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Author Topic: Update - V.4b - Townportal, new Colosseum, GUI and Bugfixes.  (Read 7787 times)

Meph

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Update - V.4b - Townportal, new Colosseum, GUI and Bugfixes.
« on: October 10, 2013, 11:59:49 pm »


Notes: Not much, just some bugfixes, 1 new building: The Townportal; I converted the colosseum to the new spawning system and a nicer way to install tilesets. :)

Updated Therapist to 20.6, with custom labor grids and roles, done by jodgap. You need to open the Therapist and import them, the files are in the DwarfTherapist folder.


New Feature: Townportal



 - The School of Wizardy can now research the Townportal, using orichalcum and platinum.
 - The Townportal allows you to request dwarves directly from the mountainhomes, e.g. it spawns new dwarves.
 - Requesting a dwarf costs gold.
 - You can choose between peasants, priests, military groups and lvl1 mages.


Overhaul: Colosseum
 - No more changelings needed, the creatures are spawned directly.
 - You now spawn groups of enemies with a specific theme, like glacier beasts or a wolf pack.
 - Enemies might leave rewards upon death.
 - Enemies are trapavoid and opposed to life, to avoid exploitation of the colosseum.
 - You no longer need a "book of summoning" to spawn a colossus. Simply a statue of the fitting metal is enough.


GUI



 - Fixed several buttons
 - Fixed all tooltips I could find. :P
 - Tilesets are now picked from a list.
 - Tilesets now automatically install their fitting color scheme. (This throws off the color scheme button a bit, it cant read the new ID. It still works like before and cycles through different color schemes, it simply cant display which one is active, if you changed it with the tileset button.)


Minor Additions
 - Burning wooden logs in the smelter gives 3 coke now. Blast furnace makes 12 coke from 4 wooden logs.
 - Burning wooden planks in the smelter gives 1 coke now. Blast furnace makes 6 coke from 6 wooden planks.
 - The Blast furnace can now melt batches of 10 weapons, greaves, armors, helms, boots, gloves or shields. Use stockpile feeding to select which ones.
 - Studies now require a journal, a abacus and a hourglass to be build. All crafts from simple materials, already in the game, but underused so far.
 - Dwarves can now pray for glass, good for moods.
 - Dwarves can now pray for rain. 10% success chance, has 2 steps ("Pray for Rain" and the automatic "Start Rain") Good to stop surface fires.
 - Weightbench only has one training mode now, which trains moderately fast, but needs no reagent. Less mixups and micromanagement this way.
 - The Thatchery now makes 3.5 times more items. Animal traps, beds, hatch covers, statues...


Full list of bugfixes and balancing
 - Fixed Scriptorium producing only 1 type of book.
 - Fixed Graphical Glitch in 3 tiles of Ore Processor
 - Added candelabra graphics to obsidian soul
 - Added fireplace graphics to phoebus and ironhand tilesets.
 - Kobold Dirt Digger building no longer needs shovels to be build.
 - Fixed magma-spawning from pottery in all tilesets (hopefully, I wont test this 12 times, but the raws look good)
 - Kobolds can wield picks now.
 - Kobolds can now clean sawdust, if they want to.
 - Fixed Warpstone errorlogs for non-default tilesets.
 - Fixed skill help for Ore Processor. Lists Machine Operating now instead of mining.
 - Greatforges Mail-Armor set now makes mail-armor, instead of falsely making padded armor.
 - Disabled animated grass by default.
 - Fixed Coin Mint Research.
 - Fixed armory producing coal-plategauntlets in "Forge a platearmor set" reaction.
 - Fixed reagent in "Add bayonet to repeating javelin thrower" reaction.
 - Fixed some minor things in the manual. Skills, Reagents, and so on.
 - Crayfish shells should be ok for tanning in default tileset.
 - Kobolds can make ironbone in the boneyard agian.
 - Added skulking and item_thief to the kobold camp kobolds.
 - This means: Finally everyone should be hostile to you, except your own tribe. (HARD-MODE, so to speak)
 - Kobolds now have spring, summer and autumn as active seasons, so you get 3 caravans a year.
 - Kobold Arrows are now cheaper to make, use no wood/less wood.
 - Raptors, Xen Infectors and Lionman are much rarer.
 - Nith and Nymphs shouldnt be seen as benign anymore.
 - Replaced Archeology "Corrupted Bloodsteel" with iron. The system behind it wasnt quite finished.
 - Guardian of Armok has natural fighting skills now.
 - Fixed all the tooltips in the GUI
 - sawmill can now cut any specific wood into logs.
 - Research success chance changed from 80/20 (win/fail) to 90/10.
 - Moved boozebelly rum from still to brewery.
 - Removed slade from volcanic making, its too heavy and slows dwarves down too much.
 - Removed "melt blocks into slade". If you want slade, mine it. You know where to find it.
 - Processing farmed saplings in the sawmill is now automatic. As soon as the plants finished growing, the job is queued.
 - Fixed BuildDimension Button in the GUI
 - Removed Hardersmelting Button in the GUI, this setting is obsolete with the addition of the Ore Processor.
 - Fixed SimpleTree button
 - Fixed display errors on some OS for the GUI/Worldgen
 - Added ListBox for Tilesets
 - Added Tileset Preview
 - Updated Therapist
 - You can now import roles and labors fitting for the mod in the Dwarf Therapist.
 - To do this, open the Therapist and "Import Grid" and "Import Roles". The files are in the Therapist folder.
 - Removed Gargoyle Statues from traders, since they are not used anymore.
 - Fixed a inventor reaction
 - Removed slag to concrete reaction. You can still make concrete from slag + lye or slag + ash.
 - Orcs and Kobolds have candles again.


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« Last Edit: October 11, 2013, 12:06:39 am by Meph »
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Meph

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Re: Update - V.4b - Townportal, new Colosseum, GUI and Bugfixes.
« Reply #2 on: October 11, 2013, 12:11:08 am »

TY MEP I CAME ROPES.
???

Thank you, Meph, I came. Ropes.  ?
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Vabalokis

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Re: Update - V.4b - Townportal, new Colosseum, GUI and Bugfixes.
« Reply #3 on: October 11, 2013, 12:49:37 am »

TY MEP I CAME ROPES.

omg rofl

 - Raptors, Xen Infectors and Lionman are much rarer.

this makes me happy
« Last Edit: October 11, 2013, 01:01:09 am by Vabalokis »
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Billy Jack

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Re: Update - V.4b - Townportal, new Colosseum, GUI and Bugfixes.
« Reply #4 on: October 11, 2013, 01:32:49 am »

thank you.  I had just started a new fort in 4a.  :P
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Give a dwarf a fish, you feed him for a season.
Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)

Meph

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Re: Update - V.4b - Townportal, new Colosseum, GUI and Bugfixes.
« Reply #5 on: October 11, 2013, 02:05:40 am »

thank you.  I had just started a new fort in 4a.  :P
I heard that one before. :P
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Karadrass_Fr

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Re: Update - V.4b - Townportal, new Colosseum, GUI and Bugfixes.
« Reply #6 on: October 11, 2013, 03:05:39 am »

Thank you very much for this new update. Especially the town portal, which should permit to have migrants in Evil Biome Area !

I am a new player of DF. All this new features are very intersting, but too very complex. Is there a guide somewhere, or tutorial videos ?
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Urist McTeellox

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Re: Update - V.4b - Townportal, new Colosseum, GUI and Bugfixes.
« Reply #7 on: October 11, 2013, 07:26:32 am »

I run MWDF under wine on Linux. So far every recent version of wine works great with the settings GUI. With 4b, it still works great, but the only available tileset seems to be Obsidian Soul:

Spoiler (click to show/hide)

Changing the version of wine I'm using doesn't seem to make a difference, and I've tested 3-4 different versions now.

Is that a bug that's unique to wine? If so, it's a terribly strange bug to see. (Alternatively, am I missing something obvious as to how to access the other tilesets?)

Many thanks for Masterwork!

~ T
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Meph

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Re: Update - V.4b - Townportal, new Colosseum, GUI and Bugfixes.
« Reply #8 on: October 11, 2013, 07:44:24 am »

I think its just a display error, no idea what causes it in linux/wine. Its the correct number of tilesets, so I assume its the correct list:


Pick one, install it, see if it fits with the screen I posted. :)

Karadrass_Fr: The wiki has a lot about masterwork, and there is a manual included.
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Urist McTeellox

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Re: Update - V.4b - Townportal, new Colosseum, GUI and Bugfixes.
« Reply #9 on: October 11, 2013, 07:48:55 am »

A little more testing reveals that if I remove MasterworkDwarfFortress/graphics/Obsidian Soul, then all the options shoe 'Phoebus'. If I remove that, they all show 'ASCII', etc. The number of options match the number of tilesets available, but they're all named the same.

Removing all "undesired" tilesets and then using settings.exe to install the (only remaining) desired tileset works just fine, so this is a usable workaround for wine users who already know which tileset they want. :)

I haven't tried installing a tileset when there are duplicates, since I didn't want to be "installing blind", but I can try if you like. :)
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Meph

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Re: Update - V.4b - Townportal, new Colosseum, GUI and Bugfixes.
« Reply #10 on: October 11, 2013, 08:01:11 am »

My bet is that the blind install will still work correctly, in the same order that they are in the graphics folder. But again, no idea about linux/wine...
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::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Remuthra

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Re: Update - V.4b - Townportal, new Colosseum, GUI and Bugfixes.
« Reply #11 on: October 11, 2013, 09:08:23 am »

Mine is full of Taffer, and it seems they all install Taffer.

Vabalokis

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Re: Update - V.4b - Townportal, new Colosseum, GUI and Bugfixes.
« Reply #12 on: October 11, 2013, 09:54:53 am »

Meph , can you upload your therepists grid view?
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urmane

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Re: Update - V.4b - Townportal, new Colosseum, GUI and Bugfixes.
« Reply #13 on: October 11, 2013, 10:18:53 am »

Confirm Urist's linux tilesets-all-have-same-name-on-linux issue, but I'm playing it anyway.  There was a popup bug when I turn off harder mining for this game, something about "no such file ..../Ironhand/raw/objects/inorganic_zwarpstone.txt...", but I OKd past it before thinking I should have screenshot that  :'(

Reconfirmed - leaving fix/growthbug enabled in dfhack.init on linux still hangs it before Spring ends.  Dunno why, the code looks pretty simple ...

diggingInvaders.so still b0rked for me, will look at later.

Just starting a new game on linux now with 4b and growthbug disabled - this worked for 4a.  Compiled DwarfTherapist 20.6 and will try that - does it properly label all the skills now?  I've lost track of with flag is named what, and am not sure how to verify what the current 4b list is and where they map.
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JodGap

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