Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 7 8 [9] 10

Author Topic: Dwarf Fortress 0.47.04 Released  (Read 257021 times)

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.47.04 Released
« Reply #120 on: May 19, 2020, 04:26:54 pm »

Do we have any chance for a QoL release once in a while?
I build dedicated to fixing crashes and outstanding issues?

It would be a nice change of pace from constantly introducing new features (almost) every time :)
We get qol releases all the time during the bug fix/qol release phases in-between every major release. Go play the first playable 40.x release and note how frustrating everything is.

(You may not have noticed them because there's only been 3 major releases in the past 6 years. Besides Villains which doesn't really count and was in any case interrupted by Steam which is basically one big qol update).
« Last Edit: May 19, 2020, 04:47:18 pm by Shonai_Dweller »
Logged

Evans

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.47.04 Released
« Reply #121 on: May 24, 2020, 04:17:51 pm »

QoL needs something more than just fixing a crash caused by the feature introduced in previous release.

There are so many features present in the game at the moment that some serious rebalance and polishing pass would be great for a change.

And I'm not talking about some most pressing bug-fixes. I'm talking about looking at the game as a whole and seeing the rough around the edges.

Many years ago someone somewhere said that "whole Dwarf Fortress" "is a placeholder for something else". I'd like to start seeing that "something else" taking shape before I grow too old to play DF.
Logged
getlost.lua # How to get rid of tavern guests
function getlost ()
   local unit = dfhack.gui.getSelectedUnit (true)
   unit.flags1.forest = true
end
getlost ()

GamingMasterAnthony

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.47.04 Released
« Reply #122 on: May 27, 2020, 05:57:44 pm »

every time i even mess with the cavern settings DF crashes once the world starts generating no matter the world size


(trying to get wide open caverns)
Logged

Defensive kobra

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.47.04 Released
« Reply #123 on: May 29, 2020, 02:54:32 am »

"(*) Fixed crash involving misbehaving roads"
i am sorry but what? how did we get such naughty roads all of a sudden?
Logged

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: Dwarf Fortress 0.47.04 Released
« Reply #124 on: May 29, 2020, 05:48:41 pm »

every time i even mess with the cavern settings DF crashes once the world starts generating no matter the world size
(trying to get wide open caverns)
 
Is there a bug report about that? can you post(upload to DFFD as zip) the world settings and your raws and init, well, your whole DF folder?

not this one https://www.bay12games.com/dwarves/mantisbt/view.php?id=11384
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Defensive kobra

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.47.04 Released
« Reply #125 on: May 30, 2020, 06:56:58 am »

QoL needs something more than just fixing a crash caused by the feature introduced in previous release.

Many years ago someone somewhere said that "whole Dwarf Fortress" "is a placeholder for something else". I'd like to start seeing that "something else" taking shape before I grow too old to play DF.

dwarf fortress does not seem like a game that has less value the more you age, unless you mean "before i grow too dead to play dwarf fortress" / "before i get dementia" / "before i get a job and no longer have time for the game"
Logged

PatrikLundell

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.47.04 Released
« Reply #126 on: June 01, 2020, 03:47:34 am »

QoL needs something more than just fixing a crash caused by the feature introduced in previous release.

There are so many features present in the game at the moment that some serious rebalance and polishing pass would be great for a change.

And I'm not talking about some most pressing bug-fixes. I'm talking about looking at the game as a whole and seeing the rough around the edges.

Many years ago someone somewhere said that "whole Dwarf Fortress" "is a placeholder for something else". I'd like to start seeing that "something else" taking shape before I grow too old to play DF.
The focus has been on adding features and fix serious bugs, with an occasional fix of not-so-serious ones for a long time. The bug fix releases have fixed some of the bugs introduced by the (then) latest major release, but the net result has been the addition of more bugs for every major release. QoL things have had a low priority because most everything is going to be overhauled completely in the future.
The Premium release has thrown a spanner into the old operational principles, though, and things might change a little:
- The commercial Premium release will have an official tile set, which can definitely be considered a QoL issue. The functionality in DF itself supporting the tile set will be available to all tile set creators, and that functionality will go beyond what's been available so far. As far as I understand, most of the functionality of TwbT is intended to be included (minus TwbT's bugs, but with DF ones instead).
- The graphics overhaul will provide differently sized grids, which means world tiles will be 16*16 pixels, in-game tiles 32*32, and text elements (such as the UI), will be 8*12 (I think). I would expect DF to support different tile sizes as well, but those are the ones it will be shipped with.
<The parts above is what's being worked on currently, with the grid sizes being implemented. The parts below are still to be started. The order below is not any attempt to guess the order in which it will be implemented>
- The UI is to be overhauled, with more logical, or at least consistent, key bindings, plus consistent mouse click support.
- The stress system will be tweaked and re-balanced. I have some hope this will actually be release as updates to the current DF version to get feedback and allow for several passes. The development process is going to be changed to support development of a new version in parallel with support for the current version, and this is a clear candidate for using that process.
- Apart from purely UI related key reshuffling/mouse support, there's also been talk of actual functionality changes, with the military management menu system and stockpiles being among the leading candidates of an enormous list of possible candidates. Time constraints will probably determine how much gets done.

Once the Premium release has been released, there will be the usual set of bug fix releases, starting with game breaking ones and continuing on to less critical ones. Whether Toady will perform more bug fixing than usual remains to be seen, however.
After that it's time to finish the Villains release, and after that there's Improved Sieges. Then, assuming things doesn't change, it's time for the Big Wait where a lot of backwards compatibility breaking changes are made followed by the first Myth & Magic release.
Hopefully, the parallel development support will be employed to make reasonably regular bug fix/minor improvement releases for the (then) current release while the "real" development continues behind the scenes.
Logged

dadicamillette

  • Escaped Lunatic
    • View Profile
Re: Dwarf Fortress 0.47.04 Released
« Reply #127 on: June 01, 2020, 07:41:36 am »

Really cool update. I hope that in the future it will be even better!
Logged
My last project : a nice dice roller https://www.dadi-online.it

GamingMasterAnthony

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.47.04 Released
« Reply #128 on: June 02, 2020, 06:35:59 pm »

every time i even mess with the cavern settings DF crashes once the world starts generating no matter the world size
(trying to get wide open caverns)
 
Is there a bug report about that? can you post(upload to DFFD as zip) the world settings and your raws and init, well, your whole DF folder?

not this one https://www.bay12games.com/dwarves/mantisbt/view.php?id=11384

It wont generate the world so i cant get the raws, i dont think
Logged

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.47.04 Released
« Reply #129 on: June 02, 2020, 09:07:52 pm »

every time i even mess with the cavern settings DF crashes once the world starts generating no matter the world size
(trying to get wide open caverns)
 
Is there a bug report about that? can you post(upload to DFFD as zip) the world settings and your raws and init, well, your whole DF folder?

not this one https://www.bay12games.com/dwarves/mantisbt/view.php?id=11384

It wont generate the world so i cant get the raws, i dont think
Just post the content of data\init\world_gen.txt and highlight what you changed which made it crash. It's more to go on than "mess with" at least.  :)

(And mention anything else you may have changed, of course).
Logged

ZM5

  • Bay Watcher
  • Accomplished RAW Engineer
    • View Profile
    • Steam
Re: Dwarf Fortress 0.47.04 Released
« Reply #130 on: June 08, 2020, 04:20:34 pm »

A weird issue with the [IE_MAKE_PET_IF_POSSIBLE] token for summons I've noticed - in fortress mode, if a creature uses it (even a wild or hostile one) the summoned creature becomes the player's pet rather than one of the summoner - they start attacking the summoner too.

I've noticed some weirdness too in adventure mode, when a wild creature ambushes you and they summon a creature with an ability that has [IE_MAKE_PET_IF_POSSIBLE] the summoned creature will attack its summoner as well.
This is barring stuff like the summon having OPPOSED_TO_LIFE and the summoner having NOT_LIVING.
« Last Edit: June 08, 2020, 05:13:57 pm by ZM5 »
Logged

clinodev

  • Bay Watcher
  • Embark Profile Enthusiast, Kitfox & reddit mod.
    • View Profile
Re: Dwarf Fortress 0.47.04 Released
« Reply #131 on: June 14, 2020, 08:45:19 pm »

Another reddit screenshot of a fortress where the vast majority of migrants are of a couple types. I asked them to reserve a save, but they were new and didn't fully appreciate that any dwarf can do any job, and so had abandoned the fortress.

Spoiler (click to show/hide)
Logged
Team Bug Fix!

Yakefa

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.47.04 Released
« Reply #132 on: June 18, 2020, 03:01:33 pm »

Hello, I've been following the latest Kruggsmash series scorchfountain, and I 've noticed that in his game there are Necromancers literally everywhere. Migrants, villains, bandits, everywhere.
Is that specific to his world or is that a trend? It feels very odd.
I haven't played DF in a long time, that's why I'm asking :)
Logged

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.47.04 Released
« Reply #133 on: June 18, 2020, 04:44:51 pm »

Hello, I've been following the latest Kruggsmash series scorchfountain, and I 've noticed that in his game there are Necromancers literally everywhere. Migrants, villains, bandits, everywhere.
Is that specific to his world or is that a trend? It feels very odd.
I haven't played DF in a long time, that's why I'm asking :)
New bug introduced in 47.01. Necromancer visitors and migrants.

Also various necromancer enhancements (new beasts, zombie apocalypse style invasions, etc) ensured that most old worlds are full of them now. The Scorchfountain world is pretty typical (I seem to recall he ran it for a few thousand years).
« Last Edit: June 18, 2020, 04:47:09 pm by Shonai_Dweller »
Logged

Yakefa

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.47.04 Released
« Reply #134 on: June 18, 2020, 09:31:17 pm »

Hello, I've been following the latest Kruggsmash series scorchfountain, and I 've noticed that in his game there are Necromancers literally everywhere. Migrants, villains, bandits, everywhere.
Is that specific to his world or is that a trend? It feels very odd.
I haven't played DF in a long time, that's why I'm asking :)
New bug introduced in 47.01. Necromancer visitors and migrants.

Also various necromancer enhancements (new beasts, zombie apocalypse style invasions, etc) ensured that most old worlds are full of them now. The Scorchfountain world is pretty typical (I seem to recall he ran it for a few thousand years).

So it is considered abnormal in the way that it's going to be fixed/improved, right?
Logged
Pages: 1 ... 7 8 [9] 10