******************************************************
Auxiliary file changes for 0.31.18:
data/index
creature_standard.txt
added elite ranged unit names for dwarves
entity_default.txt
gave humans METAL/GEM/STONE_PREF
gave gobs METAL_PREF and got rid of gem professions
gave kobs METAL_PREF/STONE_PREF/FURNACE_OPERATOR for the time being at least, though this will probably change
item_weapon.txt
changed a few two-handed sizes
******************************************************
Auxiliary file changes for 0.31.17:
data/index
announcements.txt
[NIGHT_ATTACK_STARTS:A_D:D_D:BOX]
[NIGHT_ATTACK_ENDS:A_D:D_D:BOX]
[NIGHT_ATTACK_TRAVEL:A_D:D_D]
[GHOST_ATTACK:A_D:D_D]
[LAIR_HUNTER:A_D:D_D]
[TRAVEL_SITE_DISCOVERY:A_D:D_D:BOX]
[TRAVEL_SITE_BUMP:A_D:D_D]
[ADVENTURE_INTRO:BOX]
removed
COMBAT_WRESTLE_PINCH
COMBAT_WRESTLE_GOUGE
COMBAT_WRESTLE_STRANGLE
COMBAT_SHAKE
world_gen.txt
[NIGHT_CREATURE_NUMBER:<number of definitions>]
body_default/rcp.txt
neck changed over to upper spine (left NECK token), category SPINE
neck and lower spine get CONNECTOR
upper spine in lower body changed to middle spine
creature_large_mountain.txt
voice mannerisms neck -> throat
creature_standard.txt
humans, elves and dwarves get [SPOUSE_CONVERSION_TARGET]
added ogress caste name to ogre
minotaur gets lair, habit and [NATURAL_SKILL] tags
other semis/megas get basic lair stuff
dragon/hydra get NOEXERT
dragon got willpower boost, skill tags
hydra gets skill tags
gremlin gets skill tag
removed cluster numbers from all semimegabeasts, (unused) pop number from bronze colossus
voice mannerisms neck -> throat
creature_subterranean.txt
voice mannerisms neck -> throat
creature_next_underground.txt
tweaked DIFFICULTY numbers, which are used for fame rewards now
gave blind cave ogre extra vision
entity_default.txt
BUILDS_OUTDOOR_FORTIFICATIONS added to PLAINS entity
banditry tags on humans, goblins and kobolds
BANDITRY:<perc>
LOCAL_BANDITRY
inorganic_stone_soil.txt
went over to new SOIL_TEMPLATE
xml
new historical events: change creature type, hist figure revived
added "put to rest", "vanish" and "scared to death" kill causes
new site names "hamlet" "town" "fortress" "labyrinth" "lair" "shrine"
item_tool.txt
new file, used only by adv mode peasants and lair creatures at this point
new keys
[HOTKEY_BUILDING_SLAB:ALT+S]
[HOTKEY_MASON_SLAB:ALT+S]
[HOTKEY_CRAFTS_SLAB:ALT+S]
[A_TRAVEL_SLEEP:SHIFT+Z]
[A_TRAVEL_MAP:M]
[A_TRAVEL_HIDE_INSTRUCTIONS:H]
[A_SLEEP_SLEEP:S]
[A_SLEEP_WAIT:W]
[A_SLEEP_DAWN:D]
[ORDERS_REFUSE_OUTSIDE_VERMIN:V]
[A_COMPANIONS:C]
[A_ATTACK_CONFIRM:ALT+Y]
renamed
A_MOVE_WAIT -> A_MOVE_SAME_SQUARE
changed
[A_CENTER:V]
[A_COMBAT:SHIFT+C]
graphics example
added GHOST to the list of texture options
new bp tag
CONNECTOR -- child part with CONNECTOR keeps parent unsevered until receiving severing damage itself
new creature tags
NIGHT_CREATURE_HUNTER
NIGHT_CREATURE_BOGEYMAN
SPOUSE_CONVERTER
CONVERTED_SPOUSE
SPOUSE_CONVERSION_TARGET
LAIR_HUNTER
LAIR_HUNTER_SPEECH:<speech file>
HABIT:<habit token>:<percentage>
HABIT_NUM:<TEST_ALL or a number>
NATURAL_SKILL:<skill token>:<amount>
skill starts here and cannot rust below here
CREATURE_SOLDIER_TILE:<tile>
SOLDIER_ALTTILE:<tile>
CASTE_SOLDIER_TILE:<tile>
CASTE_SOLDIER_ALTTILE:<tile>
SKILL_LEARN_RATES:<percentage>
SKILL_RUST_RATES:<3 rust tags from SKILL_RATES>
SKILL_RATE:<skill token>:<4 tags from SKILL_RATES>
SKILL_LEARN_RATE:<skill token>:<percentage>
SKILL_RUST_RATE:<skill token>:<3 rust tags from SKILL_RATES>
******************************************************
Auxiliary file changes for 0.31.16:
data/index
d_init.txt
[WALKING_SPREADS_SPATTER_DWF:NO]
[WALKING_SPREADS_SPATTER_ADV:YES]
******************************************************
Auxiliary file changes for 0.31.15:
data/index
building_custom.txt
added blocked tiles to soap maker
body_default.txt
3EYES added
body_rcp.txt
RCP_3_EYES has
removed from center eye
creature_large_temperate.txt
gave rhesus tail
creature_large_tropical.txt
made elephant tusk attack co-MAIN with kicks
creature_next_underground.txt
added EXTRAVISION to voracious cave crawler
added 2HEAD_HORN to crundle BODY and made them grow up faster
added LARGE_ROAMING and NOBREATHE to magma crab
added LARGE_ROAMING and LARGE_PREDATOR to helmet snake
added LARGE_ROAMING to cave dragon
added LARGE_ROAMING to giant earthworm
made amethyst men die as ROUGH instead of BOULDER
fixed blind cave bear rear toes (they were front instead of rear)
creature_savage_tropical.txt
moved giant desert scorpion over to chitin templates
gave tigermen ears and ribcages
creature_standard.txt
strangler gets 3EYES instead of 2EYES:1EYE and gave them MALE/FEMALE castes
added nouns for eye modifiers for cyclops to fix description typos and got rid of their large iris modifier
because of some announces with noun/verb agreement there
removed humanoid head/ribcage positioning from grimelings
creature_subterranean.txt
fixed melting point on fire imp blood
gave cave swallow man wings in addition to arms
stuck tail on olm
removed MUNDANE from fire snake
made all the ant man castes grow up faster and made them live a little longer
made amphibian men grow up faster
inorganic_metal.txt
put bending values back in sterling silver
item_weapon.txt
fixed short sword and battle axe pommel attack contact area (1000 -> 100 like other weapons)
material_template_default.txt
added [ROTS] to STRUCTURAL_PLANT_TEMPLATE and LEAF_TEMPLATE
plant_standard.txt
fixed quarry bush LEAVES tile/color mix up
world_gen.txt
stopped doubling up CAVE_MIN_SIZE in the exporter and initial file
******************************************************
Auxiliary file changes for 0.31.14:
data/index
raws
new mineral tag for slade -- [UNDIGGABLE] until digging accounts for things properly
changed material properties for raw adamantine
New world gen parameters
[SITE_CAP:<number>]
Limits overall number of sites to this.
Caves and ruins are included in this number, so world gen civ spread stops cold once it is attained the way things currently go.
[MEGABEAST_CAP:<number>]
Attempts to place this many megabeast groups (also effectively capped by total cave number).
In vanilla DF, there are no megabeasts that actually occur in groups, but it is possible in mods.
Placing more beasts than caves will cause all caves to be filled by megabeasts. This will leave nothing for races like kobolds.
Can be zero if you don't want any megabeasts.
[SEMIMEGABEAST_CAP:<number>]
Attempts to place this many semimegabeast groups (they get the last cave remnants).
Because they get the last available caves, setting this to maximum causes all remaining caves to be filled with civs unaffected.
Can be zero if you don't want any semimegabeasts.
******************************************************
Auxiliary file changes for 0.31.13:
data/index
raws
entity_default.txt -- START_GROUP NUMBER is gone
made horn silver use the stone template
moved all native metals off of metal template
******************************************************
Auxiliary file changes for 0.31.12:
data/index
raws
creature_standard.txt -- added an extra NONE to kobold rates
******************************************************
Auxiliary file changes for 0.31.11:
data/index
data/help -- a few typos in files here
raws
creature_large_ocean.txt -- removed duplicate cluster number on tuna
creature_large_temperate.txt -- buzzard given MUNDANE flag, corrected typo in deer description
creature_large_tropical.txt -- vulture given MUNDANE flag
creature_large_tundra.txt -- corrected hair name for musk ox (was skin)
creature_next_underground.txt -- gave giant earthworm larger size
creature_other.txt -- removed duplicate natural tag from a few entries
creature_small_mammals.txt -- removed duplicate natural tag from all entries
creature_subterranean.txt -- removed duplicate natural tag from a few entries
******************************************************
Auxiliary file changes for 0.31.10:
data/index
data/help/a_keys -- added the 'x' instructions
******************************************************
Auxiliary file changes for 0.31.09:
data/index
data/speech
several files shortened
interface.txt
new keys
[A_ACTION:X]
[A_ACTION_CREATE:C]
[A_ACTION_BUTCHER:B]
raws
various numbers changed for weapons, ammo, materials (esp. metals)
rock sharpening reaction in reaction_other
new announcement
ANNOUNCEMENT_ADV_REACTION_PRODUCTS
******************************************************
Auxiliary file changes for 0.31.07:
data/index
data/init/init.txt, SDL version
mode examples added
data/init/d_init.txt
[PILLAR_TILE:'O']
interface.txt, SDL version
new keys
[BIND:FPS_UP:REPEAT_SLOW]
[SYM:4:Equals]
[BIND:FPS_DOWN:REPEAT_SLOW]
[SYM:4:Minus]
******************************************************
Auxiliary file changes for 0.31.06:
data/index
Non-legacy init.txt is set to 2D mode by default now
raw/objects/creature_annelids.txt
removed duplicate natural tag from worm
raw/objects/creature_domestic.txt
removed duplicate child tag from donkey
added trade capacity to horse
raw/objects/creature_insects.txt
removed duplicate color/tile tag from monarch butterfly
raw/objects/creature_large_tropical.txt
removed common domestic and pack animal from warthog
raw/objects/creature_small_ocean.txt
removed duplicate no sleep tags from oyster and mussel
raw/objects/creature_standard.txt
removed duplicate pet value tags from ice wolf, nightwing and werewolf
removed extra NECK from hydra body
raw/objects/inorganic_stone_layer.txt
removed duplicate obsidian melting point
raw/objects/language_words.txt
firey -> fiery
raw/objects/material_template_default.txt
updated many of the values so that for instance teeth aren't like skin in many ways
******************************************************
Auxiliary file changes for 0.31.05:
data/index
Non-legacy init.txt has new options:
[KEY_REPEAT_ACCEL_LIMIT:8]
[KEY_REPEAT_ACCEL_START:10]
******************************************************
Auxiliary file changes for 0.31.04:
data/index
init.txt has been broken up into init.txt, d_init.txt and colors.txt
For non-legacy versions, interface.txt has a different format and a few extra keys related to zoom and macros.