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Author Topic: Dwarf Fortress 0.40.11 Released  (Read 32457 times)

Toady One

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Dwarf Fortress 0.40.11 Released
« on: September 03, 2014, 07:04:07 pm »

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Here is the first release for September!  As usual, a few bugs like sleep screwups, cowardly companions and wandering children might persist for a while into old saves until the system clears itself out.

Major bug fixes
   (*) Accounted for site populations properly when moving around (stopping doubling in lairs/player forts)
   (*) Removed the old animal people camp items, as they cause duplication errors and will work with a better overall army framework later
   (*) Handle some more instances where led creatures could drag their leader into conflicts (a dwarf caging a goblin, for example)
   (*) Made historical figures react properly to historical undead
   (*) Made chained animal checks respect z coordinate properly
   (*) Gave your companions a bit of a courage boost in terms of intervening in conflicts
   (*) Fixed some problem with resource stockpiles causing shop types to revert on insurrection

Other bug fixes/tweaks
   (*) Made dwarf children not seek their mothers when idle, especially in violation of area restrictions
   (*) Made dwarves prefer claimable rooms to dormitory master beds
   (*) Stopped uninjured dwarves from sleeping in beds in active hospital zones
   (*) Tried to make items in markets/homes match races more closely (cannot be completed until later -- right now, resources are based on original site owners)
   (*) Stopped brief necro master-apprentice relationships from forming in towns
   (*) Stopped other necro tower townish behavior like fake grazing disputes
   (*) Made sleeping on the floor respect burrow assignments
   (*) Made strength/agility/tissue layer effects work for gaits (Quietust)
   (*) Stopped overuse of plant structure tag causing people to say they preferred to eat trees
   (*) Fixed other issues causing dwarves to be able to prefer the wrong (generated) materials
   (*) Stopped adventure skill list from overflowing on status screen
   (*) Discounted rust when listing relevant skill for squad candidate
   (*) Stopped evaporation of 1/7 liquid when over 7/7 liquid of the same kind
   (*) Made flying adventurer able to fly over ramps without using them
   (*) Fixed missing bindings for animal training keys (Quietust)
   (*) Adjusted firing rate for projectiles again to make them more like the older versions
   (*) Made adamantine clothing available in arena
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smjjames

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Re: Dwarf Fortress 0.40.11 Released
« Reply #1 on: September 03, 2014, 07:41:33 pm »

Awesome, can't wait to do a real rampage with a zombie horde. Insurrections will be fun now.
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Wacksonoff

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Re: Dwarf Fortress 0.40.11 Released
« Reply #2 on: September 03, 2014, 07:48:12 pm »

Noobcake here, will using this disrupt my save?
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Toady One

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Re: Dwarf Fortress 0.40.11 Released
« Reply #3 on: September 03, 2014, 07:52:40 pm »

If you copy your data/save folder over to the new version's data folder, it should be okay.  Don't extract the new version over the old one, as that can cause various troubles.
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StagnantSoul

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Re: Dwarf Fortress 0.40.11 Released
« Reply #4 on: September 03, 2014, 07:54:28 pm »

Yay! So that means I can now safely sell caged demons and goblins?
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StagnantSoul

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Re: Dwarf Fortress 0.40.11 Released
« Reply #5 on: September 03, 2014, 07:56:01 pm »

Question to Toady: Is there any way to get some form of raws on generated creatures?
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I threw night creature blood into a night creature's heart and she pulled it out and bled to death.
Quote from: Eric Blank
Places to jibber madly at each other, got it
Quote from: NJW2000
If any of them are made of fire, throw stuff, run, and think non-flammable thoughts.

LeoCean

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Re: Dwarf Fortress 0.40.11 Released
« Reply #6 on: September 03, 2014, 09:00:51 pm »

Toady did you see my question on page 3 of Dwarf Fortress 0.40.10 Released about the animals in cages graphics?
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Robsoie

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Re: Dwarf Fortress 0.40.11 Released
« Reply #7 on: September 03, 2014, 09:15:26 pm »

Thank you very much for the new batch of bugfixes !
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GM-X

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Re: Dwarf Fortress 0.40.11 Released
« Reply #8 on: September 03, 2014, 11:53:44 pm »

Nice to see a .11 again.  8)

Question. Are demons working as intended in 0.40+? I have noticed the demon pits, but the demons seem less numerous or vastly less historic than in 34_11.
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Alev

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Re: Dwarf Fortress 0.40.11 Released
« Reply #9 on: September 04, 2014, 12:19:43 am »

Thanks, Toady.
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EinsteinSatDown

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Re: Dwarf Fortress 0.40.11 Released
« Reply #10 on: September 04, 2014, 02:30:46 am »

Just woke up, this release makes my day.
Gratitude to thee, Toady.
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Elarys

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Re: Dwarf Fortress 0.40.11 Released
« Reply #11 on: September 04, 2014, 08:14:04 am »

   (*) Stopped evaporation of 1/7 liquid when over 7/7 liquid of the same kind

This just made my day. My dwarfs wasted half a year trying to fill a well but couldn't get the second level above 2/7 as it kept evaporating faster than they could fill it.
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Footkerchief

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Re: Dwarf Fortress 0.40.11 Released
« Reply #12 on: September 04, 2014, 09:30:31 am »

Toady did you see my question on page 3 of Dwarf Fortress 0.40.10 Released about the animals in cages graphics?

Makes it easier if you link the post like so. 

Finishing creature and item graphics is a long-standing dev item:
I think there were some annoyances with it until I get to item graphics, so I skipped it at the time.  Not sure when I'll get to that.
« Last Edit: September 04, 2014, 09:36:27 am by Footkerchief »
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Dark One

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Re: Dwarf Fortress 0.40.11 Released
« Reply #13 on: September 04, 2014, 01:04:20 pm »

Many great fixes, thank you Toady One!

IronTomato

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Re: Dwarf Fortress 0.40.11 Released
« Reply #14 on: September 04, 2014, 01:29:28 pm »

Mister Adams,

How many licks does it take to get to the Adamantine center of a Dwarf Fortress?
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