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Author Topic: Devlogs from 2050  (Read 46728 times)

Mesa

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Re: Devlogs from 2050
« Reply #225 on: July 13, 2013, 01:02:50 pm »

BUGFIX: Bumblebees should no longer be classified as food and be available for cooking in kitchens.
TWEAK: Slightly increased the sharpness-to-damage ratio of softer materials such as silver. They're still pretty bad at that, but should at least be half-viable.
TWEAK: Increased the wealth threshold needed for elven migrants to appear.
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Enemy post

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Re: Devlogs from 2050
« Reply #226 on: July 13, 2013, 01:40:24 pm »

August 14, 2050
Dwarf Fortress version 0.900.1 has been released.
Major Changes:Holodeck compatibility.
BUGFIX:RAW files were open to modification, fixed.

August 26, 2050
Dwarf Fortress version 0.900.2 has been released.
BUGFIX:Holodeck safety protocols should now be functional.
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Haspen

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Re: Devlogs from 2050
« Reply #227 on: July 13, 2013, 01:44:35 pm »

One makes me wonders:

Why Dwarf Fortress in 2050 would have holodecks?

It's medieval game, the game setting won't progress along with irl time :P
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Helgoland

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Re: Devlogs from 2050
« Reply #228 on: July 13, 2013, 02:06:57 pm »

-Army arc finished. Hostilities have commenced; Conquest of the East coast was swift and the drone armies are making rapid progress through Western Europe and Central America. I now am being sought after by the CIA, KGB, BND and several other three-letter agencies and had to relocate to Cacame's center of command in lower Manhattan.
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Enemy post

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Re: Devlogs from 2050
« Reply #229 on: July 13, 2013, 05:13:07 pm »

One makes me wonders:

Why Dwarf Fortress in 2050 would have holodecks?

It's medieval game, the game setting won't progress along with irl time :P
I meant you play the game in a holodeck.
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hops

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Re: Devlogs from 2050
« Reply #230 on: July 15, 2013, 05:31:50 am »

Fixed a typo in the RAW that cause default elves to be good-natured and culturally-accepting.
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Re: Devlogs from 2050
« Reply #231 on: September 20, 2013, 02:35:11 pm »

BUGFIX:Connection to EA servers should be less erratic.
New features:
Dwarves will behave reasonably.
Ants should be fully playable now.
Added audio for tyrannosaurus roars.
Goblins tunnel around heavily fortified areas of your fort
Flying physics perfected
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Graknorke

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Re: Devlogs from 2050
« Reply #232 on: September 20, 2013, 02:39:34 pm »

BUGFIX:Connection to EA servers should be less erratic.
BUGFIX:Connection to EA servers should be less erratic.
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Urist Mc Dwarf

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Re: Devlogs from 2050
« Reply #233 on: September 20, 2013, 03:27:19 pm »

BUGFIX: Dwarves don't  start murdering dwarves becuase they forgot to change clothes anymore.

hops

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Re: Devlogs from 2050
« Reply #234 on: September 20, 2013, 03:59:55 pm »

BUGFIX: Dwarves don't  start murdering dwarves becuase they forgot to change clothes anymore.
let's be realistic here, this is 2050, not 2200
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Porpoisepower

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Re: Devlogs from 2050
« Reply #235 on: September 22, 2013, 08:17:07 pm »

Fixed a bug where dwarfs who wander into nunneries are no longer forced to spank all the nuns.  Oddly a disproportionate number of dwarfs do anyways.
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itisnotlogical

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Re: Devlogs from 2050
« Reply #236 on: September 22, 2013, 09:45:25 pm »

- Enabling temperature no longer instantly sets your computer on fire. Laptop users should now have time to throw their device away before it explodes, but desktop users are still SOL for now.

- Finally hunted down the last Agent hiding in the code. Had to regen the world, but at least most of the population is still fine and dandy.

- Dwarves can now be tricked into eating dwarf meat that has been sufficiently processed.
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Yerv

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Re: Devlogs from 2050
« Reply #237 on: September 22, 2013, 11:43:38 pm »

Added space traveling monstrosities, they will invade and often take over the goblin, elven and human civs.
Fixed slithering sliver-snake bug, cobras will no longer use tapeworm code.
Resolved plutonium poison issue, dwarves will no longer convert to dark religions from poisoning, this has been repurposed for the water eroded granite monoliths deep under sea.
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Arbinire

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Re: Devlogs from 2050
« Reply #238 on: September 23, 2013, 05:41:13 am »

haven't read the whole thread so someone has probably already posted something along these lines but:

Finally fixxed the bug with vermin not spawning in unmaintained sewer and septic systems.  Now you should see your forts "under seige" by legions of rats and flies which will most definately cause your dwarves to tantrum if left unchecked.  I know most of you have been devising clever ways of killing off your kitties for the past 40 some years, but catsplosions have become the most effective temporary solution until you can get your waste management underway.  Also added in hallucinatory effects for those exposed to sewage gases too long, which should produce some interesting reads.

On a similar note, animal waste is now implemented and crops planted using it will yield 4-6 more produce per square.  It is highly flammable though, so be wary.  I'm sure the clever among you will find excellent ways to weaponize the fertilizer as well as your sewage.  !FUN! should ensue.
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Couchmonster

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Re: Devlogs from 2050
« Reply #239 on: September 23, 2013, 06:27:02 pm »

Added multithreading.



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