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Author Topic: Dwarf Fortress 0.31.18 Released  (Read 74711 times)

Toady One

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Dwarf Fortress 0.31.18 Released
« on: November 16, 2010, 09:24:46 am »

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

This one fixes up several crashes and other problems.  Maybe most notably, the problem where you'd become a criminal in adventure mode just by going back to a store, the handedness issue with uniform assignments (it might take it a while to clear out problems in old saves, and I can only state this as confidently as the tests I performed), and SDL movie recording.

Major bug fixes
   (*)fixed crash from shop signs being placed off map
   (*)fixed crash during character generation of human outsiders if you back out of the name menu
   (*)fixed crash from trap announcements/reports
   (*)fixed world gen crash that arose from creature in secondary entity population taking over leadership role when caste mods are present
   (*)fixed crash from walking off the left or upper edge of the world
   (*)corrected misaligned bodypart appearance modifiers on load and resulting crash in pref screen, origin of misalignment unclear
   (*)fixed problem where you are considered a thief after shopping at a store that had previous had its inventory offloaded
   (*)made uniform assignments respect handedness
   (*)reenabled SDL movie recording
   (*)stopped unfinished quests performed by previous characters from stopping nobles from giving new characters quests

Other bug fixes/tweaks
   (*)made skill rates copy over to castes correctly
   (*)fixed problem that added bogeyman kills to the wrong parts of the kill lists
   (*)stopped retirement in town when bogeymen are active
   (*)stopped unequipable soldier unit types from occasionally appearing in ambushes/sites/migrants
   (*)corrected placement of cauldrons
   (*)got rid of size bonus mistakenly applied to opportunity skill rolls and put in the rage penalty it was supposed to be
   (*)made master pikemen get proper skill
   (*)stopped lair hatch covers from rotting away
   (*)added announcement for falling damage
   (*)adding retching after initial vomiting
   (*)changed metal use for humans/gobs/kobs via existing raw tags
   (*)changed a few two-handed weapon sizes
   (*)updated dwarf party organization conditions
   (*)fixed problem with movie playback showing an extra garbage frame for each chunk of the movie
   (*)changed conversation colors
   (*)fixed double adjective in dark fortress
   (*)made Elite Bowman name appear correctly (was showing up as blowgunner), and a few related typos
   (*)fixed some other typos
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The Toad, a Natural Resource:  Preserve yours today!

Valrandir

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Re: Dwarf Fortress 0.31.18 Released
« Reply #1 on: November 16, 2010, 09:34:00 am »

Most Excellent™

Psieye

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Re: Dwarf Fortress 0.31.18 Released
« Reply #2 on: November 16, 2010, 09:37:15 am »

All hail the return of pawning off loot to shops! Maybe I'll make an adventurer who throws copper coins as his main combat method.
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Haspen

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Re: Dwarf Fortress 0.31.18 Released
« Reply #3 on: November 16, 2010, 09:42:15 am »

YES!

YEEES!

:3
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veok

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Re: Dwarf Fortress 0.31.18 Released
« Reply #4 on: November 16, 2010, 09:53:20 am »

Hey, Toady? What does this mean:

Quote from: ToadyOne
(*)changed metal use for humans/gobs/kobs via existing raw tags
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Silent_Thunder

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Re: Dwarf Fortress 0.31.18 Released
« Reply #5 on: November 16, 2010, 09:55:36 am »

Hey, Toady? What does this mean:

Quote from: ToadyOne
(*)changed metal use for humans/gobs/kobs via existing raw tags

I'm assuming It means what type of equipment they are genned with.

Toady One

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Re: Dwarf Fortress 0.31.18 Released
« Reply #6 on: November 16, 2010, 09:56:55 am »

There's a little more detail in file changes.txt.  Humans have smelted ore and mined stone now, so they have copper, iron, silver, etc. and similarly for the others.  It had been randomly choosing metals for kobold weapons in particular, which was okay in the sense that it mimicked thievery perhaps, but we want to move over to something more genuine before too long, so the kobs are on placeholder smelting for the time being.
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Argembarger

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Re: Dwarf Fortress 0.31.18 Released
« Reply #7 on: November 16, 2010, 10:31:58 am »

   (*)adding retching after initial vomiting

Haha, that's awesome.

Does that mean that when someone vomits multiple times, only the first act of vomiting actually produces anything and every other time it's just dry-heaving? Presumably until they eat or drink something again?

Or is it something that affects them between vomits? Like to make nauseated characters even more useless?

I'd try it myself but I likely won't be able to for a few days.

uh, oh yeah Praise the Toad!
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krisslanza

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Re: Dwarf Fortress 0.31.18 Released
« Reply #8 on: November 16, 2010, 10:33:14 am »

Awesome to see this before I get off to work. Anyone know if graphic sets from .17 will swap over to .18 smoothly or not? And if .18 still has the changed around keybindings of .17 instead of using the Lazy Newb Pack .16?

Good thing I didn't get my mod too built up yet...

Urist McFly

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Re: Dwarf Fortress 0.31.18 Released
« Reply #9 on: November 16, 2010, 10:38:29 am »

Awesome to see this before I get off to work. Anyone know if graphic sets from .17 will swap over to .18 smoothly or not? And if .18 still has the changed around keybindings of .17 instead of using the Lazy Newb Pack .16?

Good thing I didn't get my mod too built up yet...

Yeah, tilesets should swap cleanly if you know what you're doing.
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DFPongo

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Re: Dwarf Fortress 0.31.18 Released
« Reply #10 on: November 16, 2010, 11:08:51 am »

Amazing delivery tempo Toady.
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huhu

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Re: Dwarf Fortress 0.31.18 Released
« Reply #11 on: November 16, 2010, 11:17:01 am »

Most excellent. Mod users spotted partying at worldgen.
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Dakk

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Re: Dwarf Fortress 0.31.18 Released
« Reply #12 on: November 16, 2010, 11:26:13 am »

Praise the Toad, time to put my save on the new release and hope save compat hasn't been broken, or just gen a world if it is, delishus bugfixes.
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Table flipping, singed style.

blainemono

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Re: Dwarf Fortress 0.31.18 Released
« Reply #13 on: November 16, 2010, 11:34:29 am »

All hail the toad!

Although I was wondering - this new adventure mode stuff is quite exciting indeed and probably exciting to code too, but is there a realistic chance that you will address some of the more infuriating fortress mode bugs (like crystal glass stuff, hospital stuff etc.) in the near future?
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VPellen

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Re: Dwarf Fortress 0.31.18 Released
« Reply #14 on: November 16, 2010, 11:57:46 am »

Toady > Notch

I'm still curious about something though: I noticed that with aiming strikes, all that matters is where you strike, and not how you strike. Is this a bug, or a simple case of Not Yet Implemented?
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