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Author Topic: Dwarf Fortress 0.40.08 Released  (Read 26948 times)

TheFlame52

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Re: Dwarf Fortress 0.40.08 Released
« Reply #15 on: August 11, 2014, 04:46:17 pm »

I didn't even see .07, that was so fast.

lucas95

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Re: Dwarf Fortress 0.40.08 Released
« Reply #16 on: August 11, 2014, 04:46:33 pm »

I hope you get a lot of sex this week, you know?

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Edmus

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Re: Dwarf Fortress 0.40.08 Released
« Reply #17 on: August 11, 2014, 04:57:01 pm »

Thank you, Toady! Those unknown material walls were very sinister.
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palu

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Re: Dwarf Fortress 0.40.08 Released
« Reply #18 on: August 11, 2014, 05:11:58 pm »

Woohoo! Invasion fix!

This is the best.
Quote
(*) Added new labors for hauling trade goods, pulling levers, removing constructions and hauling water


So you can toggle these on and off now?  Whoa cool.
These are from .07.
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malvado

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Re: Dwarf Fortress 0.40.08 Released
« Reply #19 on: August 11, 2014, 07:31:47 pm »

Thank you Toady!

Can you have a look at why In Adventure mode it's not possible to breathe right beneath an sewer grate (swimming in from an river) unless the Iron grate is 2 steps above? Some underwater areas are unnaccesible due to this. The workaround is obviously to be undead but that goes a bit against my rpg views. Bug 5576

I've got the feeling that monsters are hitting a bit too hard , will spend some time when I can to check that out and report if that is the case. Will have to compare with older version as well.

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Dunamisdeos

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Re: Dwarf Fortress 0.40.08 Released
« Reply #20 on: August 11, 2014, 07:36:28 pm »

Toady, I have a question. With the new water hauling labor, does that include bringing water to the sick/imprisoned? That would be magnificent.
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Chevaleresse

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Re: Dwarf Fortress 0.40.08 Released
« Reply #21 on: August 11, 2014, 08:10:24 pm »

So nobles and children won't even tear things down now?

Magma chambers will be built.
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Re: Dwarf Fortress 0.40.08 Released
« Reply #22 on: August 11, 2014, 08:15:15 pm »

Toady, I have a question. With the new water hauling labor, does that include bringing water to the sick/imprisoned? That would be magnificent.

The related bugs on the bug tracker are still open, so nope! Your prisoners and patients are still going to die of thirst.

http://www.bay12games.com/dwarves/mantisbt/view.php?id=2606

The game appears to be counting down from 2000 to 0 (a bit over an in-game day) and when it reaches zero, it tries to find a dwarf to feed/water the patient/prisoner AND resets the countdown even if no-one took the job. At least that is what the problem looked like in 0.34.11

Dunamisdeos

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Re: Dwarf Fortress 0.40.08 Released
« Reply #23 on: August 11, 2014, 08:44:04 pm »

Toady, I have a question. With the new water hauling labor, does that include bringing water to the sick/imprisoned? That would be magnificent.

The related bugs on the bug tracker are still open, so nope! Your prisoners and patients are still going to die of thirst.

http://www.bay12games.com/dwarves/mantisbt/view.php?id=2606

The game appears to be counting down from 2000 to 0 (a bit over an in-game day) and when it reaches zero, it tries to find a dwarf to feed/water the patient/prisoner AND resets the countdown even if no-one took the job. At least that is what the problem looked like in 0.34.11

Hmmmm. If the new labor is in any way related to watering patients, then it would at least make it easier to designate a dwarf to do nothing but. Darn, though. I got all excited.   ;D
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FACT III: "All life begins with Post-it notes and ends with Post-it notes. This is the truth! This is my belief!...At least for now."
FACT IV: SPEECHO THE TRUSTWORM IS YOUR FRIEND or BEHOLD: THE FRUIT ENGINE 3.0

Daonitre

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Re: Dwarf Fortress 0.40.08 Released
« Reply #24 on: August 12, 2014, 01:43:33 am »

Toady, I have a question. With the new water hauling labor, does that include bringing water to the sick/imprisoned? That would be magnificent.

The related bugs on the bug tracker are still open, so nope! Your prisoners and patients are still going to die of thirst.

http://www.bay12games.com/dwarves/mantisbt/view.php?id=2606

The game appears to be counting down from 2000 to 0 (a bit over an in-game day) and when it reaches zero, it tries to find a dwarf to feed/water the patient/prisoner AND resets the countdown even if no-one took the job. At least that is what the problem looked like in 0.34.11

Hmmmm. If the new labor is in any way related to watering patients, then it would at least make it easier to designate a dwarf to do nothing but. Darn, though. I got all excited.   ;D
Never seen that bug myself, and I've been playing since then so I'm not sure what I'm doing different. Just yesterday a dwarf child got himself caught in a cage trap (fell asleep on it in the outdoor statue garden) and he sat in the cage for at least a few months before the elves donated some wildlife for slaughter. I was going through the cages and noticed him.
As for the changes - AWESOME. I think the new version is stable enough for me to start streaming again (only once or twice a week but really long sessions). Still debating the idea of dropping it on Youtube. /shrug.

You're getting a donation as soon as my next check comes through!
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Re: Dwarf Fortress 0.40.08 Released
« Reply #25 on: August 12, 2014, 09:35:42 am »

Wtf, awesome! Thank you very much.

I need to donate something to you guys! :-*
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therahedwig

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Re: Dwarf Fortress 0.40.08 Released
« Reply #26 on: August 12, 2014, 12:33:16 pm »

Toady, I have a question. With the new water hauling labor, does that include bringing water to the sick/imprisoned? That would be magnificent.

The related bugs on the bug tracker are still open, so nope! Your prisoners and patients are still going to die of thirst.

http://www.bay12games.com/dwarves/mantisbt/view.php?id=2606

The game appears to be counting down from 2000 to 0 (a bit over an in-game day) and when it reaches zero, it tries to find a dwarf to feed/water the patient/prisoner AND resets the countdown even if no-one took the job. At least that is what the problem looked like in 0.34.11

Hmmmm. If the new labor is in any way related to watering patients, then it would at least make it easier to designate a dwarf to do nothing but. Darn, though. I got all excited.   ;D
...Am I missing something? Watering prisoners and patients has always been a labour since the hospital was introduced, it's just under the healthcare category. I always have one 'nurse' dwarf and one 'warden' dwarf who have their rooms right next to the prison/hospital and are burrowed if necessary.

EDIT: Nvm, I read the bug report, nasty.
You can, ofcourse, if looking for workarounds, just set up a channel underneath the prison, and let dwarves onto access via grates if you don't feel like creating wells everywhere.
« Last Edit: August 12, 2014, 12:36:51 pm by therahedwig »
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Footkerchief

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Re: Dwarf Fortress 0.40.08 Released
« Reply #27 on: August 12, 2014, 04:11:13 pm »

Can you have a look at why In Adventure mode it's not possible to breathe right beneath an sewer grate (swimming in from an river) unless the Iron grate is 2 steps above? Some underwater areas are unnaccesible due to this. The workaround is obviously to be undead but that goes a bit against my rpg views. Bug 5576

Links are better than ID numbers. 
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malvado

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Re: Dwarf Fortress 0.40.08 Released
« Reply #28 on: August 12, 2014, 10:57:27 pm »

Thanls Footkerchief. I thought I had tried to put up the link but seems I forgot to.
:)
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Getix Kain

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Re: Dwarf Fortress 0.40.08 Released
« Reply #29 on: August 13, 2014, 01:28:04 am »

Invasion works again!

Took a 40.05 fortress and copied all the relevant files in 40.08.

Killed the gray parrots to avoid the flyer problem and then.. 2 ambush in like 2 weeks!

 8)
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