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Author Topic: Dwarf Fortress 0.31.15 Released  (Read 26347 times)

Toady One

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Dwarf Fortress 0.31.15 Released
« on: October 03, 2010, 07:07:34 am »

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

The purpose of this release is to restore the missing invasions, and I threw in some easy fixes on top of it, mostly to the raws.

Major bug fixes
   (*)made invasions come again

Other bug fixes/tweaks
   (*)lots of raw fixes (see "file changes.txt")
   (*)made reactions show the proper building
   (*)made LEAVES load the 'character' style tile properly
   (*)corrected labor name "soap maker" -> "soap making"
   (*)fixed typo in world gen rejection dialog for missing civ definitions
   (*)fixed spelling of chinchilla for forgotten beasts (new ones only)
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Eagle_eye

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Re: Dwarf Fortress 0.31.15 Released
« Reply #1 on: October 03, 2010, 07:12:45 am »

does this fix invasions for .14 generated worlds, or just ones made in .15?
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Dariush

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Re: Dwarf Fortress 0.31.15 Released
« Reply #2 on: October 03, 2010, 07:15:33 am »

Quote
The invasions should work again now (including any old saves).
Also, hooray for new release!

NKDietrich

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Re: Dwarf Fortress 0.31.15 Released
« Reply #3 on: October 03, 2010, 07:20:15 am »

Yaaaay. Happy face enabled.
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Toady One

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Re: Dwarf Fortress 0.31.15 Released
« Reply #4 on: October 03, 2010, 07:21:20 am »

Yeah, it should re-enable invasions in every save.  You still need to hit the typical triggers, but it doesn't think that goblins are reptile men cowering in unirritated features anymore.
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lordnincompoop

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Re: Dwarf Fortress 0.31.15 Released
« Reply #5 on: October 03, 2010, 07:23:07 am »

Oh wow, already?

Great work on the game, Toady!
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yarr

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Re: Dwarf Fortress 0.31.15 Released
« Reply #6 on: October 03, 2010, 07:23:26 am »

nice one, thank you toady!
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gralcio

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Re: Dwarf Fortress 0.31.15 Released
« Reply #7 on: October 03, 2010, 07:40:37 am »

Let me throw my 275 dwarven betatesters into it.
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lordnincompoop

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Re: Dwarf Fortress 0.31.15 Released
« Reply #8 on: October 03, 2010, 07:41:33 am »

I shall massacre my 275 dwarven alphatesters in it.

Fixed
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inteuniso

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Re: Dwarf Fortress 0.31.15 Released
« Reply #9 on: October 03, 2010, 08:10:24 am »

May I inquire what was causing invasions to be bugged?
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Toady One

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Re: Dwarf Fortress 0.31.15 Released
« Reply #10 on: October 03, 2010, 08:13:17 am »

It really was the reptile man thing.  When I added entity populations to civilizations more generally (they started for underground civs like reptile/amphibian/ant men), there was still a check in the sieges for underground feature irritation and population caps that was being triggered for all civilizations, not just underground civs.  They didn't have associated underground features and they didn't have the same kinds of population caps, so the sieges were called off.  Hopefully that's the last of the old entity pop stuff that will interfere with the expanded civs.
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nuker w

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Re: Dwarf Fortress 0.31.15 Released
« Reply #11 on: October 03, 2010, 08:15:40 am »

Invaders? Sweet as. Was looking forward to that fix.  :P
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Brewster

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Re: Dwarf Fortress 0.31.15 Released
« Reply #12 on: October 03, 2010, 08:21:26 am »

Any word on when/if it'll work for Macs?!

Toady One

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Re: Dwarf Fortress 0.31.15 Released
« Reply #13 on: October 03, 2010, 08:25:59 am »

I don't understand Macs at all, and Baughn is currently without a Mac, so it's difficult to give an estimate.  I'd certainly like for it to work on Macs.  It works on my Mac.  I gather that there are issues with what the new compiler produces or how it should be bundled, but I don't know how to resolve them myself.
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Totaku

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Re: Dwarf Fortress 0.31.15 Released
« Reply #14 on: October 03, 2010, 08:41:51 am »

Yeah same errors on mac Tiger OS 10.4.11 like before.

Anyways, I don't know how much help this be, but this was brought up on the bug tracker as something possiblely related to why some of us can't play the mac version and can find a way to fix it.

"This page appears to have a full transcript of a group working out the issue. Basically, you have to compile against a certain SDK, which requires a few switches to the linker.

http://www.digitalmars.com/d/archives/digitalmars/D/announce/Just_one_more_thing..._14807.html
Perhaps this might help?

For now I'll run the crossover emulator for this game so I can play the PC version
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