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Author Topic: Dwarf Fortress 0.31.22 Released  (Read 46684 times)

Toady One

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Dwarf Fortress 0.31.22 Released
« on: March 24, 2011, 07:26:49 am »

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

Here's the second large bug fix release for 0.31.19.

Major bug fixes
   (*) Fixed a linux crash from units leaving the map with a kill order on them
   (*) Fixed a crash from tileless burrows
   edit: (*) Fixed adv mode crash on service conversation option
   (*) Made healthcare work for dwarves that need crutches
   (*) Made healthcare/hospitals handle plaster/casts properly
   (*) Stopped creatures from attacking across several Z levels
   (*) Stopped hospitals from stocking everything, ignoring the item caps
   (*) Stopped pots from storing almost infinite numbers of items
   (*) Stopped inaccessible spam from cleaning jobs with soap
   (*) Made fish appear in many situation where they were erroneous missing (old forts will still be off, unfortunately)
   (*) Stopped massive lag from certain ghosts
   (*) Fixed up bone artifacts
   (*) Cleaned up persistent activities and squads that were lingering
   (*) Sorted out an issue with combat/training bolts

Other bug fixes/tweaks
   (*) Made pots show up in the trade depot list
   (*) Better stockpile options for stone, blocks, metal clothing, etc. and fixed some broken existing options
   (*) Cleaned up some issues with glass items
   (*) Wooden/bone crossbows specifically selectable from uniform screen now
   (*) Made migrant hunters recognize their crossbows properly
   (*) Changed how skills are applied to job products -- attributes are accounted for properly and skills should work in adv mode now, but you'll notice a different distribution of qualities in the final product, especially for no/low skill when differing attributes are involved
   (*) Stopped surgery cancellations over patient not resting in some circumstances
   (*) Ungummed up the hauling system from certain stale jobs
   (*) Made lavish etc. meals take the proper number of item piles
   (*) Made magma forges available more regularly to mood dwarves
   (*) Stopped raw processing from including backup files
   (*) Fixed some capybara and panda typos and tweaked giraffe and reptile eggs
   (*) Cleaned some trouble with grass regrowth and generic "grass" tiles
   (*) Made recentering hotkeys work in other dwarf modes (ones with x cursors)
   (*) Fixed broken readout for completed jobs in unit health screen
   (*) Cleaned up spam from rest jobs from webbed dwarves
   (*) Fixed broken key in hospital zone mode
   (*) Moved underground camp creatures from civ list and stopped their items from being counted in fortress wealth
   (*) Stopped underground theft announcements in hidden areas from being displayed
   (*) Fixed various ugly blank "" names in legends mode
   (*) Fixed a random number overflow from creatures with no attacks

New stuff
   (*) Sponsored animals included: penguin, platypus, badger, moose, along with related buddies
   (*) Rodent men underground
   (*) Invader mounts/monsters have first names
« Last Edit: March 24, 2011, 09:12:47 am by Toady One »
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Valrandir

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Re: Dwarf Fortress 0.31.22 Released
« Reply #1 on: March 24, 2011, 07:28:30 am »

Amen.

Valrandir

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Re: Dwarf Fortress 0.31.22 Released
« Reply #2 on: March 24, 2011, 07:29:01 am »

This is donation worthy.
I will be generous.

Urist McDepravity

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Re: Dwarf Fortress 0.31.22 Released
« Reply #3 on: March 24, 2011, 07:31:17 am »

Finally these annoying healthcare bugs fixed. Too sad I don't have time to play DF for some weeks  :'(
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stool

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Re: Dwarf Fortress 0.31.22 Released
« Reply #4 on: March 24, 2011, 07:33:14 am »

Thank you, sir! this is a masterpiece for sure.
I've been waiting a long time for this one, will save up some money to preserve the toad asap.
 :) weeeee!!!
edit: my main monitor broke down right after making this post :(.
« Last Edit: March 24, 2011, 09:34:35 am by stool »
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BulMaster

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Re: Dwarf Fortress 0.31.22 Released
« Reply #5 on: March 24, 2011, 07:34:00 am »

Wohoooo!
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Noodz

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Re: Dwarf Fortress 0.31.22 Released
« Reply #6 on: March 24, 2011, 07:40:29 am »

Downloading RIGHT NOW
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Toady One

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Re: Dwarf Fortress 0.31.22 Released
« Reply #7 on: March 24, 2011, 07:41:19 am »

I'm going to be sifting through old emails and things like that for the next some days, so I should be able to deal with any catastrophic failure in this release pretty quickly, though I'll have to sleep a bit.
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Areyar

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Re: Dwarf Fortress 0.31.22 Released
« Reply #8 on: March 24, 2011, 07:44:11 am »

Don't forget to put some time into the much post-poned end-month project. :)
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Xelanthol

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Re: Dwarf Fortress 0.31.22 Released
« Reply #9 on: March 24, 2011, 07:44:34 am »

AWWWWWWWWWWWWWWWWWWWWWWWWWWWWW YEAHHHH! In chem right now but will dl afta! Saweet
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analog

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Re: Dwarf Fortress 0.31.22 Released
« Reply #10 on: March 24, 2011, 07:48:48 am »

At work right now...
Should I risk it all for a quick play-test  :-[ It's not like anyone can see my screen.

Okay, I stopped myself from procrastinating even more. Just 2 more hours and I'll finally be able to see all those cripples walk again! It'll be like dwarf-Jesus passed by  8)
« Last Edit: March 24, 2011, 09:35:42 am by analog »
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Johuotar

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Re: Dwarf Fortress 0.31.22 Released
« Reply #11 on: March 24, 2011, 07:59:42 am »

Strike The EARTH!   
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Greiger

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Re: Dwarf Fortress 0.31.22 Released
« Reply #12 on: March 24, 2011, 08:15:16 am »

Muahaha just in time for me to be off school til monday!

And finally soap will work without spamming constantly!  Yay that was the big thing I was waiting on!  Though sorta on that vein, and this probably isn't the right thread for questions what is the difference between non-healthcare related cleaning with just water and water+soap?  Anybody know?
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Rumrusher

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Re: Dwarf Fortress 0.31.22 Released
« Reply #13 on: March 24, 2011, 08:26:39 am »

hmm I guess for adventurers get the ability to Mod craft better items now. or those with out mods put a shine on those sharpen rocks.
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Jacos

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Re: Dwarf Fortress 0.31.22 Released
« Reply #14 on: March 24, 2011, 08:27:47 am »

Does adventure mode still crash when you ask about service, and are castles still often filled with animals?
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Every few miles, [the dwarves] stop the cart.  One of the dwarfs (sic) gets off, digs a hole down below the dirt layers, licks the bedrock, and then they know exactly where they are.  It's called GPS: Geological Piquancy Sampling.
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