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Author Topic: Dwarf Fortress 0.44.01 Released  (Read 86697 times)

kingawsume

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Re: Dwarf Fortress 0.44.01 Released
« Reply #30 on: November 23, 2017, 09:23:55 am »

A new update! Praise the Toad! \(|*.*|)/
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thvaz

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Re: Dwarf Fortress 0.44.01 Released
« Reply #31 on: November 23, 2017, 09:46:50 am »

This is great, I remember like 6 or so years ago when I learned that sending out squads was planned and being super stocked about it, and now it's finally here :)

I wonder how the success probability is ascertained, are the skills and stats of the dwarves you send taken into account?

It looks like the balance is kinda off, as novice dwarves are able to steal slabs from vaults.
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Quietust

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Re: Dwarf Fortress 0.44.01 Released
« Reply #32 on: November 23, 2017, 10:04:57 am »

On the topic of VC Runtime DLLs, technically you aren't supposed to be including all of those api-ms-*.dll files either - instead, you should be instructing users to install the Update for Universal C Runtime in Windows (KB2999226) from Windows Update (which they should have gotten 2 years ago if they're being responsible and keeping their system up to date).
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francogp

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Re: Dwarf Fortress 0.44.01 Released
« Reply #33 on: November 23, 2017, 10:06:27 am »

I cannot play the game. It always crash when world generation finish by itself without interruptions. No stdout. Errorlog says: Impoverished Word Selector
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MCreeper

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Re: Dwarf Fortress 0.44.01 Released
« Reply #34 on: November 23, 2017, 10:09:21 am »

In my fortress, tons of visitors visited me before i had a tavern. In fact, they visited me before i had a meeting hall. Is it a bug or a feature?
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JimboM12

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Re: Dwarf Fortress 0.44.01 Released
« Reply #35 on: November 23, 2017, 10:19:00 am »

*sheds gentle tear*

it's happening. miracles do happen. it's a festivus miracle
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Haspen

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Re: Dwarf Fortress 0.44.01 Released
« Reply #36 on: November 23, 2017, 10:21:32 am »

Oh hey it actually happened.

Congratz Toady for one more step towards DF 1.0!
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dragdeler

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Re: Dwarf Fortress 0.44.01 Released
« Reply #37 on: November 23, 2017, 10:43:25 am »

I've got the same crash at world gen, but there is something else: I'm convinced that before the update, I could get different history seeds on the same world by rolling the dice. Now world seed 1 will allways pair up with history seed 1, ws2 with hs2 and so on.. Even if I change subtle parameters like add or remove 2-3 civs, it rejects everything until I stumble upon that history seed that works with world seed 1 and sticks forever.



I've been testing all day nevermind
« Last Edit: November 23, 2017, 02:31:25 pm by dragdeler »
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Lord_lemonpie

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Re: Dwarf Fortress 0.44.01 Released
« Reply #38 on: November 23, 2017, 11:01:54 am »

Thanks for all your work and effort, Toady!
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Kryxx

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Re: Dwarf Fortress 0.44.01 Released
« Reply #39 on: November 23, 2017, 11:21:45 am »


How does one get suggestions to Toady on linux?  I recently had an issue with my laptop being my router/firewall and changed to an USB installed linux.  It runs in loads from USB, run everything in RAM and saves the extra data to USB.   Linux doesn't really take a lot to run, this is on an old 800mhz laptop.   He could easily do this by just booting in.

The data would just need to be mounted from the current windows HD, so there's no transfer needed either.
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lethosor

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Re: Dwarf Fortress 0.44.01 Released
« Reply #40 on: November 23, 2017, 11:35:20 am »

http://www.bay12forums.com/smf/index.php?topic=168289 (from this thread's first post) might be a good place for Linux-related suggestions.
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thriggle

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Re: Dwarf Fortress 0.44.01 Released
« Reply #41 on: November 23, 2017, 11:37:48 am »

In my fortress, tons of visitors visited me before i had a tavern. In fact, they visited me before i had a meeting hall. Is it a bug or a feature?
Yeah, same here. Might be a feature, though, since spies need to be able to impersonate normal visitors, and you could otherwise prevent/detect spies by having no visitor locations. If you always get a few visitors regardless of your facilities, you can't be sure who's a spy and who's innocent.
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Toady One

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Re: Dwarf Fortress 0.44.01 Released
« Reply #42 on: November 23, 2017, 02:18:14 pm »

It looks like the balance is kinda off, as novice dwarves are able to steal slabs from vaults.

Yeah, that one has to do with the vaults never having historical figures.  Drawing duels from pops has been a problem with all post world gen battles which we'll hopefully deal with before moving on.

World gen crash should be fixed with today's release, though I haven't started the process yet in case there are other issues I can locate and manage in the first few hours here.

In my fortress, tons of visitors visited me before i had a tavern. In fact, they visited me before i had a meeting hall. Is it a bug or a feature?

Hmm, we thought we had dealt with this!  They aren't supposed to come before you have a tavern unless they have a direct rumor that there's an artifact on your site.  Bug report and saves on this one are appreciated -- the ideal save is a fort that hasn't been unpaused, but which is known to get visitors, as I may not be able to tackle the issue without catching them Thinking about coming to your fort.  Hopefully it'll be straightforward!
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Random_Dragon

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Re: Dwarf Fortress 0.44.01 Released
« Reply #43 on: November 23, 2017, 02:30:08 pm »

One interesting thing I noticed, change summary doesn't mention the biggest single-raw-file change: a massive overhaul of description color, density, etc of the trees.
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Lemtoad

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Re: Dwarf Fortress 0.44.01 Released
« Reply #44 on: November 23, 2017, 02:36:14 pm »

Toady One, I have not had any questers or invaders ask for any artifacts. Any idea why?

Also I'm noticing relationships are forming again, did change anything about how they form while socializing?

Also rescuing prisoners seemed to have the same outcome of trying to retrieve artifacts from people.
« Last Edit: November 23, 2017, 02:45:12 pm by Lemtoad »
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