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Author Topic: Dwarf Fortress 0.40.12 Released  (Read 17893 times)

Toady One

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Dwarf Fortress 0.40.12 Released
« on: September 10, 2014, 01:49:50 pm »

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

This release has some more bug fixes in it, mostly related to healthcare, prisoners and morale.

Major bug fixes
   (*) Made dwarves that fall unconscious while going to rest or sleep location not get stuck on the spot
   (*) Fixed symptoms of wrestling error that could cause dwarves to freeze in place forever
   (*) Stopped civs from sending a squad when they failed to find thieves/snatchers to send (led to small sieges in the first year)
   (*) Allowed recover wounded jobs to bring dwarves to hospital floor if no beds are available
   (*) Stopped recover wounded jobs from bringing dwarves to non-hospital beds
   (*) Made caged/chained people request water/food with proper frequency

Other bug fixes/tweaks
   (*) Made doctors remove dwarves from traction properly (checks weekly)
   (*) Made dwarves move/get moved to new hospital more quickly if old hospital is removed
   (*) Roots function as ramp walls properly now
   (*) Can cross ramps covered by bridges in adventure mode
   (*) Made critters that join up with your adventurer stop traveling if they were on a journey
   (*) Made critters with entity-based army duties unwilling to join adventurers
   (*) Stopped critters joined with you from considering moving, joining armies and other issues
   (*) Added ability to repeat, suspend and cancel jobs from unit/job lists
   (*) Made civ-level nobles attached to locations (e.g. barons) include their site in their name when possible
   (*) Made dwarves that have been grabbed for chaining/etc. cancel their jobs properly
   (*) Stopped certain events (like giving birth, resting or getting an artifact mood) from causing a working dwarf to suspend jobs for the whole fort
   (*) Stopped chained mothers from seeking wandering infants
   (*) Changed name of chaining/other jobs to include target instead of saying "animal" for everybody
   (*) Made certain creatures like minotaurs act less civilized (requires LARGE_PREDATOR in raws)
   (*) Stopped alarm moods from persisting long beyond event itself
   (*) Made non-soldier adventure companions not default to flight (this could include giant demons, etc.)
   (*) Stopped companions with stranger-kill ethics from starting no-quarter fights with strangers the party meets
   (*) Made stranger-kill creatures respect their own prisoners/etc.
   (*) Stopped adventure mode critters from persisting on outmoded paths when destination has changed
   (*) Made sure dipscripts were loaded in the same order on different platforms (Quietust)
   (*) Trading a worthless item for a non-worthless item no longer results in you initiating a robbery
   (*) Wooden chests brought by elven traders are grown now
   (*) Seeds that should be edible raw in adv mode are now edible
« Last Edit: September 10, 2014, 03:17:31 pm by Toady One »
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greycat

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Re: Dwarf Fortress 0.40.12 Released
« Reply #1 on: September 10, 2014, 01:52:24 pm »

Wooo! :D
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Th4DwArfY1

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Re: Dwarf Fortress 0.40.12 Released
« Reply #2 on: September 10, 2014, 02:01:07 pm »

Thanks Toady!
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BesorgterZwerg

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Re: Dwarf Fortress 0.40.12 Released
« Reply #3 on: September 10, 2014, 02:16:58 pm »

Nice, thanks. :)
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Spectre Incarnate

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Re: Dwarf Fortress 0.40.12 Released
« Reply #4 on: September 10, 2014, 02:20:25 pm »


Yayayay!!

   (*) Allowed recover wounded jobs to bring dwarves to hospital floor if no beds are available
   (*) Made dwarves move/get moved to new hospital more quickly if old hospital is removed

Will people move them to a bed when one does become available? And just to confirm, they do stop crashing the game and teleporting to a bed for surgery if they were sitting on the floor now, yes?

If they don't move dwarves sitting on floors to new beds, would it help to unzone and then rezone the hospital to reset this behavior as a "new hopsital zone"?

Quote from: Toady One
   (*) Added ability to repeat, suspend and cancel jobs from unit/job lists

Love how this is thrown in with the list as if it's no big deal...
This is fantastic!!  :-*

Quote from: Toady One
   (*) Made certain creatures like minotaurs act less civilized (requires LARGE_PREDATOR in raws)

Had a minotaur gore a dwarven liason in the lungs and then grab his nose and just stood there and held that nose until the guy suffocated. I personally found that stupidly awesome, but ah well.  :D

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Knight Otu

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Re: Dwarf Fortress 0.40.12 Released
« Reply #5 on: September 10, 2014, 02:53:26 pm »

Huh. According to file_changes.txt, creature_standard.txt should have received changes, but my diff utility says that there were absolutely no changes to raw/objects.
Ed - That's the linux download, in case it matters.
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Toady One

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Re: Dwarf Fortress 0.40.12 Released
« Reply #6 on: September 10, 2014, 03:16:46 pm »

Huh.  I wonder what happened.  I copied the folders over, but the LARGE_PREDATOR tags are all missing.

edit: In any case, the whole change is just putting LARGE_PREDATOR on all of the semi/megabeasts.  It'll be in the next version, whenever that is, but it's fine to do it in your save/regular raws as well.
« Last Edit: September 10, 2014, 03:20:59 pm by Toady One »
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Chaosegg

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Re: Dwarf Fortress 0.40.12 Released
« Reply #7 on: September 10, 2014, 03:27:36 pm »

Thanks for the rapid-fire updates; keep them coming please!  :)


Quote from: Toady One
   (*) Made certain creatures like minotaurs act less civilized (requires LARGE_PREDATOR in raws)

Had a minotaur gore a dwarven liason in the lungs and then grab his nose and just stood there and held that nose until the guy suffocated. I personally found that stupidly awesome, but ah well.  :D
Hah! That is f'ed up.  :D
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StagnantSoul

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Re: Dwarf Fortress 0.40.12 Released
« Reply #8 on: September 10, 2014, 03:45:53 pm »

Yay! Finally... I had one dwarf sit in the traction bench and die, one dwarf stay at an old hospital and never leaves, and a whole bunch of other hospital related problems.
Question: could you make it so candy floss and candy cloth doesn't get used by medics? I was forced to kill my chief medical dwarf when he used a bunch to heal a hunter.
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Knight Otu

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Re: Dwarf Fortress 0.40.12 Released
« Reply #9 on: September 10, 2014, 04:09:16 pm »

Yay! Finally... I had one dwarf sit in the traction bench and die, one dwarf stay at an old hospital and never leaves, and a whole bunch of other hospital related problems.
Question: could you make it so candy floss and candy cloth doesn't get used by medics? I was forced to kill my chief medical dwarf when he used a bunch to heal a hunter.
Bug report for the case of using adamantine for suturing.
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martinuzz

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Re: Dwarf Fortress 0.40.12 Released
« Reply #10 on: September 10, 2014, 04:15:03 pm »

Awesome update again. Some sweets for fort mode, some sweets for adventurers. Everybody should be happy here!

One small note: cartilage and nail still don't have healing rates in their tissue_template_default raws
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XXSockXX

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Re: Dwarf Fortress 0.40.12 Released
« Reply #11 on: September 10, 2014, 04:26:52 pm »

Thanks for the update!

Toady, is there a particular reason why this bug has not been fixed in the 2014 releases although you mentioned it as fixed in 2013? Not trying to bother you, just curious if it's an oversight or something. (And actually I haven't tested in the new version, just going by the dev log info.)
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Footkerchief

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Re: Dwarf Fortress 0.40.12 Released
« Reply #12 on: September 10, 2014, 04:46:31 pm »

Toady, is there a particular reason why this bug has not been fixed in the 2014 releases although you mentioned it as fixed in 2013? Not trying to bother you, just curious if it's an oversight or something. (And actually I haven't tested in the new version, just going by the dev log info.)

The bug probably has other causes that haven't been fixed, in addition to the one mentioned in the 2013 devlog.  It wouldn't be unusual.
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smjjames

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Re: Dwarf Fortress 0.40.12 Released
« Reply #13 on: September 10, 2014, 04:52:08 pm »

Thanks for the update!

Toady, is there a particular reason why this bug has not been fixed in the 2014 releases although you mentioned it as fixed in 2013? Not trying to bother you, just curious if it's an oversight or something. (And actually I haven't tested in the new version, just going by the dev log info.)

Yeah it was supposedly fixed, but apparently not fully yet.
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Robsoie

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Re: Dwarf Fortress 0.40.12 Released
« Reply #14 on: September 10, 2014, 05:27:52 pm »

Thank you very much for that new wave of bugfixes, since the original df2014 release you have done an amazing job at fixing so many of them.
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