Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 15 16 [17] 18

Author Topic: Dwarf Fortress 0.31.17 Released  (Read 70037 times)

Langdon

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.31.17 Released
« Reply #240 on: November 15, 2010, 05:08:21 am »

I am a bit concerned to down load this new update, mostly cause I "heard" there were some bugs with Dwarf Fortress mode. Is this just people talking or for real problems?
Also, is it worth it anyway?

The only game-stopping bug I've encountered is the weapon trap crash, but cage traps are unaffected, so trap-dependent players (i.e. you need wooden spike-laden "danger rooms" to train your military) might want to hold off until .18.

Other than that the new revamped combat is great in fortress mode, ettins and larger beasts in my game seem much harder to kill, and my half-trained military is taking far more casualties from goblin ambushes than in my previous games. Training seems much, much slower too (normally I'd have champions by the second or third year) which, for me, is a good thing.
Logged

vadia

  • Bay Watcher
  • tacky picture given the forum; I know.
    • View Profile
Re: Dwarf Fortress 0.31.17 Released
« Reply #241 on: November 15, 2010, 06:19:12 am »

I am a bit concerned to down load this new update, mostly cause I "heard" there were some bugs with Dwarf Fortress mode. Is this just people talking or for real problems?
Also, is it worth it anyway?

The only game-stopping bug I've encountered is the weapon trap crash, but cage traps are unaffected, so trap-dependent players (i.e. you need wooden spike-laden "danger rooms" to train your military) might want to hold off until .18.

Other than that the new revamped combat is great in fortress mode, ettins and larger beasts in my game seem much harder to kill, and my half-trained military is taking far more casualties from goblin ambushes than in my previous games. Training seems much, much slower too (normally I'd have champions by the second or third year) which, for me, is a good thing.
for those of us fond of danger rooms has there been a time set for .18?
Logged

GrizzleBridges

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.31.17 Released
« Reply #242 on: November 15, 2010, 06:33:40 am »

Do stonefall staps still work? Ive just built a load of them....
Logged

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: Dwarf Fortress 0.31.17 Released
« Reply #243 on: November 15, 2010, 06:58:12 am »

Anyone know how to twist the weapon if the enemy is on the same tile as you (prone under you) ?

pressing 5 I think (middle key on the keypad) will auto-attack enemies on the same tile.
Confirmed
Logged

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: Dwarf Fortress 0.31.17 Released
« Reply #244 on: November 15, 2010, 08:39:07 am »

Do stonefall staps still work? Ive just built a load of them....
They should work. But serrated iron disc traps are what defeats anything made of flesh. Poor dragon-sized megabeasts all limbless :'( :'(
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Brewster

  • Bay Watcher
  • Dabbling Engraver
    • View Profile
Re: Dwarf Fortress 0.31.17 Released
« Reply #245 on: November 15, 2010, 08:52:52 am »

This adventurer mode is FUN!!

Barrow

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.31.17 Released
« Reply #246 on: November 15, 2010, 09:53:10 am »

Do stonefall staps still work? Ive just built a load of them....
They should work. But serrated iron disc traps are what defeats anything made of flesh. Poor dragon-sized megabeasts all limbless :'( :'(

No, stonefall/weapon/spike traps all crash the game when triggering, unfortunately.
Logged

ikkonoishi

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.31.17 Released
« Reply #247 on: November 15, 2010, 11:04:21 am »

There seems to be a bug with items bought in shops randomly becoming marked as stolen later. Happened to me 3 times and I had to savescum. I was wearing them for a long time before on several quests and there were ok. Seems to be somewhat related to talking with people since I haven't had this happening without some talk in between. The scenario so far is like this:
1. Your items are all ok.
2. You talk to someone in a town.
3. You go to another house and talk to another person, he responds "Don't talk to me".
4. You look into your inventory and items you bought from shops, and which were fine before, suddenly have $ symbol next to their name...
This is how it always happened, but it doesn't reproduce every time.
That must be what happened to me. I was in a village when suddenly my ultra-worldwide legendary hero is disliked by everyone, and can't fast travel. The village had a river that split around it that I needed to swim across. Despite having dabbling swimming he started to drown as soon as he entered the water. *blub* *blub*

Logged
Our Dwarven instincts compel us to run blindly towards disaster in case there may be a ☼<☼giant cave spider silk sock☼>☼ lying around.

greycat

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.31.17 Released
« Reply #248 on: November 15, 2010, 11:07:06 am »

Quote from: Mantis
Dwarf Fortress - 0.31.18 (Not Yet Released) [ View Issues ]
===========================================
- 0000304: [Dwarf Mode -- Jobs, Equipment] Equipment assignments don't respect handedness (gauntlets) (Toady One) - resolved.
- 0002694: [Items] Twohanded Weapon values are senseless (Toady One) - resolved.
- 0003600: [Adventure Mode -- Buildings] Lair hatch covers wear away (Toady One) - resolved.
- 0003590: [Typos/Grammar] Bad grammar in memorials with mentions of colors (Toady One) - resolved.
- 0003556: [Adventure Mode -- Conversation] Bad grammar in quest speech (Toady One) - resolved.
- 0003541: [Typos/Grammar] typo in Adventure Mode Key Bindings manual page (Toady One) - resolved.
- 0003566: [Typos/Grammar] typo in Technical manual page (Toady One) - resolved.
- 0002877: [Dwarf Mode -- Skills and Professions] SKILL_RATES token does not handle none/0 values properly. (Toady One) - resolved.
- 0003615: [Dwarf Mode -- Traps] Enemy touches stone fall trap, game crashes (Toady One) - resolved.
- 0003558: [Adventure Mode -- Trade] Randomly resetting item ownership status in adventure mode. (Toady One) - resolved.
- 0003568: [Adventure Mode -- Travel] You can move off the edge of the map, and when you try to stop travelling, the game crashes (Toady One) - resolved.
- 0003580: [World Generation -- General] Worldgen crashes in major mods (Toady One) - resolved.
- 0003564: [Miscellaneous Crashes] 31.16 save crashes after a few minutes in 31.17 (Toady One) - resolved.
- 0003554: [Dwarf Mode -- Traps] Game crashes when upright spike traps hit dwarves. (Toady One) - resolved.
- 0003576: [Dwarf Mode -- Invasions] Fortress mode game crash due to weapon traps (Toady One) - resolved.
- 0003574: [Adventure Mode -- Town] Crash on entering town (Toady One) - resolved.
- 0003569: [World Generation -- Constructions] Dark Fortresses are oddly names (Toady One) - resolved.
- 0003538: [Adventure Mode -- Character Creation] Crash when selecting empty skill list during character creation as human outsider (Toady One) - resolved.
[18 issues]

http://www.bay12games.com/dwarves/mantisbt/changelog_page.php

Quote from: Toady
If everything goes well, I should be able to make a release tomorrow.

http://www.bay12games.com/dwarves/index.html
Logged
Hell, if nobody's suffocated because of it, it hardly counts as a bug! -- StLeibowitz

Maxxeh

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.31.17 Released
« Reply #249 on: November 15, 2010, 11:52:34 am »

he is a god among coders.


...If only he was on the fallout new vegas bugfix team..
« Last Edit: November 15, 2010, 11:56:16 am by Maxxeh »
Logged

dwarfguy2

  • Bay Watcher
  • Human Meta Knight... 0_o
    • View Profile
Re: Dwarf Fortress 0.31.17 Released
« Reply #250 on: November 15, 2010, 11:55:03 am »

wut.
Logged
Caution: This user may or may not be a horrible evil Elder God from the deepest regions of space. He also may or may not be a lawyer.

MightyJAK

  • Bay Watcher
  • MightyJAK makes his own gravy.
    • View Profile
    • Dwarf Fortress DONE countdown
Re: Dwarf Fortress 0.31.17 Released
« Reply #251 on: November 15, 2010, 02:13:50 pm »

I was wandering if it is possible for the adventurer to wash himself? I have just dispatched 3 hapeless bandits and I am DRENCHED in blood.

If you find a pond/lake or river, and you have at least one skill point in swimming, you can "alt-<arrow-key>" into the water to dunk yourself (pick the second choice to slip into the water; the first choice makes you jump in, stunning yourself).  Then alt-<arrow-key> to get back onto the surface.  You'll be covered in water, but that'll eventually dry out.
Doh!, didn't thought of that. I was looking for some key to give order to wash, like dwarves do, but It could be done the old fashioned way.

I usually just wait until I get rained on.
Logged
Quote from: Toady One
He he he.  Yeah, it almost looks done...  alas...  those who are in your teens, hold on until your twenties...  those in your twenties, your thirties...  others, cling to life as you are able...
Quote from: Demon
But when will the game be done!?
Eight years.
So Dwarf Fortress will be done on Friday, September 14, 2012.

Psieye

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.31.17 Released
« Reply #252 on: November 15, 2010, 04:27:27 pm »

There seems to be a bug with items bought in shops randomly becoming marked as stolen later. Happened to me 3 times and I had to savescum. I was wearing them for a long time before on several quests and there were ok. Seems to be somewhat related to talking with people since I haven't had this happening without some talk in between. The scenario so far is like this:
1. Your items are all ok.
2. You talk to someone in a town.
3. You go to another house and talk to another person, he responds "Don't talk to me".
4. You look into your inventory and items you bought from shops, and which were fine before, suddenly have $ symbol next to their name...
This is how it always happened, but it doesn't reproduce every time.
That must be what happened to me. I was in a village when suddenly my ultra-worldwide legendary hero is disliked by everyone, and can't fast travel. The village had a river that split around it that I needed to swim across. Despite having dabbling swimming he started to drown as soon as he entered the water. *blub* *blub*
Dabbling swimming is useless. You want at least novice level purchased at character creation else you'll never have a chance to practice - short of making a fortress with the sole purpose of creating a 4/7 depth swimming pool to play around in.
Logged
Military Training EXP Analysis
Congrats, Psieye. This is the first time I've seen a derailed thread get put back on the rails.

Flaede

  • Bay Watcher
  • Beware the Moon Creatures.
    • View Profile
Re: Dwarf Fortress 0.31.17 Released
« Reply #253 on: November 15, 2010, 04:34:10 pm »

Dabbling swimming is useless. You want at least novice level purchased at character creation else you'll never have a chance to practice - short of making a fortress with the sole purpose of creating a 4/7 depth swimming pool to play around in.

Actually, you can find lakes and the ocean shore with ramps into the water. Also, the caverns will have ramps. With ramps, you are drowning, but can ALT-direction back out. Drowning for a bit trains up swimming, until you hit novice, then no more drowning!
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]

NSQuote

  • Bay Watcher
  • used Confusion!
    • View Profile
Re: Dwarf Fortress 0.31.17 Released
« Reply #254 on: November 15, 2010, 04:38:24 pm »

Wow, I wasn't expecting bug fixes this fast!

I'm pretty psyched that my newest fortress will soon be able to arm itself with some lovely weapon traps.
Logged
Pages: 1 ... 15 16 [17] 18