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Author Topic: Dwarf Fortress 0.42.04 Released  (Read 29653 times)

Detros

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Re: Dwarf Fortress 0.42.04 Released
« Reply #15 on: December 27, 2015, 07:47:24 am »

-giant giraffe
Shame we didn't got to war-trained giant giraffes.
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Chaosegg

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Re: Dwarf Fortress 0.42.04 Released
« Reply #16 on: December 27, 2015, 11:54:37 am »

Thanks!

Best holiday wishes to everyone!
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Iliithid

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Re: Dwarf Fortress 0.42.04 Released
« Reply #17 on: December 27, 2015, 01:46:30 pm »

Now we just need sparring to be fixed so squads aren't required to be thrown in the Danger Room. Please.
Isn't that just that sparring isn't being reported?

Would be better if military orders could define what they did when training.
No, it's not being reported because they're literally doing nothing. You can watch them, they'll stay completely still, and skills never increase. If they were still sparring but it wasn't being reported, they would be charging and dodging like normal.
what do you mean by... giant versions of creatures?
Exactly what it sounds like.
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Dirst

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Re: Dwarf Fortress 0.42.04 Released
« Reply #18 on: December 27, 2015, 01:49:36 pm »

Thank you Toady for the bug fixes... and the new FUN critters!
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Hesperid

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Re: Dwarf Fortress 0.42.04 Released
« Reply #19 on: December 27, 2015, 03:12:42 pm »

42.04 is 40.24 backwards. Coincidence?
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Vattic

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Re: Dwarf Fortress 0.42.04 Released
« Reply #20 on: December 27, 2015, 08:52:40 pm »

Nice one Toady.

I guess it makes sense not to have wild groups of domestic animal people. Makes me wonder where it would seem appropriate to have them. A curse perhaps?
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Toady One

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Re: Dwarf Fortress 0.42.04 Released
« Reply #21 on: December 27, 2015, 09:33:34 pm »

Yeah, we didn't have biomes for them, so it wouldn't have a place to put them at the start.  We were thinking maybe if a town became ruined and the abandoned animals moved out into surrounding savage wilds affected by a elven force, or something, but it would take some thinking for how those raws should work (especially since the initial animal people aren't explained in any way yet).  Probably safest to wait for the myth generator to encapsulate it, since the initial animal people are always explained by that, and the myth generator isn't too far away now.
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Urlance Woolsbane

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Re: Dwarf Fortress 0.42.04 Released
« Reply #22 on: December 27, 2015, 09:51:39 pm »

Re the Zombie-nerf: Toady, for those of us that like the current zombies, might it be possible to include an option for the game to generate them? I  suspect that we're very much the minority, so there's no need to pander to us, but I figure it's worth asking.
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Vattic

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Re: Dwarf Fortress 0.42.04 Released
« Reply #23 on: December 27, 2015, 10:13:15 pm »

Will the myth generator deal with domestic animals and their origins too?

Towns as biomes makes sense for certain animals too.
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Toady One

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Re: Dwarf Fortress 0.42.04 Released
« Reply #24 on: December 27, 2015, 10:20:52 pm »

There'll be various undead as we go -- some of these changes reflect the "soulless" status of the dead, and I'd need to address that to put them back.  If a corpse is inhabited by something more thinky, we'd be back in business there, and that was what the bright cyan Ns were going to be, when we got to them.  We'll get around to it somehow.

I haven't gotten to the knowledge/tools/etc. part of myth generation, and it's hard to say what we'll get to.  I could speak for the animal people since they are already in.  Ideally, every tag of the entity files would make sense, somehow, but that'd be a lot of work.
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Urlance Woolsbane

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Re: Dwarf Fortress 0.42.04 Released
« Reply #25 on: December 27, 2015, 11:00:19 pm »

There'll be various undead as we go -- some of these changes reflect the "soulless" status of the dead, and I'd need to address that to put them back.  If a corpse is inhabited by something more thinky, we'd be back in business there, and that was what the bright cyan Ns were going to be, when we got to them.  We'll get around to it somehow.
So liches might be a thing? Awesome!

I suppose that would also give the natural Forces something to do...
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KillzEmAllGod

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Re: Dwarf Fortress 0.42.04 Released
« Reply #26 on: December 28, 2015, 02:56:39 am »

That next update sounds great, any chance of digging invaders being a thing soon?
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Raven

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Re: Dwarf Fortress 0.42.04 Released
« Reply #27 on: December 28, 2015, 07:22:32 am »

Re the Zombie-nerf: Toady, for those of us that like the current zombies, might it be possible to include an option for the game to generate them? I  suspect that we're very much the minority, so there's no need to pander to us, but I figure it's worth asking.
could you explain what has been nerfed?
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Shonai_Dweller

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Re: Dwarf Fortress 0.42.04 Released
« Reply #28 on: December 28, 2015, 08:35:48 am »

Re the Zombie-nerf: Toady, for those of us that like the current zombies, might it be possible to include an option for the game to generate them? I  suspect that we're very much the minority, so there's no need to pander to us, but I figure it's worth asking.
could you explain what has been nerfed?
Front page, in quite a bit of detail.
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greycat

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Re: Dwarf Fortress 0.42.04 Released
« Reply #29 on: December 28, 2015, 08:42:28 am »

could you explain what has been nerfed?
Front page, in quite a bit of detail.

In other words, this nerf is not in a released version yet.  It's future content.
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