Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Dwarf Fortress 0.40.11 Released  (Read 31410 times)

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Dwarf Fortress 0.40.11 Released
« on: September 03, 2014, 07:04:07 pm »

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

Here is the first release for September!  As usual, a few bugs like sleep screwups, cowardly companions and wandering children might persist for a while into old saves until the system clears itself out.

Major bug fixes
   (*) Accounted for site populations properly when moving around (stopping doubling in lairs/player forts)
   (*) Removed the old animal people camp items, as they cause duplication errors and will work with a better overall army framework later
   (*) Handle some more instances where led creatures could drag their leader into conflicts (a dwarf caging a goblin, for example)
   (*) Made historical figures react properly to historical undead
   (*) Made chained animal checks respect z coordinate properly
   (*) Gave your companions a bit of a courage boost in terms of intervening in conflicts
   (*) Fixed some problem with resource stockpiles causing shop types to revert on insurrection

Other bug fixes/tweaks
   (*) Made dwarf children not seek their mothers when idle, especially in violation of area restrictions
   (*) Made dwarves prefer claimable rooms to dormitory master beds
   (*) Stopped uninjured dwarves from sleeping in beds in active hospital zones
   (*) Tried to make items in markets/homes match races more closely (cannot be completed until later -- right now, resources are based on original site owners)
   (*) Stopped brief necro master-apprentice relationships from forming in towns
   (*) Stopped other necro tower townish behavior like fake grazing disputes
   (*) Made sleeping on the floor respect burrow assignments
   (*) Made strength/agility/tissue layer effects work for gaits (Quietust)
   (*) Stopped overuse of plant structure tag causing people to say they preferred to eat trees
   (*) Fixed other issues causing dwarves to be able to prefer the wrong (generated) materials
   (*) Stopped adventure skill list from overflowing on status screen
   (*) Discounted rust when listing relevant skill for squad candidate
   (*) Stopped evaporation of 1/7 liquid when over 7/7 liquid of the same kind
   (*) Made flying adventurer able to fly over ramps without using them
   (*) Fixed missing bindings for animal training keys (Quietust)
   (*) Adjusted firing rate for projectiles again to make them more like the older versions
   (*) Made adamantine clothing available in arena
Logged
The Toad, a Natural Resource:  Preserve yours today!

smjjames

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.40.11 Released
« Reply #1 on: September 03, 2014, 07:41:33 pm »

Awesome, can't wait to do a real rampage with a zombie horde. Insurrections will be fun now.
Logged

Wacksonoff

  • Bay Watcher
  • I just work here, man.
    • View Profile
Re: Dwarf Fortress 0.40.11 Released
« Reply #2 on: September 03, 2014, 07:48:12 pm »

Noobcake here, will using this disrupt my save?
Logged
This is an exceptional golden figurine of a Peregrine Falcon. All Maltese craftsmanship is of the highest quality. It is studded with Baguette-cut diamonds. It is covered in black lacquer. The item is a masterfully designed image of a pointed cross. The pointed cross is the symbol of the Knights Hospitaller.

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Re: Dwarf Fortress 0.40.11 Released
« Reply #3 on: September 03, 2014, 07:52:40 pm »

If you copy your data/save folder over to the new version's data folder, it should be okay.  Don't extract the new version over the old one, as that can cause various troubles.
Logged
The Toad, a Natural Resource:  Preserve yours today!

StagnantSoul

  • Bay Watcher
  • "Player has withdrawn from society!"
    • View Profile
Re: Dwarf Fortress 0.40.11 Released
« Reply #4 on: September 03, 2014, 07:54:28 pm »

Yay! So that means I can now safely sell caged demons and goblins?
Logged
Quote from: Cptn Kaladin Anrizlokum
I threw night creature blood into a night creature's heart and she pulled it out and bled to death.
Quote from: Eric Blank
Places to jibber madly at each other, got it
Quote from: NJW2000
If any of them are made of fire, throw stuff, run, and think non-flammable thoughts.

StagnantSoul

  • Bay Watcher
  • "Player has withdrawn from society!"
    • View Profile
Re: Dwarf Fortress 0.40.11 Released
« Reply #5 on: September 03, 2014, 07:56:01 pm »

Question to Toady: Is there any way to get some form of raws on generated creatures?
Logged
Quote from: Cptn Kaladin Anrizlokum
I threw night creature blood into a night creature's heart and she pulled it out and bled to death.
Quote from: Eric Blank
Places to jibber madly at each other, got it
Quote from: NJW2000
If any of them are made of fire, throw stuff, run, and think non-flammable thoughts.

LeoCean

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.40.11 Released
« Reply #6 on: September 03, 2014, 09:00:51 pm »

Toady did you see my question on page 3 of Dwarf Fortress 0.40.10 Released about the animals in cages graphics?
Logged

Robsoie

  • Bay Watcher
  • Urist McAngry
    • View Profile
Re: Dwarf Fortress 0.40.11 Released
« Reply #7 on: September 03, 2014, 09:15:26 pm »

Thank you very much for the new batch of bugfixes !
Logged

GM-X

  • Bay Watcher
    • View Profile
    • AdventRPG.com
Re: Dwarf Fortress 0.40.11 Released
« Reply #8 on: September 03, 2014, 11:53:44 pm »

Nice to see a .11 again.  8)

Question. Are demons working as intended in 0.40+? I have noticed the demon pits, but the demons seem less numerous or vastly less historic than in 34_11.
Logged
Dark Ages IV: DF & Skyrim mods + Survival Sims 
http://AdventRPG.com/

Alev

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.40.11 Released
« Reply #9 on: September 04, 2014, 12:19:43 am »

Thanks, Toady.
Logged

EinsteinSatDown

  • Bay Watcher
  • Return to the Corn Fields
    • View Profile
Re: Dwarf Fortress 0.40.11 Released
« Reply #10 on: September 04, 2014, 02:30:46 am »

Just woke up, this release makes my day.
Gratitude to thee, Toady.
Logged

Elarys

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.40.11 Released
« Reply #11 on: September 04, 2014, 08:14:04 am »

   (*) Stopped evaporation of 1/7 liquid when over 7/7 liquid of the same kind

This just made my day. My dwarfs wasted half a year trying to fill a well but couldn't get the second level above 2/7 as it kept evaporating faster than they could fill it.
Logged

Footkerchief

  • Bay Watcher
  • The Juffo-Wup is strong in this place.
    • View Profile
Re: Dwarf Fortress 0.40.11 Released
« Reply #12 on: September 04, 2014, 09:30:31 am »

Toady did you see my question on page 3 of Dwarf Fortress 0.40.10 Released about the animals in cages graphics?

Makes it easier if you link the post like so. 

Finishing creature and item graphics is a long-standing dev item:
I think there were some annoyances with it until I get to item graphics, so I skipped it at the time.  Not sure when I'll get to that.
« Last Edit: September 04, 2014, 09:36:27 am by Footkerchief »
Logged

Dark One

  • Bay Watcher
  • 'What do I care for your suffering?'
    • View Profile
Re: Dwarf Fortress 0.40.11 Released
« Reply #13 on: September 04, 2014, 01:04:20 pm »

Many great fixes, thank you Toady One!

IronTomato

  • Bay Watcher
  • VENGEANCE
    • View Profile
Re: Dwarf Fortress 0.40.11 Released
« Reply #14 on: September 04, 2014, 01:29:28 pm »

Mister Adams,

How many licks does it take to get to the Adamantine center of a Dwarf Fortress?
Logged
Pages: [1] 2