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Author Topic: Dwarf Fortress 0.42.03 Released  (Read 38183 times)

Toady One

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Dwarf Fortress 0.42.03 Released
« on: December 12, 2015, 04:02:41 pm »

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Here's another release which cleans up various outstanding issues.

Major bug fixes
   (*) Fixed world generation crash from wandering artist writing a book
   (*) Fixed crash from retiring locations in certain circumstances
   (*) Fixed crash associated to adventurer sleeping in inn rooms
   (*) Fixed issue with militia not picking up armor
   (*) Fixed error causing some instruments in chests to not be played
   (*) Fixed error causing instruments and drink service to fail in dining rooms
   (*) Fixed error causing scribes not to use some blank writing materials
   (*) Fixed error causing overall scribe operation to be stalled by a bad target codex
   (*) Made training marksdwarves want both combat and training ammunition and fetch stacks appropriately (thanks to ag for analyzing this one)
   (*) Fixed issue with starting instrument causing it to duplicate
   (*) Fixed one way for horses to become playable (not sure about dogs/donkeys)
   (*) Stopped dead/caged commanders from stopping invaders from moving (thanks to vjek for preparing a very useful and funny save)
   (*) Stopped cats from dying of alcohol poisoning after walking over damp tavern floors and cleaning themselves (reduced effect)
   (*) Put new caps in place on animals in towns during world generation
   (*) Stopped bookbinders and string makers from trying to use loose spider webs (thanks to Knight Otu for reminded me about raw tag)

Other bug fixes/tweaks
   (*) Made the add new task list remember where it was again
   (*) Tweaked how distance is calculated for certain jobs
   (*) Stopped certain ramp/channel digging jobs from temporarily disturbing pathing and distance calculations (thanks to Loci for reproducible procedure)
   (*) Made edible seed-type growths gatherable
   (*) Stopped wander history spam for adventurer
   (*) Stopped nobles from other civilizations from making mandates and demands
   (*) Stopped weapon slayer list from giving away fort vampires
   (*) Handled some basic shaped conflicts with clothing vs. armor
   (*) Changed how owned objects are managed with clothing -- might be some trinket drops in old saves
   (*) Allowed goblets on embark
   (*) Made modded wood furnace reactions list properly
   (*) Fixed typo with untitled written content
   (*) Fixed typo in haunting conversation
   (*) Fixed several typos in personality/value strings
   (*) Fixed instrument values in old saves
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jaxy15

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Re: Dwarf Fortress 0.42.03 Released
« Reply #1 on: December 12, 2015, 04:04:11 pm »

Thank you, great and mighty Froggy Individual.
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nomad_delta

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Re: Dwarf Fortress 0.42.03 Released
« Reply #2 on: December 12, 2015, 04:15:59 pm »

Woooo! Can't wait to get home so I can play this version.  My Marksdwarves will blot out the sun with a hail of properly chosen combat and training bolts!  The Goblin invaders (that now path to the fort on the world map) will continue the charge even after their squad leaders have been caged or slain!  My Axedwarves shall meet them fully decked out in masterfully crafted armors fresh from the forges! The Dwarves shall celebrate their victory and sing songs in the newly constructed tavern accompanied by exotic instruments!

IT SHALL BE GLORIOUS! :D

Thanks Toady!

--nomad_delta
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thvaz

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Re: Dwarf Fortress 0.42.03 Released
« Reply #3 on: December 12, 2015, 04:31:24 pm »

Thanks Toady!

With these I think the most impacting issues introduced with 0.42.01 are fixed, and a good deal of the old ones too.  Now I guess will we have some fine tuning on the new features?
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flyteofheart

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Re: Dwarf Fortress 0.42.03 Released
« Reply #4 on: December 12, 2015, 04:53:46 pm »

Thanks so much, I can't wait to play! Especially the armor and marksdwarves bug fixes.
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dennislp3

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Re: Dwarf Fortress 0.42.03 Released
« Reply #5 on: December 12, 2015, 05:02:05 pm »

Thank you! The military bugs were the only reason I was hesitant to play...you are a wonderful man
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Feckless

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Re: Dwarf Fortress 0.42.03 Released
« Reply #6 on: December 12, 2015, 05:04:41 pm »

Awesome, those bug fixes are perfect. All the big bugs by the looks of it! I'm off to gen a world, wish me luck in spreading the secrets of life and death!
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Th4DwArfY1

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Re: Dwarf Fortress 0.42.03 Released
« Reply #7 on: December 12, 2015, 05:16:53 pm »

Thank you!
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Descan

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Re: Dwarf Fortress 0.42.03 Released
« Reply #8 on: December 12, 2015, 05:22:06 pm »

Hey, thanks man.
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pondicherry

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Re: Dwarf Fortress 0.42.03 Released
« Reply #9 on: December 12, 2015, 05:25:19 pm »

Thank you Toady !
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Naryar

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Re: Dwarf Fortress 0.42.03 Released
« Reply #10 on: December 12, 2015, 05:35:00 pm »

Well that military armor bug was making military undoable, so that's good. (Hopefully I can still magma trap my way through the enemies)

Also i will test it right now to see if the librarians now produce scrolls !

vjek

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Re: Dwarf Fortress 0.42.03 Released
« Reply #11 on: December 12, 2015, 06:18:43 pm »

... (*) Stopped dead/caged commanders from stopping invaders from moving (thanks to vjek for preparing a very useful and funny save) ...
Indeed, there is nothing that makes me laugh quite like watching those goblins jump to their death. :)

Thank you very much for this bug fix, Toady. Definitely made my day/week/month.  :D :D :D
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Ysyua

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Re: Dwarf Fortress 0.42.03 Released
« Reply #12 on: December 12, 2015, 06:25:13 pm »

... (*) Stopped dead/caged commanders from stopping invaders from moving (thanks to vjek for preparing a very useful and funny save) ...
Indeed, there is nothing that makes me laugh quite like watching those goblins jump to their death. :)

Thank you very much for this bug fix, Toady. Definitely made my day/week/month.  :D :D :D

Hahah what was in that save that warranted making it to the devlog? I am both fearful and excited.
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Toady One

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Re: Dwarf Fortress 0.42.03 Released
« Reply #13 on: December 12, 2015, 06:31:09 pm »

With these I think the most impacting issues introduced with 0.42.01 are fixed, and a good deal of the old ones too.  Now I guess will we have some fine tuning on the new features?

Yeah, there's going to be a mix of continuing fixes of new and old, and some simple old suggestions, and some adventure mode cleaning in terms of rep/rumors/quests/etc. so things make more sense and are easier to navigate.  Not all for next time, but spread out over some releases.  At some point during that process, when I feel like it's all a bit more stable, we'll try a 64 bit test.  Then after that we'll transition into the next set of features, whatever ends up being selected -- we might peel off an artifact test release before we go for the full myth generator, or not, it depends on how it all has to hang together.

Indeed, there is nothing that makes me laugh quite like watching those goblins jump to their death. :)

He he, yeah, I was like, "how are we going to be sure the leader will die in the trap?"  And then I saw the 10 adamantine weapons in the trap.  Then I was like, "but what if they live through the fall if they dodge?"  Then I saw the giant magma pool.
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DoX

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Re: Dwarf Fortress 0.42.03 Released
« Reply #14 on: December 12, 2015, 07:37:55 pm »

Toady! Thank you so much! The new temples, taverns and libraries really are incredible.
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