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Author Topic: Dwarf Fortress 0.40.15 Released  (Read 30136 times)

Toady One

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Dwarf Fortress 0.40.15 Released
« on: November 05, 2014, 04:01:38 pm »

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Here's another release with bug fixes and small changes to brighten your day.

Major bug fixes
   (*) Made growing trees update cave-in and light information properly
   (*) Handled stress counter timing properly in adv mode
   (*) Stopped nerve check from bypassing broken parts between thought center and body roots
   (*) Stopped part from being pulped if inner nervous tissue is not detached
   (*) Made pulped parts bleed properly
   (*) Stopped crash from trying to place unit in proper connected component of crowded retired fort
   (*) Fixed reversed inside/outside check for outdoor refuse hauling

Other bug fixes/tweaks
   (*) Animals that can escape from cages no longer brought by traders
   (*) Made reactions try to guess how their containers will be filled to stop problems with brewing large stacks etc.
   (*) Small coin stacks can no longer be stuffed into non-containers
   (*) Small coin stacks no longer pass through opponents
   (*) Stopped tantrum dwarves from checking burrows for fistfights
   (*) Changed tantrum action frequency
   (*) Being in an owned site makes bogeyman not an issue
   (*) Made ballista arrow heads and ballista arrows have edges
   (*) Added ability to trade everything in the depot from either column
   (*) Made column widths even in trade view and abbreviated strings differently
   (*) Added select visible and select category to bring-to-depot menu
   (*) Added totems to crafts tab of bring-to-depot screen
   (*) Added a few categories to the kitchen menu
   (*) Alphabetized stone and kitchen menus
   (*) Added magma-safe indicator to stone menu
   (*) Made encrust jobs respect furniture tools
   (*) Cannot go into specific encrust menus if selected gem not available for encrust
   (*) Dead dwarves removed from burrow count
   (*) Made toggle button update properly when moving unit labor view to non-laborer
   (*) Fixed a problem causing the right edge of the embark world map to disappear, including the cursor
   (*) Fixed location of cursor in minimap for resized windows
   (*) Made DOES_NOT_EXIST exclude creatures from certain lists properly
   (*) Stopped stress reactions from being applied to unintelligent critters
   (*) Stopped stress reactions of hidden creatures from being announced
   (*) Fixed many typos (Gorobay)
   (*) Updated description for pulping so it doesn't say "bruised" etc.
   (*) Fixed broken artifact thought text
   (*) Stopped immortality goal from having a broken display in thoughts
   (*) Properly recognized multiple embark minecarts of the same material
   (*) Slowed down tantrum/mood/etc. indicators
   (*) Stopped zombies from interrupting your sleep to ask if they can help you with something
   (*) Increased default embark points to compensate for more default equipment (stepladder etc.)
   (*) Allowed deletion of first uniform
   (*) Stopped crafts brought by traders from satisfying craft mandates
   (*) Made weather init option clear up weather properly instead of just turning off the global simulation
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MaximumZero

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Re: Dwarf Fortress 0.40.15 Released
« Reply #1 on: November 05, 2014, 04:34:32 pm »

Very nice. Hail the Toad!
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Ghoul

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Re: Dwarf Fortress 0.40.15 Released
« Reply #2 on: November 05, 2014, 04:34:52 pm »

Thank you! Great timing as well - just about to start a new world!
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Edmus

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Re: Dwarf Fortress 0.40.15 Released
« Reply #3 on: November 05, 2014, 04:34:58 pm »

Thanks Toady!
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dork

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Re: Dwarf Fortress 0.40.15 Released
« Reply #4 on: November 05, 2014, 04:37:32 pm »

Oh, Jesus. How about this bug? Since it is quite impossible to play.
 
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pisskop

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Re: Dwarf Fortress 0.40.15 Released
« Reply #5 on: November 05, 2014, 04:37:43 pm »

Oh wow, was not prepared.  Thanks!
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supper

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Re: Dwarf Fortress 0.40.15 Released
« Reply #6 on: November 05, 2014, 04:40:57 pm »

Thanks, Toady!
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TD1

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Re: Dwarf Fortress 0.40.15 Released
« Reply #7 on: November 05, 2014, 04:43:59 pm »

Oh, goody! Thanks Toady!
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Re: Dwarf Fortress 0.40.15 Released
« Reply #8 on: November 05, 2014, 05:13:17 pm »

Stopped zombies from interrupting your sleep to ask if they can help you with something
THANK you! You don't know HOW inconvenient this has been for me & my family, I've been late to work twice this month due to lack of sleep. But on a serious note, does
Quote
Allowed deletion of first uniform
mean slow progress toward finally being able to outfit Miners & Woodcutters in armor?

Excellent work!
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pisskop

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Re: Dwarf Fortress 0.40.15 Released
« Reply #9 on: November 05, 2014, 05:26:32 pm »

Stopped zombies from interrupting your sleep to ask if they can help you with something
THANK you! You don't know HOW inconvenient this has been for me & my family, I've been late to work twice this month due to lack of sleep. But on a serious note, does
Quote
Allowed deletion of first uniform
mean slow progress toward finally being able to outfit Miners & Woodcutters in armor?

Excellent work!
The nerve bug is my pick of the litter.  Having a broken neck spine (which is in the neck . . .) should now mean paraplegic?
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drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

Footkerchief

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Re: Dwarf Fortress 0.40.15 Released
« Reply #10 on: November 05, 2014, 08:40:39 pm »

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EinsteinSatDown

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Re: Dwarf Fortress 0.40.15 Released
« Reply #11 on: November 06, 2014, 01:43:03 am »

Gratitude for the continued work, Toady.
I presume this release is save-compatible with .14?

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reality.auditor

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Re: Dwarf Fortress 0.40.15 Released
« Reply #12 on: November 06, 2014, 04:52:09 am »

Oh, Jesus. How about this bug? Since it is quite impossible to play.
I guess that in fact two bugs are in play. Note I don't know how Toady implemented it internally beyond what Toady already said.

1. Actions that are done out of free have same emotional consequences as actions that were forced upon given dorf. If it is already implemented, then it's effects are invisible or too weak.
Examples:
- Witnessing death of enemy E1 killed by dwarf D1 has same effect on D1 as witnessing death of E2 killed by D2.
- Presumably dorfs come here to your fortress by their own will (what fools), so missing of their family should be muted in general, especially if many other family members are already present.
2. Dwarves going bonkers due to stressors so easily should be rare (for example, if many personality numbers at once are unusually low/high, indicating very volatile or pathological personality). Same for dwarves impossible to comfort.

Additional:
3. Stressors stacks too easily? Should they stack at all?

Note: I am just guessing. I do not have privilege to see into Toady's code. :)
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StagnantSoul

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Re: Dwarf Fortress 0.40.15 Released
« Reply #13 on: November 06, 2014, 07:11:18 am »

You don't know what immigration is or how stress works, do you? They're probably fleeing an assault, hence the abandoned hillocks and towns here and there on the maps. Also, let's say your mother died. Violently. Right in front of you. You'll be sad, right? Now let's say your father faced an even worse fate, and you were directly beside him. But since your mother died, this doesn't affect you at all.
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Wooster

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Re: Dwarf Fortress 0.40.15 Released
« Reply #14 on: November 06, 2014, 07:34:32 am »

   (*) Alphabetized stone and kitchen menus
   (*) Added magma-safe indicator to stone menu

Hallelujah! It's like you've been reading my mind. The past couple of fortresses I started messing around with magma, and felt like I was banging my head against the stone menu, particularly on stockpiling.

So thanks! Just waiting for dfhack etc. to catch up now. :D
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