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Author Topic: Dwarf Fortress 0.22.121.23b Released  (Read 8420 times)

Toady One

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Dwarf Fortress 0.22.121.23b Released
« on: December 10, 2006, 10:41:00 pm »

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Changes

I'm partly through the temperature rewrite.  This release has a lot of bug potential.  You should back up your save folders if you are updating from an older version.

You can set fire to shrubs as an adventurer using the "g" command when you are standing near one.  This is not a permanent command.

The temperature behavior of flows has not been implemented yet.  Very hot/cold creatures do not change the air temperature yet either.  There are a number of features that are in progress regarding temperature.

The problem with dwarves being stuck outside during the stay-inside order should be fixed, as well as a number of other bugs.  You can now move the cursor quickly by using shift + direction.

----- 0.22.121.23a

Here are some fixes for crash problems.  I've also added metal bins and more information to the sites in the setup screen.  I fixed the FPS/black space problems with the BMP export options and a few other minor problems as well.

There are still potentially serious problems from the temperature and other recent additions.  I'm going to continue working on bugs for the time being.

[ December 15, 2006: Message edited by: Toady One ]

[ December 16, 2006: Message edited by: Toady One ]

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Demon

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Re: Dwarf Fortress 0.22.121.23b Released
« Reply #1 on: December 10, 2006, 10:46:00 pm »

Woo hoo!  Burnination!
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DDouble

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Re: Dwarf Fortress 0.22.121.23b Released
« Reply #2 on: December 10, 2006, 11:14:00 pm »

Alright! Those elves are going to eat &#*%!
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Abyssal Squid

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Re: Dwarf Fortress 0.22.121.23b Released
« Reply #3 on: December 10, 2006, 11:28:00 pm »

Just managed to catch myself on fire, which didn't seem to hurt.  I got sick of being unable to see anything from the smoke, though, so I decided to take a dip in a pool to extinguish the flames.  This, uh, made a lot of steam, which did hurt me quite a bit.

Playing with it some more, it seems that burning clothing takes a while to start to injure you.

[ December 10, 2006: Message edited by: Abyssal Squid ]

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20,000leeks

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Re: Dwarf Fortress 0.22.121.23b Released
« Reply #4 on: December 11, 2006, 05:41:00 am »

I love it! I set fire to a tree, and my tame Swordsman wandered into the ensuing inferno, and sadly passed away soon after.

...he would have wanted me to loot his corpse.

On another note, is the scrolling creation map a new thing? If so, kudos! It really gives you a chance to see the lie of the land, and see some of the names given to various areas. In the world I just created, there's a huge mountain called 'The Silken Beak' infested with goblinoids.

...it is a little slower to create a world, though.

EDIT: Well, after being scalded to death when I caught fire myself and jumped into a pond, I started a new character, went around starting a few fires, and then DF 'generated an error' and closed.

[ December 11, 2006: Message edited by: 20,000leeks ]

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Silveron

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Re: Dwarf Fortress 0.22.121.23b Released
« Reply #5 on: December 11, 2006, 08:00:00 am »

Now we just need some thatched roofed cottages.
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Fieari

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Re: Dwarf Fortress 0.22.121.23b Released
« Reply #6 on: December 11, 2006, 08:01:00 pm »

This is just opening the door for being able to adventure as a dragon, with firebreathing included...
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Nobody

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Re: Dwarf Fortress 0.22.121.23b Released
« Reply #7 on: December 12, 2006, 01:26:00 am »

Anybody else going to say it?

Anybody at all?

...Well, I'm modding in the DRAGON MAN race now (Capitalisation included)

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Toady One

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Re: Dwarf Fortress 0.22.121.23b Released
« Reply #8 on: December 12, 2006, 03:03:00 am »

I've resolved some of these crash bugs, but there are doubtless others floating around.  I'm just going to fix bugs for a bit before I continuing on into more fire and lighting.  I should post the first fix in a few days once I get finals/grades out of the way.
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DDouble

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Re: Dwarf Fortress 0.22.121.23b Released
« Reply #9 on: December 12, 2006, 03:16:00 am »

Is this fire stuff implemented in the fortress mode? I mean, will nearby lava now ignite anything? Or could a fire imp start a catastrophic fire in my workshop/food areas?
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Toady One

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Re: Dwarf Fortress 0.22.121.23b Released
« Reply #10 on: December 12, 2006, 01:24:00 pm »

Nah, both of these depend on the temperature features of flows being implemented, which hasn't been done yet.  It will be done as soon as I fix the crashes and other serious issues that have been reported.
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Dumatoin

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Re: Dwarf Fortress 0.22.121.23b Released
« Reply #11 on: December 13, 2006, 10:07:00 am »

Still no fix for narrow clothing cluttering shops?

Even a temporary fix say, classifying them as finished goods or something?

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Toady One

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Re: Dwarf Fortress 0.22.121.23b Released
« Reply #12 on: December 14, 2006, 05:49:00 pm »

There are many small fixes that people request all the time.  I can't do everything instantly.
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Maximus

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Re: Dwarf Fortress 0.22.121.23b Released
« Reply #13 on: December 14, 2006, 06:30:00 pm »

Sounds like somebody needs to be turned into a tentacle demon.

Wait, no, maybe that isn't such a good idea.

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Toady One

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Re: Dwarf Fortress 0.22.121.23b Released
« Reply #14 on: December 15, 2006, 02:00:00 am »

I've put up a patch...  the crashiness might have changed, since I had to do some heavy changes to fix one of the crashes, but I'm going to keep cleaning things up as they arise until it's reasonably stable.  More notes above.
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