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Author Topic: Dwarf Fortress 0.44.02 Released  (Read 126468 times)

Shonai_Dweller

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Re: Dwarf Fortress 0.44.02 Released
« Reply #15 on: November 24, 2017, 12:15:29 am »

Are kobolds supposed to be ignoring me as I wander around their cave? Taking plenty of damage from weapon traps, so maybe they don't need to do anything.
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Toady One

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Re: Dwarf Fortress 0.44.02 Released
« Reply #16 on: November 24, 2017, 12:23:16 am »

The identify yourself bug and the ignoring go hand-in-hand, I think.
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Max™

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Re: Dwarf Fortress 0.44.02 Released
« Reply #17 on: November 24, 2017, 01:03:13 am »

Huh, shouldn't that be venomous? Are people eating poisonous creatures like scorpions?
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Orkel

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Re: Dwarf Fortress 0.44.02 Released
« Reply #18 on: November 24, 2017, 01:05:07 am »

Not sure if it's just me, are questers staying for incredibly long in anyone elses forts? I had one leave only after a few years, and there's still 30+ hanging around killing my FPS. And more keep coming
« Last Edit: November 24, 2017, 01:14:18 am by Orkel »
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squamous

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Re: Dwarf Fortress 0.44.02 Released
« Reply #19 on: November 24, 2017, 01:15:34 am »

I'm getting a bug that I think is crashing my game. I go about my adventure mode business in settlements when the game stops working. When I check the errorlogs, these are the last bugs I see:

"Farmer: site walker could not find walkable area"

Alternately, its a named character and goes something like this
"(NPC name), (Profession): site walker could not return to home zone"

So far its only happened in human sites but it might be happening in others also.
« Last Edit: November 24, 2017, 01:36:27 am by squamous »
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Fluffe9911

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Re: Dwarf Fortress 0.44.02 Released
« Reply #20 on: November 24, 2017, 01:37:46 am »

How are you supposed to display your artifacts on the adventure mode site pedestals pressing u does not let me interact with them and if I just drop the artifact on top of it when I wait/sleep/do anything that goes threw time the artifacts get displaced am I doing something wrong? lol
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bloop_bleep

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Re: Dwarf Fortress 0.44.02 Released
« Reply #21 on: November 24, 2017, 01:45:24 am »

How are you supposed to display your artifacts on the adventure mode site pedestals pressing u does not let me interact with them and if I just drop the artifact on top of it when I wait/sleep/do anything that goes threw time the artifacts get displaced am I doing something wrong? lol

Use 'p' to put the artifact into the pedestal.
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Urlance Woolsbane

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Re: Dwarf Fortress 0.44.02 Released
« Reply #22 on: November 24, 2017, 02:38:06 am »

I'm getting a bug that I think is crashing my game. I go about my adventure mode business in settlements when the game stops working. When I check the errorlogs, these are the last bugs I see:

"Farmer: site walker could not find walkable area"

Alternately, its a named character and goes something like this
"(NPC name), (Profession): site walker could not return to home zone"

So far its only happened in human sites but it might be happening in others also.
This happened to me in a dark pits, so it seems to be a general issue.
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KittyTac

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Re: Dwarf Fortress 0.44.02 Released
« Reply #23 on: November 24, 2017, 02:45:02 am »

The identify yourself bug and the ignoring go hand-in-hand, I think.

What about making them actually identify themselves? Should be easy.
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squamous

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Re: Dwarf Fortress 0.44.02 Released
« Reply #24 on: November 24, 2017, 02:57:40 am »

I'm getting a bug that I think is crashing my game. I go about my adventure mode business in settlements when the game stops working. When I check the errorlogs, these are the last bugs I see:

"Farmer: site walker could not find walkable area"

Alternately, its a named character and goes something like this
"(NPC name), (Profession): site walker could not return to home zone"

So far its only happened in human sites but it might be happening in others also.
This happened to me in a dark pits, so it seems to be a general issue.

Good to know I'm not just unlucky.
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Shonai_Dweller

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Re: Dwarf Fortress 0.44.02 Released
« Reply #25 on: November 24, 2017, 03:37:52 am »

The identify yourself bug and the ignoring go hand-in-hand, I think.

What about making them actually identify themselves? Should be easy.
Kobolds aren't meant to be able to speak...
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MCreeper

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Re: Dwarf Fortress 0.44.02 Released
« Reply #26 on: November 24, 2017, 03:40:05 am »

Bug - cloth and weapons of alive visitors are included in military equip screen.
Bug 2 - Rooms of dwarfs sent out on a mission become unowned, and not become owned even after they return.

Cave adapted dwarf visitors is bug, bot a feature?  :(
« Last Edit: November 24, 2017, 04:09:40 am by MCreeper »
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StagnantSoul

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Re: Dwarf Fortress 0.44.02 Released
« Reply #27 on: November 24, 2017, 04:27:14 am »

Definitely not a feature, what'd they do, tunnel their way here Bugs Bunny style and pop up going "Gnah what's up Urist?"
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Urlance Woolsbane

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Re: Dwarf Fortress 0.44.02 Released
« Reply #28 on: November 24, 2017, 04:50:01 am »

I see that belief systems are now a thing, presumably in preparation for Mythgen. I imagine there's lots of !!SCIENCE!! to be done there.


Also, I've discovered a fairly major bug.
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thvaz

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Re: Dwarf Fortress 0.44.02 Released
« Reply #29 on: November 24, 2017, 04:50:12 am »

Bug - cloth and weapons of alive visitors are included in military equip screen.
Bug 2 - Rooms of dwarfs sent out on a mission become unowned, and not become owned even after they return.

Cave adapted dwarf visitors is bug, bot a feature?  :(

Report them in the bug tracker, though I guess the first one must be from the previous versions and should be reported already.
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