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Author Topic: Dwarf Fortress 0.31.17 Released  (Read 70264 times)

AbacusWizard

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Re: Dwarf Fortress 0.31.17 Released
« Reply #45 on: November 11, 2010, 05:30:39 pm »

If you got a PPC: DF has dropped PPC support from .13 on.

No, it's Intel--a 2007 Mac Mini running OSX 10.4.11.
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Biopass

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Re: Dwarf Fortress 0.31.17 Released
« Reply #46 on: November 11, 2010, 05:40:11 pm »

wait, something's fishy:

aren't aimed attack supposed to use specific skill + fighting skill to roll the attack chance/damage?

so why it shows the same chance for slashing with sword (as a competent swordman) and biting (as a dabbling biter) for the same part?

I think your skill helps you make harder shots. So a tricky shot will be much likely to succeed with an expert skill than with a dabbling one.
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500 fps vanilla 4x4 embark. intel master race.

stool

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Re: Dwarf Fortress 0.31.17 Released
« Reply #47 on: November 11, 2010, 05:41:37 pm »

(*)elves are now small e's to match their size
 ;D

Very nice job, as always. 8)
thanks to all your effort, i will finally check out adv mode, looks promising.
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calrogman

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Re: Dwarf Fortress 0.31.17 Released
« Reply #48 on: November 11, 2010, 05:43:44 pm »

If you got a PPC: DF has dropped PPC support from .13 on.
And on top of that, versions .13 and earlier aren't available due to licensing issues.

Wait what? Licensing issues?
http://www.bay12games.com/dwarves/#2010-09-15
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LoSboccacc

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Re: Dwarf Fortress 0.31.17 Released
« Reply #49 on: November 11, 2010, 05:47:35 pm »

wait, something's fishy:

aren't aimed attack supposed to use specific skill + fighting skill to roll the attack chance/damage?

so why it shows the same chance for slashing with sword (as a competent swordman) and biting (as a dabbling biter) for the same part?

I think your skill helps you make harder shots. So a tricky shot will be much likely to succeed with an expert skill than with a dabbling one.

not if the attack display is right:

when there are no random modifier, the body attack is normal/can hit squarely

when you select the attack and select what use to attack, every kind of attack has the same line of text: normal/square, whether it is a slash, a shield bash or a bite.
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Sergius

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Re: Dwarf Fortress 0.31.17 Released
« Reply #50 on: November 11, 2010, 05:52:26 pm »

No matter how you intend to play, make sure you get a helmet ASAP.

I was hunting an outlaw Captain with a peasant and a dyer, we danced around for a while until I target his left hand with my pike (the easiest, squarest shot) and chop it. He runs away for a bit, bleeding, then turns around, we keep fighting, I stab him in the right hand and he loses hold of his spear, and in the same round, he kicks my head and jams my skull through my brain.

Maybe unarmed attacks against skulls are overpowered... (try not to disarm your enemies :P)
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Olith McHuman

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Re: Dwarf Fortress 0.31.17 Released
« Reply #51 on: November 11, 2010, 05:56:28 pm »

So I was walking through the woods, when I get the message "You have discovered a lair." Cool, lets go check it out. I stop traveling and start looking for the enterance. Wait what? A candlenut door? I open it and get jumped on by two gloom horror consorts. They were easily dispatched. Gloom horror child? Ditto. Ohh, look at that shiney axe in the next cave! I walk towards it. Then a gloom horror sees me. Thinking that it will go down quickly, I attack. And get killed very quickly!
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Mudcrab

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Re: Dwarf Fortress 0.31.17 Released
« Reply #52 on: November 11, 2010, 05:57:25 pm »

Yeaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa... yeah

KillerClowns

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Re: Dwarf Fortress 0.31.17 Released
« Reply #53 on: November 11, 2010, 06:01:25 pm »

This definitely makes the game much much harder...  :o
starting on peasant I have yet to successfully kill anything without having my skull kicked in.
To make sure you don't misunderstand: the more impressive the title, the easier the game is.  Demigod starts you out with the stats of a demigod, and peasant starts you with the stats of... a peasant.  No other adjustments are made.
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Aklyon

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Re: Dwarf Fortress 0.31.17 Released
« Reply #54 on: November 11, 2010, 06:02:21 pm »

uhm, it's me, or world generation has gotten way slower?
faster, I'd say.
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Rex_Nex

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Re: Dwarf Fortress 0.31.17 Released
« Reply #55 on: November 11, 2010, 06:03:16 pm »

Oh. My. God.

YES, YES, YES, YES, YES, HELL YES!
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Gabeux

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Re: Dwarf Fortress 0.31.17 Released
« Reply #56 on: November 11, 2010, 06:04:54 pm »

YEAH, I was going to study SQL and programming stuff, until I saw this thread.

F*** this crap, I can learn it in 1 hour after I get my most AWESOME procrastination experience ever!
Thanks Toad, for another great step on DF's history :)
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It honestly feels like a lot of their problems came from the fact that their entire team was composed of cats, and the people who were supposed to be herding them were also cats.

Monsterfurby

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Re: Dwarf Fortress 0.31.17 Released
« Reply #57 on: November 11, 2010, 06:05:42 pm »

Wow, this is... amazing. I really love it - already managed to get killed twice (once by a bandit ambush and once by a bloody pack of wolves) - but still (or especially because of that) love it!

Now just to finish off class for the week and then I can see if my next adventurer will survive their first assignment.  :D
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Erzrzore gur Vapvqrag.

Haspen

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Re: Dwarf Fortress 0.31.17 Released
« Reply #58 on: November 11, 2010, 06:19:30 pm »

I played it for two hours and got several beardgasms.

I looted many camps as an axeman, chopping off hands and heads of various bandits, and then, the local weaponsmith tells me a story about some woman of midnight that terrorizes the countryside and have already murdered three men, including that weaponsmith's child.

This time, I decided to recruit few assorted peasants.

I came back with her head and without assorted peasants. And placed the hand of weaponsmith's child (it was the latest victim) in weaponsmith's house.

And retired peacefully. Now, going to play more! :D
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Meanmelter

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Re: Dwarf Fortress 0.31.17 Released
« Reply #59 on: November 11, 2010, 06:54:59 pm »

Ave, True to Toady.
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