Bay 12 Games Forum

Please login or register.

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

Author Topic: Difference between 40d and 0.31.xx?  (Read 2180 times)

ronnyfire

  • Bay Watcher
    • View Profile
Re: Difference between 40d and 0.31.xx?
« Reply #15 on: September 03, 2010, 11:06:04 pm »

I am very much a fan on quantum stockpiles myself, moving all stone into a single dump spot near my masons shop for future use, and periodically un-forbidding it all
Logged

Satarus

  • Bay Watcher
    • View Profile
Re: Difference between 40d and 0.31.xx?
« Reply #16 on: September 09, 2010, 08:40:31 am »

If you don't want to read through the huge list of changes here is the cliff notes version.

1.) Reworked material system.  Materials and weapon effectiveness is now based on material properties and not a flat modifier.
2.) Completely reworked wounds system.  Hitting someone with a sword adds a cut (or worse) to the person instead of subtracting hitpoints from an abstract body part. 
3.) Completely reworked health care system.  New doctors and surgeries.  Just like medivial era people are likely to die from bleeding or infection.
4.) Completely reworked military.  Training now included watching instruction and personal drills.  Squad controls completely different.  Uniforms are much more customizable.  Dwarves won't just grab a random sword, they grab one based on what you tell them.  Could just be a specific material sword or a specific item.
5.) New underground features.  Every embark is pretty much guaranteed underground caves, magma and HFS.  Old bottomless pits, chasms, and such are gone.
6.) New megabeasts.  Random ones both above and underground varieties.  Old ones are still around.  Megabeasts are also a lot tougher.
7.) HFS and clowns are all different.  The old one per region tile clown car is different.  Have fun.
8.) And most important.  Underground farms must be on mud!  Underground soil is no longer sufficent.

There are other minor changes like dwarf personalities and how nobles are selected, but it isn't too major.
Logged
Quote
You need to make said elf leather into the most amazing work of art.  Embed it with every kind of gem you have, stud it with metals, and sew images into it.  Erect a shrine outside your fort with that in the center.  Let the elves know that you view their very skin as naught more but a medium for your dwarves to work on.
Pages: 1 [2]