Thats a truetype problem. Press F12 to toggle it ingame. OR use the new version, since TodayOne fixed some truetype related stuff.
I did not plan on uploading this so soon, but if Today offers a patch, who am I to withhold it from you guys
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#### PATCH 1.4.1 #############
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Fixed baboon body parts.
Deleted duplicate weasel and tapir.
Added wanderers friend mod for adventure mode.
Nerfed brick making. You can now use stone boulder to burn brick blocks.
Removed Furniture Workshop.
Removed metal/glass beds and dismanteling of wooden furniture. Was mostly unused.
Moved wooden mechanism, quern and millstone to craftsmans workshop.
Fixed naming for wild fig seeds. (the empty place in the seed stockpile)
Added bread mat to the 7 remaining FloraFauna flours. Missed them last time since they are in a different file.
Renamed the fake plant version I needed for the royal drink upgrades to "royal plant name" to avoid confusion. Stockpiles should now list two, the normal ones, and the royal ones.
Added diplomat and Hoardmaster (the drow trade liason) to drows.
Drows shouldnt bring dwarven constructs, gems and stones anymore.
Added reaction to screw press: Press oil from pig tails. NEEDS TESTING. Tested, needs more work. ^^
Removed rock spiked ball
Changed labors in stonecutter. Now only needs mason/stonecrafter.
Applyed dragonflys patch for animal wool/yarn/thread/cloth. Tested, works.
Added flobulons patch for golem making. NEEDS TESTING, but looks ok.
Fixed Guild joining reactions. Formerly only accepted normal dwarves, now savants/castes as well.
Added [ITEMCORPSE:BAR:NO_SUBTYPE:INORGANIC:STEEL] to all armored pets. They will now leave a steel bar upon death.
Gave all landmines [POP_RATIO:1], flash landmines (weakest) has [POP_RATIO:1000] Hopefully migrants only arrive with flash landmines now.
Added this to dwarves, to nerf fishing a bit:
[SKILL_RATE:PROCESSFISH:15:60:12:120]
[SKILL_RATE:DISSECT_FISH:15:60:12:120]
[SKILL_RATE:FISH:15:60:12:120]
Removed bandicoot mans, were causing errorlogs.
Removed common_domestic from drow lizards/drow rothes and set freq to 0. Should only arrive in caravan.
Added true necromancy to warlock necromancers. The invaders can raise the dead now. No idea how this will turn out though.
Made coaldust/black lung 50% less likely.
Applied smakemupagus wood fix.
Woods have now different colors and different values, as intended.
Changed paper/vellums. You now make a bookcover from leather, and get pages made of paper.
Logs => press to paper => paper pages.
Leather => make bookcover => leather cover.
Leather Cover + 5 pages => 1 blank book.
This way book making is a little harder, and it fixes the problem with people confusing vellums with paper.
Removed the "black bible" (necromancer ingredient) from dwarves. Now only aviable through drows.
Removed Finishing Forge. Moved "hammer coarse iron" to crucible. One building less.
Removed blocked tiles from gunsmith, blast furnace and crucible, to make them easier to build upon magma.
Removed need for fuel from the Alchemist.
Removed Magma Alchemist. One building less.
Removed rune and armorplate making from engineer. Was mostly for testing anyway. Make runes in weaponry and armorplates in armory, like it should be.
Removed Trap Mechanism. Instead you need 2 normal mechanisms now. Was rather pointless, since a trap mechanism was made of 2 normal mechanism anyway, I rather use 2 normal ones then. Easier for people to see.
Removed Siegershousebar. Moved Drink of Courage (for non-fleeing siege operators) to Fountain. One building less.
Renamed the drow toys. Some sounded weird with the material name in front.
Frozen Root Muck Oil in Embark Screen under Powder should be fixed (TESTING)
Fixed Ironwood seeds (TESTING)
Removed second coal from need from Arc Furnace. Now magma arc furnace makes a lot more sense.
Added (from ore) to the slade reaction, so people dont try to use the Slade STONE for it.
Made unstable warpstone rare, it now appears ONLY in normal waprstone veins.
Adde 3 new reactions to the transmutation chamber. Bronze to Aluminum, Aluminum to Bronze and Artifical Emeralds.
Remade "create artifical star rubies" to "create artifical diamond"
Now you have 2 more metals, and one reaction each for clear glass, green glass and crystal glass.
Removed three reactions in the stone grinder that pointed to removed stone: Mircrocline, Rock Salt and Sandstone.
Changed color of cave fungus slime (TESTING)
Fixed: Make oil from pig tail (TESTING)
Added oil reagent back to: Harden leather, now named: Boil leather in oil.
Added reaction to screw press: Press water from quarry leaves. (TESTING)
Added naturally occuring "small" trees (plants/bushes). These can be harvestet like plants and cut to wood in the timberyard.
Added hotkeys to scriptorium reactions
Added hotkey to philosophers garden reactions
Added hotkeys to gem workshop reactions.
Added hotkeys to all library reactions.. (these are alphabetical, otherwise too confusing)
Renamed hotkeys for all archeology reactions
Added hotkeys to arc furnace reactions.
Added hotkeys to brick oven reactions.
Added hotkeys to stonecutter reactions.
Remade hotkeys for blast furnace and crucible reactions.
Added hotkeys to transmutation chamber reactions.
Added hotkeys to metallurgist reactions.
Added hotkeys to alchemist reacions.
Added hotkeys to javelin caster reactions.
Added hotkeys to temple/shrine/altar reactions.
Added hotkeys to timberyard reactions
added hotkeys to armory reactions
Added hotkeys to pet armory
Added hotkeys to brewery reactions. (never thought that it would be such an amount of reactions,wow)
Raised solid density for all boiling stone, hopefully this creates more gas.
Updated Beginners Embark Profile (it had indeed 2 birds and 4 nestboxes.ups)
Added reaction to create holy warrior (untested in combat) Humans sell the needed ingredient. (holy bible)
Added reaction to create necromancer (untested in combat) drows sell the needed ingredient. (black bible)
Renamed drow profession names to more fitting titles. (No more: drow sworddrow)
Lowered value of the 6 new metals a bit. (arc furnace metals)
Removed Winter as growing season from all surface plants (vanilla) You cant grow these in winter anymore.
Added blueprints to the building mats for: Gunsmith, Ammunition Mint, Armory, Weaponry.
Humans and drows trade blueprints.
Dwarven physics lab can research blueprints, but has a high fail rate. might cause injury and death.
Added plant experiment to physics lab. Takes random seeds, makes random plants. (idea stolen from narhiril, thx)
Switched CUll historical persons from YES to NO, since it appearently causes crashes (after reading todays changelog)
Raised trigger for drows, they come later in the game
raised trigger for humans a little bit.
Added a 50% chance to keep the oil when boiling leather in it.
Added custom elven melee weapons
Gave musket and flint lock to humans for trading (since they sell gun blueprints, it is only logical that they have guns)
Added unique weapons to humans: handcannon. shoots cannonballs, heavy blunt damage.
The golemforge now needs magma and a golem heart to be build.
Golem hearts can be obtained from the temple, OR drow traders.
Removed darklight iron (test mat, but name too long) and added: demonbone(iron) and bloodsteel (steel) to drows.
Added about 25 clothing items back to the game. OFF be default, if you want to kill your Fps, this is your choice.
Changed labor for "imbueing life to golems" to EXTRACT_STRAND.
Added phoebus tileset assembler back in. Got lost when I deleted the savegame updater (since this one does not work with the mod)
Tweaked appearance of allies. In theory:
Dwarves first year. Dwarves+Elves second year, Dwraves+Elves+Humans third year, Dwarves+Elves+Humans+Drow fourth year. Depending on how fast you advance I think that drow/humans might come early, but your wealth/population will also attract invaders then. Your choice.
Updated Manual
Updated GUI. New selection:
Engineer. Turns engineer on/off
More clothing. Adds a big selections of clothing back to the game. WARNING: WILL KILL YOUR FPS (in the long run)
Simple Trading. Removes toys and instruments from friendly civs. Less flavor, but also faster trading.
Fixed mat fixed temp in all upgraded steels
Fixed smith/craft mixup in guilds.
Added oil as reagent to polish wood into fairwood.
Added new dfhack.
Added mouse fortress.
Added reagents to the temple reactions:
Golem heart needs an iridium bar. 35% chance of sucess.
Necromancers need a black bible and 10 bodyparts.
Healers/Priests need a holy bible and 5 drinks/5plants.
Added reagents to research reactions.
Normal research takes a flask and 1 boulder, 75% chance to preserve flask.
Magma reserach takes a flask, 1 boulder and 1 flux stone. 75% chance to preserve flask.
Updated to 34.03 !!!
PS: If I consider the fact that 15 people signed up for it, the wiki is going quite slow. I dont like to have conflicting sources of info, in this case manual vs. wiki. You can for now copy anything from the manual as you wish, that should fill it up a bit.
PPS: flobulon: The flowcharts are amazing and it would be very nice if you find the time to make more, for whatever building you find appropiate.