- I've encountered weird things, mostly regarding the military, but I can't easily reproduce them. I've seen dwarves stand around with their job saying that they're going to a demonstration, but they're just standing in the meeting area. I've seen only one dwarf attend a demonstration when there were more in the squad who were doing nothing (this may have had to do with fiddling with the "minimum" number for the training, and this was on the same embark as the previous thing I mentioned). I've seen dwarves retain "go to X demonstration" while assigned to kill something. I've also seen miners who were previously in the military refuse to mine at all, even though a migrant was happy to do so (someone else reported that their miners weren't mining, so maybe this doesn't have to do with the military).
- An axedwarf went insane while chasing a fox, right about the time he wanted to drink, I think. He's now spamming
Solon Isakdakost, Axedwarf cancels Pickup Equipment: Too insane. Relatedly, another axedwarf went melancholy and walked over to go to and then WAIT FOR a striking demonstration that never happened.
- The militia commander died. I replace him, but whenever I go to the military screen, he becomes the militia commander again, despite being dead. Disbanding his squad corrected this, but it still probably shouldn't happen.
- It seems that a fresh recruit given a crossbow and a quiver with ammo in it will opt to run up to the enemy and bash them with the crossbow. Is it because the recruit had no skill with the crossbow? Further experimentation is required.
Something seems wrong with mining and drinking.
My miners didn't drink when they where thirsty, but kept mining. They only went to get a drink after going to sleep. By then, they were dehydrated.
It's this way with all jobs. Dwarves are now supposed to try complete their job instead of running off to get a drink/eat as soon as they're slightly thirsty/hungry, but I think this was taken too far. Miners especially seem to have trouble recognizing when they can stop working for drink or food.
This is a large problem with the new training system, too, since dwarves will stand there for QUITE a while and dehydrate/starve themselves, thus becoming quite unhappy.
Butchery:
Organs and whatnot don't show up in the (z) menu, under the Food tab. They also cannot be used as ingredients for cooking, which seems odd.
Actually, it seems as if NO meat is accepted for cooking -- not even just "deer meet".
--Refuse
---Item types only has remains and the raw hides before listing various food categories and items completely unrelated to refuse, like general food categories and furniture
The important thing to get from this is that bone and shell are NOT there.
- There also seems to be some odd behavior with masons building walls, though I haven't figured out the triggering factor yet. After building a single tile of wall their brains turn off for a time. It also seems to effect other masons working nearby. It has taken 3 months to build a 3 tile long wall so far.
It seems to be this, as it has happened to me, too:
Smaller bugs:
3. I get Job 'canceled: Drop-off inaccesible' spammage in my game, but dwarves have a clear path. They are set to haul stone between z-levels and sometimes they do fine, but sometimes I get spammed with messages. The situation involves usage of ramps, I am still investigating what is wrong.
I would also like to report something like this, though I'd say its rather Major than small.
It seems that building workshops or constructions, as well as removing them, and possibly removing natural ramps too, creates some kind of disabling 'field' around the site of one square larger than the site + unknown z-levels above and below (at least 1, more testing required). Any dwarf that tries to path through the zone on thier way to somewhere else gets interupted. Any dwarf in the zone (as they will be when interupted) will act like they are isolated i.e. will idle there instead of a meeting zone, will only access resources within the zone or natural resources like rivers.
It does seem to clear itself up after a while if you just wait, but it is extremely awkward.
EDIT: More info. I went and started a new fort to replicate this. It seems that the problem only occurs if you have fully enclosed part of the map. I had locked doors at the entrance to the first fort I saw this in, so I tested with and open fort, then added doors. Sure enough, the issue only turns up when you have yourself sealed in by door, construction or channel.
This started happening to me when I closed off my exploratory shaft, so... confirm.