Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: Dwarf Fortress 0.44.04 Released  (Read 42302 times)

ZM5

  • Bay Watcher
  • Accomplished RAW Engineer
    • View Profile
    • Steam
Re: Dwarf Fortress 0.44.04 Released
« Reply #15 on: January 13, 2018, 05:51:33 am »

Thought that was a single one-off weirdness - a mathematician from my civ showed up and I noticed that he "has returned" - he indeed couldn't be assigned labors.

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: Dwarf Fortress 0.44.04 Released
« Reply #16 on: January 13, 2018, 09:26:05 am »

Oh! Jolly nice, Toady One! Kippis!

Elves brought a "grown peridot pot", which seems off, since peridot is a gem. (OldGenesis mod)

Thought that was a single one-off weirdness - a mathematician from my civ showed up and I noticed that he "has returned" - he indeed couldn't be assigned labors.
Here as well -- got a peasant and a hunter dwarf that arrived recently, and cannot be assigned labors.
"Inod Ushrirkib, Recruit has returned.    Inod Ushrirkib has become a Peasant."

Edit2: uploaded a save to DFFD and mentioned it in that bug's Mantis entry. OldGen-Ironhand savefile link: http://dffd.bay12games.com/file.php?id=13412
« Last Edit: January 13, 2018, 01:56:45 pm by TomiTapio »
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

lethosor

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.44.04 Released
« Reply #17 on: January 13, 2018, 12:37:23 pm »

Good job. Unfortunately, now it seems that anyone new showing up to a fortress automatically turns into a citizen with unassignable labors, with the announcement of "X has returned."
Thought that was a single one-off weirdness - a mathematician from my civ showed up and I noticed that he "has returned" - he indeed couldn't be assigned labors.
A save uploaded to http://dffd.bay12games.com/ and linked at http://www.bay12games.com/dwarves/mantisbt/view.php?id=10517 would be helpful.
Logged
DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

ZM5

  • Bay Watcher
  • Accomplished RAW Engineer
    • View Profile
    • Steam
Re: Dwarf Fortress 0.44.04 Released
« Reply #18 on: January 13, 2018, 02:47:47 pm »

Don't have a tracker account yet - hope its ok if I drop the save here.

I don't remember the individuals name, but they showed up as a "mathematician".

lethosor

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.44.04 Released
« Reply #19 on: January 13, 2018, 02:53:22 pm »

Looks like two people already uploaded some, but I added yours too - thanks!

Edit: I can't see the announcement in your save, probably because of a lot of sparring going on (announcements in the "a" screen only go back around 7 in-game days).
« Last Edit: January 13, 2018, 03:02:21 pm by lethosor »
Logged
DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

ZM5

  • Bay Watcher
  • Accomplished RAW Engineer
    • View Profile
    • Steam
Re: Dwarf Fortress 0.44.04 Released
« Reply #20 on: January 13, 2018, 05:37:14 pm »

Uhh, are visitors supposed to come even when you don't have a tavern or anything else set up yet? A monster slayer popped up and immediately asked to stay in order to eradicate monsters, even though its only the 17th of Hematite.

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.44.04 Released
« Reply #21 on: January 13, 2018, 05:45:02 pm »

Uhh, are visitors supposed to come even when you don't have a tavern or anything else set up yet? A monster slayer popped up and immediately asked to stay in order to eradicate monsters, even though its only the 17th of Hematite.
Monster slayers are triggered by you opening the caverns. They don't care about booze and poetry, just glory and death.
Logged

ZM5

  • Bay Watcher
  • Accomplished RAW Engineer
    • View Profile
    • Steam
Re: Dwarf Fortress 0.44.04 Released
« Reply #22 on: January 13, 2018, 06:05:13 pm »

Ah, alright, was thinking the old bug with visitors flooding in before the tavern was even set up was back - false alarm.

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Re: Dwarf Fortress 0.44.04 Released
« Reply #23 on: January 14, 2018, 02:34:23 am »

Ah, that sucks.  I've fixed the 10517 visitors-from-same-civ-are-buggy-residents bug and will probably release that tomorrow, since it's reasonably serious and the broken dwarves are unpatchable.  Hopefully the petition/returning residents/visitors grouping will finally work correctly -- I just tried all the combinations I could think of after the patch and they all performed correctly and the logs all check out.
Logged
The Toad, a Natural Resource:  Preserve yours today!

Orkel

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.44.04 Released
« Reply #24 on: January 14, 2018, 11:13:14 am »

Hmm, I wonder if that bug is the reason I've had the same group of visiting human soldiers hang in my tavern for the past 3 years without leaving.
It's funny that they die of alcohol poisoning faster than they leave the fort

Edit: One of the 44.03 patchnotes says "Made fort-visiting questers leave properly", but I'm not sure if it still works properly. Soldier visitors (mercenaries, questers) seem to linger in the fort forever, only "leaving" after dying of alcohol poisoning or dying from a tavern brawl-caused infection. I've seen scholars and entertainers leave, just not the artifact-searching soldiers.
Might up the save later to the tracker.

Maybe they are *supposed* to stay for this long? Perhaps they only leave after like 5 years? I'm not sure what the "average" leaving time is supposed to be

Edit 2: I have an idea. Could this possibly be caused by 1-2 of the visitors applying for sanctuary and becoming my fort's citizens? Would this make the rest of their "group" stuck in my fort because their friend can't leave (since he's a citizen now)?
« Last Edit: January 14, 2018, 02:24:06 pm by Orkel »
Logged
Quote from: madjoe5
Dwarf Fortress: The game in which people place abducted children in a furnace to see what happens.

Orkel

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.44.04 Released
« Reply #25 on: January 14, 2018, 02:51:51 pm »

Also my visitor cap is screwed again - I have 20 visitors, when my cap has always been set to 10.
I have only ever accepted 1 or 2 guys' petitions to stay at my fort.

E: bug report http://www.bay12games.com/dwarves/mantisbt/view.php?id=10523
« Last Edit: January 14, 2018, 03:03:04 pm by Orkel »
Logged
Quote from: madjoe5
Dwarf Fortress: The game in which people place abducted children in a furnace to see what happens.

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Re: Dwarf Fortress 0.44.04 Released
« Reply #26 on: January 14, 2018, 03:07:54 pm »

If you have the buggy visitors, I don't think the visitor cap will see them.  So whether or not it's a different bug depends on how many of those visitors are from your parent civ.
Logged
The Toad, a Natural Resource:  Preserve yours today!
Pages: 1 [2]