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Author Topic: Dwarf Fortress 0.31.23 Released  (Read 28821 times)

Vigilant

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Re: Dwarf Fortress 0.31.23 Released
« Reply #45 on: March 26, 2011, 02:33:06 pm »

Do we still have the bamboo epilepsy situation?
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monk12

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Re: Dwarf Fortress 0.31.23 Released
« Reply #46 on: March 26, 2011, 03:03:10 pm »

Huzzah! The wounded walk once more!

Footkerchief

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Re: Dwarf Fortress 0.31.23 Released
« Reply #47 on: March 26, 2011, 03:10:44 pm »

Do we still have the bamboo epilepsy situation?

The bug hasn't been marked as fixed, but you can fix the symptoms by adding a tag to bamboo (I haven't marked it "Probable Quick Fix" because the game also apparently fails to set a default value in code).
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jxk254

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Re: Dwarf Fortress 0.31.23 Released
« Reply #48 on: March 26, 2011, 03:27:47 pm »

Awesome job as always... I have a paper due this weekend too  >:(

Been a long time fan, but just a lurker on the forums until now.  I registered to encourage people to donate a bit if you can.  Even if its just a couple bucks.  I get countless hours of joy out this time-sucking mega-beast, and I think it Toady deserves a little love back.
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Edosurist

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Re: Dwarf Fortress 0.31.23 Released
« Reply #49 on: March 26, 2011, 03:31:42 pm »

Aw! I kinda liked how the goblins fought to the death before they even got to the front gate...
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So now all we've got to do is to put a couple of grannies into the LHC and smash them against each other at relativistic speeds. Lather, rinse, repeat until we got results.

JimiD

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Re: Dwarf Fortress 0.31.23 Released
« Reply #50 on: March 26, 2011, 03:32:29 pm »

FPS leapt from low 30s to mid 40s.

Talk about icing on the cake!

Great work.
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TolyK

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Re: Dwarf Fortress 0.31.23 Released
« Reply #51 on: March 26, 2011, 03:55:15 pm »

WOW I'm getting 15 fps instead of 3! OMG!
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just do whatevery tolyK and blame it as a bastard mod
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At this point?  TolyK.

TomiTapio

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Re: Dwarf Fortress 0.31.23 Released
« Reply #52 on: March 26, 2011, 04:05:13 pm »

Spoiler (click to show/hide)
Looks like Truetype + exotic character messing up "an interrupted by turkey" announcement.
I had one embark with one third of the fps I expected from a 2x2 map.
« Last Edit: March 26, 2011, 04:09:34 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
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Eoganachta

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Re: Dwarf Fortress 0.31.23 Released
« Reply #53 on: March 26, 2011, 04:13:09 pm »

Less lag and more FPS! The Toad has blessed his little tadpoles!
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Khift

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Re: Dwarf Fortress 0.31.23 Released
« Reply #54 on: March 26, 2011, 04:28:29 pm »

There is only one thing that I am happier to see than bug fixes, and that would be FPS improvements. Delivery on both fronts?

I think it's called ecstasy.
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Dante

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Re: Dwarf Fortress 0.31.23 Released
« Reply #55 on: March 26, 2011, 04:31:14 pm »

Lol I just noticed that Giant Penguins have the mount_exotic tag!  Awesome, just... awesome.

Welp, nothing for it but to give them [FLIER] and [DRAGONFIREBREATH] and [EVIL], then.

Rafal99

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Re: Dwarf Fortress 0.31.23 Released
« Reply #56 on: March 26, 2011, 04:39:14 pm »

Wow, over 10% performance improvement just after some "quick tweaks"!
Isn't it awesome? Would be great to see more changes like this.
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It explodes in gore!
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monk12

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Re: Dwarf Fortress 0.31.23 Released
« Reply #57 on: March 26, 2011, 04:54:01 pm »

This is kindof odd- I've got a dwarf with all kinds of damage, notably overlapping fractures in his shoulder. Every day for the past 2 months (excepting when the doctor is eating/sleeping/drinking) he's received a diagnosis and/or was placed in traction. His treatment screen only says "Crutch Required" most of the time, excepting right before he gets traction. The reason I started watching his case is because I was hoping to watch my little guys walk around on crutches.

Bug, or incomplete understanding of medical care on my part?

Bouchart

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Re: Dwarf Fortress 0.31.23 Released
« Reply #58 on: March 26, 2011, 05:14:18 pm »

Is it just me or does it seem like dwarves make lower quality goods now?
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Psieye

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Re: Dwarf Fortress 0.31.23 Released
« Reply #59 on: March 26, 2011, 05:26:35 pm »

Yeah the changelogs mentioned that - attributes matter now, as well as skill. Perfectly fine as I got tired of seeing unlimited master works.
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