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Author Topic: Devlogs from 2050  (Read 46729 times)

Baffler

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Re: Devlogs from 2050
« Reply #240 on: September 23, 2013, 11:10:43 pm »

BUGFIX: Found a typo in the time-independent Schrödinger equation that was causing wagons to emit high energy gamma radiation at temperatures below freezing. Bose-Einstein condensates should form properly now as well.
BUGFIX: Finally nailed down the cause of the exponential growth bug in creatures that reproduce asexually. Turns out they were able to reproduce with less material than they created, causing infinite growth. Bacterial infection rates and viral disease rates should be back down to intended levels.
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itisnotlogical

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Re: Devlogs from 2050
« Reply #241 on: September 24, 2013, 01:46:09 am »

Havok integration is moving along smoothly, although I still can't stop dwarven brains from flying out of their skulls when they come to a sudden stop. For now I've just disabled gravity on them, but you'll still occasionally get dwarves dropping dead from their brain bouncing against the inside of their skull.

On a happier note, index of refraction is now fully simulated, although prisms of certain dimensions tend to magnify sunlight one thousandfold and spread it in all directions, resulting in many pages of "The ____ is melting!" and "The ____ is on fire!".
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Codyo

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Re: Devlogs from 2050
« Reply #242 on: December 09, 2015, 04:03:48 am »

December 9th, 2050
Major Changes:
* CPR Labor added. Doctors can now attempt to resuscitate the recently dead citizens and save them at a very low chance.



December 10th, 2050
Bug Fixes:
* Doctors no longer attempt to resuscitate a headless corpse.
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guessingo

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Re: Devlogs from 2050
« Reply #243 on: December 10, 2015, 09:15:17 pm »

Performance Fix: Improved performance when fortress population reaches 1 million. Toady remembers the days when PCs could barely handle 200 dwarves.

Future of the Fortress: Toady still has not learned how to handle threading even though there are CPUs with 10000 cores on them. AIs on the internet troll Toady and his lack of coding skills. The AIs say they can thread it for him, but he won't let them.
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Dozebôm Lolumzalìs

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Re: Devlogs from 2050
« Reply #244 on: December 10, 2015, 10:21:43 pm »

December 9th, 2050
Major Changes:
* CPR Labor added. Doctors can now attempt to resuscitate the recently dead citizens and save them at a very low chance.



December 10th, 2050
Bug Fixes:
* Doctors no longer attempt to resuscitate a headless corpse.

The zombies are now gone. Phew!
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Martin

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Re: Devlogs from 2050
« Reply #245 on: December 11, 2015, 02:27:23 am »

Feature: Reverted to 2D. 3D introduced too many bugs, performance issues.

Nullsrc

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Re: Devlogs from 2050
« Reply #246 on: December 11, 2015, 07:56:02 am »

This hotfix also cuts down on the number of accidental deaths from internal bleeding, in which getting punched in the gut in-game caused your real organs to rupture. Seems like it was a single pointer gone bad. In any event, you can go back to using your neural implant headset instead of your 1990s keyboard.
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Starver

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Re: Devlogs from 2050
« Reply #247 on: December 11, 2015, 08:36:52 am »

This hotfix also cuts down on the number of accidental deaths from internal bleeding, in which getting punched in the gut in-game caused your real organs to rupture. Seems like it was a single pointer gone bad. In any event, you can go back to using your neural implant headset instead of your 1990s keyboard.

You actually used your keyboards?
Spoiler: How quaint! (click to show/hide)
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Nullsrc

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Re: Devlogs from 2050
« Reply #248 on: December 11, 2015, 08:49:15 am »

You actually used your keyboards?

Yeah, I know. Had to go and actually find something that uses USB2. How did they even make that tech work back then? Those keyboards were awful... Who even thought something like Q W E R T Y U I O P was a good idea, anyway?
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Ysyua

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Re: Devlogs from 2050
« Reply #249 on: December 11, 2015, 09:39:33 am »

Who even thought something like Q W E R T Y U I O P was a good idea, anyway?

People who sold typewriters. Colemak will prevail!
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90908

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Re: Devlogs from 2050
« Reply #250 on: December 30, 2015, 08:59:35 pm »

Do you know what's the most interesting thing about this entire thread? Everyone has over the years assumed that Toady will still be developing DF alone. Everyone.
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We have a rich tradition of percussion instruments as well, all of which are based around a musician smacking variously sized hollow rocks.
It was quite brutal actually. Who knew you could suffer major head trauma from undergarments?

Shonai_Dweller

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Re: Devlogs from 2050
« Reply #251 on: December 30, 2015, 09:16:46 pm »

Do you know what's the most interesting thing about this entire thread? Everyone has over the years assumed that Toady will still be developing DF alone. Everyone.
Why is that interesting? It's a solo project that he's spent 10 years (14?) by himself (with Threetoe) developing, why not another 34?

--More interesting is the number of people who assume Toady will get bored of fantasy and change DF into some sort of SF game
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90908

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Re: Devlogs from 2050
« Reply #252 on: December 30, 2015, 09:27:22 pm »

Do you know what's the most interesting thing about this entire thread? Everyone has over the years assumed that Toady will still be developing DF alone. Everyone.
Why is that interesting? It's a solo project that he's spent 10 years (14?) by himself (with Threetoe) developing, why not another 34?

--More interesting is the number of people who assume Toady will get bored of fantasy and change DF into some sort of SF game
Well, it just shows the fact that Toady is a constant. His status as "developer" is unchallenged. The fact that you don't find that curious is another perfect example of that.
 
But I do agree on the Science Fiction bit. Whilst I imagine conquering space elves with dwarven power armor would be awesome, that's not really Dwarf Fortress, is it?
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We have a rich tradition of percussion instruments as well, all of which are based around a musician smacking variously sized hollow rocks.
It was quite brutal actually. Who knew you could suffer major head trauma from undergarments?

Blastbeard

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Re: Devlogs from 2050
« Reply #253 on: December 31, 2015, 07:31:56 am »

*Fixed the bug where lungfish were being used as currency. Lungfish monarchs can no longer be used to buy goods from trade caravans, but I still haven't found what allows lungfish to be crowned as monarchs in the first place.

*Tweaked demon behavior so they no longer flee the map when adamantine veins are breached.

*Tweaked elf behavior so they no longer propose marriage to forgotten beasts. Just to be sure, I tweaked forgotten beast behavior so they can't accept marriage proposals at all. My options were this or disable inter-species breeding entirely. Never again.

*Horses no longer inherently outnumber members of their respective civilizations.
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Talvieno

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Re: Devlogs from 2050
« Reply #254 on: December 31, 2015, 01:04:29 pm »

--More interesting is the number of people who assume Toady will get bored of fantasy and change DF into some sort of SF game
I think a lot of us (myself included) weren't actually being serious, and were really just trying to be funny and/or amuse ourselves.
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