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Author Topic: Dwarf Fortress 0.40.07 Released  (Read 41174 times)

Toady One

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Re: Dwarf Fortress 0.40.07 Released
« Reply #30 on: August 10, 2014, 09:38:24 pm »

They should start working in old forts.
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lethosor

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Re: Dwarf Fortress 0.40.07 Released
« Reply #31 on: August 10, 2014, 09:51:10 pm »

   (*) Eliminated an OSX key conflict for text deletion
If anyone still has problems with this in 0.40.07+, please leave a comment here.
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

Gojira1000

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Re: Dwarf Fortress 0.40.07 Released
« Reply #32 on: August 10, 2014, 10:21:39 pm »

Thanks, Toady! You are my favorite amphibian!
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smjjames

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Re: Dwarf Fortress 0.40.07 Released
« Reply #33 on: August 10, 2014, 10:28:33 pm »

Out of curiosity, what was the save corruption you were chasing yesterday? Got a bug tracker link?
It was somebody having a crash untraveling at a tavern, though I don't remember the number.  The game will now log "have corrupt map" when you load if your game is corrupted.  It might be possible to fix it by retiring your character/fort and deleting the feature files from the save folder, though I'm not sure how safe that is.

This one.

sigh nothing for adventure mode which needs the most help right now

Any particular problems you've encountered?

Probably referring to the morale issue, which is especially annoying with companions, though it affects all modes.
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lethosor

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Re: Dwarf Fortress 0.40.07 Released
« Reply #34 on: August 10, 2014, 10:31:13 pm »

I saw some animal overpopulation issues in worldgen fortresses recently, although I'm not sure if they're specific to adventure mode or not.
(Edit: One of those was reported by you, incidentally. :) )
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

Alev

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Re: Dwarf Fortress 0.40.07 Released
« Reply #35 on: August 10, 2014, 11:23:56 pm »

Thank you, O Great Toad.
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Aseaheru

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Re: Dwarf Fortress 0.40.07 Released
« Reply #36 on: August 10, 2014, 11:42:29 pm »

Constructions are screwed.
I mean exploit god levels of screwed.
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Edmus

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Re: Dwarf Fortress 0.40.07 Released
« Reply #37 on: August 10, 2014, 11:48:18 pm »

Not much exploitation for infinite materials here, one section is made from steel, the rest is made of unknown material. :(
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Aseaheru

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Re: Dwarf Fortress 0.40.07 Released
« Reply #38 on: August 11, 2014, 12:25:59 am »

You dont get any materials from them.
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crossmr

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Re: Dwarf Fortress 0.40.07 Released
« Reply #39 on: August 11, 2014, 12:30:28 am »

Will sparring changes apply to our 40.06 saves or do we need to create whole new worlds/forts for this change to take effect?
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Knit tie

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Re: Dwarf Fortress 0.40.07 Released
« Reply #40 on: August 11, 2014, 01:15:51 am »

Thank you, Toady One!
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crossmr

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Re: Dwarf Fortress 0.40.07 Released
« Reply #41 on: August 11, 2014, 01:25:14 am »

Constructions are screwed.
I mean exploit god levels of screwed.

Yup, trying to build some fortifications, and they're a mess "unknown material fortificaiton" "warm limestone fortification"
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martinuzz

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Re: Dwarf Fortress 0.40.07 Released
« Reply #42 on: August 11, 2014, 01:56:01 am »

Ugh. I gave up starting a game and went to bed yesterday, after the escape key cost me all the work I'd put in 'Prepare for the journey carefully' twice in a row :P
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Psieye

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Re: Dwarf Fortress 0.40.07 Released
« Reply #43 on: August 11, 2014, 02:39:37 am »

I find it strange the change I'm most excited about is the extra hauling labour permissions.
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Congrats, Psieye. This is the first time I've seen a derailed thread get put back on the rails.

Robsoie

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Re: Dwarf Fortress 0.40.07 Released
« Reply #44 on: August 11, 2014, 06:47:39 am »

sigh nothing for adventure mode which needs the most help right now

Any particular problems you've encountered?

the morale/reactions/relations/emotions are so broken in adventure mode that a player has no problem to decimate complete civilization all by himself.
When stealth none react to being hit multiple time (out of some "there's combat ?" dialogues) until death
None react (as in trying to find you, in opposite of running away "there's combat ?" ) even if the killed creature is in view of his allies/friends/entity members.
When an entity you're a member of is attacked by another entity, none of them is hostile to you
The "it was inevitable" reaction of the AI to anything you tell them even when it make no sense
your leader/lady/king/whatever quest giver will run away from you once you have killed some enemies despite you're one of their most trusted heartperson
Kill a hen in view of your companions, and your companions will try to murder you immediately etc..

In adventure mode it seems only undead, bogeymen and some night creatures are actually reacting the way they should. Sometime bandits ambushing you will try .. if you didn't go stealth, as if you go stealth, reaction/emotion problem up there will happen, they will not care about you killing them
« Last Edit: August 11, 2014, 06:55:40 am by Robsoie »
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