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This is a bug fix and optimization release, which is probably something we should get used to for a while, since there is a lot left to do! I've tried to make it possible to play in larger worlds again, but there's also more that can be done.
Major bug fixes
(*) Fixed several large slow-down culprits
(*) Stopped trees from growing through floors
(*) Fixed a problem causing the suspension of constructions (old saves with affected jobs will still need to restart them) (ag)
(*) Fixed a few problems with hospital code causing them to overstock item (ag)
(*) Fixed problem stopping underground fishing (UristDaVinci/Quietust)
(*) Made cultures that oppose intruders more lax when in places controlled by less wary groups (one cause of marketplace knifefights)
(*) Made adventure-mode ambushers somewhat more in tune with their task
(*) Made master soldiers stop reverting back to corresponding regular soldier type
(*) Fixed crash that could occur when looking at adventure log while traveling
Other bug fixes/tweaks
(*) Stopped clearing professions upon achieving master soldier type
(*) Fixed the population cap
(*) Made it possible to detect plantings too late in the season again (Quietust)
(*) Stopped migrants from retaining certain adv/etc. flags harmful to their integration into the fort (making them 'hostile') Note: those from old saves might take off articles of clothing and store them and other strange things, since the integration could not be made complete easily...
(*) Fixed problem with non-entity armies/travelers failing to evaluate nearby creatures properly
(*) Tried to improve prioritization for creatures trying to handle many targets, especially w/ extra senses (caused combat AI paralysis)
(*) Stopped fliers from wanting to jump (and sometimes colliding mid-air)
(*) Added some basic climbing skill to wg/etc. soldiers, esp. thieves
(*) Vermin can escape from non-artifact containers properly (Quietust)
(*) Caravans check weapon type properly for material selection (Quietust)
(*) Diplomats that wanted bodyguards should get them now (Quietust)
(*) Stopped aquarium check from turning off other vermin code (Quietust)
(*) Fixed crash that happened in the arena when doing v-p on a dwarf with a weapon
(*) Creature art value considered properly by civs now (Quietust)
(*) Fixed problem dividing out item milligrams in weapon velocities (UristDaVinci)
(*) Can now melt metal chests (Quietust)
(*) Handled a few problems causing extra/erroneous long patrol thoughts (Quietust)
(*) Made children get full list of default labors upon growing up and respected any existing skills
(*) Stopped migrant historical children from receiving labors
(*) Made underground populations properly respect layer size (the numbers can get very high, but blame the giant under-ocean caves in part)
(*) Stopped hyper-obese digesting dwarves from constantly recalculating insulation/mass data (ag)
(*) Fixed some problems causing certain jobs to check too many items (angavrilov/Quietust)
(*) Allowed egg-laying critters without baby/child state to have viable eggs
(*) Stopped listing dead non-fort animals/etc. as missing
(*) Fixed a rounding error with projectile calculations (Pirate Bob/UristDaVinci)
(*) Adjusted contact area/depth of ammo, max velocity of shooters (Joben)
(*) Fixed a problem causing saplings to grow up 10x as fast as they should
(*) Stopped sparring from being placed in combat reports
(*) Displayed proper key for viewing agreements in civ screen
(*) Stopped dwarves from swiping hospital goods from the caravan
(*) Made the game respect more circumstances whereby medical inventory items are removed (fixing the crutch speed bug, for instance)
(*) Stopped ghosts from being able to realize dreams after they are dead
(*) Fixed problem where tools made from adamantine wafers required the wrong material amounts (Quietust)
(*) Fixed problem with seed initialization for mid-level maps that could cause inconsistency (Quietust)
(*) Fixed broken lack of cage/chain thought for law dwarf (Quietust)
(*) Adjustments to animal people frequencies (see file_changes.txt)
(*) Made king cobra people legless like other snake people
(*) Fixed a problem causing the tortoises not to appear
(*) Made random creature spines connect up properly
(*) Fixed material values for obsidian (UristDaVinci)
(*) Various typos fixed (see file_changes.txt) (thanks to Gorobay for finding most of these)
(*) Re-added elven diplomacy, though it is still unchanged from its first incarnation