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Author Topic: Dwarf Fortress 0.34.01 Released  (Read 111855 times)

Toady One

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Dwarf Fortress 0.34.01 Released
« on: February 14, 2012, 03:48:01 am »

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Here's the release we've been working on for nearly eleven months.  I've tried to collect the major changes below, but it won't be a complete list.  I hope you enjoy the game!

New stuff
   (*) cities in adventure mode that have various buildings, dungeons, items, livestock, etc.
   (*) protect your community from secret vampire dwarves or hunt them as an adventurer
   (*) defend your fort during the full moon or risk a werewolf infestion -- hunt/be hunted as an adventurer
   (*) face armies of the dead in dwarf mode or visit their necromancers' towers and learn their secrets as an adventurer
   (*) evil regions where the dead and pieces of the dead can come alive, with evil mists and rain
   (*) tombs built in world gen which can be visited in adv mode, either beneath towns or out in the wilds -- beware the dead!
   (*) revamped justice/witness/death notification system in dwarf mode
   (*) immigrants to your fortress will now be historical figures whenever possible, which means more family relationships and history for each one
   (*) dropped items/bodies tracked between plays in the wilderness anywhere in the world
   (*) more battlefield information tracked/war dead raisable in world gen
   (*) all sponsorship animals and their giant/man versions are in the game now
   (*) various new abilities for creatures (see file_changes.txt for list and syntax)
   (*) adventurers can use creature abilities/learned powers and they can be tested from the arena
   (*) new site travel map to make navigating towns easier
   (*) reading/swimming/observer (for traps) relevant in adv mode now
   (*) established historical figures can lead bandits
   (*) rivers block movement in adv mode travel
   (*) eating/drinking required in adv mode
   (*) ingested syndromes are now possible
   (*) ability to make campfire (from 'g') and warm items at campfire/fire/magma (from 'I') in adv mode
   (*) traps work in adv mode, once spotted they can be ignored
   (*) gems now have different cuts
   (*) necromancers can write books about various topics (all books are in their towers as it stands)
   (*) moon phase indicator in fort
   (*) alphanumeric world gen seeds and some more world gen params (see file_changes.txt)
   (*) the legends xml has a lot of new info for historical figures

Major bug fixes
   (*) buffer overload from aborted world gen fixed
   (*) fixed cave-in-on-embark issue with hidden underground structure, and a few others

Other bug fixes/tweaks
   (*) designations over z levels all at once now possible
   (*) unit screen divided into four sections
   (*) rivers/pools have ramps now
   (*) able to trade portions of stacks in both modes
   (*) messed with adv mode currency trading and made items teleport to you
   (*) tweaked how fire damage works
   (*) made vision work through floor grates and bars properly
   (*) fixed some road/bridge problems
   (*) crystal glass items possible again
   (*) tweaked adventure mode swimming and alt-movement readout (use alt-movement to get into a river you want to cross)
   (*) skeletons/zombies replaced by animation effect
   (*) demons masquerading as gods will try a little harder
   (*) restricted mandates so they'll be more reasonable
   (*) stopped blank map from being exported when you back out of detailed map export
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Lucien

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Re: Dwarf Fortress 0.34.01 Released
« Reply #1 on: February 14, 2012, 03:51:45 am »

OH GOD YES
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HiEv

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Re: Dwarf Fortress 0.34.01 Released
« Reply #2 on: February 14, 2012, 03:52:27 am »

Congratulations on the release!

And thanks!
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Ampersand

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Re: Dwarf Fortress 0.34.01 Released
« Reply #3 on: February 14, 2012, 03:54:38 am »

Time to pop another bottle open. So damn glad I stayed up all night now.
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!!&!!

Urist McCheeseMaker

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Re: Dwarf Fortress 0.34.01 Released
« Reply #4 on: February 14, 2012, 03:57:17 am »

This is pure <3.
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Ves

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Re: Dwarf Fortress 0.34.01 Released
« Reply #5 on: February 14, 2012, 03:58:09 am »

Minutes after I got into bed. Now I have to play it on my laptop. Oh well. I suppose that just means I'll be able to appreciate any speed improvements more.
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thvaz

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Re: Dwarf Fortress 0.34.01 Released
« Reply #6 on: February 14, 2012, 03:58:35 am »

AAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
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jamesadelong

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Re: Dwarf Fortress 0.34.01 Released
« Reply #7 on: February 14, 2012, 03:59:19 am »

WE HAVE GLORY!
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LoSboccacc

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Re: Dwarf Fortress 0.34.01 Released
« Reply #8 on: February 14, 2012, 03:59:41 am »

woot!

don't really know what I feel about the 'reasonable mandates' limit. I like unreasonable  :P
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Lokathor

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Re: Dwarf Fortress 0.34.01 Released
« Reply #9 on: February 14, 2012, 04:00:51 am »

Toady: Will the next release also be a year off, or will we get back to more common releases again for a while?
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wad67

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Re: Dwarf Fortress 0.34.01 Released
« Reply #10 on: February 14, 2012, 04:01:56 am »

SWEET JESUS
YES! YES!
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YAY!

Dsarker

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Re: Dwarf Fortress 0.34.01 Released
« Reply #11 on: February 14, 2012, 04:03:29 am »

THANK YOU THANK YOU THANK YOU!
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runiq

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Re: Dwarf Fortress 0.34.01 Released
« Reply #12 on: February 14, 2012, 04:04:47 am »

TOADY YOU ASSMUNK! I have an exam tomorrow which I am NOT allowed to fail. How do you expect me to wait until tomorrow?!
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rhesusmacabre

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Re: Dwarf Fortress 0.34.01 Released
« Reply #13 on: February 14, 2012, 04:09:30 am »

Hooray!
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Musashi

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Re: Dwarf Fortress 0.34.01 Released
« Reply #14 on: February 14, 2012, 04:10:44 am »

So many cool updates, and we get fries reasonable mandates with that?
HECK YEAH
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I don't mean to alarm you, but it appears that your Dwarves are all in fact elephants.
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