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Here is the second set of fixes for the major release. There are still enough problems with the new stuff to warrant continued work there before I move on to older issues, and the next release will probably be within the timeframe of the last two.
Major bug fixes
(*) Fixed crash with historical figure cull vs. wandering groups
(*) Stopped historical figures from starving
(*) Stopped various corruption crashes and weird effects, mainly from aborted world gens (nice catch, Lightning4!)
(*) Stopped original population associated to historical figure from screwing up its allegiances
(*) Stopped it from moving criminal leaders with routine civilian moves, changing their allegiances
(*) Stopped populations from villages/trade partners from migrating into dungeon outcast groups all at once (one group had 15000!)
(*) Stopped werebeasts from gumming up world gen
(*) Stopped raised corpses from having various allegiances
(*) Vampires that take over sites lose other allegiances
(*) Made soldiers from previous forts clean up military info upon arrival at current fort
(*) Stopped ghosts and royal family members and undisguised vampires (aside from the king/king's group vamps) from immigrating to fort
(*) Fixed a new bug that completely stopped archery training
(*) SDL version: TrueType crash from long strings (Baughn)
Other bug fixes/tweaks
(*) Changed which entity moves to which sites, mainly so elf pops don't live in fortresses and vice versa without acclimating to a city first
(*) Set labor list for migrants by default (can turn off in data/d_init.txt)
(*) Added a tab for other stones in stone list and made stones with a reaction product class list as economic in stone list
(*) Sped up adv mode loading/offloading somewhat, and cleaning should be a bit faster -- there are still really slow patches that need work
(*) Controlled snatcher number in world gen
(*) Decreased questing rate in world gen
(*) Stopped reraised corpses from bleeding to death
(*) Stopped forbid/melt/traffic/etc. mouse from messing with keyboard
(*) Gave more indication for forbidden workshops
(*) Made forbid/etc. from stocks screen not effect building items when applied to an entire group
(*) Changed ramp names to indicate unusability due to missing walls or lack of space above
(*) Sterilized zombies and mummies (only husk-type zombies need the STERILE tag)
(*) Cleaned up some botched zombie names (old saves will need to let their zombies fall once and they should be better on reraise)
(*) Made vampires fleeing to site in world gen require pop to fit into
(*) Made vampire cults follow tyrant vampires properly
(*) Vampire nicknames, profession, position names work
(*) Vampires won't try to pin crimes on animals
(*) Can 'g'et items from cabinets and other building furniture in adv mode now
(*) Kea will not follow each other so closely when stealing
(*) Fixed busted horseshoe crabs/men
(*) Improved the age name calculator, especially as it regards the dominant race after megabeasts are cleared
(*) Changed treasure room quality and item selection
(*) Stopped designation at the bottom of the map from unhiding portions of it sometimes
(*) Unobscured unit list option from main menu
(*) Stopped world gen group from lingering in memory after bandits become criminals under town
(*) Goblins can have higher pops in their important towns
(*) Applied att change syndrome size modifiers properly (stops weird speed issues with adv blood drinking)
(*) A few other minor tweaks listed in file_changes.txt
(*) SDL version: Highlighting on unit screen fixed for TrueType (Baughn)
(*) SDL version: Turning on playback while recording will no longer record the previously recorded keys (Baughn)
(*) SDL version: TrueType text will now overwrite properly in some adventure mode circumstances (Baughn)
(*) SDL version: Fixed some minor memory leaks (Baughn)
(*) SDL version: Minor stability improvements (Baughn)
(*) SDL version: Fixed some of the spacing issues with TrueType
edit: DF 0.34.04 fixes a crash bug that would be caused by exporting a map after world gen (or at other times).