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Author Topic: Dwarf Fortress 0.40.10 Released  (Read 7877 times)

Toady One

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Dwarf Fortress 0.40.10 Released
« on: August 24, 2014, 03:04:33 pm »

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

Here is another round of fixes.  Note that for morale fixes in old saves there could be some persistent alarm data that causes people to continue to run for a bit, even for a few in-game hours in some cases, so you might need to let things work themselves out.

Major bug fixes
   (*) Fixed crash that could happen when refugee rumors were created
   (*) Fixed crash from visiting former player fortress with adventurer if certain army is present
   (*) Fixed crash related to surgery
   (*) Fixed crash that happened when it considered certain units in play for succession
   (*) Stopped a conversation crash from talking to mute creatures about their troubles
   (*) Allowed flying/climbing wilderness critters to work their way off the map
   (*) Fixed problem allow the player to become invisible among many units even when clearly visible
   (*) Made running away in terror/fear respect only valid combat location information
   (*) Made genuine retreat and alarm state more separate from each other (being alarmed was being equated with flight for morale)
   (*) Stopped certain old conflicts from causing alarm
   (*) Made people that are attacked briefly have some knowledge of attacker's position
   (*) Stopped certain jobs from being able to teleport items and engage in other action-at-a-distance antics
   (*) Stopped necromancer towers from doing various inappropriate townish things that lead to tower proliferation etc.
   (*) Fixed some reclaim/unretire bugs involving unavailable seeds
   (*) Adjusted projectile firing speed which became broken during wagon fix

Other bug fixes/tweaks
   (*) Adjusted emotional strain vs. willpower etc. calculation
   (*) Made non-extra-sensory creatures also respect z coord of potential targets
   (*) Fixed a pathing lag associated to mood dwarves not being able to get to their buildings
   (*) Added stockpile option for cut stones
   (*) Removed obsolete relieved/drafted thoughts
   (*) Made extra-sensory creatures even less perturbable by critters sensed through layers of rock
   (*) Stopped erroneous conflicts between certain hunting creatures
   (*) Stopped shared/wrestled items from being used for block/parry
   (*) Stopped creatures with multiple attacks like hydra from stacking attack modifiers incorrectly
   (*) Made attacker always look at target upon initiating attack
   (*) Ordered farm plot plant lists by seed availability/name
   (*) Lowered cap for wrestle skill gain so it wouldn't be hit triple digits attacking large opponents
   (*) Removed double entry of "slabs" from stocks screen
   (*) Adjusted 'v' menu location for window height (so it wouldn't overwrite certain lists, etc.)
   (*) Fixed a few typos causing double periods in personality paragraphs
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thvaz

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Re: Dwarf Fortress 0.40.10 Released
« Reply #1 on: August 24, 2014, 03:21:34 pm »

Thanks Toady! I will try a adventurer in a new world to see the changes.
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Plancky

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Re: Dwarf Fortress 0.40.10 Released
« Reply #2 on: August 24, 2014, 03:26:16 pm »

Thanks Toady!

BesorgterZwerg

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Re: Dwarf Fortress 0.40.10 Released
« Reply #3 on: August 24, 2014, 03:31:50 pm »

Quote
Allowed flying/climbing wilderness critters to work their way off the map

Awesome, Toady :)
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Th4DwArfY1

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Re: Dwarf Fortress 0.40.10 Released
« Reply #4 on: August 24, 2014, 03:42:54 pm »

Nice work!

Many thanks!
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Philii

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Re: Dwarf Fortress 0.40.10 Released
« Reply #5 on: August 24, 2014, 04:00:50 pm »

Thank for More Fix from The Great.
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smjjames

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Re: Dwarf Fortress 0.40.10 Released
« Reply #6 on: August 24, 2014, 04:32:39 pm »

Cool, maybe I'll dip (or dive) back into fortress mode again.

Don't really like how the civs often completely fill an area with sites though.
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Robsoie

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Re: Dwarf Fortress 0.40.10 Released
« Reply #7 on: August 24, 2014, 05:33:39 pm »

Thank you a lot !
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martinuzz

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Re: Dwarf Fortress 0.40.10 Released
« Reply #8 on: August 24, 2014, 05:53:14 pm »

(*) Allowed flying/climbing wilderness critters to work their way off the map

I just witnessed a troll hop from tree to wall to wall to tree, climbing it's way out of the 1st cavern like a spiderman.
Thanks for fixing this, maybe the new wildlife that will finally start spawning in the caverns will get rid of some the 7000+ cave spider webs that have accumulated there.

EDIT: or not. The new wildlife consists of 2 GCS hahaha
« Last Edit: August 24, 2014, 05:57:43 pm by martinuzz »
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StagnantSoul

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Re: Dwarf Fortress 0.40.10 Released
« Reply #9 on: August 24, 2014, 06:14:26 pm »

Cool, maybe I'll dip (or dive) back into fortress mode again.

Don't really like how the civs often completely fill an area with sites though.
All you have to do is lower the civ amount a bit. It does get annoying if they sit fully on a perfect spot.
Flux stone layer.
Shallow metals.
Deep metals.
Soil.
Clay.
Tropical moist broad leaf.
Warm.
Elves, humans, and dwarves nearby.
Thick vegetation.
Tons of trees.
A river.
And an elf site, completely covering it. The spots surrounding weren't as good.

Mictlantecuhtli

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Re: Dwarf Fortress 0.40.10 Released
« Reply #10 on: August 24, 2014, 07:02:26 pm »

I assume this means the discipline skill workaround for [lack of] morale is no longer needed? Thanks Toady!
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Fniff

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Re: Dwarf Fortress 0.40.10 Released
« Reply #11 on: August 24, 2014, 07:04:57 pm »

Can someone confirm if stealth works in this version?

Robsoie

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Re: Dwarf Fortress 0.40.10 Released
« Reply #12 on: August 24, 2014, 08:42:39 pm »

Can someone confirm if stealth works in this version?

It seems to work good now !

Here my character with "Talented" ambusher skill level managed to move undetected in the back of a goblin axe lord (well they are 2 but i moved near the 1st one)


Then i hit the goblin very hard while stealth, but this time instead of waiting for me to hack him until he dies like in previous version, the axe lord while heavily wounded turned and is trying to fight back !


Now what worked less good is that the other axe lord, despite the fight went for several rounds didn't tried to move around to investigate the very close sound of the battle


Not yet perfect but it's really much much better
« Last Edit: August 24, 2014, 08:58:05 pm by Robsoie »
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flabort

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Re: Dwarf Fortress 0.40.10 Released
« Reply #13 on: August 24, 2014, 09:05:00 pm »

Quote
   (*) Stopped necromancer towers from doing various inappropriate townish things that lead to tower proliferation etc.
   (*) Adjusted projectile firing speed which became broken during wagon fix
   (*) Made extra-sensory creatures even less perturbable by critters sensed through layers of rock
   (*) Removed double entry of "slabs" from stocks screen
I find these particular ones to be quite amusing.

I also find Robsoie's deaf axelord to be quite amusing.
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tuypo1

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Re: Dwarf Fortress 0.40.10 Released
« Reply #14 on: August 24, 2014, 09:23:54 pm »

morale is fixed praise the toad
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