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Author Topic: Dwarf Fortress 0.27.173.38a Released  (Read 15152 times)

Toady One

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Dwarf Fortress 0.27.173.38a Released
« on: February 05, 2008, 07:12:00 am »

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Changes

The first army arc release, complete with no armies.  It really is mostly foundational work, but you'll notice some small changes here and there, more if you play adventure mode.  See the dev log for a complete list.

I'm still working on the Mac port (see Changes above for a bit on that).

edit:  I've upped the system requirements to 512MB RAM, since I noticed it was pushing that during world gen.  If you don't have that much, you can place fewer civs during world gen (edit the starting civ numbers of entity raws), and that should make all the difference.  As it stands, there are about as many hist figs now as there were before, but they are a lot more fleshed out.

[ February 05, 2008: Message edited by: Toady One ]

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Red Jackard

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Re: Dwarf Fortress 0.27.173.38a Released
« Reply #1 on: February 05, 2008, 07:17:00 am »

Thanks for the early release!
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thvaz

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Re: Dwarf Fortress 0.27.173.38a Released
« Reply #2 on: February 05, 2008, 07:17:00 am »

I was really anxious for this version. Thanks Toady!
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Armok

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Re: Dwarf Fortress 0.27.173.38a Released
« Reply #3 on: February 05, 2008, 07:52:00 am »

quote:
Originally posted by Toady One:
<STRONG>The first army arc release, complete with no armies.</STRONG>

How cynical.  :D

You are the awesome Toady, Beyond Quality!

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Lavastine

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Re: Dwarf Fortress 0.27.173.38a Released
« Reply #4 on: February 05, 2008, 08:09:00 am »

Don't know if this is on purpose or not, but you had the kobolds set for 50 max pop. All the rest are set for 500(except humans), so it seems like it could be a typo.
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Rooster

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Re: Dwarf Fortress 0.27.173.38a Released
« Reply #5 on: February 05, 2008, 08:12:00 am »

Nice!
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Toady One

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Re: Dwarf Fortress 0.27.173.38a Released
« Reply #6 on: February 05, 2008, 08:17:00 am »

Kobolds don't currently move beyond their starting cave, so I capped them at 50 to avoid kobold density, although the natural cap that arises from world-square support would probably stop them around there anyway.
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Lavastine

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Re: Dwarf Fortress 0.27.173.38a Released
« Reply #7 on: February 05, 2008, 08:28:00 am »

Ah. Well I guess my world is gonna be dense in kobolds then, I upped mine to 500. I also doubled the number of civs for each race and the pop maxes, and ended up with 69k world pop. It uses around 1.2gigs of ram at that point.
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Xotes

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Re: Dwarf Fortress 0.27.173.38a Released
« Reply #8 on: February 05, 2008, 08:50:00 am »

Well, am I glad I woke up early or what?

Thanks, Toady!

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Kennel

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Re: Dwarf Fortress 0.27.173.38a Released
« Reply #9 on: February 05, 2008, 08:59:00 am »

I love discussions.

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The first thing I'd tell to stranger.

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Kagus

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Re: Dwarf Fortress 0.27.173.38a Released
« Reply #10 on: February 05, 2008, 09:06:00 am »

Ooh.  Time to overwrite my current fort!

My modding had gotten a but sloppy anyways, I'd ended up with changes to files that weren't backed up.  


So.  Army arc with no armies.  That sounds entertaining...  Guess I'll just have to try it out to figure out what that means...

Thanks, Toady!

Fenrir

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Re: Dwarf Fortress 0.27.173.38a Released
« Reply #11 on: February 05, 2008, 09:10:00 am »

Haha! The era of the army arc has begun! Many thanks, Toady One!
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panoptiC

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Re: Dwarf Fortress 0.27.173.38a Released
« Reply #12 on: February 05, 2008, 09:10:00 am »

Woohoo! All thank Toady!

R

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Grue

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Re: Dwarf Fortress 0.27.173.38a Released
« Reply #13 on: February 05, 2008, 09:29:00 am »

Wow, I don't know if it's intentional, or I'm just lucky but giant cave spiders are now killable! I already killed two. This alone makes adv mode so much better.

[ February 05, 2008: Message edited by: Grue ]

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Draco18s

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Re: Dwarf Fortress 0.27.173.38a Released
« Reply #14 on: February 05, 2008, 09:34:00 am »

Wewt~!
Wish there was a bit more stuff seen in Fortress Mode, but that's just me (my adventurers die before ever doing anything interesting).
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