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Author Topic: Dwarf Fortress 0.43.03 Released  (Read 29775 times)

Toady One

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Dwarf Fortress 0.43.03 Released
« on: May 22, 2016, 04:21:19 pm »

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Here are some more bug fixes.

Major bug fixes
   (*) Made customized magma forge jobs use metal instead of making things out of coal
   (*) Adjusted conflict code to stop taverngoers from joining siegers over petty grievances
   (*) Fixed material overcount in adv site work menu

Other bug fixes/tweaks
   (*) Made pain from broken tissues depend on relative part size
   (*) Made embark profiles load fish properly
   (*) Made assigning an animal to a restraint remove it from pasture assignments properly
   (*) Made pasturing jobs respect connectivity in creation and in seeing if they should continue
   (*) Made dwarves remove animals assigned to pastures from cages/chains that are in the pasture
   (*) Fixed display error causing creature to be described as gigantic too often
   (*) Allowed metal mechanisms to be made from the job manager
   (*) Made dragonfire affect metal items and generally amplified fire effects a bit
   (*) Stopped veins in large mineral clusters from being improperly restricted
   (*) Stopped placement issue with minerals that had more than one specific environment
   (*) Stopped woodcutters from using axes without edges (like training axes)
   (*) Allowed soil critters to live in wider temperature ranges
   (*) Fixed problem with temperature checks on certain wilderness populations
   (*) Made construct mechanisms job show material
   (*) Made mountain travel restriction not affect other actions
   (*) Allowed adventure mode divers to move through deep water properly
   (*) Made placing items on tables remove item from your inventory properly
   (*) Made improvement reactions increase and apply skill properly
   (*) Reported site of adventurer masterpieces correctly
   (*) Stopped manually-set low frame rate cap from being stuck
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Rumrusher

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Re: Dwarf Fortress 0.43.03 Released
« Reply #1 on: May 22, 2016, 04:26:11 pm »

so is that adv modding natural skills bug fix or is that down the line?
 so far so good hope this makes advcamps even easiler to make. thanks for the update.
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TheBiggerFish

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Re: Dwarf Fortress 0.43.03 Released
« Reply #2 on: May 22, 2016, 04:42:21 pm »

Yay!
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Dirst

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Re: Dwarf Fortress 0.43.03 Released
« Reply #3 on: May 22, 2016, 06:01:10 pm »

Thank you Toady!
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(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
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Re: Dwarf Fortress 0.43.03 Released
« Reply #4 on: May 22, 2016, 07:00:19 pm »

Whoo-hoo! Pottery and Glazing Fortress, here I come!
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TomiTapio

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Re: Dwarf Fortress 0.43.03 Released
« Reply #5 on: May 22, 2016, 07:54:28 pm »

Fantastic news, oh great one!
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Hauwke

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Re: Dwarf Fortress 0.43.03 Released
« Reply #6 on: May 23, 2016, 01:46:50 am »

Have there been any new things added to adventure mode and its crafting or is it just bug fixes and small changes so far?

Thanks for the update, especially the diving bit, I lost an adventurer to the ocean because of the fact my adequate swimmer couldnt path to things properly or something.
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Drecon

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Re: Dwarf Fortress 0.43.03 Released
« Reply #7 on: May 23, 2016, 02:43:21 am »

No more training axes for woodcutters? Well, looks like the 0-point embark is no longer a thing then  :-X
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Shonai_Dweller

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Re: Dwarf Fortress 0.43.03 Released
« Reply #8 on: May 23, 2016, 03:08:40 am »

No more training axes for woodcutters? Well, looks like the 0-point embark is no longer a thing then  :-X
At least, until fortress dorfs are also allowed to make stone axes.
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Drecon

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Re: Dwarf Fortress 0.43.03 Released
« Reply #9 on: May 23, 2016, 03:38:51 am »

There's also no way to get stone on 0-point embark. There was a way to get wood, but that's also out of the game now, sadly.
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Spriggans

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Re: Dwarf Fortress 0.43.03 Released
« Reply #10 on: May 23, 2016, 04:08:11 am »

Made improvement reactions increase and apply skill properly

Legendary Glazer hype !!
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Shonai_Dweller

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Re: Dwarf Fortress 0.43.03 Released
« Reply #11 on: May 23, 2016, 05:00:34 am »

There's also no way to get stone on 0-point embark. There was a way to get wood, but that's also out of the game now, sadly.
Well, I'd assume Toady'd add pebbles and branches to fortress mode if he added stone axes.
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Fleeting Frames

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Re: Dwarf Fortress 0.43.03 Released
« Reply #12 on: May 23, 2016, 06:44:22 am »

Yay for not having to expect dozens-strong attacks from my dining hall XD

And if I read it right, we can now expect animals to vary their migration onto map depending whether it is summer or winter?
Makes it easier to tame them all as well as potentially gives a "hunting season".

Military-wise, I guess we can expect "breaks pinky, gives in to pain and gets beaten their head in". Though on the flip side, I'd guess it weakens bone-breaking weaponry against most opponents, so not sure if it makes military stronger or weaker.

Though, metal items made of coal, where would I want that instead of bemoaning the making of coal rather than adamantine armor....Coal minecarts set on fire? Not much different from bloodthorn ones, granted.

« Last Edit: May 23, 2016, 06:46:53 am by Fleeting Frames »
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Rumrusher

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Re: Dwarf Fortress 0.43.03 Released
« Reply #13 on: May 23, 2016, 06:54:14 am »

just noticed barn scorpion men can't cut down trees even though they have a stone axe in hands.
you think they could just chop trees down with their pincers.
edit: okay so here's some weirdness it seems 03 will prevent certain animal men from cutting trees even though they made a stone axe.
« Last Edit: May 24, 2016, 02:09:44 am by Rumrusher »
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Re: Dwarf Fortress 0.43.03 Released
« Reply #14 on: May 24, 2016, 04:06:20 pm »

Hmm. Make sure they're from a civilized civilization. I know there's some oddness with outsiders not being able to build things.
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