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Author Topic: Dwarf Fortress 0.31.18 Released  (Read 73944 times)

Dante

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Re: Dwarf Fortress 0.31.18 Released
« Reply #105 on: November 19, 2010, 08:00:22 pm »

Yes, or move it to a different thread, please.

forsaken1111

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Re: Dwarf Fortress 0.31.18 Released
« Reply #106 on: November 19, 2010, 08:36:24 pm »

Yes, or move it to a different thread, please.
This. We don't care about your off-topic rants.
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MiniMacker

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Re: Dwarf Fortress 0.31.18 Released
« Reply #107 on: November 19, 2010, 09:00:28 pm »

Toady has been updating with only a 5 day interval.
I'm worried about starting a Fortress only to see a new update being flung out.

*Rubs beard*
I guess I could... well, no. I don't trust porting.

Advice?
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It isn't a new Dwarf Fortress version until we're made to fear some kind of regular creature.  Carp, Elephants, Unicorns, Badgers, and now Mosquitos.  I've got 5 dorfBucks on the next one being plagues of groundhogs.

HebaruSan

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Re: Dwarf Fortress 0.31.18 Released
« Reply #108 on: November 19, 2010, 10:09:36 pm »

Toady has been updating with only a 5 day interval.
I'm worried about starting a Fortress only to see a new update being flung out.

*Rubs beard*
I guess I could... well, no. I don't trust porting.

Advice?

I've been copying saves from version to version since about 0.31.04 or so.
It works fine. Don't be afraid to fall in love.
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Footkerchief

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Re: Dwarf Fortress 0.31.18 Released
« Reply #109 on: November 19, 2010, 10:35:24 pm »

Toady has been updating with only a 5 day interval.
I'm worried about starting a Fortress only to see a new update being flung out.

*Rubs beard*
I guess I could... well, no. I don't trust porting.

Advice?

They've been doing big releases followed by small bugfixes.  Note that 0.31.16 and 0.31.17 were 5 weeks apart.  Now they're working on another big release.  It'll be weeks, at least.  Also, yeah, transferring saves works fine.
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harborpirate

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Re: Dwarf Fortress 0.31.18 Released
« Reply #110 on: November 20, 2010, 12:52:38 am »

   (*)updated dwarf party organization conditions
Does this mean that ghosts won't organize parties anymore?  I kind of liked that bug.

I was really hoping that would be an ascended bug, based on the community response. I don't recall seeing a lot of negative response to it; and it seemed like the sort of whimsical thing that you occasionally/rarely come across in DF.
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TomiTapio

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Re: Dwarf Fortress 0.31.18 Released
« Reply #111 on: November 20, 2010, 02:21:57 am »

I still find Dwarf Fortress better, you don't pay for the game, and you can never EVER get bored with it.
My opinion, DF at 90 fps is a Game of the highest class, and at 40 fps a "background activity". It's a huge difference to me.
What helps with DF boredom, is trying different challenges like "never dig" or "never build traps or walls". Also, I can add new wildlife and foes to the game myself!
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forsaken1111

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Re: Dwarf Fortress 0.31.18 Released
« Reply #112 on: November 20, 2010, 02:32:41 am »

I still find Dwarf Fortress better, you don't pay for the game, and you can never EVER get bored with it.
My opinion, DF at 90 fps is a Game of the highest class, and at 40 fps a "background activity". It's a huge difference to me.
What helps with DF boredom, is trying different challenges like "never dig" or "never build traps or walls". Also, I can add new wildlife and foes to the game myself!
Please take it to another thread.
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nordak

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Re: Dwarf Fortress 0.31.18 Released
« Reply #113 on: November 20, 2010, 09:58:37 am »

My dwarves don't get stuck in left right gauntlet mixups.  And danger rooms now put basic training weapons through your dwarves brain through his shoe.... yea thats a weird one, make me think Vlad the Impaler.
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Exerpt from townbrush.txt by Internet Kraken:

"Nobody wants to live in Townbrush, and for good reason. Almost everyone that has come to Townbrush has been eaten, stabbed, crushed, drowned, hacked, incinerated, or beaten to death with an octopre skin backpack. When we're not under siege, we're being attacked by Forgotten Beasts. And when we're not being attacked by Forgotten Beasts, there's probably a zombie whale crushing someone to death in the dining room."

Quietust

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Re: Dwarf Fortress 0.31.18 Released
« Reply #114 on: November 20, 2010, 12:20:21 pm »

   (*)made master pikemen get proper skill

By any chance were they previously getting the "Axeman" skill instead? Because when I was playing around with 0.23.130.23a (the old 2D version) and writing a Dwarf Therapist-type tool for it, I found that Goblin Pikemasters were, in fact, being given Great Axeman skill rather than Great Pikeman skill.
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Meanmelter

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Re: Dwarf Fortress 0.31.18 Released
« Reply #115 on: November 20, 2010, 12:24:26 pm »

Hey, please, keep the Df vs MC out of this topic, instead, fight here!
http://www.bay12forums.com/smf/index.php?topic=71208.0
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Niveras

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Re: Dwarf Fortress 0.31.18 Released
« Reply #116 on: November 20, 2010, 02:59:02 pm »

I recently embarked on a haunted biome, the first time in a long while and probably the second time that I'm trying an evil biome overall. I'm not very familiar with how such things go, but are skeletal creatures supposed to just up and vaporize without leaving a corpse when they are destroyed?

I know that the tracker has a still-active bug report from .06 that skeletal creatures aren't always being counted as kills (maybe a side effect of the "HP damage" workaround for killing them?), but there is nothing that I found relating directly to their lack of remains.
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schussel

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Re: Dwarf Fortress 0.31.18 Released
« Reply #117 on: November 20, 2010, 07:35:04 pm »

DF rocks

btw i just found out that its possible again to trade animals in cages .. yaaaay .. at least my captured wild horse in a cage got hauled with the cage to the market :)

PS: it seems it only works with actually tameable creatures ..  when i tried to sell of the captured buzzards that i cant tame (not modded this time) it escaped and wreaked havoc^^
« Last Edit: November 20, 2010, 11:12:50 pm by schussel »
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Drifton

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Re: Dwarf Fortress 0.31.18 Released
« Reply #118 on: November 21, 2010, 12:06:47 am »

Thanks again Toady for the great game
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forumist

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Re: Dwarf Fortress 0.31.18 Released
« Reply #119 on: November 21, 2010, 03:35:38 am »

   (*)changed a few two-handed weapon sizes

Does this mean that pikedwarves will now be able to use pikes ?
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