I never had, and I never got a report, about a crashing worldgen. I am not sure if I can do anything about it.
@unclecern: I downloaded it, will start it up just now.
@cheating chicken: Damn, you two guys are unlucky ^^
Hey, here is a list of finished changes for 1.3 I am unsure how much else I should do, I of course have a unlimited supply in my big to do list, but have a look:
################################
#### PATCH 1.3 #############
################################
FEATURESRUNIC WEAPON UPGRADES
Raised chance for epic weapon while upgrading from 2% to 5%
Added between 4 and 8 new attacks to each weapon
Added 2 special attacks to runic weapons
All upgraded weapons are now called: "runic" "material" "weapon name"
Added the ability to make runes to the weaponry
All weapon upgrades require a rune to work.
Made 10 more weapons:
Runic upgrades for the five 2-handed weapons
Epic upgrades for the five 2-handed weapons
All weapons need a specific number of runes, a great axe needs more then a dagger for example.
Tested everything so far, in Arena and fortress mode, works. Might need balancing though.
Runes are made of either silver or gold thread. This adds a refining step and the need for precious metals as well. Metal thread can be made in the craftsdwarf.
RUSTY IRON
Added rusty iron, a worse version of iron.
Made a reaction to remove rust from rusty iron, giving normal iron
Removed miner/furnace operator from orcs/goblins and gave them a reaction to produce rusty iron. Lets see if it worked.
MORE GOLEMS
Added 6 new golem casts to the golem forge. Copper, Gold, Steel, Mithril, Titanium and Adamantine
Raised the needed materials for a golem cast to 10 bars of the fitting metal.
A NOTE: You will only ever need one cast for each material. (till I figure out how to do this without boiling stones)
KOBOLD LOOT
Added a custom itemcorpse to kobolds: bag of loot.
This bag can be opened in the creature research lab, and contains a wild mix of metal bars.
GUILDHALL
Dwarves can join a guild (caste) now.
Smiths, Crafters, Legion or Highborns.
They get higher skill learn rates.
You need to buy a letter of recommendation/permit for this first.
You will only need one letter for each guild (till I figure out how to do this without boiling stones)
SPEEDY DRINKS
All royal drinks give a 25% speedboost for half a season now.
CREATURE ARMORY
Added Creature Armory, that can pets with armor.
Added pet armor cast, needs 10 steel bars.
You can euip: Dogs, Mastiffs, Horses, Raptors, Grizzlies and Elephants with steel armor.
They also get a slight fighting bonus, harder claws/teeth out of this.
You will only ever need one armor cast (till I figure out how to do this without boiling stones)
TREE OVERHAUL:
All bark removing from wood now creates a seed (normal wood:90%, rest 100% + 20/10% chance for additional seed)
A generic "tree", fundiwood, nethercap, steeloak and ironbark are now farmable. You can grow them in farmplots.
Seeds can be bought at embark for those, or from cut down trees, in the timberyard. (now nethercap, too deep)
Trees need a long time to grow though, especially ironbark and steeloak.
Trees/Fungi/Nether: 2 Seasons, Ironbark 3 Seasons, Steeloak 4 Seasons.
Use fertilizer.
The grown trees need to be cut in the timberyard, yielding logs (100% chance) and seeds (80% chance)
You can now grow your own wood, funiwood for food/booze, nethercap for fireproof hides, ironbark for iron grade metal and steeloak for steelgrade metal.
I decided to only do this one generic tree for normal wood, because I did not want to clog up the farm-plot selection with a list of ALL possible trees. They all yield the same generic wood anyway.
The seeds are called:
tree seed, fungiwood spawn, nether-cap spore, ironbark corn and steeloak acorn.
FIXES/BALANCINGFixed the unintentional removal of the Armory/Magma Armory
Fixed stockpiling for horn, hoof, ivory, bone and leather items. All standard generic items have the "common" adjetive now, as in: Common bone earring.
Fixed rocktip rocktip and gemtip gemtip arrows. Are now called: blunt rocktip arrows and sharp gemtip arrows.
Golems shouldnt flee anymore
Fixed stockpiling of gem weapons and armor.
Fixed bullet making. Bullets are used and stockpiled correctly as well.
Fixed leather upgrades (got horribly broken when I changed the leather system, from inorganic to animalmats, for stockpiling)
Added dragonfire breath back to all creatures that should have it (got accidently replaces by normal firebreath while updating for 34.1)
Added the new nobles tags (special burial, skill choice for hammerer)
Made landmines easier to kill
Made all new creatures ubiquitious and raised the population number, to avoid extinction
Lowered the population number of webbing creatures, maybe this leads to less webs in caverns.
Cleaned up the embark screen, only ONE item remains, frozen muck root oil under powder
Cleaned up stone stocks screen, ALL items are good.
Buffed up humans a bit, to help them survive world gen.
Fixed the spellings (adj and verbs) for the new material emissions
Made hauler caste a bit slower.
Made castes (especially savants/natural skilled ones) a LOT rarer.
Fixed the error log that showed up when Fossils are OFF
Fixed the error log that showed up when Simple Pets is OFF
Fixed the Harder Smithing to suit the new DF.exe. Now works properly again.
GUI ChangesRemoved Golem Tradegood button.
Note: All two handed weapons need 5 bars, no matter that settings. This is intentional.
Added a low grazing amount (2x2 pasture for each animal) to each domestic animal for the: Harder Farming Button
Added button for Golemforge
Added button for Creature Armory
Added button for Guildhall
All three features are rather experimental and noted as such in the manual
Added button for optional corpse removal
Added button for harder learning, 50% skill learn rates for all dwarves.
Updated manual.
You guys think thats ok ? Or should I do more before the next release ? Just checked, DFhack with stonesense and Therapist are up-to-date, so I will include them as well. The Therapist would have no caste-patch yet though.