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Author Topic: Dwarf Fortress 0.31.20 Released  (Read 48866 times)

Toady One

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Dwarf Fortress 0.31.20 Released
« on: March 06, 2011, 05:37:51 am »

edit: fixing up a linux/osx issue, release should be up later today


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This is the first bug fix release for 0.31.19, where I've focused on new bugs.  The fixes are listed below.  It also includes a few sponsored critters (pandas and capybaras), as well as some of their wilder relatives.  Pandas are restricted to bamboo grazing and capybaras can vocalize in adv mode (bark, whistle, etc).  I added a mineral availability parameter that you can set from Create World Now or from the detailed parameter screen.  There are a few more things I can do there, but any extensive rewrite is going to have to wait for 3D veins and mine maps (Release 2 in the schedule).  Barring any catastrophes, we'll be moving on to the old-bug-fixing now.

Major bug fixes
   (*) Stopped the game from treating every tool like a container for stockpiles/adv mode
   (*) Stopped hive product collection from removing hive building tag
   (*) Stopped birds from claiming multiple nest boxes when a nest box is deconstructed
   (*) Fixed crash with unusual egg laying
   (*) Made pastured animals spread out more during grazing and allowed pets to be grazed
   (*) Fixed situation where some stockpiled items were not available to jobs (lye, etc.)

Other bug fixes/tweaks
   (*) Stopped weird bone-glazing situations
   (*) Made llama/alpacas get sheared properly
   (*) Stopped dwarves from cleaning up wax cakes in stockpiles
   (*) Stopped heroes in world gen from picking fights with dead megabeasts
   (*) Stopped various tug-of-war fights over animals by different jobs
   (*) Stopped wildlife from claiming nests
   (*) Stopped masons from using clay
   (*) Fixed up a situation where the same params would not generate the same worlds
   (*) Made potters apply their skill to statues etc. properly
   (*) Added a clay category to stone stockpiles and cut some inorganics out
   (*) Added wax to food stockpiles pressed material category
   (*) Added wax goods option to finished goods pile
   (*) Made empty pots go to the furniture pile
   (*) Made pots available for brewing
   (*) Fixed some erroneous names of groups of object in the stocks screen
   (*) Made ash glazing use the correct amount of ash (0.31.19 saves might have half-exhausted piles that act up a bit until they are used)
   (*) Stopped extra grass types being stacked on a tile during regrowth
   (*) Stopped aboveground grass from growing in tunnels
   (*) Stopped "grass" from appearing in some underground areas
   (*) Made grass grow back properly in desert etc. areas (0.31.19 saves will get too much regrowth now)
   (*) Stopped grass ramps from flashing in no-varied-ground-tiles mode
   (*) Stopped pet/tame vermin from spawning many copies
   (*) Reordered the new units in the unit list
   (*) Adjusted value of bees
   (*) Stopped vermin assignment to pastures
   (*) Made pen/pasture interface give status of animals (caged, etc.)
   (*) Stopped dwarves from encrusting honeycombs with jewels, etc.
   (*) Corrected egg liquid densities/text error
   (*) Stopped text export from listing zero population animals
   (*) Fixed some issues with red reactions and other jobs not being listed in the workshops
   (*) Allowed object melting and yarn rope jobs from manager
   (*) Made it select the active zone properly when you enter activity zone mode
   (*) Made zooming to units go to the proper unit when multiple units are in the same tile
   (*) Cleaned up some pronoun trouble in personality descriptions
   (*) Properly initialized banditry information (can cut down on some inappropriate dwarf/elf banditry)
   (*) Deer antlers
   (*) Sheep text lines up with there shearability now
   (*) Fixed some creature description text and other small raw tweaks (see file_changes.txt)
   (*) See file_changes.txt for new raw tags

New stuff
   (*) Sponsored animals included: panda and capybara, along with related buddies
   (*) Added world-wide mineral availability parameter
« Last Edit: March 06, 2011, 07:16:24 pm by Toady One »
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Supercharazad

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Re: Dwarf Fortress 0.31.20 Released
« Reply #1 on: March 06, 2011, 05:47:31 am »


   (*) Added world-wide mineral availability parameter




OH GREAT TOAD GOD! I PRAISE YOU! I THANK YOU! NO MORE WHINING TROLLS! IT'S A MIRACAL!
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Mandaril

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Re: Dwarf Fortress 0.31.20 Released
« Reply #2 on: March 06, 2011, 05:58:07 am »

   (*) Added world-wide mineral availability parameter

It's things like this that make me want to donate. I love you Toady! (in a manly brotherly way)
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Korva

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Re: Dwarf Fortress 0.31.20 Released
« Reply #3 on: March 06, 2011, 06:00:07 am »

Awesome.  :D Special thanks for the mineral parameter!
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Toady One

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Re: Dwarf Fortress 0.31.20 Released
« Reply #4 on: March 06, 2011, 06:01:28 am »

It might not be enough, but we'll take it a step further with the next bug fix release as necessary.  Hopefully everything works out.
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LionSilverWolf

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Re: Dwarf Fortress 0.31.20 Released
« Reply #5 on: March 06, 2011, 06:02:37 am »

I vastly appreciate the cessation of flashing slopes. I have seizures and that was making it extremely difficult to play.
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Newbunkle

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Re: Dwarf Fortress 0.31.20 Released
« Reply #6 on: March 06, 2011, 06:06:15 am »

Excellent stuff, hehehe.
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Rumrusher

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Re: Dwarf Fortress 0.31.20 Released
« Reply #7 on: March 06, 2011, 06:11:50 am »

Wait so do we still keep wild creature nest egg laying? Because that was the only thing that made breeding adventurers possible with out using heavy Raw editing and utilities. If so then darn right when I found out how the secret to non scatter items for adventure homes.
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Dwarfu

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Re: Dwarf Fortress 0.31.20 Released
« Reply #8 on: March 06, 2011, 06:15:25 am »

Toady, it looks like you left some testing parts in geese - they seem to lay iron chairs...
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Toady One

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Re: Dwarf Fortress 0.31.20 Released
« Reply #9 on: March 06, 2011, 06:16:17 am »

Ha ha ha ha, indeed.  Oh well.  That sucks.
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Rose

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Re: Dwarf Fortress 0.31.20 Released
« Reply #10 on: March 06, 2011, 06:20:09 am »

Ha ha ha ha, indeed.  Oh well.  That sucks.

* Japa pats Toady on the back "It's okay, it happens to the best of us."
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Lovechild

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Re: Dwarf Fortress 0.31.20 Released
« Reply #11 on: March 06, 2011, 06:21:01 am »

Toady, it looks like you left some testing parts in geese - they seem to lay iron chairs...

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Lord Snow

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Re: Dwarf Fortress 0.31.20 Released
« Reply #12 on: March 06, 2011, 06:22:54 am »

Ha ha ha ha, indeed.  Oh well.  That sucks.
Immediate cult classic. I'd better hurry to grab that version! ;)
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Jiri Petru

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Re: Dwarf Fortress 0.31.20 Released
« Reply #13 on: March 06, 2011, 06:25:01 am »

Great to see another release. Thanks!
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Rumrusher

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Re: Dwarf Fortress 0.31.20 Released
« Reply #14 on: March 06, 2011, 06:37:04 am »

Toady, it looks like you left some testing parts in geese - they seem to lay iron chairs...
Only in Dwarf Fortress where Geese lay Chairs of Iron for the Craftsdwarfs so they can stud them with the bronze they got from the goats, but keep those chairs in the nest for too long and you might get Ironmen(IronGoose?). oh well hopefully the wild animal laying eggs in open unguarded nest is a feature that adds FUN to forts. Who knows when a Megabeast(semimegabeast) decided to make your fort a home barge through the area killing most of your men only to stop to the hen house and permanently park it's butt in a box to raise little dragons.
edit:   
Quote
(*) Stopped wildlife from claiming nests
Nooo.... could this be a Init toggle on feature at least? [WILDCLAIMSNEST:Y/N]?
the steps needed to do this with out utilities is
Spoiler (click to show/hide)
shoot getting to step 2 with out killing both the mother, father or carrier(before reaching the future parents.) is hard enough.
« Last Edit: March 06, 2011, 07:04:43 am by Rumrusher »
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