Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 ... 9

Author Topic: Dwarf Fortress 0.31.09 Released  (Read 52569 times)

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Dwarf Fortress 0.31.09 Released
« on: July 10, 2010, 07:40:17 pm »

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

Lots of combat changes this time.  Keep in mind that old saves use the old raws, so you'll want to copy over at least item_weapon.txt, item_ammo.txt and inorganic_metal.txt to get more of the positive effects.  The adventure mode stone-making ability won't be available in old saves but butchery will be.

Crash fixes
   (*)fixed potential crash with container reactions
   (*)stopped arena mode from caving in/locking up when you leave control mode

Major bug fixes
   (*)made material-based random headless beasts killable
   (*)stuckin bleeding updated properly
   (*)fixed major artery tag when added from creature raw with TL_MAJOR_ARTERIES (also TL_CONNECTS)
   (*)made major artery strike for 25%+ fractures on major artery parts mandatory
   (*)amplified effects for announced major artery strikes
   (*)fixed swing velocity calculation for weapons
   (*)fixed clothing size calculation (messed up shields, gloves, boots)
   (*)changed contact area and size for bolts
   (*)fixed blowouts in giant creature wrestling
   (*)fixed weird skill/profession mixup that stopped marksdwarves from firing on enemies
   (*)freed up some ammo that became lost in limbo after squad deletion/ammo reassignments/etc.
   (*)made hunters grab ammo more reliably when they run out or when labor is changed
   (*)fixed reordering of reaction/ore mats and a few other indexing problems between operating systems

Other bug fixes/tweaks
   (*)reworded some combat announcements
   (*)fixed reaction screen product display error
   (*)fixed contact area issue with misc object fighting
   (*)changed dodging rules for people mounting a charge defense
   (*)fixed problem with edge being disregarded too soon after impact breaks
   (*)changed skill effects on firing rate
   (*)changed contact area calculations for body parts
   (*)various changes to weapon raws
   (*)changed edge/impact calculations
   (*)metal values changed in raws
   (*)fixed problems preventing some gut pop-outs from happening
   (*)fixed issue with extra dodge rolls causing shots to become less square
   (*)other combat tweaks
   (*)obliterated arsenal dwarf (position will still exist in old saves, but won't be used/needed)
   (*)extended distance at which hunters are willing to shoot
   (*)made hunters return kills under more circumstances
   (*)allowed miners/woodcutters to switch immediately to hunt labor without getting confused about crossbow
   (*)stopped targeting of benign, far away wilderness creatures after they see you, unless they are close
   (*)force-allowed targeting of kill targets in some cases where it wasn't permitting it
   (*)stopped indiv choice melee/ranged from picking out weapons of the opposite type instead of just preferring them
   (*)fixed problem with custom workshops blanking out at times (save compat iffy here, might have to rebuild shops)
   (*)made reaction job interface/automation check inside barrels/etc. (stuff manager jobs did right)
   (*)changed stuckin chances

New stuff
   (*)added cumulative wounds
   (*)added adv mode knapping
   (*)added adv mode butchery
   (*)allowed use of (buildingless) reactions in adv mode
   (*)changed adv mode hunger/thirst/drowsiness durations and penalties
   (*)start with spear/dagger in adv play now
   (*)default dwf start with a few quivers
   (*)gave hunters default ammo assignment

SDL Version: Baughn fixed up the macro delay timer, a PPC Mac bug where the screen would be yellow and a seg-fault.
Logged
The Toad, a Natural Resource:  Preserve yours today!

lumikant

  • Bay Watcher
    • View Profile
    • http://twilightmu.org
Re: Dwarf Fortress 0.31.09 Released
« Reply #1 on: July 10, 2010, 07:46:01 pm »

Thanks a ton, can't wait to give it a whirl.
Logged

Ghundio

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.31.09 Released
« Reply #2 on: July 10, 2010, 07:47:18 pm »

I've been waiting for this forever. Thanks
Logged
Go into your stocks menu. You'll see a masterwork adamantine sword of some kind. Zoom to its location and you'll be directed to the bottom of the curious structure.

Go now and claim what is rightly yours. And watch out for the zombies.

Orkel

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.31.09 Released
« Reply #3 on: July 10, 2010, 07:50:34 pm »

Awesome. I noticed one thing though, bolts are insanely deadly. Copper bolts tear through "blue metal" armor like butter. Sure this is supposed to happen? ;)
« Last Edit: July 10, 2010, 07:57:08 pm by Orkel »
Logged
Quote from: madjoe5
Dwarf Fortress: The game in which people place abducted children in a furnace to see what happens.

stuntaneous

  • Bay Watcher
  • [PREFSTRING:ungodly beard of awesome]
    • View Profile
Re: Dwarf Fortress 0.31.09 Released
« Reply #4 on: July 10, 2010, 07:51:44 pm »

anticipating every update, thanks again  :D
Logged

Rumrusher

  • Bay Watcher
  • current project : searching...
    • View Profile
Re: Dwarf Fortress 0.31.09 Released
« Reply #5 on: July 10, 2010, 07:54:03 pm »

by Knapping you mean we can set cage traps every where?
sweet.
but I wasn't hoping for a new update this early I have not even got my adventurer to chop up friendly towns folks in 31.06 yet.
Logged
I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

Chattox

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.31.09 Released
« Reply #6 on: July 10, 2010, 07:54:37 pm »

Awesome, I'll give this a try in the morning, just gonna change some options and whatnot now while I still remember.

Gypsum plaster fix next update maybe? :)
Logged
"10 z levels down, 10 tiles north is some blood, i shall go clean it before it drives me to insanity with it's crimson color"
The setting of Half-Life 2 Episode 3's release: "It is the 41st Millennium. For more than a hundred centuries the Gabe has sat immobile on the..."

SolarShado

  • Bay Watcher
  • Psi-Blade => Your Back
    • View Profile
Re: Dwarf Fortress 0.31.09 Released
« Reply #7 on: July 10, 2010, 07:57:02 pm »

Adventurer skills!!!!

well, not exactly, but it's a start!!
Logged
Avid (rabid?) Linux user. Preferred flavor: Arch

Strife26

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.31.09 Released
« Reply #8 on: July 10, 2010, 08:00:31 pm »

And me without a computer capable of playing DF, and leaving for basic in a few short days. I'm sad that I won't be able to try it out.
Logged
Even the avatars expire eventually.

Raidmaster

  • Bay Watcher
  • Hackin' n' Wackin' n' Smackin'
    • View Profile
Re: Dwarf Fortress 0.31.09 Released
« Reply #9 on: July 10, 2010, 08:04:01 pm »

Great work toady, i'm sure everyone here thinks your great for making dwarf fortress and all the new stuff added is brilliant, well done.
Logged

FuzzyDoom

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.31.09 Released
« Reply #10 on: July 10, 2010, 08:04:40 pm »

All hail the (Hypno) Toad!
Logged
Also bear in mind that dwarves have their heads at a perfect height for a good face-kicking.
That's the great thing about this forum. We can derail any discussion into any other topic.

moosecow

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.31.09 Released
« Reply #11 on: July 10, 2010, 08:05:01 pm »

Awesome!
Logged

culwin

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.31.09 Released
« Reply #12 on: July 10, 2010, 08:10:10 pm »

Damn, I should call off work on Monday!!
Logged

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Re: Dwarf Fortress 0.31.09 Released
« Reply #13 on: July 10, 2010, 08:12:40 pm »

Quote from: Orkel
Awesome. I noticed one thing though, bolts are insanely deadly. Copper bolts tear through "blue metal" armor like butter. Sure this is supposed to happen? ;)

He he, every version will have its problems.  You could try reducing the velocity in the item_weapon file, but I'm not sure how much that'll help before they can't penetrate anything.  We continue to spiral down toward proper behavior.

Quote from: Rumrusher
by Knapping you mean we can set cage traps every where?
sweet.

I was using it in this sense: http://en.wikipedia.org/wiki/Knapping
So you can hunt down a groundhog with a sharp rock now and skin it with one, but you can't set up animal traps for them.
Logged
The Toad, a Natural Resource:  Preserve yours today!

Sinergistic

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.31.09 Released
« Reply #14 on: July 10, 2010, 08:15:11 pm »

Wooooooo! Awesome! <3
Logged
Pages: [1] 2 3 ... 9