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Author Topic: Dwarf Fortress 0.42.06 Released  (Read 82722 times)

Toady One

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Dwarf Fortress 0.42.06 Released
« on: February 10, 2016, 05:56:51 pm »

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Here's the material and image specification release, along with several important bug fixes.  There's more to be done with job settings -- we need to improve work orders and allow the decoration of specific objects, to name a few, but this should be a good start.

[edit for more information: You go to the job details 'd' to set the material/shape/image stuff, after you make the job in a shop.  For engravings, the details option ('D') will pop up in designate if your cursor is over an engraving designation.  You can't currently change them once they are underway.  Once we get to the work orders you'll be able to set details for multiple jobs more easily.  Adventure mode bone carving is under the 'x' menu.]

New stuff
   (*) Can set specific job material in job details
   (*) Added jobs to construct the various specific crafts
   (*) Can specify images in statue, figurine, engraving, decorate jobs to varying degrees
   (*) Can specify group's symbol at embark
   (*) Can specify type of decoration
   (*) Added adv mode bone craft carving with image specification

Major bug fixes
   (*) Counted exported wealth properly again (old saves will start counting w/ next caravan that leaves)
   (*) Flour, dye, seeds etc. not dumped out of bags into barrels
   (*) Allowed captured intelligent non-residents to be chained/caged/pitted again
   (*) Various useful objects like minecarts and goblets no longer ownable as personal possessions
   (*) Made ownable objects that aren't worn storeable again
   (*) Fixed problem causing some surface-underground sites to become disconnected

Other bug fixes/tweaks
   (*) Allowed travel map to be shown even when you can't travel
   (*) "Really attack?" gives more information
   (*) Show adv companions by first name in announcements etc.
   (*) Used adjectives from physical descriptions for use in adv mode creature designations
   (*) Stopped premature elevation of wagons to historical status
   (*) Fixed missing space when reporting success on beast mission
« Last Edit: February 10, 2016, 06:22:10 pm by Toady One »
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90908

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Re: Dwarf Fortress 0.42.06 Released
« Reply #1 on: February 10, 2016, 06:03:25 pm »

WHOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

Thank you Toady!
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Nakéen

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Re: Dwarf Fortress 0.42.06 Released
« Reply #2 on: February 10, 2016, 06:05:15 pm »

Awesome as always ! Thank you glorious Toady !
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Rumrusher

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Re: Dwarf Fortress 0.42.06 Released
« Reply #3 on: February 10, 2016, 06:12:00 pm »

wait does this mean we can trade away invaders caught in cages now?
now I can finally start a prison fort proper.
hmm wonder if adventurers that aren't apart of the fort civ, and group would be playable in fort mode if you retire one on a site now?
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Haspen

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Re: Dwarf Fortress 0.42.06 Released
« Reply #4 on: February 10, 2016, 06:19:48 pm »

The engraving/decorations details is what I waited for forever, Toady. Thanks for all of your hard work!
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Amperzand

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Re: Dwarf Fortress 0.42.06 Released
« Reply #5 on: February 10, 2016, 06:20:12 pm »

Woooo! Glorious updates!
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Toady One

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Re: Dwarf Fortress 0.42.06 Released
« Reply #6 on: February 10, 2016, 06:20:22 pm »

I should probably say -- you go to the job details 'd' to set the material/shape/image stuff, after you make the job in a shop.  For engravings, the details option ('D') will pop up in designate if your cursor is over an engraving designation.  You can't currently change them once they are underway.  Once we get to the work orders you'll be able to set details for multiple jobs more easily.  Adventure mode bone carving is under the 'x' menu.

I'm not sure if cages can be traded, but it should be closer to how it was before.  I didn't change the retirement behavior, so if something was broken it probably still is.
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Shonai_Dweller

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Re: Dwarf Fortress 0.42.06 Released
« Reply #7 on: February 10, 2016, 06:23:33 pm »

wait does this mean we can trade away invaders caught in cages now?
now I can finally start a prison fort proper.
hmm wonder if adventurers that aren't apart of the fort civ, and group would be playable in fort mode if you retire one on a site now?
In the last release, just retiring an adventurer made them part of the fortress, but the only thing you could do with them was assign them an occupation (tavern keeper, etc). No labours, no military career.
On the other hand, if the adventurer joins the fortress (as an entertainer, or member of the fortress guard) before retiring, he becomes a fully useable character no matter what his original civ was.
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Rumrusher

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Re: Dwarf Fortress 0.42.06 Released
« Reply #8 on: February 10, 2016, 06:31:39 pm »

wait does this mean we can trade away invaders caught in cages now?
now I can finally start a prison fort proper.
hmm wonder if adventurers that aren't apart of the fort civ, and group would be playable in fort mode if you retire one on a site now?
In the last release, just retiring an adventurer made them part of the fortress, but the only thing you could do with them was assign them an occupation (tavern keeper, etc). No labours, no military career.
On the other hand, if the adventurer joins the fortress (as an entertainer, or member of the fortress guard) before retiring, he becomes a fully useable character no matter what his original civ was.
yeah found out you can get them to do jobs if you make their background say " became a peasant of the [player fort here]"  without setting them as an entertainer or member of the fortress guard, but I also notice Making them a noble or expedition leader grants them access to asking others to join the fort as a "militant dwarf" in adventure mode. hmm that process(background one not the putting the adventure into noble role) kinda opens up to Plumphelmet men getting citizen rights with out needing to talk to some leader.
edit: on the trading invaders away, I think I had a werelizard caged in my fort and finding out that because he was formally human the dwarves will just release him and take the cage, didn't realize this until he stop dropping into the cage trap I set up under him. Werelizard pop up under the pets screen I hope this update fixed the dwarves releasing dangerous folks for trading as animals.
« Last Edit: February 10, 2016, 06:37:05 pm by Rumrusher »
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TheBiggerFish

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Re: Dwarf Fortress 0.42.06 Released
« Reply #9 on: February 10, 2016, 07:02:36 pm »

Woohoo!
Just in time for Spearbreakers II to engrave mugs all over the place!
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Shonai_Dweller

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Re: Dwarf Fortress 0.42.06 Released
« Reply #10 on: February 10, 2016, 07:03:24 pm »

As Toady said, trading caged animals was bugged before and he hasn't done anything to fix it. So it's almost certainly still bugged now.
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TheFlame52

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Re: Dwarf Fortress 0.42.06 Released
« Reply #11 on: February 10, 2016, 07:09:03 pm »

   (*) Stopped premature elevation of wagons to historical status
This is the funniest thing I've ever seen on a changelog, bar none.

Detros

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Re: Dwarf Fortress 0.42.06 Released
« Reply #12 on: February 10, 2016, 07:22:35 pm »

   (*) Stopped premature elevation of wagons to historical status
This is the funniest thing I've ever seen on a changelog, bar none.
Even "horses everywhere"? Even "cats dying mysteriously"?
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BlackFlyme

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Re: Dwarf Fortress 0.42.06 Released
« Reply #13 on: February 10, 2016, 07:25:51 pm »

Reaction Categories work in Adventure Mode! Thank you Toady!
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Rumrusher

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Re: Dwarf Fortress 0.42.06 Released
« Reply #14 on: February 10, 2016, 07:32:17 pm »

   (*) Stopped premature elevation of wagons to historical status
This is the funniest thing I've ever seen on a changelog, bar none.
considering that wagons do pop up in adventure mode as a living entity that crawls around on the floor and with modding could be turn into an animalman... though uhh all that leads to is sentient talking wagon that open doors but can't pick anything up due to error in the man body parts not being added to the wagonman bit and just left everything else on so it ended up being a literal wagon that can talk and not a weird man with legs and head of a wagon.
wonder if this script prevents creatures named equipment_wagon from reaching historical status now for future modders?
« Last Edit: February 10, 2016, 09:07:49 pm by Rumrusher »
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