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Author Topic: Dwarf Fortress 0.31.15 Released  (Read 25671 times)

Juason

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Re: Dwarf Fortress 0.31.15 Released
« Reply #30 on: October 03, 2010, 12:17:41 pm »

Woot!  Great to have the invasions working again.    Seeing as how I've been asked in the past to post what is currently causing me major headaches, here we go!


1). 2D mode crash from TrueType stuff.  I crash when placing any workshop.  Standard mode works fine on my Geforce 260M video card.

2). Owned food can't be dumped when its left lying around to rot.  This is causing me huge issues right now due to Military dwarves claiming tons of it and it rotting.

3). Nobility Bugs (Baron workaround, Dungeon Master missing, etc)

4). Return of Wagons and Elf/Human Liasons

5). Military dwarves carrying multiple weapons in the same hand, and having many pathfinding/scheduling issues

6). Crutches don't work, Soap bugs from animals, can't get plaster into the hospital stockpile and lye bucket-barrel issue.

Hopefully more bug fixes can come once the Adventure mode updates are out!  Thanks!

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Argembarger

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Re: Dwarf Fortress 0.31.15 Released
« Reply #31 on: October 03, 2010, 12:20:41 pm »

Argembarger has been ecstatic lately. Argembarger has admired a fine Update recently.
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This guy needs to write a biography about Columbus. I would totally buy it.
I can see it now.

trying to make a different's: the life of Columbus

FuzzyDoom

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Re: Dwarf Fortress 0.31.15 Released
« Reply #32 on: October 03, 2010, 12:33:10 pm »

All glory to the (Hypno) Toad!
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Also bear in mind that dwarves have their heads at a perfect height for a good face-kicking.
That's the great thing about this forum. We can derail any discussion into any other topic.

janglur

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Re: Dwarf Fortress 0.31.15 Released
« Reply #33 on: October 03, 2010, 12:41:16 pm »

WOOT!

How would I implement this update with a modded DF?  I modded to change currency around and make nerves heal, incredibly slowly.
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LoSboccacc

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  • Σὺν Ἀθηνᾷ καὶ χεῖρα κίνει
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Re: Dwarf Fortress 0.31.15 Released
« Reply #34 on: October 03, 2010, 12:42:16 pm »

this release is very stuttery for me. it play smooths for a second or two, then does a little pause, then smooth again, then a littl epause and so on
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zilpin

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Re: Dwarf Fortress 0.31.15 Released
« Reply #35 on: October 03, 2010, 01:02:18 pm »

! ! ! C I V I L I Z A T I O N ! ! !
! ! ! ! ! ! S P R A W L ! ! ! ! ! !

Seriously, it's killing me here, even when tinkering with world gen SITE_CAP.
How the heck does site cap even work? (no wiki info as of 10/3).
Even at SITE_CAP=0, cities cover huge areas.
No way to see the land under site territory, even caves!
And healthcare bugs, and no way to breach magma/water safely from above, long boog list, and now I hear no more fortress mode fixes while adventurer becomes the focus for new features?
*sob*

No New Features, PLEASE!
Bring back old lost features, PLEASE!
Fix current features, PLEASE!
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Willfor

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Re: Dwarf Fortress 0.31.15 Released
« Reply #36 on: October 03, 2010, 01:13:51 pm »

[Impassioned Plea]
Stop ruining things for those of us who have been waiting forever for Adventure Mode stuff! :shakefist:

On a more serious note, you do realise he has to fix the sprawl issues when he's working on Adventure mode stuff because they are part and parcel, don't you? And he'll be back to fixing the other bugs by the end of the month?

Okay, said my peace, time to go back below the Other Games line, again.
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drvoke

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Re: Dwarf Fortress 0.31.15 Released
« Reply #37 on: October 03, 2010, 01:27:20 pm »

I'm not going to change from .12 until you get some mega healthcare overhauls.

But thanks, sir.
What's wrong with hospitals?  My dwarves get diagnosed, cleaned, stitched up and have casts, splints, and crutches applied for their injuries as appropriate by my medical staff as of 0.31.14.  Gypsum still didn't get stored in hospital stocks, but the hospital staff apparently will get it from any stockpile so I haven't had any problems.

Now I'm just wondering if my 10 year old .14 fort with 4million wealth and a bunch of dwarves will finally get a goblin invasion, and what kind of invasion it will be.  And maybe some kobolds will show up.
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Juason

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Re: Dwarf Fortress 0.31.15 Released
« Reply #38 on: October 03, 2010, 01:49:15 pm »

I am noticing an absence of crutch-usage in my .12->.14 fort.   Soap still must be designated from the manager menu, and lye production is buggy with buckets->barrels.  There is also a soap-animal bug on the wiki.   

A game-breaking issue, however, is the accumulation of gore.  This becomes a larger problem with the military, but also with surgeons and the surrounding room.  I don't know why gore isn't vanishing over time like it used to.  Wells help, but you still have multiple pages of water on each dwarf then.

Just some things to think about...
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smjjames

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Re: Dwarf Fortress 0.31.15 Released
« Reply #39 on: October 03, 2010, 02:15:10 pm »

Any word on getting bone and shell into a separate pile all on their own without the miscellaneous stuff in there? (This bug: http://www.bay12games.com/dwarves/mantisbt/view.php?id=95 )
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TherosPherae

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Re: Dwarf Fortress 0.31.15 Released
« Reply #40 on: October 03, 2010, 02:21:36 pm »

   (*)fixed spelling of chinchilla for forgotten beasts (new ones only)
I don't know why, but that made me laugh hysterically.
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nbonaparte

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Re: Dwarf Fortress 0.31.15 Released
« Reply #41 on: October 03, 2010, 02:35:03 pm »

   (*)fixed spelling of chinchilla for forgotten beasts (new ones only)
I don't know why, but that made me laugh hysterically.
The misspelling of chinchilla or the mental image of an emaciated poison-breathing giant chinchilla?
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TherosPherae

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Re: Dwarf Fortress 0.31.15 Released
« Reply #42 on: October 03, 2010, 03:00:05 pm »

   (*)fixed spelling of chinchilla for forgotten beasts (new ones only)
I don't know why, but that made me laugh hysterically.
The misspelling of chinchilla or the mental image of an emaciated poison-breathing giant chinchilla?
Mental image.

And you forgot that it's made of vomit.
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Quote from: Aqizzar
Being vengeance and the night could only be improved by being the ballpunching vengeful night.
Quote from: Cthulhu
Gotham's mysteriously high mental illness rate isn't so mysterious when you find out Batman thinks subduing a guy means spiking his head into the pavement like a football.

zilpin

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Re: Dwarf Fortress 0.31.15 Released
« Reply #43 on: October 03, 2010, 04:05:00 pm »

Quote
A game-breaking issue, however, is the accumulation of gore.

Yes.
DFHack is the only reason DF was playable at all since the gore spreading bug feature was introduced.
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Caesar

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Re: Dwarf Fortress 0.31.15 Released
« Reply #44 on: October 03, 2010, 04:18:32 pm »

How do you manage to post a new version every single time one day after I download the old one?

Spoiler: Edit (click to show/hide)
« Last Edit: October 03, 2010, 04:25:04 pm by Caesar »
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Spider Overhaul
Adding realistic spiders to Dwarf Fortress. (Discontinued.)

Godhood VIII
The latest installment in the Godhood roleplaying game series.
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