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Author Topic: Dwarf Fortress 0.34.07 Released  (Read 98595 times)

TomiTapio

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Re: Dwarf Fortress 0.34.07 Released
« Reply #30 on: March 30, 2012, 04:00:41 pm »

Great glimmering pile of bugfixing, Toady! We luv ya!

Found a small mistake in c_variation_default.txt.
[CV_REMOVE_TAG:ATTACL_VELOCITY_MODIFIER]
I found the same while updating Genesis mod to 0.34.07.

BTW Toady, do you think deer, hares and other similar flight-type herbivores should be able to outrun average dwarves? I see default speed and default occurrence frequency in lots of animals.

ps. wow, one migrant had two pets: a giant bat and a giant cave swallow!
« Last Edit: March 30, 2012, 05:13:07 pm by TomiTapio »
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malvado

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Re: Dwarf Fortress 0.34.07 Released
« Reply #31 on: March 30, 2012, 05:11:39 pm »

This group of bugs covers those problems.  In general, it helps to link to reports.

Thank you. Should have come up with the link but was in a hurry to get to a meeting and was a bit overexcited by the new Release.
Good work Footkerchief!
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xordae

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Re: Dwarf Fortress 0.34.07 Released
« Reply #32 on: March 30, 2012, 05:31:37 pm »

Pasture assignments are not toggled off when you assign an animal to somewhere else, i.e. a chain. Resulting in the animal being repeatedly dragged back and forth between chain and pasture until either of them is disabled by hand. Would be nice for these assignments to toggle each other's state.
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Dogun

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Re: Dwarf Fortress 0.34.07 Released
« Reply #33 on: March 30, 2012, 06:55:08 pm »

Nice, one, Toady! Good number of important fixes in this bunch!

Re: lower priority stuff.

Any thoughts on contaminant and water issues?  Are these the sort of things about which you have some fixes in mind, or will they likely take some more time to consider?
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ZzarkLinux

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Re: Dwarf Fortress 0.34.07 Released
« Reply #34 on: March 30, 2012, 08:25:46 pm »

Trying not to add to the hysteria, but reading this thread makes me think that 34.06 saves compatable, right?
The list doesn't immediately shout "world gen changed". Guess I just need to update the raws from changes.txt right...

Edit: Yep, all good. Thanks Toady
« Last Edit: March 30, 2012, 11:06:47 pm by ZzarkLinux »
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Earthfiredrake

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Re: Dwarf Fortress 0.34.07 Released
« Reply #35 on: March 30, 2012, 08:34:44 pm »

   (*) Slab to missing allowed, once missing status has been announced (unless from reclaim, then you can always do it)
   (*) Made animated corpses that collapse still count toward putting down ghosts
   (*) Lists ghost/slab number/burial state in memorial list and stuck announced ghosts without slab item on the very top

   (*) People should more consistently bring axes, picks, crossbows, quivers, ammo
   (*) Option between skill/unit based profession setting in d_init
   (*) Made initial equipment based on profession setting rather than unit type

Many thanks, my dwarves from 34.5 can finally put down that ghostly necromancer and resume their task of eating  several hundred units of forest titan roast in peace.
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MaximumZero

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Re: Dwarf Fortress 0.34.07 Released
« Reply #36 on: March 30, 2012, 08:41:37 pm »

...I was just porting over my metals. Ah, well, time to start over. :P Well done, oh great Toady One!
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Toady One

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Re: Dwarf Fortress 0.34.07 Released
« Reply #37 on: March 30, 2012, 08:48:07 pm »

BTW Toady, do you think deer, hares and other similar flight-type herbivores should be able to outrun average dwarves? I see default speed and default occurrence frequency in lots of animals.

Yeah, but increasing their speed increases their combat power as things stand.  The combat/move speed split is one of the big early combat changes, but I didn't want to get bogged down in combat changes just yet.

Any thoughts on contaminant and water issues?  Are these the sort of things about which you have some fixes in mind, or will they likely take some more time to consider?

It's something I'm going to handle or at least address in some way during this cycle, but I haven't thought specifically about how I want to do it.  The way the stagnant flag spreads is pretty crazy.
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Rafal99

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Re: Dwarf Fortress 0.34.07 Released
« Reply #38 on: March 30, 2012, 08:54:25 pm »

Thanks for all the bugfixes Toady!

Any chance on having Military/Equipment bugs fixed soon?

They got the third place in the first worst bug poll, with the first two places Dungeon Master and clothes bugs, both of which are fixed now.
They also got the first place in the most recent 0.34.06 bugs poll.

Some of them that bother me personally:
#4530 Marksdwarves won't train with training bolts unless combat bolts all used up
#1451 Military equipment interferes with civilian equipment (one dwarf can't use the same axe for both woodcutting and axedwarfing)
#4932 Dwarves try to equip armor in order of its production instead of in order specified by uniform (this means they end up with cloaks instead of with breatplate)
#5485 Assigning "specific weapon / armor" doesn't show which items are already assigned


Edit: Fixed links.
« Last Edit: March 30, 2012, 09:04:55 pm by Rafal99 »
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WillowLuman

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Re: Dwarf Fortress 0.34.07 Released
« Reply #39 on: March 30, 2012, 08:57:04 pm »

Also, why doesn't the unit screen let us view the descriptions of dead or missing creatures?
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Ross Vernal

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Re: Dwarf Fortress 0.34.07 Released
« Reply #40 on: March 30, 2012, 08:58:43 pm »

Every time I look for an update, there's none.

The ONE day I come on, confident that there is no update, Toady updates. This has happened pretty regularly now.

brb driving to a volcano, need to ‼SCIENCE‼

#5485 Assigning "specific weapon / armor" doesn't show which items are already assigned

This, pretty please, with sugar and sprinkles on top?
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Foxbyte

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Re: Dwarf Fortress 0.34.07 Released
« Reply #41 on: March 30, 2012, 09:46:50 pm »

We have truly been blessed with a golden age of Dwarf Fortress updates. I am loving all these fast hotfixes Toady, please keep up the good work.  :D
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blakecarl

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Re: Dwarf Fortress 0.34.07 Released
« Reply #42 on: March 31, 2012, 12:01:22 am »

Thanks for this bug fixes! Just when I needed it. :)
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tahujdt

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Re: Dwarf Fortress 0.34.07 Released
« Reply #43 on: March 31, 2012, 12:10:20 am »

With all the old bugs being fixed, it's only natural that flyer pathing will follow. Enjoy gobbos on GC Swallows flying over your walls and on cave crocs swimming up the plumbing.
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WillowLuman

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Re: Dwarf Fortress 0.34.07 Released
« Reply #44 on: March 31, 2012, 12:12:51 am »

With all the old bugs being fixed, it's only natural that flyer pathing will follow. Enjoy gobbos on GC Swallows flying over your walls and on cave crocs swimming up the plumbing.
Also enjoy your army of War Giant Eagles
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