I think I promised an update once dfhack for 34.11 is released.
As Meph just said - in 3 months. He is riding 6000 km long journey and uses netbook with wifi in macdonalds to answer forum:) Not a chance for update this way:)
Nothing is impossible. 3h in a McDonalds, with Wifi and power, one large iced coffee, and a forestfire in my way from here to Durango... all of these mixed give you this:
- Updated to 34.11
- Updated dfhack, Therapist and Mousefortress
- Golems are prone to rage again and fight
- Turret ammo is not collected anymore
- Fixed Altar of Armok Reaction
- Removed non-working "recycling armor", "season drink" "brew custom drink" reactions
- Removed dragonfire storms, were leftovers from testing.
- Sand has now a different color then farmplots.
- All fixes zenerbufen & users have collected.
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###### PATCH 1.9.3 ######
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- Updated to Df 34.11
- Updated Therapist
- Updated Dfhack
- Updated Mouse Fortress
- Fixed spelling errors
- Added Prone To Rage back to Golems
- Replaced tradeable Irongolems with Brassgolems (weaker)
- Added [DO_NOT_CLEAN_GLOB] to Bullet and Slade turret ammo
- Raised material value of living stone. (Could be bought for 1 at embark, and made into meat)
- Lowered frequency (20%) and size (by a degree of 10) of sauropods. Sorry, I know they are somewhat a fan favourite, but too strong.
- Fixed "Sacrifice Alcohol" reaction
- Removed the two troublesome brew drink/season drink reaction,and multipled the reagents for the brewery by 150.
- Moved the 3 "Armok-Gems" into normal gameplay, no longer linked to harder mining.
- Fixed "make fancy wooden bedroom set" reaction
- Lowered frequency of wild warbeasts (the 5 special ones) from 10 to 1.
- To make things easier for now: Wards are 5 times the size, life 10-20 years and all of them can be ordered at a caravan.
- Changed Bayonet making from FORGE_ARMOR to FORGE_WEAPON skill. Got mixed up.
- Furniture Maker now uses fitting skills. Formerly only masonry, now mason for stone, carpernter for wood, metalcraft for metals and bonecarv for bone.
- Disabled the broken "recycle creature armor" reactions
- Fixed iron-armoring creatures. Formerly only accepted steel, sorry for the copy-pasta...
- Deleted dread fungus
- Removed dragonfire storms. (they were for testing only)
- Recolored sand_tan. Should be a little lighter then Farmplots now (Phoebus only)
- Fixed "pray for golem heart" reaction in Temple.
- Removed custom brewing and seasoning reaction in still/brewery for now.
- Secret FUN button now shows corretly if the option is ON or OFF
- Turned Illithids OFF by default, enabled Warlocks instead. Still baffled why they cause crashes.
Toadys Fixes:
Major bug fixes
(*) Stopped crash from forbidden or otherwise lost containers in haul jobs
(*) Stopped crash from naming routes when no routes are present
(*) Stopped crash from renaming non-squads in the military screen
(*) Stopped adventurer from turning into an underground creature when solid ground for placement couldn't be found
(*) Stopped children from having missing/damaged clothing thoughts
Other bug fixes/tweaks
(*) Stopped dwarves from walling/isolating themselves oftentimes
(*) Worker chooses the closest tile instead of preferring tile at the top left of each designation job location (they don't use path distance, nor does this impact global behavior like choosing which designation job is picked overall)
(*) Removed ramps near natural waterfalls
(*) Added confirmation for burrow deletion
(*) Added generic armor options (like those in the default uniforms)
(*) Stopped haulers from wandering in loops in certain circumstances
(*) Stopped removed constructions from injuring dwarves
(*) Stopped dwarves from looping between civ/squad equipment if they can't follow their orders
(*) Allowed dwarves to ride/push minecarts even when they don't have walking access to destination
(*) Made dwarves equip items based on clothing layering order (there can still be conflicts if some items are already worn)
(*) Made dwarves eat from backpacks/drink from waterskins earlier
(*) Made armor objects count for missing clothing thoughts
(*) Made dwarves drop equipment extra equipment more promptly when they are hungry/thirsty
(*) Stopped empty bags from popping out of minecarts
(*) Cleared kill orders when completed (they can take a few extra clicks to clear up)
(*) Non-fire-immune creatures will dodge out of hot squares
(*) Fixed extra flashing _ problem when naming routes
(*) Random seeds can now be typed up to the proper number of characters
(*) Auto-assign new baby animals to mother's pasture/pond
(*) Stopped certain game actions from advancing when designations are placed
(*) Added indication of items which are already assigned in specific item assignment on military screen
(*) Stopped objects from being forbidden on enemy deaths if they are associated to fort military equipment
(*) Made command line world gen exit without forcing a key press confirmation
(*) Made command line understand quotes so that parameters with spaces in their names can be used (doesn't seem to work on linux/osx, not sure how to fix)
EDIT: Seems that splinterz updated the Therapist today as well, so for everyone who wants the absolutely newest stuff:
http://code.google.com/r/splintermind-attributes/