Download (Click refresh on your browser if it doesn't show up)
Here's another bug-fix release, ranging into some older issues as well. There's been some work on the raid crash/corruption problem, though I suspect that is ongoing - hopefully the frequency is lessened. I've also done a few quick changes to socializing and stress, but that's a longer project as well. Dwarves clump now in zones and taverns, which should help with the friendship rate, and I've made the most stressable dwarves a little more fixable. One of the major causes of loyalty spirals/civil wars has been handled, and I did some work with hospital rest and diagnosis problems.
Reminder: We'll start coding on the graphical version in a few weeks. We'll still have these bug-fix releases periodically, though there will be an initial gap of some time while I get the core framework done to the point where the artists can use it. But there should be at least one more bug-fix release around the change of the month before that work begins.
Major bug fixes
(*) Cleaned up equipment tracking issue for returning fort-mode raiders
(*) Made historical spies drop possibly divisive cover identities when arriving as regular fort citizens
(*) Stopped patients that have been in traction for a week from requiring diagnosis repeatedly
(*) Made dwarves inside hospitals return to rest if rest is cancelled
(*) Supported doctor's guildhall to fix broken petitions
(*) Fixed freeze related to forbidding doors/hatches
(*) Fixed crash related to starting modded fort mode critters with natural skills
(*) Stopped crash related to artifacts/books placed on adv pack animals
(*) Fixed crash related to deleting zones in adv mode site planning
(*) Fixed unretirement crash in adv mode
(*) Fixed bug causing you to become a different historical figure when unretiring
(*) Fixed w.g. crash related to imprisonment by civilizations that have lost their capitals
Other bug fixes/tweaks
(*) Allowed placement of altars in fort mode (they have no specific function yet)
(*) Added person-seeking behavior to socialize activity and to jobless milling about in zones
(*) Changed stress calculation for high vulnerability personalities
(*) Made mummies control tombs more fully so allies couldn't call on zombies to fight themselves
(*) Stopped mercenaries from being hired to attack their own forts
(*) Fixed problem causing w.g. people to falsely befriend themselves for information
(*) Fixed xml log for entities acquiring buildings
(*) Fixed xml log for entities breaching the underworld