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Author Topic: 0.5 vs 0.6 question  (Read 539 times)

igglez

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0.5 vs 0.6 question
« on: February 22, 2016, 09:35:12 am »

Not played for a year or so, thinking of starting a new fort. Noticed 0.42.06 is out, but LNP/Therapist only on 0.5.

What kind of bugs will I expect to face in 05? Mainly I'm looking for Therapist to work, as the thought of having to do the job assignments manually gives me a bit of a headache.

Many thanks
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Diamond

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  • Did someone just say "elves" ?
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Re: 0.5 vs 0.6 question
« Reply #1 on: February 22, 2016, 09:43:03 am »

Look at 6's changelist, available on website, see what problems 5 had that are fixed.

Bonus: Look at bug tracker to see all that crazy stuff that is still not fixed.
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Blue_Dwarf

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Re: 0.5 vs 0.6 question
« Reply #2 on: February 22, 2016, 11:42:46 am »

There's a usable .06 Therapist update on the last pages. I'm guessing Splinterz is still working on the main version. Nope, Splinterz actually  released a new version for .06.

.05 has the problem with the exported goods, where you won't have any human caravans or other associated things. .06 fixes them, but introduces a bug where your exported masterworks count as lost.
« Last Edit: February 22, 2016, 11:46:04 am by Blue_Dwarf »
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Crafting Statistics 42.06Farming Statistics

Blue Dwarf has been happy lately. He did some !!science!! recently. He admired a fine forum post lately. He was enraged by a forum troll recently. He was upset by the delayed release of the new version of Dwarf Fortress lately. He took joy in planning a noble's death recently.

Uggh

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Re: 0.5 vs 0.6 question
« Reply #3 on: February 22, 2016, 03:46:18 pm »

DT for .06 is out now!
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PatrikLundell

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Re: 0.5 vs 0.6 question
« Reply #4 on: February 22, 2016, 04:25:13 pm »

The .05 export value bug can be worked around when it comes to getting human caravans by copying the PROGRESS_TRIGGER_* set from elves in the entity_defaults.txt file, but it does nothing for other effects. There's also a hex edit solution floating around.
Personally I don't like the sound of 50 masterworks clothing items "lost" at every caravan, so I'll stay with .05 until that's fixed, but if you use refuse pile disposal of clothing you're probably fine with .06.
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