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Author Topic: Dwarf Fortress 0.31.25 Released  (Read 184534 times)

Vehudur

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Re: Dwarf Fortress 0.31.25 Released
« Reply #135 on: April 01, 2011, 03:39:21 pm »

I am drowning in updates.

And enjoying every second of it.
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LoSboccacc

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Re: Dwarf Fortress 0.31.25 Released
« Reply #136 on: April 01, 2011, 05:33:53 pm »

it's just my fort, or are cats not adopting anyone since the .25 release?
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Megaman

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Re: Dwarf Fortress 0.31.25 Released
« Reply #137 on: April 01, 2011, 05:50:45 pm »

They no longer do so.
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Levi

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Re: Dwarf Fortress 0.31.25 Released
« Reply #138 on: April 01, 2011, 05:51:30 pm »

They no longer do so.

Awesome.  No more kitten killing machines for me!
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Lord Darkstar

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Re: Dwarf Fortress 0.31.25 Released
« Reply #139 on: April 01, 2011, 06:05:18 pm »

Cats still adopt. When I started my new 0.31.25 fortress, as soon as I unpaused in my new embark, both of the cats I brought for vermin control adopted my mechanic.
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Newbunkle

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Re: Dwarf Fortress 0.31.25 Released
« Reply #140 on: April 01, 2011, 08:48:47 pm »

Yeah, mine adopted my miner. It seems to have slowed down a little though.
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SocietalEclipse

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Re: Dwarf Fortress 0.31.25 Released
« Reply #141 on: April 01, 2011, 11:55:54 pm »

I think the important part about wagons carrying more was that there was less junk items and more heavy stuff, like iron/steel etc. But a filter option like in embark adding items screen would be kick ass. Some sort of item quality filter also, so you can dump all your low quality items quickly without accidently bartering priceless items that ended up in your bins. Dont see it happening any time soon, but would be nice...
Forbid Masterwork/Artifact qualities from the Finished Goods stockpile nearest the Trade Depot and make another stockpile that only accepts Masterwork/Artifact to get your bins sorted.
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Ethicalfive

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Re: Dwarf Fortress 0.31.25 Released
« Reply #142 on: April 02, 2011, 04:22:19 am »

Cheers, will have to try that out. Just learned about the take from stockpile feature from the latest captnduck tutorial, that could be used to take the masterworks and artifact items out into another pile too right?
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Psieye

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Re: Dwarf Fortress 0.31.25 Released
« Reply #143 on: April 02, 2011, 05:20:54 am »

To my knowledge, cats will only adopt dwarves who like cats now.
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TolyK

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Re: Dwarf Fortress 0.31.25 Released
« Reply #144 on: April 02, 2011, 05:41:37 am »

To my knowledge, cats will only adopt dwarves who like cats now.
???
...
 :o
...
OH GOODY!
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Spectre Incarnate

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Re: Dwarf Fortress 0.31.25 Released
« Reply #145 on: April 02, 2011, 07:06:30 am »


They used to bring more?!  God please no.  Not until there's a quicker way to filter or scroll through the item list.
You can't filter, but you can Page Up / Page Down to scroll.

The changes through 31.25 were enough not only to get me off my .18 version, but also to donate. Thanks for the bugfixes, Toady!
Same here, last major fort was .18 as well. Was being patient for most of the new, larger issues to be worked out before scoping out the real estate, and it sounds like this newest set of versions are turning out to be fairly stable, so can't wait to try the latest one out.

it's just my fort, or are cats not adopting anyone since the .25 release?
They're probably refusing to adopt people who don't like cats. There is an [ADOPTS_OWNER] tag for cats now that you can remove completely if you wish. (I don't know if that would require genning a new world or not.) I personally think it's cute and quite realistic for cats to latch onto people they think are interesting, regardless of having to kill kitten sprites for FPS. I don't think they should be restricted to dwarves who like cats, though, as some cats go to people who don't like cats to try and win them over, or to hurt/ill people to cheer them up.

« Last Edit: April 02, 2011, 07:12:36 am by Spectre Incarnate »
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darkflagrance

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Re: Dwarf Fortress 0.31.25 Released
« Reply #146 on: April 02, 2011, 02:06:45 pm »


They used to bring more?!  God please no.  Not until there's a quicker way to filter or scroll through the item list.
You can't filter, but you can Page Up / Page Down to scroll.

The changes through 31.25 were enough not only to get me off my .18 version, but also to donate. Thanks for the bugfixes, Toady!
Same here, last major fort was .18 as well. Was being patient for most of the new, larger issues to be worked out before scoping out the real estate, and it sounds like this newest set of versions are turning out to be fairly stable, so can't wait to try the latest one out.

it's just my fort, or are cats not adopting anyone since the .25 release?
They're probably refusing to adopt people who don't like cats. There is an [ADOPTS_OWNER] tag for cats now that you can remove completely if you wish. (I don't know if that would require genning a new world or not.) I personally think it's cute and quite realistic for cats to latch onto people they think are interesting, regardless of having to kill kitten sprites for FPS. I don't think they should be restricted to dwarves who like cats, though, as some cats go to people who don't like cats to try and win them over, or to hurt/ill people to cheer them up.

Didn't cats already only adopt owners who liked cats? If you allow dwarves to adopt animals in general, animals will only be adopted by dwarves who have preferences for them; this fact was true in versions other than this one.

What we should really be allowed to do is butcher pets at any time, with the associated Bad Thought.
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thvaz

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Re: Dwarf Fortress 0.31.25 Released
« Reply #147 on: April 02, 2011, 03:46:12 pm »

Quote
What we should really be allowed to do is butcher pets at any time, with the associated Bad Thought.

And grudge against the butcher and/or mayor. :)
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NW_Kohaku

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Re: Dwarf Fortress 0.31.25 Released
« Reply #148 on: April 02, 2011, 04:48:01 pm »

I did a quick search, and am not sure if this was reported in a thread like this yet, but badgers seem to be very, very aggressive creatures (especially for their size and relative lack of threat). 

When setting up some fortresses for testing purposes, I seem to get a lot of combat reports suddenly popping up, indicating badgers had flown into rage (x7) and were chasing random dwarves or yaks around the map.  Forutnately, badgers are fairly weak, and a single kick cripples one, but after they wake up from falling unconscious, they just go back to chasing dwarves again. 

I'm not sure what the dwarves were doing (besides milling around the surface while my first tunnel was only partly excavated), but the badgers seem like some sort of hyperagressive dwarf-seeking missile that will hunt dwarves down in spite of dwarves doing nothing to really provoke them besides stand near them. 

(And giant badgers are apparently something that would terrify a war elephant.)

Apparently, PRONE_TO_RAGE makes them very prone to rage, even when set at 1, because they are almost constantly flying into rages. 

Amusingly, in testing this, I set 16 badgers against a single elephant, and they basically managed to somehow dogpile and knock the elephant unconscious, and very, very, very gradually nibble it to death.  All the while, they were constantly flying into and dropping out of rages... even though the target was an unconscious lump just sitting there.
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proxn_punkd

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Re: Dwarf Fortress 0.31.25 Released
« Reply #149 on: April 02, 2011, 04:58:59 pm »

Not sure what dark pacts with beings best forgotten you made for this, Toady, but I upgraded to 31.25 today and Craftgates went from a little less than 50 FPS to the low 80s, so I thank you wholeheartedly for it.
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