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Author Topic: Dwarf Fortress 0.47.02 Released  (Read 72525 times)

Toady One

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Dwarf Fortress 0.47.02 Released
« on: February 06, 2020, 11:48:52 pm »

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

This is the first bug-fix release, focusing on newly introduced problems.  Most notably, world gen crashes should happen less often, having babies should cause less trouble, and some adventure mode problems with quests and mounts should be fixed.  We'll continue on with this process, working in some older bugs for next time as well.

Major bug fixes
   (*) Fixed crash from starting in adventure mode as an outsider
   (*) Fixed world gen crash involving civs attacking ruins that still had livestock
   (*) Fixed world gen crash involving criminals and arrest
   (*) Fixed crash from certain description strings
   (*) Fixed crash involving stressed out wilderness creatures wanting to complain to priests
   (*) Stopped carried newborns from setting their mothers' paths like riders
   (*) Stopped flying mount from taking control when it is airborne
   (*) Fixed broken hearthperson links for adventurers
   (*) Made animals follow the follow command instead of waiting forever
   (*) Fixed issues with mount movement after fast travel

Other bug fixes/tweaks
   (*) Made undead riled up by dwarf raids as with normal civs
   (*) Starting dwarves pulled from underground cultures no longer start with cave adaptation
   (*) Stopped non-dwarves from doing w.g. underworld disasters
   (*) Increased werebeast triggers further to match semi-megabeasts
   (*) Took quantity into consideration in chargen equipment value
   (*) Fixed item quality interaction effect range setting
   (*) Fixed masterpiece quality error in chargen equipment value
   (*) Allowed legless animal people to pet animals
   (*) Stopped pets from dropping all packed luggage when they attack
   (*) Stopped some cases of animals being called recruits after travelling
   (*) Fixed broken scroll/expand commands in adventurer intrigue log
   (*) Stopped chargen beliefs from persisting incorrectly when certain options are selected
   (*) Fixed villain network export from legends (only works for living - no snapshots)
   (*) Changed Create New World civ number distribution (new numbers suggested by Talvieno)
   (*) Changed human 'fortress' to 'castle' to avoid confusing with dwarf fortresses
   (*) Fixed inconsistency in kill name changes
   (*) Fixed interrogator/conspirator xml
   (*) Fixed some busted world gen param newlines
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Shonai_Dweller

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Re: Dwarf Fortress 0.47.02 Released
« Reply #1 on: February 06, 2020, 11:58:05 pm »

Oh, [Mining_underworld_disasters] allows us to let other civs open up the circus? That's excellent. I was about to voice my confusion at the apparently heavy-handed fix. Good good.
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Toady One

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Re: Dwarf Fortress 0.47.02 Released
« Reply #2 on: February 07, 2020, 12:12:39 am »

Yeah, I couldn't do anything nuanced without spending a lot of time on "what is adamantine anyway?" type questions.  Civs also require the MINER profession and a site that has a depth to break in, which is still a significant restriction, since I don't think it recognizes yet that goblin towers also have layer-depth mines (or spires, at least - they don't have deep mines as I recall.)  Will just be mountain fortresses and underground halls until that distinction is sorted out.
« Last Edit: February 07, 2020, 12:14:30 am by Toady One »
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Shonai_Dweller

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Re: Dwarf Fortress 0.47.02 Released
« Reply #3 on: February 07, 2020, 12:26:56 am »

Crikey that made a difference.
Only based on the evidence of one worldgen so far, but I was regularly getting 15-20 breakthroughs in my medium region, 165 year old worlds.

This first try, I have 1.

That seems a bit more reasonable.  :)
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iceball3

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Re: Dwarf Fortress 0.47.02 Released
« Reply #4 on: February 07, 2020, 12:27:26 am »

Thanks for the fixes toad! Can't wait to dive in.  :D
If one donates by the end of february, they can still get those crayon drawings, yeah?
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Toady One

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Re: Dwarf Fortress 0.47.02 Released
« Reply #5 on: February 07, 2020, 12:34:23 am »

Yeah, through the end of February, by any means, including PayPal and also new Patreon payments that won't actually go through until March 1.
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Orkel

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Re: Dwarf Fortress 0.47.02 Released
« Reply #6 on: February 07, 2020, 12:48:08 am »

The mothers are free again!

After playing .01 till now, here's some suggestions on the villains:
1) The justice menu is clunky and after you've had a bunch of cases it's a PIA to navigate through. The new cases pop up in the middle of the list instead of at the top, and having to scroll through it takes time. The language of the names is also not unified, resulting in having to leave the justice menu and check the Units list to see who I have to interrogate (Urist Tombclasps vs Urist Dwarvenlanguagename)
2) Reduce the amount of villainous visitors. Right now, it seems majority of visitors have evil plans and I spend more time assigning interrogations and convictions than playing the rest of the game. Having a museum is frustrating when they keep disappearing every few minutes and then having to go through the long justice system again.
3) Related to 2, make it harder to corrupt dwarves.
4) Interrogations sometimes require multiple attempts before the dwarf confesses. This might be intended.
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delphonso

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Re: Dwarf Fortress 0.47.02 Released
« Reply #7 on: February 07, 2020, 01:25:28 am »

Thanks for the hard work Toady. That baby-rider one was nuts. Unfortunately, the first world I generated crashed to desktop in world gen. Here's the seed - happened at year 236. I'm guessing this is the same bug still around - not sure which one.

Generating world using parameter set CREATE WORLD NOW = 1533555
 Seed: iWakcGkogMOSaeWOqOuw
 History Seed: yugSmWQsQEqsA2MGEQSk
 Name Seed: Oeemq4SCm4eg8qcmESsE
 Creature Seed: 62WmMEiwK2QWAk0cYEA4
« Last Edit: February 07, 2020, 01:28:05 am by delphonso »
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Untrustedlife

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Re: Dwarf Fortress 0.47.02 Released
« Reply #8 on: February 07, 2020, 01:29:24 am »

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

This is the first bug-fix release, focusing on newly introduced problems.  Most notably, world gen crashes should happen less often, having babies should cause less trouble, and some adventure mode problems with quests and mounts should be fixed.  We'll continue on with this process, working in some older bugs for next time as well.

Major bug fixes
   (*) Fixed crash from starting in adventure mode as an outsider
   (*) Fixed world gen crash involving civs attacking ruins that still had livestock
   (*) Fixed world gen crash involving criminals and arrest
   (*) Fixed crash from certain description strings
   (*) Fixed crash involving stressed out wilderness creatures wanting to complain to priests
   (*) Stopped carried newborns from setting their mothers' paths like riders
   (*) Stopped flying mount from taking control when it is airborne
   (*) Fixed broken hearthperson links for adventurers
   (*) Made animals follow the follow command instead of waiting forever
   (*) Fixed issues with mount movement after fast travel

Other bug fixes/tweaks
   (*) Made undead riled up by dwarf raids as with normal civs
   (*) Starting dwarves pulled from underground cultures no longer start with cave adaptation
   (*) Stopped non-dwarves from doing w.g. underworld disasters
   (*) Increased werebeast triggers further to match semi-megabeasts
   (*) Took quantity into consideration in chargen equipment value
   (*) Fixed item quality interaction effect range setting
   (*) Fixed masterpiece quality error in chargen equipment value
   (*) Allowed legless animal people to pet animals
   (*) Stopped pets from dropping all packed luggage when they attack
   (*) Stopped some cases of animals being called recruits after travelling
   (*) Fixed broken scroll/expand commands in adventurer intrigue log
   (*) Stopped chargen beliefs from persisting incorrectly when certain options are selected
   (*) Fixed villain network export from legends (only works for living - no snapshots)
   (*) Changed Create New World civ number distribution (new numbers suggested by Talvieno)
   (*) Changed human 'fortress' to 'castle' to avoid confusing with dwarf fortresses
   (*) Fixed inconsistency in kill name changes
   (*) Fixed interrogator/conspirator xml
   (*) Fixed some busted world gen param newlines

That recruit one has been in for ages glad to see thats fixed now :D
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Buttery_Mess

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Re: Dwarf Fortress 0.47.02 Released
« Reply #9 on: February 07, 2020, 02:58:21 am »

I didn't see anything about altars being on the build menu or stock screens- in .01 you could make them in workshops, bur not place them. You could make dice for them but i don't know if they're placeable, but they might be a bit !!fun!! If dwarves start using them...
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Shonai_Dweller

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Re: Dwarf Fortress 0.47.02 Released
« Reply #10 on: February 07, 2020, 03:37:57 am »

Huh. Have we always had "gladiatory competitions"?
Never saw one of those before.   :)
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ZM5

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Re: Dwarf Fortress 0.47.02 Released
« Reply #11 on: February 07, 2020, 03:48:28 am »

Thanks for the hard work Toady. That baby-rider one was nuts. Unfortunately, the first world I generated crashed to desktop in world gen. Here's the seed - happened at year 236. I'm guessing this is the same bug still around - not sure which one.

Generating world using parameter set CREATE WORLD NOW = 1533555
 Seed: iWakcGkogMOSaeWOqOuw
 History Seed: yugSmWQsQEqsA2MGEQSk
 Name Seed: Oeemq4SCm4eg8qcmESsE
 Creature Seed: 62WmMEiwK2QWAk0cYEA4
Getting crashes too, still. Usually takes longer on my end this time, though (though also a bit more irregularly - had one happen at twenty years then later most happen slightly before the 50 year mark).

FantasticDorf

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Re: Dwarf Fortress 0.47.02 Released
« Reply #12 on: February 07, 2020, 04:59:53 am »

Really excellent Toady, thanks for the bugfixes, the new dwarf token is a really good fix to the optionality to have them appear or not.
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Shonai_Dweller

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Re: Dwarf Fortress 0.47.02 Released
« Reply #13 on: February 07, 2020, 05:12:08 am »

In the calculation for age difference in taking lovers, should necromancers get a special pass? After all, they appear not to age.

Just browsing the history of a tough necromancer who would shrug off suspicion at her not appearing to age by laying oppressive edicts before getting on with enjoying immortality in wrestling competitions and love. It was kind of sad to see her succession of lovers dry up after the age of 170 (she managed to hook up with an ancient 166 year old dwarf who died of old age a couple of years later).

Seems that a succession of young lovers oblivious to her unaging (for a while at least) is more the stuff of fantasy fiction.
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Rumrusher

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Re: Dwarf Fortress 0.47.02 Released
« Reply #14 on: February 07, 2020, 05:39:08 am »

went and tested if a dead adventurer could come back playable in adventure mode as a ghost and it seems like a no. or well not really if the place got attacked and ending it counts as an abandon.

on the topic of necrolove I figure once you hit immortality you just start dating folks of the immortal camp like elves and goblins, and other supernatural.
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