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Author Topic: Dwarf Fortress 0.21.102.19a Released  (Read 1884 times)

Toady One

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Dwarf Fortress 0.21.102.19a Released
« on: August 24, 2006, 01:10:00 am »

Download

Changes

Fixed a couple more crashes and various other errors (see the change log).

Genders are mixed on starting animals now and horses should breed.  The unit screen will show some other designations beside "No Job" and there it will distinguish merchants and diplomats.  Water should flow into the cliff face now, at least from new channels.

You can give your units nicknames and profession names now.  Do this from the [vpz] profile using [y] to customize them.  In adventure mode, you do it from the [l]ook + [enter] status view (again [y] to customize).  The [y] command appears onscreen.

Some tantrum issues were fixed.  Placing artifact furniture was actually making them unhappier.  Fist fights and beatings still led to a minor version of the civil war bug.  These issues have been resolved.

The "Shift + R Menu" instead of "n" for the N key has been resolved, though you might need to clean up your old files a bit if you are important old ones.

You can toggle between windowed and fullscreen mode using F11 (or whatever key you bind) whenever you like now.  Let me know what problems come up with this.  I haven't handled direct minimization from fullscreen, but you can toggle and minimize from the windowed mode.  You can also get rid of the "fullscreen?" box that pops up the beginning in "data\init\init.txt" now.

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Capntastic

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Re: Dwarf Fortress 0.21.102.19a Released
« Reply #1 on: August 24, 2006, 01:12:00 am »

Thanks, Mr. Toady!  You're an inspiration to us all!
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Bobberroo

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Re: Dwarf Fortress 0.21.102.19a Released
« Reply #2 on: August 24, 2006, 02:17:00 am »

Did this version add clothing in armor level? Does this mean they'll finally strip naked and wrestle bears?
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Grue

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Re: Dwarf Fortress 0.21.102.19a Released
« Reply #3 on: August 24, 2006, 02:43:00 am »

Was animal availability bug fixed? Or that decorated container bug? Ah whatever, gotta just download and try.
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Kjoery

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Re: Dwarf Fortress 0.21.102.19a Released
« Reply #4 on: August 24, 2006, 03:02:00 am »

Wow, thanks alot!
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macbony

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Re: Dwarf Fortress 0.21.102.19a Released
« Reply #5 on: August 24, 2006, 07:07:00 am »

quote:
Originally posted by Toady One:
<STRONG>The unit screen will show some other designations beside "No Job" and there it will distinguish merchants and diplomats.

You can also get rid of the "fullscreen?" box that pops up the beginning in "data\init\init.txt" now.</STRONG>


Nice update!

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FunkyWaltDogg

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Re: Dwarf Fortress 0.21.102.19a Released
« Reply #6 on: August 24, 2006, 08:18:00 am »

quote:
Originally posted by Toady One:
<STRONG>Genders are mixed on starting animals now and horses should breed. </STRONG>

quote:
<STRONG>You can give your units nicknames and profession names now.  </STRONG>

quote:
<STRONG>You can also get rid of the "fullscreen?" box that pops up the beginning in "data\init\init.txt" now.</STRONG>

Woohoo!  Nice work, Toady!
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Michael

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Re: Dwarf Fortress 0.21.102.19a Released
« Reply #7 on: August 24, 2006, 09:37:00 am »

quote:
Originally posted by Toady One:
<STRONG>Water should flow into the cliff face now, at least from new channels.
</STRONG>

Uh, didn't it always?  Hence the outside river farming trick.

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RPB

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Re: Dwarf Fortress 0.21.102.19a Released
« Reply #8 on: August 24, 2006, 10:23:00 am »

The outside river farming trick always required a floodgate before, because the water wouldn't go into the cliff face without one there to "pump" it.
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RPB

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Re: Dwarf Fortress 0.21.102.19a Released
« Reply #9 on: August 24, 2006, 10:48:00 am »

Oops, double-posted.

[ August 24, 2006: Message edited by: RPB ]

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RPB

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Re: Dwarf Fortress 0.21.102.19a Released
« Reply #10 on: August 24, 2006, 11:29:00 am »

Heh, slight problem with the profession nicknames: if I assign a peasant to clothesmaking and give them a nickname of "Tailor", then when they get enough crafts skill that they change into a blue craftsdwarf it announces that the dwarf "has become a Tailor."
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Migliori

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Re: Dwarf Fortress 0.21.102.19a Released
« Reply #11 on: August 24, 2006, 12:28:00 pm »

Would it be possible to give out custom colours to dwarves also so that we can even better sort them into our own professions?
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Grue

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Re: Dwarf Fortress 0.21.102.19a Released
« Reply #12 on: August 24, 2006, 01:00:00 pm »

The bug with seemingly empty barrels (with contents of "()"), imported by human caravans, is still alive.
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Gakidou

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Re: Dwarf Fortress 0.21.102.19a Released
« Reply #13 on: August 24, 2006, 02:13:00 pm »

Speaking of breeding horses, where do all these mules come from? I have yet to see a donkey... I suppose it will remain a great mystery, like Dwarven Milk.
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Michael

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Re: Dwarf Fortress 0.21.102.19a Released
« Reply #14 on: August 25, 2006, 01:53:00 am »

quote:
Originally posted by RPB:
<STRONG>The outside river farming trick always required a floodgate before, because the water wouldn't go into the cliff face without one there to "pump" it.</STRONG>

Oh great  :( Another exception to the floodgate/channel rules....  (Which should be documented in the Help "Notes on Floodgates", but isn't.)

And it's not even very useful.  You may be able to use a door instead of a floodgate, but you still need to setup remote control on it to do farming.

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