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Author Topic: Dwarf Fortress 0.31.09 Released  (Read 52521 times)

VWSpeedRacer

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Re: Dwarf Fortress 0.31.09 Released
« Reply #30 on: July 10, 2010, 09:00:25 pm »

I woke up this morning, saw there was no update, and grinned while thinking to myself:

Urist McToad, Developer cancels job Release 31.09:  9AM again.
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"Yo dorf, I herd you like menacing so I put spikes on yo spikes so you can menace while you menace!"
I think something went wrong with the mac download. All I know is, there's an exe in it, and that just ain't right.
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Rumrusher

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Re: Dwarf Fortress 0.31.09 Released
« Reply #31 on: July 10, 2010, 09:06:49 pm »

wait we can add custom reactions in adventure mode! to bad summoning live animals still won't work. but at least we can create weapons out of nothing. toady gave us impulse 101!
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Cyntrox

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Re: Dwarf Fortress 0.31.09 Released
« Reply #32 on: July 10, 2010, 09:15:27 pm »

Does this help the archery target bug?
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Makbeth

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Re: Dwarf Fortress 0.31.09 Released
« Reply #33 on: July 10, 2010, 09:21:30 pm »

Oh, it fees so good to be able to do real damage in 2010 adventure mode.
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Diso Faintpuzzles was born in 120.  Although accounts vary it is universally agreed that Diso was chosen by fate as the vanguard of destiny.

In the early spring of 143 Diso began wandering the wilds.

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Mysteriousbluepuppet

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Re: Dwarf Fortress 0.31.09 Released
« Reply #34 on: July 10, 2010, 09:32:17 pm »

Ah excellent !

Can't wait to give it a go tomorrow. Guess i'll start a new fort for the occasion!
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moosecow

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Re: Dwarf Fortress 0.31.09 Released
« Reply #35 on: July 10, 2010, 09:40:50 pm »

pets and merchants don't seem to be getting along...
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TomiTapio

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Re: Dwarf Fortress 0.31.09 Released
« Reply #36 on: July 10, 2010, 09:47:47 pm »

Most excellent! All thanks to Toady!

Me being a Genesis-mod user, I'm trying to merge the .09 stuff into my tweaked raws.
Noticed that "material_template_default.txt" now has tags like
[COMPRESSIVE_STRAIN_AT_YIELD:100] instead of old [COMPRESSIVE_ELASTICITY:10], I think that might be mentioned in the "file changes.txt".

Also noticed that organs heal much slower than in Genesis (or older DF2010).

Edit: Hmm, looks like a spear is rather useless versus six- and eight-legged foes, scorpions and spiders.
« Last Edit: July 10, 2010, 10:11:09 pm by TomiTapio »
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Yocas

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Re: Dwarf Fortress 0.31.09 Released
« Reply #37 on: July 10, 2010, 10:09:47 pm »

Quastion!

I may have missed it but has the -Military training system and weapon- / -armor equipment for squad- bugs been taken care of or do I still need to rely on mainly traps to defend my fort?  :-\
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mnjiman

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Re: Dwarf Fortress 0.31.09 Released
« Reply #38 on: July 10, 2010, 10:10:34 pm »

DL isnt working for me.

Edit: Nevermind :)
« Last Edit: July 10, 2010, 10:21:17 pm by mnjiman »
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I was thinking more along the lines of this legendary champion, all clad in dented and dinged up steel plate, his blood-drenched axe slung over his back, a notch in the handle for every enemy that saw the swing of that blade as the last sight they ever saw, a battered shield strapped over his arm... and a fluffy, pink stuffed hippo hidden discretely in his breastplate.

Shurhaian

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Re: Dwarf Fortress 0.31.09 Released
« Reply #39 on: July 10, 2010, 10:16:23 pm »

Major bug fixes
...
   (*)fixed reordering of reaction/ore mats and a few other indexing problems between operating systems
Huh. Does this have something to do with ordering gold to be made into gold goblets and getting iron ones and such oddities? Will have to give that a go...
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Andur

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Re: Dwarf Fortress 0.31.09 Released
« Reply #40 on: July 10, 2010, 10:33:33 pm »

pets and merchants don't seem to be getting along...

Yeah, the dwarven merchants at my fort didn't like this upgrade! If it were elves or humans, then whatever...

Though my military joined in the slaughter of my pets as well.
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axus

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Re: Dwarf Fortress 0.31.09 Released
« Reply #41 on: July 10, 2010, 10:38:11 pm »

Something weird happened, a dog and a visiting human swordsman caravan guard got into a fight, not sure why.  The swordsman killed the dog pretty quick.
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moosecow

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Re: Dwarf Fortress 0.31.09 Released
« Reply #42 on: July 10, 2010, 10:38:34 pm »

I'm also getting an enormous amount of pickup equipment cancellation. Seems my crossbow dwarfs are picking up a few arrows bolts, spamming cancel, picking up some more, sometimes they eventually break out of the loop. Other times they just run in a circle never picking anything up just canceling away next to the ammo stockpile.
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Sphalerite

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Re: Dwarf Fortress 0.31.09 Released
« Reply #43 on: July 10, 2010, 10:38:59 pm »

Something weird happened, a dog and a visiting human swordsman caravan guard got into a fight, not sure why.  The swordsman killed the dog pretty quick.

I just copied a save from DF31.08 to DF31.09, and very rapidly had to kill an entire human trade group when my war dogs and war elephants attacked the humans unprovoked, and then humans then went on an animal-killing rampage through my fortress.  At least the kill orders seem to work now, as I was able to order my military to kill the human traders.  I suspect there's some kind of bug causing hostility between tame animals and visiting friendly units.
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Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction.

FuzzyDoom

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Re: Dwarf Fortress 0.31.09 Released
« Reply #44 on: July 10, 2010, 10:42:52 pm »

And the circle of bugs continues, everlasting, never changing.
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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.
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