Bay 12 Games Forum

Please login or register.

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

Author Topic: 0.31.12, reasonably bug free?  (Read 3653 times)

Vercingetorix

  • Bay Watcher
    • View Profile
Re: 0.31.12, reasonably bug free?
« Reply #30 on: September 10, 2010, 01:37:02 am »

By and large, though, based on what I've seen regarding the next release it's likely we'll have a reasonably bug-free version (i.e. with all major bugs that could negatively impact gameplay resolved or neutralized) by 0.31.15.  A ton of bugs will be knocked out in the upcoming 0.31.13 including some of the most irritating ones that remain (the biggest for me being the messed up diplomats).  So, after this release it'll probably be more than polished enough to make the switch and will continue to improve incrementally over time.
Logged
Do you always look at it in ASCII?

You get used to it, I don't even see the ASCII.  All I see is blacksmith, miner, goblin.

Flaede

  • Bay Watcher
  • Beware the Moon Creatures.
    • View Profile
Re: 0.31.12, reasonably bug free?
« Reply #31 on: September 10, 2010, 05:22:31 pm »

the biggest for me being the messed up diplomats

Whats wrong with the diplomats? They seem to be diplomating all over in my fort.

See previous devlog."somethingsomething smashing all your buildings somethingsomething."
Logged
Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

Chicken Launcher

  • Bay Watcher
  • Poultry Technician
    • View Profile
Re: 0.31.12, reasonably bug free?
« Reply #32 on: September 10, 2010, 07:18:22 pm »

I've been playing a fort for 5 years, and so far I've mostly come across some minor bugs. I occasionally get the "cannot clean self: inaccessible" spam, but I just forbid soap in the stocks menu until the dwarf in question just cleans themself without it. I also have 2 or 3 dwarves who have been in my hospital since they've been injured, one of whom can't get surgery because she keeps moving around for some reason. I have another dwarf who got injured while having his ass kicked by a tantruming dwarf, and he's been lying around with some broken limbs in one of my empty rooms for probably over a year, with people still bringing him water and food. Lazy asshole. And I have to have a huge refuse pile because things rot so slowly. But all in all, the bugs are pretty tolerable and even amusing.

On the other hand, in the latest season I've had two random crashes which both set me back a bit. I think it's still worth the risk, since this has never happened to me before - just save after doing important stuff.

EDIT: On second thought, the crashes may be due to me fucking with the init - I'm not sure.
« Last Edit: September 11, 2010, 11:09:52 am by Chicken Launcher »
Logged
"Did you ever notice any time you see two groups of people who really hate each other, chances are good they’re wearing different kinds of hats? Keep an eye on that, it might be important." - George Carlin

vlademir1

  • Bay Watcher
    • View Profile
Re: 0.31.12, reasonably bug free?
« Reply #33 on: September 11, 2010, 02:00:57 am »

0.31.12 is much more playable than any other 0.31 version, while also adding features that the lack of made 40d very annoying.  That's with the caveat, though, that some military training issues are still better sidestepped through modding rather than wading through their morass for now and the hospital, while better healthcare than in 40d, still isn't where the devlog before 0.31.1's release would have lead me to believe and initial farming is still a little bit of an issue until you get used to channeling out then covering over "above ground" farms to provide alcohol until your flood and drain systems are ready (I intentionally embark on an aquifer just to make this as painless to get set up in the first year as possible). 
Logged

Flaede

  • Bay Watcher
  • Beware the Moon Creatures.
    • View Profile
Re: 0.31.12, reasonably bug free?
« Reply #34 on: September 11, 2010, 03:30:47 am »

initial farming is still a little bit of an issue until you get used to channeling out then covering over "above ground" farms to provide alcohol until your flood and drain systems are ready (I intentionally embark on an aquifer just to make this as painless to get set up in the first year as possible).

Pfft. I am currently sustaining a 50 dwarf fort on Gathering and Trading. They have never built a farm.
Usually, though, I build farms in the caverns. No fuss, no muss, and I harvest the plants in the caverns for the seeds I use so it's an embark-point-neutral solution.
Logged
Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

sockless

  • Bay Watcher
    • View Profile
Re: 0.31.12, reasonably bug free?
« Reply #35 on: September 11, 2010, 03:48:18 am »

The biggest bug for me is the freaking plaster casts. The doctor will get a bucket and stand next to the well doing nothing. To get them to apply the cast, you have to wait for a dwarf to give water to another resting one, then forbid all buckets except that one. I've had some erratic behavior with bins (i.e. sometimes not going with finished goods). But it's very playable still.
Logged
Iv seen people who haven't had a redheaded person in their family for quite a while, and then out of nowhere two out of three of their children have red hair.
What color was the mailman's hair?

vlademir1

  • Bay Watcher
    • View Profile
Re: 0.31.12, reasonably bug free?
« Reply #36 on: September 11, 2010, 07:07:15 am »

initial farming is still a little bit of an issue until you get used to channeling out then covering over "above ground" farms to provide alcohol until your flood and drain systems are ready (I intentionally embark on an aquifer just to make this as painless to get set up in the first year as possible).

Pfft. I am currently sustaining a 50 dwarf fort on Gathering and Trading. They have never built a farm.
Usually, though, I build farms in the caverns. No fuss, no muss, and I harvest the plants in the caverns for the seeds I use so it's an embark-point-neutral solution.
Meh.  I do alcohol & food light embarks and try to keep all my base survival needs up near the surface (animals, butcher, tanner, uncooked food, kitchens, stills and farms) then send out cooked meals and booze from there.  Difference in play styles I think.
Logged

Khift

  • Bay Watcher
    • View Profile
Re: 0.31.12, reasonably bug free?
« Reply #37 on: September 11, 2010, 09:02:01 am »

initial farming is still a little bit of an issue until you get used to channeling out then covering over "above ground" farms to provide alcohol until your flood and drain systems are ready (I intentionally embark on an aquifer just to make this as painless to get set up in the first year as possible).

Pfft. I am currently sustaining a 50 dwarf fort on Gathering and Trading. They have never built a farm.
Usually, though, I build farms in the caverns. No fuss, no muss, and I harvest the plants in the caverns for the seeds I use so it's an embark-point-neutral solution.
One of my current embarks I'm pretty confident that you could feed and liquor an entire 200 dwarf fortress just from gathering and hunting the surface forest biome. Elephants everywhere and more herbs than a pair of legendary herbalists can even pick. Brew the herbs and cook the elephant meat, don't even need a farm.
Logged
Pages: 1 2 [3]