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Author Topic: Dwarf Fortress 0.31.12 Released  (Read 73410 times)

Rose

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Re: Dwarf Fortress 0.31.12 Released
« Reply #15 on: July 25, 2010, 09:51:48 am »

ludicrously tall adamantine spire still crashes on windows.

not that I expect you to fix that or anything
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smjjames

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Re: Dwarf Fortress 0.31.12 Released
« Reply #16 on: July 25, 2010, 09:53:34 am »

ludicrously tall adamantine spire still crashes on windows.

not that I expect you to fix that or anything

Maybe its a form of singularity that worldgen created and newer versions of DF can't handle it? :)

Otherwise, it is a strange worldgen anomaly, one of those things that makes DF great.
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Diablous

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Re: Dwarf Fortress 0.31.12 Released
« Reply #17 on: July 25, 2010, 09:59:40 am »

Sweet, a new release.
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robolee

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Re: Dwarf Fortress 0.31.12 Released
« Reply #18 on: July 25, 2010, 10:09:06 am »

Only DF 0.31.11 was on the main page (I haven't even played it yet) and I was thinking before I do play it I just want to see if there are any major bugs in this version so I went to check the thread and I see DF 0.31.12 has already been released :P
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greycat

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Re: Dwarf Fortress 0.31.12 Released
« Reply #19 on: July 25, 2010, 10:11:59 am »

My weaponsmith is showing Competent Weaponsmith (Rusty) even after making 2 steel axes and 2 bronze crossbows in a row.  He was showing (Rusty) the whole time; as far as I know, he never showed (V Rusty), although I have seen that on some other dwarves.  Not sure whether this is a bug, an imbalance, or what.
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Snook

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Re: Dwarf Fortress 0.31.12 Released
« Reply #20 on: July 25, 2010, 10:16:22 am »

Well IIRC xbows use a different skill to make...
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Mephansteras

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Re: Dwarf Fortress 0.31.12 Released
« Reply #21 on: July 25, 2010, 10:50:14 am »

This is good. Just in time for Comic-Con to start wrapping up and I'll have a new version of DF to play with.
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TKTom

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Re: Dwarf Fortress 0.31.12 Released
« Reply #22 on: July 25, 2010, 10:50:45 am »

Well IIRC xbows use a different skill to make...

http://df.magmawiki.com/index.php/DF2010:Crossbow

 Metal ones don't.
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Shadowfury333

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Re: Dwarf Fortress 0.31.12 Released
« Reply #23 on: July 25, 2010, 11:48:48 am »

Hooray, liaison. Now I can finally see if I can get nobles/barony in fort. (No, I'm not that insane. I'm on an island, nobles would be my only challenge, barring Caverns/Circus)
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Footkerchief

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Re: Dwarf Fortress 0.31.12 Released
« Reply #24 on: July 25, 2010, 11:59:39 am »

We'll see.  It could be time for the odd-even-odd parity switch which is bound to happen sometime.

What do you mean by that?

He means it might switch so that odd releases are stable and even releases need emergency fixes.

ludicrously tall adamantine spire still crashes on windows.

not that I expect you to fix that or anything

Tracker entry.
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FuzzyDoom

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Re: Dwarf Fortress 0.31.12 Released
« Reply #25 on: July 25, 2010, 12:03:33 pm »

Cool, with DT already having new offsets, all I have to do is wait for someone to get a Mayday pack up. Then again, maybe I can just do it myself...Nah.
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Heavenfall

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Re: Dwarf Fortress 0.31.12 Released
« Reply #26 on: July 25, 2010, 12:23:12 pm »

I'm still getting ludicrously slow experience when training having military train in group or solo. Even having a more experienced dwarf didn't seem to help.

I wonder if this is a design decision, so training is just meant to keep it from getting rusty with very minor experience gains, or if it's broken.

Edit: It appears I may have spoke too soon. I'll check again.
« Last Edit: July 25, 2010, 12:34:34 pm by Heavenfall »
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HammerDave

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Re: Dwarf Fortress 0.31.12 Released
« Reply #27 on: July 25, 2010, 12:29:39 pm »

Well, the liason change definitely fixed something.  For the first time ever in 0.31.x I finally got a human guild rep.  It was in a save copied from 0.31.11 that had gone its first summer without one.

Edit:
Weird, the 1st human dialogue said he came from the mountainhomes.   :o

And then my broker gets a mood during the meeting, so he left unhappy.   :o  :o  >:(
« Last Edit: July 25, 2010, 12:37:20 pm by HammerDave »
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smjjames

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Re: Dwarf Fortress 0.31.12 Released
« Reply #28 on: July 25, 2010, 12:32:17 pm »

Cool, with DT already having new offsets, all I have to do is wait for someone to get a Mayday pack up. Then again, maybe I can just do it myself...Nah.

Easy enough, just did it a couple minutes ago and all it took was copying and pasting over the entire stuff in the init (not actually neccesary to do the whole thing, but I wanted to), the relevant art files, the mayday graphics file and the text file that goes with it, the vermin raws, language files, the incorganic soil,layer, mineral, and gem files.

I actually just realized just a min ago that I forgot some of the vermin files, heh.
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Urist McCheeseMaker

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Re: Dwarf Fortress 0.31.12 Released
« Reply #29 on: July 25, 2010, 12:35:24 pm »

31.xx is shaping up to be very, very awesome indeed. Thanks for the fixes, Toady!
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