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Author Topic: Newest Batch of Fixes  (Read 2318 times)

Girlinhat

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Newest Batch of Fixes
« on: March 21, 2011, 01:44:49 pm »

For those of you who don't check the main page often...
Quote from: Toady
I have a few more bugs I want to look at, and some sponsorship beasts to add, and then I'll put up the next release. Here's the latest:

    * fixed up bone artifacts
    * stopped crash in linux from critters with kill orders on them leaving the map
    * stopped a crash from tileless burrows
    * cleaned up a lag problem from ghosts and some other general lag issues
    * made recentering hotkeys work in dwarf modes with cursors
    * stopped surgery cancellation over patient not resting in some circumstances
    * fixed fish availability problems based on temperature (old saves will still be missing them)
    * made adv mode crafts use skill properly, involved an attribute rewrite which will also affect dwarf mode
    * fixed ,"" style names for historical figures in legends and gave invader mounts/monsters first names
Does this mean I can stop bothering with coffins?

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Re: Newest Batch of Fixes
« Reply #1 on: March 21, 2011, 01:47:44 pm »

So long as you don't mind your dwarves getting unhappy, battered and/or dead. It would be fun to run a necropolis fort or somesuch, but there isn't any reliable way of making sure that certain residents aren't bothered by the ghosts, besides just keeping the death at a distance from them.
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Girlinhat

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Re: Newest Batch of Fixes
« Reply #2 on: March 21, 2011, 01:55:21 pm »

Who cares?  More migrants will come.  They can get killed by ghosts, another will show up next season!  This has -fantastic- opportunity for my idea of a dark fort.  Full of corpses, ghosts, bloodstains, and statues of engravings of ghosts.

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Re: Newest Batch of Fixes
« Reply #3 on: March 21, 2011, 01:57:37 pm »

Sure, I don't care at all about the general populace, but the problem is that there's no way of protecting those who do matter.
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Urist Imiknorris

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Re: Newest Batch of Fixes
« Reply #4 on: March 21, 2011, 02:02:35 pm »

Another consideration: Some ghosts will topple your furniture.
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I don't know how it works. It does.
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YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
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If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

Uristocrat

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Re: Newest Batch of Fixes
« Reply #5 on: March 21, 2011, 02:03:33 pm »

Who cares?  More migrants will come.  They can get killed by ghosts, another will show up next season!  This has -fantastic- opportunity for my idea of a dark fort.  Full of corpses, ghosts, bloodstains, and statues of engravings of ghosts.

Just be careful of what your levers do.  It sounds like ghosts may pull levers on you.  That could really be !!FUN!! ...
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You could have berries on the rocks and the dwarves would say it was "berry gneiss."
You should die horribly for this. And I mean that in the nicest possible way.

Urist Da Vinci

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Re: Newest Batch of Fixes
« Reply #6 on: March 21, 2011, 02:07:25 pm »

Quote from: Toady
* fixed up bone artifacts

Now I can stop causing unfortunate accidents for my bone carvers and 33% of all non-moodable skills.

Girlinhat

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Re: Newest Batch of Fixes
« Reply #7 on: March 21, 2011, 02:09:47 pm »

Another consideration: Some ghosts will topple your furniture.
I've gotten this message plenty.  Urist McGhost has toppled a bed!  But I never actually saw it.  Either the dwarves placed the bed back, or it never happened.  No matter how fast I tried to catch it, I never saw a loose bed.

Urist McGyver

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Re: Newest Batch of Fixes
« Reply #8 on: March 21, 2011, 02:17:25 pm »

And you have no problems with berserk ghosts murdering dwarves, which in turn return as berserk ghosts that murder other dwarves, which in turn causes a tantrum spiral that berserks dwarves, causing a whole lot of !!FUN!!?
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It's treated as completely normal because this is Dwarf Fortress.  There's absolutely nothing wrong with surrounding yourself with a wall of flames, only to later realize that you're surrounded by a wall of flames.
There's nothing that can't be solved by hurling fifteen roc birds at it.

Girlinhat

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Re: Newest Batch of Fixes
« Reply #9 on: March 21, 2011, 02:25:44 pm »

Not for one particular idea.  Plus, I wanna try and get some legendary soldier dwarves and see if they'll defend my fort :D

If you'll remember my "engineered misery" thread, I want to put up some rather depressed and harassed dwarves.

Urist McGyver

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Re: Newest Batch of Fixes
« Reply #10 on: March 21, 2011, 02:34:13 pm »

Oh yes, I remember. Its like playing "The Sims" trying to make your sims's life into hell on earth, only with magma, murderous ghosts, an angry, violent and sadistic overseeing titan and, of course, catsplosions.
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It's treated as completely normal because this is Dwarf Fortress.  There's absolutely nothing wrong with surrounding yourself with a wall of flames, only to later realize that you're surrounded by a wall of flames.
There's nothing that can't be solved by hurling fifteen roc birds at it.

Girlinhat

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Re: Newest Batch of Fixes
« Reply #11 on: March 21, 2011, 02:41:41 pm »

Actually, my ultimate goal is to make a very dark, haunted fortress for an adventurer to explore, brimming with statues of death and ghosts, and littered with chaos and disarray.  What was the movie?  Event Horizon.

Lord Braindead

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Re: Newest Batch of Fixes
« Reply #12 on: March 21, 2011, 02:49:57 pm »

The question is how far the ghosts travel. When the area they haunt is finite then you can build a fort overground for dwarves you want to keep safe and happy and have all the chaos and murder down in the caverns where the scum lives.
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Urist McGyver

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Re: Newest Batch of Fixes
« Reply #13 on: March 21, 2011, 02:53:47 pm »

Capture Undead, release Undead, abandon, explore.
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It's treated as completely normal because this is Dwarf Fortress.  There's absolutely nothing wrong with surrounding yourself with a wall of flames, only to later realize that you're surrounded by a wall of flames.
There's nothing that can't be solved by hurling fifteen roc birds at it.

Girlinhat

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Re: Newest Batch of Fixes
« Reply #14 on: March 21, 2011, 02:54:15 pm »

They seem to gather around specific areas or specific dwarves.  I had a ghost of a caravan guard hang around my goblin slaughter pit.  I don't know if he was following bloodshed or following my militia captain.  I've had others hang around certain dwarves, haunting their friends or grudges.  Not to mention the usual, where a drowned dwarf will hang around his Special Murky Pool.  Overall, I think it should be simple enough to section off dwarves from ghosts.
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