Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 3 4 [5] 6 7

Author Topic: Dwarf Fortress 0.47.05 Released  (Read 258702 times)

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.47.05 Released
« Reply #60 on: February 06, 2021, 09:15:38 am »

I had Sunless Butcher visitor(s) in a .04 fort, they caused trouble, we tried to squash them, but they were insanely tough.
They (visiting necromancers, intelligent undead) were supposed to be fixed in .05, but it doesn't seem to have worked.
Logged

Nilsolm

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.47.05 Released
« Reply #61 on: February 06, 2021, 02:25:05 pm »

Did they get less common at least?

It seems to be the case, but I've only played one fort in a world with a short history and not many necromancers, so it may not have been representative.
Logged

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.47.05 Released
« Reply #62 on: February 07, 2021, 01:58:59 am »

Did they get less common at least?

It seems to be the case, but I've only played one fort in a world with a short history and not many necromancers, so it may not have been representative.
Only one so far in three years (with a lot of other visitors). Seems more reasonable than previously. We'll see though.

Mercs seem to be still missing in action though.
Logged

FantasticDorf

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.47.05 Released
« Reply #63 on: February 08, 2021, 07:47:16 am »

Did they get less common at least?

It seems to be the case, but I've only played one fort in a world with a short history and not many necromancers, so it may not have been representative.
Only one so far in three years (with a lot of other visitors). Seems more reasonable than previously. We'll see though.

Mercs seem to be still missing in action though.

Too many bugged bandits, set the percentile banditry to 0 in entity_default.txt and mercs will occupy the fortification buildings in their stead from the start of wg. when they appear coupled with that bandits can't have conquered_site units which a quick whisk in fortress mode confirms directly as well as w.g observations. Give me a shout if it is still present in 47.05 but i project there would be no change based on the outcome or patch notes.

This leads to the tithes civilizations pay to dedicating bandits to station these less than 10 people forts, to be unable to fall in wg outside of a megabeast/necro routing and vacate for other users. This is taking on board that the change from 44. where mercenaries were a spontaenous adventurer profession being tied now to the mercenary type site needs to ensure that the locality and accessibility (for them to visit your fort to offer services) is visible to players.

Conquering the site to "solve the problem" in fortress mode wont help, since they can't have a secondary use as a site (like kobold caves expanded infrastructure for living) or specific sub-let function to allow other groups friendly to your cause to enter -just somewhere to offload dwarves.
Logged

Oklat

  • Escaped Lunatic
    • View Profile
Re: Dwarf Fortress 0.47.05 Released
« Reply #64 on: February 08, 2021, 12:31:17 pm »

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

Here's an interim release - this is a fixer-upper for the old version, and not related at all to the new graphical stuff.  This isn't meant to address everything of course, or even most things, and we'll be cleaning up a lot more bugs and issues for the Premium release itself.  This one gets rid of some long-standing crashes and also attempts to address most of what we learned from the stress discussion from the forum.  There are still a few unmet needs (which don't contribute much to stress, but are an eyesore), and a few outstanding ideas related to winning sieges, ending wars and unattended children, but we'll need larger changes there that are better integrated with the Premium work.

It's always a little weird splitting the bug fixes into the two major/minor categories, but especially here, where the stress changes add up to a lot, so the division below is particularly arbitrary on that score.

Major bug fixes
   (*) Fixed w.g. crash related to dark fortress civs having fixed positions not held by demons
   (*) Fixed zero-size creature crash
   (*) Fixed off-site werebirth crash
   (*) Stopped visitors from siding against fort in any conflict where the fort's tame megabeasts are involved
   (*) Made cave adaption negative effects less frequent
   (*) Made people get used to seeing dead bodies
   (*) Stopped corpse raising, shapeshifting and non-living non-vampire visitors
   (*) Made basic friendships easier to form for slow-to-love people

Other bug fixes/tweaks
   (*) Made people that work outside a lot get used to bad weather
   (*) Made valuable food satisfy good meal thought in addition to preferences
   (*) Added some additional dwarf chat types to meet some other needs and reduce stress
   (*) Stopped many minor thoughts from forming memories
   (*) Removed stress from migrants (e.g. ones from old forts)
   (*) Vengefulness is no longer stressful (as it was mainly related to defending others from attacking animals)
   (*) Changed balance of migrant professions
   (*) Patched one form of military item corruption on load (root cause not identified)
   (*) Expulsion exception 'child not present' now only applies to minor children
   (*) Fixed MUNDANE and HAS_ANY_CAN_SWIM for interactions/transformations

Please Fix this for Linux users :
if you press F12 (True Fonts) then you cannot start a game and it will crash :

Dwarf_Fortress: src/g_src/ttf_manager.cpp:139: ttf_details ttf_managerst::get_handle(const std::list<ttf_id>&, justification): Assertion `pixel_width >= ttf_width' failed.
Aborted (core dumped)

BTW i installed the vanilla DF with no TWBT , no df-hack , etc .
If anyone knows how to fix it pls tell me
BTW i know i can turn off True font or use TWBT but i want True font CAUSE IT'S NICE  ;D
Logged

charming.snark

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.47.05 Released
« Reply #65 on: February 08, 2021, 12:54:48 pm »

Here are some long-history pocket world crash seeds. Each reproduced 10 times in 10 runs.

windows-year-785
https://paste.ubuntu.com/p/DH7r8b2HsV/

windows-year-124
https://paste.ubuntu.com/p/qkcY8gMNm6/

windows-year-132
https://paste.ubuntu.com/p/K2c9yk4DbN/

windows-year-638
https://paste.ubuntu.com/p/djqjxVYdSG/

windows-year-527
https://paste.ubuntu.com/p/pcmJhTdS8z/

I became annoyed at the ~20 whole minutes I was likely to be spending reproducing these with the set of bash scripts I was using and ended up polishing everything up into little cross platform tool. Here it is, in case anyone is interested. https://github.com/rparrett/df-crash-miner
« Last Edit: February 09, 2021, 01:00:58 pm by charming.snark »
Logged

Random_Dragon

  • Bay Watcher
  • Psycho Bored Dragon
    • View Profile
Re: Dwarf Fortress 0.47.05 Released
« Reply #66 on: February 08, 2021, 01:18:50 pm »

Please Fix this for Linux users :
if you press F12 (True Fonts) then you cannot start a game and it will crash :

Dwarf_Fortress: src/g_src/ttf_manager.cpp:139: ttf_details ttf_managerst::get_handle(const std::list<ttf_id>&, justification): Assertion `pixel_width >= ttf_width' failed.
Aborted (core dumped)

BTW i installed the vanilla DF with no TWBT , no df-hack , etc .
If anyone knows how to fix it pls tell me
BTW i know i can turn off True font or use TWBT but i want True font CAUSE IT'S NICE  ;D


Fixed that for you.
Logged
On DF Wiki · On DFFD

"Hey idiots, someone hacked my account to call you all idiots! Wasn't me you idiots!" seems to stretch credulity a bit.

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.47.05 Released
« Reply #67 on: February 08, 2021, 10:39:11 pm »

Did they get less common at least?

It seems to be the case, but I've only played one fort in a world with a short history and not many necromancers, so it may not have been representative.
Only one so far in three years (with a lot of other visitors). Seems more reasonable than previously. We'll see though.

Mercs seem to be still missing in action though.

Too many bugged bandits, set the percentile banditry to 0 in entity_default.txt and mercs will occupy the fortification buildings in their stead from the start of wg. when they appear coupled with that bandits can't have conquered_site units which a quick whisk in fortress mode confirms directly as well as w.g observations. Give me a shout if it is still present in 47.05 but i project there would be no change based on the outcome or patch notes.

This leads to the tithes civilizations pay to dedicating bandits to station these less than 10 people forts, to be unable to fall in wg outside of a megabeast/necro routing and vacate for other users. This is taking on board that the change from 44. where mercenaries were a spontaenous adventurer profession being tied now to the mercenary type site needs to ensure that the locality and accessibility (for them to visit your fort to offer services) is visible to players.

Conquering the site to "solve the problem" in fortress mode wont help, since they can't have a secondary use as a site (like kobold caves expanded infrastructure for living) or specific sub-let function to allow other groups friendly to your cause to enter -just somewhere to offload dwarves.
My world has 30 currently operating mercenary groups, so I don't think it's a worldgen issue.

Although, will experiment with banditry numbers. I have mine set pretty high.
« Last Edit: February 08, 2021, 10:45:49 pm by Shonai_Dweller »
Logged

charming.snark

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.47.05 Released
« Reply #68 on: February 09, 2021, 01:00:25 pm »

I want to share this seed, which seems to be a different sort of crash.

Reproducible, but crashing only ~50% of the time. (50 runs, 25 crashes)

These "50% crash seeds" seem to account for ~10% of the crashes I see with long-history pocket worlds.

windows-year-204
http://paste.ubuntu.com/p/dbNrXWwsrY/
Logged

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: Dwarf Fortress 0.47.05 Released
« Reply #69 on: February 11, 2021, 03:02:46 pm »

Thanks for the testing, charming.snark.

I had _one_ mercenary (orc maceman) show up (played 7 forts in .05), the other 30 petitioners have been bards. So mercenaries are rather rare in 47.05.

Civilized orcs civ relevant declarations:
Spoiler (click to show/hide)
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

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.47.05 Released
« Reply #70 on: February 11, 2021, 08:15:41 pm »

Reduced banditry in all of my civs to 0 to see if it made much of a difference. For a start after 165 years of worldgen I was in the 3rd age of Myth having never left the first age in recent times, so something has changed. (Tried a couple of worldgens and both managed to leave the first age of Myth).

One strange thing, I actually still have bandit gangs (human gangs and elf gangs)
These bandit gangs have camps which, according to the util, Legends Viewer, were all founded in a time before time. Which is...I don't know, is that normal?
And strangest of all, Legends Mode has no entry for any of these camps (although it does have the bandit gangs themselves). So..what's going on?
« Last Edit: February 11, 2021, 08:17:18 pm by Shonai_Dweller »
Logged

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: Dwarf Fortress 0.47.05 Released
« Reply #71 on: February 13, 2021, 09:41:44 am »

Screenshot: oops we have four barons now, cos something happened in the outside world. Possible bug?
https://twitter.com/Tomi_Tapio/status/1360599856566439941
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

thvaz

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.47.05 Released
« Reply #72 on: February 13, 2021, 10:04:40 am »

Screenshot: oops we have four barons now, cos something happened in the outside world. Possible bug?
https://twitter.com/Tomi_Tapio/status/1360599856566439941

My baron died early in my fortress without an heir. Years later, another dwarf was appointed as a baron in another site, and is now happily demanding things without leaving.
Logged

Maximum Spin

  • Bay Watcher
  • [OPPOSED_TO_LIFE] [GOES_TO_ELEVEN]
    • View Profile
Re: Dwarf Fortress 0.47.05 Released
« Reply #73 on: February 13, 2021, 01:55:16 pm »

Screenshot: oops we have four barons now, cos something happened in the outside world. Possible bug?
https://twitter.com/Tomi_Tapio/status/1360599856566439941
That was certainly possible in the past: the screenshot shows that the barons are barons of different places whose previous leaders died, which has been a possibility since whenever barony inheritance was implemented. I don't think it's a bug: those dwarves are, in fact, barons of SOMETHING, and it's reasonable for them to reside in your fortress while holding the title.
Logged

FantasticDorf

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.47.05 Released
« Reply #74 on: February 13, 2021, 02:18:30 pm »

Screenshot: oops we have four barons now, cos something happened in the outside world. Possible bug?
https://twitter.com/Tomi_Tapio/status/1360599856566439941
That was certainly possible in the past: the screenshot shows that the barons are barons of different places whose previous leaders died, which has been a possibility since whenever barony inheritance was implemented. I don't think it's a bug: those dwarves are, in fact, barons of SOMETHING, and it's reasonable for them to reside in your fortress while holding the title.

Id least wait for the law arc before you can have a proper structure that says (this land is my dukedom, stop powersharing my peasants and crawl off to your own insignificant corner of the world baron-worm!), but this has been a problem since the dawn of time (metaphorically and literally solved by the concept of 'accidents' involving lava being popularized) alongside 47.xx's weird instances either through some shifty networking your dwarves are doing without informing you or something else like family links to keep the player updated on their ascension in off-site nobility with blink and you'll miss it pop up untracable announcements.

When i say powersharing, there's no competition between two rulers who might have a generated or hardcoded position on the same site (master and input a hardcoded dwarf monarch on goblins when modded, they both assign advisors to the same royal panel and rule civ level) and to my knowledge never has been for multiple people in the same role in fortress mode because they technically own other sites, you can't expel the barons to their proper sites because they make the rules on expulsions like your own native nobility does.
Logged
Pages: 1 ... 3 4 [5] 6 7