cheesemakers aint FUN.
« Last Edit: August 17, 2014, 05:25:09 pm by Arkhon Skyhex »
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Vindicator

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Re: Dwarf Fortress 0.40.09 Released
« Reply #11 on: August 17, 2014, 05:27:12 pm »

☼Great stuff☼
☼Animal fixes☼

I wonder if the listed pathing and general animal fixes are the same issue causing [FLYER] creatures suspended in the air and blocking natural flow of wildlife - and subseqent taming of new creatures - on the site.


I just did a little test and it doesn't seem to be patched yet. I am a newbie so take my word with a grain of salt!

Is there a way to kill the birds so that new creatures may come?
« Last Edit: August 17, 2014, 05:35:42 pm by Vindicator »
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martinuzz

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Re: Dwarf Fortress 0.40.09 Released
« Reply #12 on: August 17, 2014, 05:42:55 pm »

Awesome!

For those of you who fail to see the humour in dwarves bleeding out from their ears, cave-ebola style,
add [HEALING_RATE:1000] to the entries for cartilage and nail in tissue_template_default.txt
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Adventurer

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Re: Dwarf Fortress 0.40.09 Released
« Reply #13 on: August 17, 2014, 06:05:46 pm »

Awesome they just keep comming  :D
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greycat

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Re: Dwarf Fortress 0.40.09 Released
« Reply #14 on: August 17, 2014, 06:52:04 pm »

Is there a way to kill the birds so that new creatures may come?

You can station marksdwarves near the birds and hope they manage to shoot 'em.  Or you can modify the raws (in the save file, if you've already got a world -- inside data/save/region*/raw/object), removing the [FLIER] tags from all the birds.
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