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Author Topic: Dwarf Fortress 0.40.24 Released  (Read 101696 times)

Toady One

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Dwarf Fortress 0.40.24 Released
« on: January 07, 2015, 03:20:18 pm »

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

Here is another release with fixes.  Old saves are compatible, but there will be some error logs due to minor issues with the old raws.  These logs can be ignored, but old saves will still experience problems like blank seed names.

Major bug fixes
   (*) Fixed problem causing dwarves to sometimes fail to attack monsters/invaders
   (*) Stopped active blocks/parries from rarely freezing adv mode
   (*) Stopped certain situations where you could be stuck in the air above certain tiles
   (*) Fixed a few problems with necromancers attacking (and generally being killed by) their zombies
   (*) Stopped crash from moving/centering squad menu going out of bounds
   (*) Fixed crash involving squads and minimap
   (*) Fixed unretire crash that generally triggered when caravan arrived
   (*) Stopped dwarf from stressing out over the same wound forever
   (*) Stopped certain inaccessible jobs from blocking lower priority ones

Other bug fixes/tweaks
   (*) Allowed embarks with x/y dim 1
   (*) Made removal of trees check building/bridge/machine stability
   (*) Stopped worker chaining to next construction job from choosing suspended one
   (*) Tentatively fixed text mode error on OSX (lethosor)
   (*) Tentatively fixed broken sound on some linuxes (Baughn)
   (*) Fixed problem with water disappearing when it crosses the z=0 boundary
   (*) Made certain old civilian weapon assignments clear over time
   (*) Made t/q building selector respect stockpile shapes when looking for closest one
   (*) Fixed error with underground pops in small forts not appearing
   (*) Stopped mood jobs from going outside of burrows
   (*) Capped various combat skill gains per action (Urist Da Vinci)
   (*) Stopped "fighting" skill from increasing from trap/projectile attacks
   (*) Stopped random creature proboscis from sometimes messing up poison attacks
   (*) Fixed key display issue in bindings screen (lethosor)
   (*) Fixed problem with display of kill order status
   (*) Made geld indicator appear for pets on animal screen properly
   (*) Fixed display problem with agreement conclusion dates
   (*) Added error logs for missing materials set to defaults, fixed various raws
   (*) Stopped announcement screen date from overrunning title depending on window size
   (*) Differentiated two pain readouts on health screen
   (*) Fixed a few empty announcement errors
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FallenAngel

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Re: Dwarf Fortress 0.40.24 Released
« Reply #1 on: January 07, 2015, 03:25:03 pm »

Awesome. I'll have to switch from .23 now.

Zarathustra30

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Re: Dwarf Fortress 0.40.24 Released
« Reply #2 on: January 07, 2015, 03:29:12 pm »

Woohoo! I can't wait to try out a 1x16 fort.
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TheFlame52

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Re: Dwarf Fortress 0.40.24 Released
« Reply #3 on: January 07, 2015, 03:45:59 pm »

Do mandibles still mess up random creature poison, or did you fix that too?

BuGGaTon

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Re: Dwarf Fortress 0.40.24 Released
« Reply #4 on: January 07, 2015, 03:51:52 pm »

WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
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Lord_lemonpie

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Re: Dwarf Fortress 0.40.24 Released
« Reply #5 on: January 07, 2015, 04:02:36 pm »

1x1 Embarks, thanks toady!

Toady One

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Re: Dwarf Fortress 0.40.24 Released
« Reply #6 on: January 07, 2015, 04:29:09 pm »

Do mandibles still mess up random creature poison, or did you fix that too?

I fixed 3 of them, but I don't remember if mandibles was one of them.  It could still be busted.
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TheFlame52

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Re: Dwarf Fortress 0.40.24 Released
« Reply #7 on: January 07, 2015, 04:30:42 pm »

I can't confirm. I haven't been able to find a program that reads the random raws for v.40.

Toady One

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Re: Dwarf Fortress 0.40.24 Released
« Reply #8 on: January 07, 2015, 04:55:55 pm »

The new error logs should catch any FB generated without a poison material defined, which is the issue I tried to address.  So it'll come up soon enough.  I can read the generated raws on broken saves, so they are easy enough to check out.  That said, any forgotten beast logs on old saves are probably false positives now.
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lethosor

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Re: Dwarf Fortress 0.40.24 Released
« Reply #9 on: January 07, 2015, 04:58:14 pm »

I don't think this warrants a bug report, but the separator above v0.40.19 in "file changes.txt" seems to be missing.
At any rate, PRINT_MODE:TEXT does appear to be working on OS X. Thanks!
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Toady One

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Re: Dwarf Fortress 0.40.24 Released
« Reply #10 on: January 07, 2015, 05:03:11 pm »

Oh yeah, I was going to post in that report -- it even works on my mini now (with that blacking out of the menu).
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Darthania

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Re: Dwarf Fortress 0.40.24 Released
« Reply #11 on: January 07, 2015, 06:03:46 pm »

Great stuff. That combat bug with the squads refusing to attack was making the game unplayable for me.
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mndfreeze

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Re: Dwarf Fortress 0.40.24 Released
« Reply #12 on: January 07, 2015, 08:43:18 pm »

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

Here is another release with fixes.  Old saves are compatible, but there will be some error logs due to minor issues with the old raws.  These logs can be ignored, but old saves will still experience problems like blank seed names.

Major bug fixes
   (*) Fixed problem causing dwarves to sometimes fail to attack monsters/invaders
   

Does this apply to pets as well like war dogs?  Or is that actually a seperate issue?
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Toady One

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Re: Dwarf Fortress 0.40.24 Released
« Reply #13 on: January 07, 2015, 09:08:11 pm »

It actually applies to everything.  Their little minds were being blinded by numbers (if 20+ friends were in line-of-sight), and the prioritization was insufficient.  Basically only invaders were working.  Now the buffer is larger and it is does more work to make sure that relevant critters are scene.  There's more that can be done, but there shouldn't be full-scale battle freezes now.
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DanielTDS

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Re: Dwarf Fortress 0.40.24 Released
« Reply #14 on: January 08, 2015, 03:32:12 pm »

Thanks for the update, Toady! I must admit I visit this website daily to see if new updates came out. It makes me happy to see this game evolving. 1x1 embarks should be a great challenge

And I'm waiting for the day I can send an army to destroy an enemy settlement. When that day comes, I can finally say: yeah, my life was worth!
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