Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 ... 5

Author Topic: Dwarf Fortress 0.40.20 Released  (Read 51388 times)

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Dwarf Fortress 0.40.20 Released
« on: December 18, 2014, 05:37:17 pm »

Download (Click refresh on your browser if it doesn't show up)

Here is the job priorities release.  It should work fine with old saves, though existing hauling jobs may need to work themselves out for a bit.  Further job prioritization work can be done when we get through the framework for start scenarios, since we'll better understand how dwarves fit into the fortress at that time.

New stuff
   (*) New job selection process where dwarves choose important tasks with more regularity
   (*) Very important jobs can remove dwarves from less important jobs
   (*) Ability to prioritize a job so that it gets done immediately
   (*) Mining, engraving and other designation jobs can now be prioritized numerically
   (*) Designation jobs can be placed in a "marker only" mode, marker can be removed later to start work
   (*) Mining jobs can be set to automatically follow veins and clusters
   (*) Mining designation can be set to only select visible gems or useful stone

Major bug fixes
   (*) Fixed crash related to armies failing to take over villages

Other bug fixes/tweaks
   (*) Hauling jobs that used to need a held container now allow the dwarf to carry many items without a container
   (*) Building jobs can swipe items from hauling jobs if the item is not held
   (*) Wall/floor construction and road construction use new skill-free labor settings
Logged
The Toad, a Natural Resource:  Preserve yours today!

TD1

  • Bay Watcher
  • Childe Roland to the Dark Tower Came
    • View Profile
Re: Dwarf Fortress 0.40.20 Released
« Reply #1 on: December 18, 2014, 05:39:11 pm »

Quote
Very important jobs can remove dwarves from less important jobs

Oh, nice! Thanks Toady!
Logged
Life before death, strength before weakness, journey before destination
  TD1 has claimed the title of Penblessed the Endless Fountain of Epics!
Sigtext!
Poetry Thread

DeDeRon

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.40.20 Released
« Reply #2 on: December 18, 2014, 05:44:59 pm »

this is a fantastic release, probably one of the most important in the last years?! i hope the times are gone for good when i was yelling at my dwarves "stop hauling you morons and get that fucking job done!"

i'm not sure about the "numbered designations" and "marker only", but one has to try that first.

i love releases which polish things intead of adding new stuff.

well done, really. highly appreciated.
« Last Edit: December 18, 2014, 05:46:47 pm by DeDeRon »
Logged

smjjames

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.40.20 Released
« Reply #3 on: December 18, 2014, 06:19:10 pm »

Awesomeness. Now I've just gotta wait for DT and possibly DFhack. :D
Logged

KingofstarrySkies

  • Bay Watcher
  • It's been a long time...
    • View Profile
Re: Dwarf Fortress 0.40.20 Released
« Reply #4 on: December 18, 2014, 06:21:28 pm »

1.

420 Blaze it.

2.
ABLE TO MAKE THEM GO DO THINGS INSTANTLY OH FUCK YES
Logged
Sigtextastic
Vereor Nox.
There'll be another King, another sky, and a billion more stars...

Graknorke

  • Bay Watcher
  • A bomb's a bad choice for close-range combat.
    • View Profile
Re: Dwarf Fortress 0.40.20 Released
« Reply #5 on: December 18, 2014, 06:52:18 pm »

Finally, "pull the lever that shuts off the drawbridge or you are all dead" is an order that can be effectively enacted.
Logged
Cultural status:
Depleted          ☐
Enriched          ☑

Itnetlolor

  • Bay Watcher
    • View Profile
    • Steam ID
Re: Dwarf Fortress 0.40.20 Released
« Reply #6 on: December 18, 2014, 07:01:21 pm »

This can actually make megaprojects much easier to orchestrate; making it less a megaproject unto itself than before.

StagnantSoul

  • Bay Watcher
  • "Player has withdrawn from society!"
    • View Profile
Re: Dwarf Fortress 0.40.20 Released
« Reply #7 on: December 18, 2014, 07:07:20 pm »

*Tick. Tick. Tick* YEEEEEEEEEAAAAAAAAAAAH!!!!!!!!!!!!!!!!
Logged
Quote from: Cptn Kaladin Anrizlokum
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.

Zarathustra30

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.40.20 Released
« Reply #8 on: December 18, 2014, 07:10:02 pm »

Oh no... I've crashed a few times :'(. It may just be my faulty memory.
Logged
How did we pass from inns with merry songs and happy music to temples of doom and medieval torture with so much easiness and eagerness??

Naryar

  • Bay Watcher
  • [SPHERE:VERMIN][LIKES_FIGHTING]
    • View Profile
Re: Dwarf Fortress 0.40.20 Released
« Reply #9 on: December 18, 2014, 07:17:12 pm »

This release is awesome ! I really like that building constructions isn't related to masonry or carpentry or metalsmithing anymore. It saves us a lot of hassle and haulers will automatically do that.

All the new job priority work is great as well :D Also it has been a quick release which is always good.

Now to wait for Dwarf Therapist, DFhack, and move my modding from 40.16 to 40.20.

Anyways, what's next ? Bugfixing ? New features ? A major release ?

« Last Edit: December 18, 2014, 07:19:12 pm by Naryar »
Logged

flabort

  • Bay Watcher
  • Still a demilich, despite the 4e and 5e nerfs
    • View Profile
Re: Dwarf Fortress 0.40.20 Released
« Reply #10 on: December 18, 2014, 07:25:24 pm »

Sounds awesome.
Anyways, what's next ? Bugfixing ? New features ? A major release ?
My money is on Bugfixing, but we have to wait and see if new bugs arise from the overhaul. In light of that, while waiting for some bugs to be reported New features might get put in.
But I'm betting Bugfixing.
Logged
The Cyan Menace

Went away for a while, came back, went away for a while, and back for now.

Dante

  • Bay Watcher
  • Dante likes cats for their corrupt intentions.
    • View Profile
Re: Dwarf Fortress 0.40.20 Released
« Reply #11 on: December 18, 2014, 07:40:58 pm »

I'm excited to get back to DF after a couple of months of real life interfering, new versions have been flying in at a rate of knots.

Psieye

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.40.20 Released
« Reply #12 on: December 18, 2014, 07:47:24 pm »

Woohoo, this release is the stuff of dreams!

Some lightning fast Science has revealed one drawback: when you designate a 1x1xN column of Up/Down staircases. The miner carves one staircase, then thinks he's got nothing to do for several steps before coming back to the next one. This delay becomes significant when a different miner gets the job and this column of stairs is exploratory mining far out from the usual areas of activity. It doesn't happen if it's 2x2xN because the miner sees the next tile to hit while he's carving out one staircase.

I believe a 1x2xN exploratory shaft of stairs will now be significantly faster to dig out than a 1x1xN.
Logged
Military Training EXP Analysis
Congrats, Psieye. This is the first time I've seen a derailed thread get put back on the rails.

Urist McPanzerbeard

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.40.20 Released
« Reply #13 on: December 18, 2014, 07:49:34 pm »

Quote
   (*) Hauling jobs that used to need a held container now allow the dwarf to carry many items without a container

Have I misunderstood this, or does this finally mean an end to the job cancellations on things like seeds/brewing?
Logged
Hey, you sass that hoopy Urist McDwarf? There's a frood who really knows where his booze is.

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Re: Dwarf Fortress 0.40.20 Released
« Reply #14 on: December 18, 2014, 08:04:04 pm »

I should be able to fix that downward stair problem in short order -- they already specially activate jobs near them horizontally, and they can do that looking up and down as well.  I thought it was already in there (since I co-opted old code for the horizontal stuff).  Apparently remove ramps/stairs is just flat busted and'll need to be fixed.  Depending on the bugs that are out there, I'll be fixing them for a bit, maybe adding random small stuff.  Then we'll be on to taverns/inns!

Have I misunderstood this, or does this finally mean an end to the job cancellations on things like seeds/brewing?

It should end, yeah.
Logged
The Toad, a Natural Resource:  Preserve yours today!
Pages: [1] 2 3 ... 5