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Author Topic: Dwarf Fortress 50.07 Released  (Read 20755 times)

Toady One

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Dwarf Fortress 50.07 Released
« on: February 07, 2023, 11:38:58 am »

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Release notes for 50.07 (February 7, 2023):

New stuff
   (*) Arena mode is back, with an updated interface.

Major bug fixes
   (*) Stopped new timelines from always saving into region1.
   (*) Fixed crash when copying trade information like ownership on certain items.
   (*) Fixed crash from giant/diagonal activity zones.

Graphics additions/changes
   (*) Underground crops now have sprouting textures.
   (*) Added planted soil texture and updated farmplot texture.
   (*) Fixed list icons for several creatures.
   (*) Updated designation textures.
   (*) Updated statue textures.

Audio additions/changes
   (*) Made ambiences continue from where they left off rather than starting at the beginning each time.
   (*) Now only plays a few random cards for a song on subsequent playthroughs rather than playing them in order each time.
   (*) Added neutral cavern ambience.
    (*) Replaced wild ambience with the biome-specific ambiences (and the existing wild sounds).
   (*) Updated thunderstorm ambience.

Other bug fixes/tweaks
   (*) Stopped dragons and other megabeasts from appearing as relatives of random dwarves in the fort.
   (*) Allowed emotionless creatures to satisfy needs if they still have them.
   (*) Added a few additional embark warnings.
   (*) Added culling of certain dead units to help with performance.
   (*) Made invader summons parts of the invasion.
« Last Edit: February 07, 2023, 02:33:20 pm by Toady One »
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Toady One

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Re: Dwarf Fortress 50.07 Released
« Reply #1 on: February 07, 2023, 02:33:37 pm »

(replaced 50.06 with 50.07 to fix some embark warning shenanigans)
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FenrirWoof

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Re: Dwarf Fortress 50.07 Released
« Reply #2 on: February 07, 2023, 02:54:21 pm »

Neat! Will we be able to summon Cavern critters in the Arena now?
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lethosor

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Re: Dwarf Fortress 50.07 Released
« Reply #3 on: February 07, 2023, 05:08:22 pm »

Neat! Will we be able to summon Cavern critters in the Arena now?
Historically, those were limited by the ARENA_RESTRICTED token, which is relatively easy to mod out. (I haven't tried out 50.07 yet so that's the most I can tell you for now.)
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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.

thvaz

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Re: Dwarf Fortress 50.07 Released
« Reply #4 on: February 07, 2023, 09:30:06 pm »

Sad that we can't control critters in the arena yet, but understandable
Less understandable is the fact that selecting equipments is now worse than before
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Raven

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Re: Dwarf Fortress 50.07 Released
« Reply #5 on: February 08, 2023, 04:53:03 am »

(replaced 50.06 with 50.07 to fix some embark warning shenanigans)
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Shonai_Dweller

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Re: Dwarf Fortress 50.07 Released
« Reply #6 on: February 08, 2023, 07:46:52 am »

Please get d_init actually working in prefs. It resets itself right now whenever you reload the game so any changes you need have to go into d_init_default.
So, fricking annoying whenever an update comes along and deletes all your settings...
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Shonai_Dweller

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Re: Dwarf Fortress 50.07 Released
« Reply #7 on: February 08, 2023, 08:18:41 am »

Did any files change in vanilla/creatures_graphics/graphics/images?
The folder is marked as updated 02/08 but none of the files appear to have been updated since werebeasts on 12/13.
File-changes doc indicates statue textures changed so presumably something changed?

Mind you it also says Sea Monster was updated and I can't find any updates to that.

I know it's a pain, but, especially with graphics that can't easily be compared, a list of what actually changed in which RAWS would be much appreciated. Thanks!
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Xrazlyn

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Re: Dwarf Fortress 50.07 Released
« Reply #8 on: February 08, 2023, 10:38:33 am »

Is the arena only applicable to the premium version, the classic version doesn't give me the option to select an arena type in classic.
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FrankVill

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Re: Dwarf Fortress 50.07 Released
« Reply #9 on: February 08, 2023, 12:53:19 pm »

Is the arena only applicable to the premium version, the classic version doesn't give me the option to select an arena type in classic.

Me too. I think it could be a bug that only affect the Classic version.
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Rose

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Re: Dwarf Fortress 50.07 Released
« Reply #10 on: February 08, 2023, 01:02:31 pm »

Looks like init/arena.txt was not updated by mistake in classic.

Replace the contents with this file to get it to work right: https://pastebin.com/T1U7LEsY
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Toady One

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Re: Dwarf Fortress 50.07 Released
« Reply #11 on: February 08, 2023, 02:07:56 pm »

Fixed the arena.txt in the zip itself now too.
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lethosor

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Re: Dwarf Fortress 50.07 Released
« Reply #12 on: February 08, 2023, 02:17:33 pm »

Please get d_init actually working in prefs. It resets itself right now whenever you reload the game so any changes you need have to go into d_init_default.
So, fricking annoying whenever an update comes along and deletes all your settings...
Is there a bug report for this? Bay12 could use more details to help address the issue (e.g. does it apply to all settings or only ones not present in the UI?).
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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.

Shonai_Dweller

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Re: Dwarf Fortress 50.07 Released
« Reply #13 on: February 08, 2023, 04:52:32 pm »

Please get d_init actually working in prefs. It resets itself right now whenever you reload the game so any changes you need have to go into d_init_default.
So, fricking annoying whenever an update comes along and deletes all your settings...
Is there a bug report for this? Bay12 could use more details to help address the issue (e.g. does it apply to all settings or only ones not present in the UI?).
Ah, was probably discussed on Discord before the bug tracker was working then forgotten about. Looks like there wasn't a bug report.
Annoying because I pointed it out on discord to whoever made the pinned post advising people to edit init.txt in prefs to change font size when using ascii. Looks like it's still there...

Will test a bit and make a report.

--edit
OK. Sorry, looks like it's just Init.txt. Anything you add to that (such as a new tileset) will work once then be deleted after exiting the game.
d_init seems OK. prefs/d_init overrides default and I can add that new [CULL_DEAD_UNITS_AT:1000] with a new value and it will remain in place.
« Last Edit: February 08, 2023, 05:20:26 pm by Shonai_Dweller »
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Shonai_Dweller

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Re: Dwarf Fortress 50.07 Released
« Reply #14 on: February 08, 2023, 05:23:02 pm »

What changed with Sea monsters? I cant locate any changes related to that anywhere.

--
Just copied all the graphics files over to my mod and sea monster icons show up now. Not sure why 50.07 files don't show anything updated since 12/13. Luckily not made any changes to the actual graphics (just all the Raw files associated with them).
« Last Edit: February 09, 2023, 02:49:59 am by Shonai_Dweller »
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