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Author Topic: Dwarf Fortress 0.40.03 Released  (Read 38629 times)

CaptainArchmage

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Re: Dwarf Fortress 0.40.03 Released
« Reply #30 on: July 13, 2014, 09:26:16 pm »

Awesome! Unfortunately I did not get to experience the baby migration bug though.

I think version compatibility may have been broken again. I have a save generated on 0.40.02, but I can’t load it on 0.40.03. Anyone else have this problem?
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Bloax

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Re: Dwarf Fortress 0.40.03 Released
« Reply #31 on: July 13, 2014, 09:28:55 pm »

Any plans on reducing the amount of pain receptors in bones, by the way? I'm not kidding when I say that any shot from a (cross)bow that hits a bone knocks anything with bones down to the ground from pain.
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WillowLuman

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Re: Dwarf Fortress 0.40.03 Released
« Reply #32 on: July 13, 2014, 09:55:18 pm »

Awesome! Unfortunately I did not get to experience the baby migration bug though.

I think version compatibility may have been broken again. I have a save generated on 0.40.02, but I can’t load it on 0.40.03. Anyone else have this problem?

As Toady said, they are incompatible this time. Sorry.
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Footkerchief

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Re: Dwarf Fortress 0.40.03 Released
« Reply #33 on: July 13, 2014, 10:04:40 pm »

Any plans on reducing the amount of pain receptors in bones, by the way? I'm not kidding when I say that any shot from a (cross)bow that hits a bone knocks anything with bones down to the ground from pain.

It's on the bug tracker.
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Bloax

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Re: Dwarf Fortress 0.40.03 Released
« Reply #34 on: July 13, 2014, 10:17:37 pm »

It takes twenty seconds to change 50 to 20 and the bug has been open since the middle of 2010.
and the issue is a pretty major cause of instadeath
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iceball3

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Re: Dwarf Fortress 0.40.03 Released
« Reply #35 on: July 13, 2014, 10:25:21 pm »

Any plans on reducing the amount of pain receptors in bones, by the way? I'm not kidding when I say that any shot from a (cross)bow that hits a bone knocks anything with bones down to the ground from pain.
I'm not so certain but you may be able to mod that yourself. Dunno if there's a distinct variation how many nerves something with [HAVES_NERVES] has.
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Bloax

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Re: Dwarf Fortress 0.40.03 Released
« Reply #36 on: July 13, 2014, 10:26:50 pm »

Just because you can fix it yourself doesn't mean that players playing vanilla should suffer from such a serious and easily fixable bug.

(also if you're in doubt then go shoot a human, a giant and a dragon and watch how they collapse when you hit a bone)
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Icefire2314

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Re: Dwarf Fortress 0.40.03 Released
« Reply #37 on: July 13, 2014, 11:12:42 pm »

This is why we love you Toady; despite the update taking two years, you are now pumping out bugfixes at the speed of light.

:D
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CaptainArchmage

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Re: Dwarf Fortress 0.40.03 Released
« Reply #38 on: July 13, 2014, 11:47:47 pm »

Alright, new bug: When the worldgen needs, at the end, to finalise more than about 1100 sites, the game crashes.

On a medium world with 200 years of worldgen, I had entity site cap at 1500. This produced around 1500 sites to finalise, and the game crashed when finalising sites was around 1100. With the entity site cap at the default of 1040, about 1060 sites were produced to be finalised, and worldgen worked fine.

Strange though, in Legends it has about 500/5000 sites or so. Curious.

This causes trouble with worldgen on larger worlds for me.

I am absolutely sure it is not a RAM problem.
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Toady One

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Re: Dwarf Fortress 0.40.03 Released
« Reply #39 on: July 13, 2014, 11:51:59 pm »

Hmm...  I wonder if it is a bandit camp/lair overload -- those get their final coordinates at the very end.
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JonathanCR

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Re: Dwarf Fortress 0.40.03 Released
« Reply #40 on: July 14, 2014, 12:46:12 am »

Any plans on reducing the amount of pain receptors in bones, by the way? I'm not kidding when I say that any shot from a (cross)bow that hits a bone knocks anything with bones down to the ground from pain.

I've never been hit in the bone by a crossbow bolt, but I've broken enough bones to imagine it. I'd say that sounds like a pretty realistic reaction to me.
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Footkerchief

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Re: Dwarf Fortress 0.40.03 Released
« Reply #41 on: July 14, 2014, 01:07:22 am »

I've never been hit in the bone by a crossbow bolt, but I've broken enough bones to imagine it. I'd say that sounds like a pretty realistic reaction to me.

Conversely, in real life, many people who break their toe don't realize it for days or weeks afterward.
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Tabithda

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Re: Dwarf Fortress 0.40.03 Released
« Reply #42 on: July 14, 2014, 01:15:00 am »

Uhh... I just got the new version, started the arena to mess around, and got this in the error log:
Code: [Select]
go baby!
 usz: 0
post baby
 usz: 0
post clean
 usz: 0

It keeps happening every time I start the arena...  Is this supposed to happen? :P
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MarcAFK

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Re: Dwarf Fortress 0.40.03 Released
« Reply #43 on: July 14, 2014, 01:29:23 am »

Neat.
Since these updates are speedy, I'll wait for 0.40.04 to stop playing 0.40.01.
I am a fan of chaos and instability.
Also saving frequently.
It's not very logical downloading something to find out tomorrow the next version is out, or even a few days.
Still, excellent work.
Correct, however if nobody played the early releases bugs wouldn't be found, most of those stability bugs were found within an hour because of how many people were playing.
Any plans on reducing the amount of pain receptors in bones, by the way? I'm not kidding when I say that any shot from a (cross)bow that hits a bone knocks anything with bones down to the ground from pain.
Pretty realistic reaction actually if it's a major bone, and I hope that armour works well enough that crossbows don't always manage to hit bones?
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Toady One

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Re: Dwarf Fortress 0.40.03 Released
« Reply #44 on: July 14, 2014, 01:33:42 am »

Uhh... I just got the new version, started the arena to mess around, and got this in the error log:
Code: [Select]
go baby!
 usz: 0
post baby
 usz: 0
post clean
 usz: 0

It keeps happening every time I start the arena...  Is this supposed to happen? :P

He he he, yeah, I left some baby test code in by accident.  go baby! = enter the scheduled birth function, post baby = after babies are born, post clean = after it puts them away in their historical spots.  the usz is the number of units in play at the time.  We want the first number and the last number to be the same, except perhaps in weird edge cases.  I'll try to remember to take it out for next time...
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