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Author Topic: Dwarf Fortress 0.31.17 Released  (Read 70273 times)

Toady One

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Dwarf Fortress 0.31.17 Released
« on: November 11, 2010, 02:06:46 pm »

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

If you want to try out the improvements to adventure mode, I'd recommend generating a new world with at least 100 years of history.  I tried out adventuring in a world from 0.31.03, and it technically worked, but there wasn't much to do.  The reason I recommend some history is just to let the beasts get settled a bit, though it's not strictly required.  We haven't gotten threats moving around and arising during actual play yet, so your worlds will inevitably run out of adventure opportunities as you exhaust them, and games tend to be fast-paced and brief overall once you get the hang of it.  This will change during the next few major releases.  There's an update to the "Your First Adventurer" manual section that might be worth glancing at even if you have played an adventurer before.  Don't be surprised if you die learning a few facts about the world.

Release notes for 0.31.17 (November 11, 2010):

Major bug fixes
   (*)fixed problem with baron not arriving due to stale merchant reports
   (*)stopped old jobs/projectiles from tying up items on reclaim

Other bug fixes/tweaks
   (*)changed ring/bracelet symbol to make way for adv mode tools
   (*)cut kill-bragging to 5 kills
   (*)fixed bug through which demon could take over two or more civs in one year
   (*)name change: graveyard -> corpses (since it isn't appropriate for final burial)
   (*)stopped occupancy from being erased upon entering adv mode in arena
   (*)allowed labors to be toggled by category
   (*)added standing order for outdoor vermin refuse
   (*)fixed erroneous material bonuses in world gen fights
   (*)updated wrestling interface
   (*)implemented text for wrestling attacks
   (*)changed combat announcement colors and stun/paralyze color to light blue from light cyan
   (*)toes/fingers protected by armor
   (*)elves are now small e's to match their size
   (*)different soldier/civilian symbols for human/elf (as with the two dwarf symbols)
   (*)stopped triggerable vermin groups from becoming visible occasionally
   (*)fixed some old problems where input wasn't registering properly on movement, etc.
   (*)disabled need to eat/drink in adv mode until we get some more general work in
   (*)various minor adv mode tweaks and fixes

New stuff
   (*)added night creatures
   (*)added lairs for some creatures
   (*)added new travel screen (old worlds might have misplaced moons in the sky bar)
   (*)updated how adv mode sleep works, permission to sleep in buildings
   (*)updated character generation
   (*)added memorial slabs to dwarf mode
   (*)added shops with signs to towns
   (*)changed how lower body/head severs work (spinal sever required)
   (*)changed how guts popping out works
   (*)see file_changes.txt for some new modding tags
   (*)can get tasks from most people and report success to anybody friendly
   (*)added human castles
   (*)made peasants refer you to better quests
   (*)added banditry
   (*)added aimed attacks, random combat opportunities and the ability to use secondary attacks/weapons (both adv mode and dwf mode combat reports)
   (*)added (harder) rolling away for dodgers on the ground
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LoSboccacc

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Re: Dwarf Fortress 0.31.17 Released
« Reply #1 on: November 11, 2010, 02:09:18 pm »

 8) 8) 8)
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CoughDrop

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Re: Dwarf Fortress 0.31.17 Released
« Reply #2 on: November 11, 2010, 02:09:41 pm »

All hail Toady! Thank you!
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Argembarger

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Re: Dwarf Fortress 0.31.17 Released
« Reply #3 on: November 11, 2010, 02:12:30 pm »

I will now go celebrate and binge DF for days. WOOOOooooooo

In before bugtastic explosions and inevitable .oddnumber version instability and patch
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Jusman

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Re: Dwarf Fortress 0.31.17 Released
« Reply #4 on: November 11, 2010, 02:13:10 pm »

Yipeeeeeee  :D
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I heard your like sieges so I put a Goblin fortress in your fortress so you could siege while besieged.

freeformschooler

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Re: Dwarf Fortress 0.31.17 Released
« Reply #5 on: November 11, 2010, 02:13:10 pm »



YEEES

YEEEEEEEEEEESSSS

Edit: Oh Lord, "The age of Dragon and Marsh Titan"... full speed ahead to FUN.
« Last Edit: November 11, 2010, 02:15:38 pm by freeformschooler »
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Overspeculated

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Re: Dwarf Fortress 0.31.17 Released
« Reply #6 on: November 11, 2010, 02:23:03 pm »

Oh joy!
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D_E

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Re: Dwarf Fortress 0.31.17 Released
« Reply #7 on: November 11, 2010, 02:23:11 pm »

eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee....
*Giddy little girl dance*
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

ToonyMan

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Re: Dwarf Fortress 0.31.17 Released
« Reply #8 on: November 11, 2010, 02:24:20 pm »

Cthulhu is happy now I bet.
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Little

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Re: Dwarf Fortress 0.31.17 Released
« Reply #9 on: November 11, 2010, 02:27:01 pm »

Yay! Adventure Mode, here I come!  :D
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Mel_Vixen

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Re: Dwarf Fortress 0.31.17 Released
« Reply #10 on: November 11, 2010, 02:35:18 pm »

The header says that the new release is 31.16 somehow although the date is the right.

edit: Nevermind. All Hail to the dynamic duo!
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freeformschooler

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Re: Dwarf Fortress 0.31.17 Released
« Reply #11 on: November 11, 2010, 02:35:31 pm »

WARNING EVERYBODY Night creatures are hard. I was literally ripped apart by one without getting a strike in edgewise.
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Toady One

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Re: Dwarf Fortress 0.31.17 Released
« Reply #12 on: November 11, 2010, 02:38:20 pm »

So it is working that much at least, he he he.  I'm going to be gone for some hours, since I haven't slept for a long time or much at all the last four days.  I hope it works well enough that you can enjoy it for a while.
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calrogman

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Re: Dwarf Fortress 0.31.17 Released
« Reply #13 on: November 11, 2010, 02:39:02 pm »

Toady, I'm still downloading the .tar.bz2 but I think I can say already with complete confidence that you have truly exceeded all expectations with this update.  It's bigger from a gameplay perspective than the 40d -> DF2010 transition.
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qbert911

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Re: Dwarf Fortress 0.31.17 Released
« Reply #14 on: November 11, 2010, 02:43:05 pm »

LOVING adventure mode. Got a quest to kill a goblin bowman immediately, found him using the cool new map tools. Is there a "go to location" button I'm missing? I had to walk there normally, using the map as a guide, still cool and functional. Also, when I get my weapon lodged in a dude, I select "I" then my weapon then gain possession, cool. Is there a way to twist it in the wound or some other maneuver for a lodged weapon? If so I would love to know how!

All glory to the ToadyOne!  :D
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