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Release Notes
Release Notes
(*) Allowed object melting and yarn rope jobs from manager
(*) Made it select the active zone properly when you enter activity zone
mode
(*) Made zooming to units go to the proper unit when multiple units are
in the same tile
(*) Cleaned up some pronoun trouble in personality descriptions
(*) Properly initialized banditry information (can cut down on some inap
propriate dwarf/elf banditry)
(*) Deer antlers
(*) Sheep text lines up with there shearability now
(*) Fixed some creature description text and other small raw tweaks (see
file_changes.txt)
(*) See file_changes.txt for new raw tags
New stuff
(*) Sponsored animals included: panda and capybara, along with related b
uddies
(*) Added world-wide mineral availability parameter
******************************************************
Release notes for 0.31.19 (February 16, 2011):
This is the first release of what we once called the Caravan Arc, where we'll be
changing how trade and the economy work. The entire release schedule is up at
http://bay12games.com/dwarves/dev.html. This particular release doesn't have vi
sible changes to trade -- just a lot of world generation infrastructure. People
eat and starve in world gen now, though it doesn't matter afterward. Subsequen
t releases coming up will be making use of these changes during play, but don't
expect too much there this time. There have been many other changes. Seeing mo
st of them will require generating a new world.
There are lots of new domestic animals. We also added giraffes, rhinos, honey b
ees and bumblebees. Bees were the winner of the animal sponsorship drive and th
ey had many associated jobs, so we didn't try to get into the other sponsored be
asts, but we'll be adding those in with every release.
Animals can be placed in pen/pasture zones, and grazing animals will need to gra
ze on grass (they can also eat underground fungus found in many open cave layers
). Pastures should be made large enough to provide ample grass and to prevent a
nimals from being stacked on top of each other. Animals crammed into one place
for too long can become grumpy and violent, but the animals will stay in the pas
tures without much tending (a dwarf may occasionally run over to an animal if it
wanders off the pasture border to walk around something). There is no way to t
rade for hay or animal feed at this time, so don't expect grazing animals in new
forts to survive on glaciers or the deepest deserts. Many deserts have patches
of grass (or succulents) now.
Sheep, llamas and alpacas (and trolls for goblins) can be sheared and the wool c
an be spun into yarn. Chickens and other birds will lay eggs in nest boxes if y
ou place the boxes in accessible areas. You can mill rocknuts into paste and pr
ess the paste for oil (which goes into jugs). Pressing occurs at the new screw
press building.
You can make many of the more clayish soil types into earthenware ceramics now (
and you can make fire clay into stoneware and kaolinite into porcelain). If a f
ort embark location has clay above the aquifer (or any clay if there is no aquif
er), it'll be displayed in the embark readout. I didn't get very far into glazi
ng, but you can ash glaze and tin glaze (with cassiterite). Earthenware jugs ne
ed to be glazed to hold liquids. Stoneware and porcelain jugs don't require gla
ze but can be glazed. You can also make large pots out of various materials, an
d these act like barrels (they are associated to stockpiles in the same way, etc
.).
Honey bees can be collected and kept in artificial hives (which you can make out
of various materials). You'll need one natural hive on your embark location to
get started, but after that you can split the colony into new artificial hives.
The process is fairly automated. You just need to place the hive buildings an
d a beekeeper will do the rest. You can adjust a few settings on each hive to c
ontrol which hives are held for splitting and which are collected. You'll need
to have jugs around to collect honeycombs (the royal jelly holds up the process
otherwise), and you'll need another jug to collect the honey. Wax cakes can onl
y be made into crafts by a wax worker at this time.
The site finder records the best hit in each square now, and you can stop the fi
nder at any time and browse the results. The categories and readout have been c
hanged up a bit. Minerals have been redistributed on the world map, though this
might not be satisfying as I was expecting to get a bit farther with dwarf mode
trade. Adjustments might have to be made there until trade is updated. We'll
see.
Animals and plants occur with more or less contiguous ranges now, respecting bio
me. There are specific grasses. The evil grasses are probably a little extreme
and seizure-inducing. I might throttle that back.
I'm starting the first one to two week bug fix cycle now, so there weren't a lot
of bug fixes for this release, but creatures, items and vegetation don't pick u
p as many contaminants now.
There are new options in the graphical map export from legends mode, and I fixed
a bug there with village maps getting cut off.
For a list of the new tags available for modding (container reagents in reaction
s, etc.) see file_changes.txt or the new stock reactions.
******************************************************
Release notes for 0.31.18 (November 16, 2010):
This one fixes up several crashes and other problems. Maybe most notably, the p
roblem where you'd become a criminal in adventure mode just by going back to a s
tore, the handedness issue with uniform assignments (it might take it a while to
clear out problems in old saves, and I can only state this as confidently as th
e tests I performed), and SDL movie recording.
Major bug fixes
(*)fixed crash from shop signs being placed off map
(*)fixed crash during character generation of human outsiders if you bac
k out of the name menu
(*)fixed crash from trap announcements/reports
(*)fixed world gen crash that arose from creature in secondary entity po
pulation taking over leadership role when caste mods are present
(*)fixed crash from walking off the left or upper edge of the world
(*)corrected misaligned bodypart appearance modifiers on load and result
ing crash in pref screen, origin of misalignment unclear
(*)fixed problem where you are considered a thief after shopping at a st
ore that had previous had its inventory offloaded
(*)made uniform assignments respect handedness
(*)reenabled SDL movie recording
(*)stopped unfinished quests performed by previous characters from stopp
d gray.
As for the merits of this release, there are the bug fixes in the lists below.
The game should also be a bit faster. I'm on a new compiler in Windows, which l
ed to a general speed increase, and I also optimized some code for improvements
on all OSs. It's not the end of the story there by a long shot, but it is progr
ess, anyway. World generation itself might be a bit slower overall, since there
's a lot more going on site-wise. This is going to change as we set up relation
ships between the leaders, one way or another, but I can make a medium island wo
rld in around 10 minutes without the memory going totally nuts, and I thought th
at state was fit for release.
There are some side effects to not having any stable relationships between world
gen sites while cutting down on site destructions, like having a site get pilla
ged for the thousandth time and so on, which will iron themselves out later. Fo
r now, it's a bit weird. I also saw a battle with negative numbers of soldiers
but couldn't reproduce the situation, so there are probably additional issues as
well.
The SDL version has the first pass at the experimental TrueType font support tha
t Baughn is working on. It is off by default in init.txt and it only works in t
he 2D print mode. There are lots of justification etc. problems -- you don't ne
ed to report those. Getting those fixed up is part of the process. It's diffic
ult to read in the standard window size, so you might want to limit yourself to
full-screen or a large window with large grid cells when you are trying it out.
Crash fixes
(*)fixed some potential problems with aborting zone placement, though it
's not guaranteed to solve the crash there
Major bug fixes
(*)fixed problem causing dwarves to not sleep in any bed
(*)fixed problem causing dwarves not to respect ownership in sleeping pr
iorities
(*)made cursor center on buildings properly when linking them up to a le
ver etc.
(*)stopped other civilizations from bringing liaisons
(*)stopped building destroyer diplomats/traders from destroying things
(*)made units check the validity of targets more often (counters certain
interrupt spam)
Other bug fixes/tweaks
(*)fixed broken vial making jobs
(*)make rock short swords use the proper material for the final product
(*)made horn silver use the stone template
(*)moved all native metals off of metal template
(*)stopped season counter from resetting to spring after travel in adven
ture mode
******************************************************
Release notes for 0.31.12 (July 25, 2010):
Aside from the major bug fixes listed below, I made skill increases a little fas
ter during training. Part of the problem is with how classes work -- the teache
r and student skills are important, and they can heavily amplify the effects, so
the gains for people without those skills were small. Now it'll be even more e
xtreme that the base rate has increased, so we'll have to see how that plays out
in forts that get good teachers.
If your old fort has a dead liaison, your replacement liaison will be named afte
r one of the standard professions most likely, but they should still perform the
ir job. New worlds should have dead liaisons kicked out completely and get new
liaisons.
Crash fixes
(*)fixed military training crash
(*)fixed a crash during dwarf creation in arena mode after dwarf mode ga
me had been played
(*)fullscreen/windowed mode switch crash fixed (Baughn)
Major bug fixes
(*)fixed new liaison coming when previous liaison is unavailable for any
reason
(*)fixed problem which stopped the liaison from talking about making a b
arony
Other bug fixes/tweaks
(*)adjusted skill rates up a bit on indiv training and demonstrations
(*)made att/skill rate loader treat 0s like NONE instead of the fastest
rate
******************************************************
Release notes for 0.31.11 (July 23, 2010):
Combat was the focus last time, and this time I moved over to equipment and trai
ning. There are a number of bugs left to fix, but a lot of the largest problems
should be cleaned up and training should be somewhat usable now. I wanted to s
hift ammunition over to a default system where it doesn't get tied to particular
squads/hunters (with the old way left as a default for people that want to cont
rol it more), since that remains one of the more annoying things, but I didn't h
ave time to finish it up. Just make sure you have some extra bolts sitting arou
nd, and 'm'-'f' should show you how your squads are doing ammo-wise. Barracks s
hould also probably default to a non-reserved/non-purposed system, though that's
not as bad as ammunition reservation is. In any case, I'll be moving on to the
month-end project and entity populations, though I'll release again sooner if s
omething comes up.
Crash fixes
(*)stopped crash when individual squad members were selected in 's' and
you go back to 's' after leaving
(*)fixed crash moving from ammo assignment creation to material assignme
nt
(*)fixed reclaim crash
(*)fixed text mode crash in SDL version (Baughn)
Major bug fixes
(*)freed up assigned items properly when uniforms are overwritten
(*)freed up equipment properly from empty positions when squad is disban
ded
(*)made civilian jobs respect attributes properly
(*)fixed turtle (vermin) shell crafts/helms/gauntlets/etc.
(*)stopped squad/off-time training activities from persisting when guy g
oes off to eat, do squad orders, die, etc.
(*)made inactive/ordered squads free up their old training activities mo
re quickly
(*)stopped off-time training from gumming up squad training barracks ass
ignment
(*)removed dead/crazy/etc. dwarves from squads
(*)stopped arena mode from caving in/locking up when you leave control m
ode
Major bug fixes
(*)made material-based random headless beasts killable
(*)stuckin bleeding updated properly
(*)fixed major artery tag when added from creature raw with TL_MAJOR_ART
ERIES (also TL_CONNECTS)
(*)made major artery strike for 25%+ fractures on major artery parts man
datory
(*)amplified effects for announced major artery strikes
(*)fixed swing velocity calculation for weapons
(*)fixed clothing size calculation (messed up shields, gloves, boots)
(*)changed contact area and size for bolts
(*)fixed blowouts in giant creature wrestling
(*)fixed weird skill/profession mixup that stopped marksdwarves from fir
ing on enemies
(*)freed up some ammo that became lost in limbo after squad deletion/amm
o reassignments/etc.
(*)made hunters grab ammo more reliably when they run out or when labor
is changed
(*)fixed reordering of reaction/ore mats and a few other indexing proble
ms between operating systems
Other bug fixes/tweaks
(*)reworded some combat announcements
(*)fixed reaction screen product display error
(*)fixed contact area issue with misc object fighting
(*)changed dodging rules for people mounting a charge defense
(*)fixed problem with edge being disregarded too soon after impact break
s
(*)changed skill effects on firing rate
(*)changed contact area calculations for body parts
(*)various changes to weapon raws
(*)changed edge/impact calculations
(*)metal values changed in raws
(*)fixed problems preventing some gut pop-outs from happening
(*)fixed issue with extra dodge rolls causing shots to become less squar
e
(*)other combat tweaks
(*)obliterated arsenal dwarf (position will still exist in old saves, bu
t won't be used/needed)
(*)extended distance at which hunters are willing to shoot
(*)made hunters return kills under more circumstances
(*)allowed miners/woodcutters to switch immediately to hunt labor withou
t getting confused about crossbow
(*)stopped targeting of benign, far away wilderness creatures after they
see you, unless they are close
(*)force-allowed targeting of kill targets in some cases where it wasn't
permitting it
(*)stopped indiv choice melee/ranged from picking out weapons of the opp
osite type instead of just preferring them
(*)fixed problem with custom workshops blanking out at times (save compa
t iffy here, might have to rebuild shops)
(*)made reaction job interface/automation check inside barrels/etc. (stu
ff manager jobs did right)
(*)changed stuckin chances
New stuff
(*)added cumulative wounds
******************************************************
Release notes for 0.31.04 (May 16, 2010):
The main thing here is the new OpenGL code by Svein Ove Aas (Baughn). Especiall
y if you weren't running at maximum framerates even on the title screen, you sho
uld notice a great improvement. There are some modes worth messing around with
in data/init/init.txt -- try "2D" if the game does not work as well as it used t
o (or stick with the legacy version if truly necessary).
You can get at macros with:
Ctrl+r = record
Ctrl+p = play
Ctrl+s = save
Ctrl+l = load
There is a directory data/init/macros for them.
You can use PNGs for (translucent) tilesets, you can resize the window using the
border, you can zoom using the mouse wheel (reset with F10, you can rebind this
to keys if you like) and multiple keys can be bound to one command.
A lot of changes were necessary to get this running, so there are likely to be a
variety of bugs. The legacy version has also been reorganized to make releases
easier, so there could be new bugs even there.
Aside from that, we have some general fixes:
Crash fixes
(*) stopped site finder from eating up a ton of memory (crashing the gam
e on large maps)
e, but it looks like I'll be able to work with the new bug tracker and handle th
ings there day by day. There will be a few more of these small releases before
I begin the SDL/Mac/Linux/40d# merge, since there are more crashes and huge prob
lems, but I'm going to start some of the preparation for the merge as well.
Crash fixes
(*) [GRAPHICS:YES] should no longer crash the arena or world generation
(*) fixed training activity crash (from removal of barracks)
(*) fixed crash from doing a large flow-style activity zone
Minor changes
(*) made zone removal still work if flows are corrected (uses rectangles
)
(*) made material projectile breath happen intermittently properly
(*) corrected gorlak color
(*) made blind cave bears eyeless and gave them extravision
(*) fixed broken eyelid relationships
(*) fixed broken child names for goat/unicorn/cave swallow
(*) swapped giant caste names
(*) fixed giant cave spider bite (was blunt)
(*) fixed alligator eye text
(*) made soap bars instead of globs
(*) fixed horn silver environment
(*) added cookability/vermin eating to meat material templates
(*) added cookability/vermin eating to plant leaf/seed materials
******************************************************
Release notes for 0.31.01 (April 1, 2010):
It has been a long journey, and it is ongoing. This release has all of the new
stuff we've been talking about for more than a year, but it is quite buggy. I a
lso still need to do the merge with the OpenGL/Mac/Linux stuff as I mentioned in
the dev log. We have a new bug tracker at http://www.bay12games.com/dwarves/ma
ntisbt/ which we are going to try out. Expect it to be populated over the next
few days with hundreds of issues. All the same, the testers seemed to be able t
o enjoy themselves, so please try everything out and have fun!
******************************************************
Release notes for 0.28.181.40d (September 6, 2008):
I decided to release the current bug fixes since a few of them involve patching
up submitted saves and I wanted to get those out before I'm forced to break save
compatibility for the next version. I'll still be able to look at all previous
ly submitted saves (and any saves submitted against this version), but fixes won
't apply to the saves themselves as the next release won't be able to load them.
Minor Changes
(*) made sparring dwarves work on their selected weapon/unarmed skills r
ather than using their best skills
Bug Fixes:
(*) stopped thrown tantrum items from causing dwarf to become site enemy
(*) resolved shared item conflicts during map offloads
(*) prevented units with shared items (eg stuckins/wrestles) from leavin
g the dwarf mode play area
(*) got rid of world gen crash during succession after death of prolific
long-standing position holders with inbred descendants
(*) fixed crash from human siege campfires
(*) stopped dwarves from taking their current hauled object off to bed w
hen they schedule a rest due to injuries
(*) stopped dwarves from choosing to sleep on top of traps
(*) made adventure mode store transactions respect containment
(*) made combat-produced chunks respect forbid orders
(*) made cats able to carry vermin properly again
(*) got rid of erroneous goblin siege announcement for elves
(*) stopped custom profession names from obscuring recruitment announcem
ents
(*) made forbidden items count toward wealth properly
(*) stopped fell moods from occurring if the fortress race does not drop
a corpse
******************************************************
Release notes for 0.28.181.40c (August 21, 2008):
Coffee'd up and fixed a display thing.
******************************************************
Release notes for 0.28.181.40b (August 21, 2008):
Another one. The partial print for graphics has been changed to a default-no in
it option, so if you weren't having display trouble and had a better framerate,
you should turn it on. It's in data/init/init.txt and it's called "PARTIAL_PRIN
T". It'll probably take a while to resolve issues for everyone else.
Minor Changes:
(*) added an init option for partial screen refreshes (defaults to off)
(*) added windowed/fullscreen grid sizes
Bug Fixes:
(*)
updating
(*)
(*)
glass
(*)
(*)
(*)
(*)
(*)
lants
(*)
truction
(*)
(*)
(*)
******************************************************
Release notes for 0.28.181.40a (August 18, 2008):
Here's another one. Hopefully I can transition to some new features next month,
since I've been handling technical issues and problems for a while now.
Additions:
(*) you can save your embark settings for later use
(*) added note-taking ability for embark screen
(*) added forbid-on-death orders for your corpses, other non-hunted corp
ses, your items and other items
(*) added forbid order for fired projectiles
(*) made dwarves prefer to combine items in existing bags/barrels/bins w
ith init options to govern this behavior
Minor Changes:
(*) made obsidian an economic stone
(*) did some display optimizations
Bug fixes:
(*) fixed problem causing site finder to miss areas of the map when hunt
ing for hidden features and rivers
(*) stopped new kitchen restrictions on contained items from causing noingredient food items
(*) stopped new kitchen restrictions on free item from causing silent ca
ncellations of cook jobs
(*) fixed problem with up/down windows in adv mode for larger grid sizes
(*) changed how fireballs interact with the ground
(*) patched up decorated ammo values a bit
(*) made cageless traps display properly in all circumstances
(*) fixed problem with nobles pushing prices out of the displayable rang
e
(*) handled adventurers retired while sleeping
(*) fixed display mix-up with FPS/GFPS counter in main dwarf screen
(*) fixed problem with cursor scrolling vs. y coord in expanded grids
(*) allowed mouse designations to work below y=23
(*) stopped the one-step key from messing up pausing when in a menu mode
(*) made zombie/skels that die in cages have proper corpses
******************************************************
Release notes for 0.28.181.39f:
More fixes, a bit of work toward armies and caravans, and an expandable view. I
f you want to try different grid dimensions, change the relevant entry [GRID:80:
25] near the top of data/init/init.txt. You'll also have to adjust your window
size or full screen resolution to match if you don't want the new, larger grid t
o be squashed. If you overshoot, it'll stretch them unless you turn black space
on.
Additions:
(*) allowed basic expansion of 80x25 grid
(*) gave world gen refugees entities and realized them as moving groups
on the map after world gen
(*) added notification and history event for reaching summits of peaks a
nd volcanos in adv mode
Minor Changes:
(*) added notification for low migration seasons
(*) added object of worship to religion view in legends
(*) made detailed map export respect new peak heights
(*) locally steepened peaks a bit
(*) added world name to top of history file
Bug Fixes:
(*) fixed crash involving lava pushing objects
(*) stopped many bottomless pits from having their upper portions filled
with lava
(*) made reclaim dwarves start with the proper civilian labors enabled
(*) fixed problem causing just good or just evil params not to function
(*) stopped message spam from pit/pond/chain/cage jobs where the animal
is inaccessible
(*) stopped note entry from conflicting with a few of the keys
(*) made constructed ramps stick around even if you dig out the walls ne
ar them
(*) fixed erroneous upper cap on detailed temperature export values
(*) fixed problem that caused peaks to be raised in flat areas during er
osion
(*) suppressed erroneous "Zeroth" text for non-finalized history collect
ions in dwarf-mode art descriptions
(*) made usable/unusable option appear when metals are selected in weapo
n/armor stockpiles
(*) fixed spacing problem with related hist fig race display
(*) fixed problem with the evil/good conversion of very large subregions
(*) fixed lockup from dragon fire modded civs in world gen army fights
******************************************************
Release notes for 0.28.181.39e:
Another quick patch.
(*) stopped crash in site finder from large x dims
(*) changed designation selection timers (aka lazy miners)
(*) made site finder use embark rectangle size from init options
******************************************************
Release notes for 0.28.181.39d:
This is the third and final fix release, barring any silliness that forces anoth
er quick patch. Here's the complete list of changes:
(*) added init options/world parameters to show map features during emba
rk
(*) added basic site finder to embark
(*) added a few optimizations for rivers and designation job selection
(*) stopped message spam from repeated animal taming job when no food is
available
(*) stopped message spam from caging and other jobs when a dwarf is pick
ed that is already leading another animal
(*) made dwarves cook quarry leaves properly
(*) allowed scrolling and premature stoppage during world generation
(*) added display and other features relating to last seed used by world
gen
(*) added world gen parameter for minimum cave size
(*) stopped people from giving quests to kill themselves
(*) stopped abandoned stores from being stocked
(*) disallowed placement of non-empty bags as container buildings
(*) changed insanity text for animals
(*) fixed some other minor typos
(*) made volcanic shafts that are visible in embark always exit through
the surface
(*) handled some cavein-at-start cases from pits and volcanos
(*) stopped farming restrictions from stopping setting up other seasons
(*) stopped dwarves holding a two-handed weapons from seeking another we
apon if they are set to carry multiple weapons
(*) added races to historical figure list and event text
(*) did more context-based name shortening
(*) added ability for speakers to use first person when talking about hi
storical events
This is the first fix for the new world generation release. Here's the complete
list of changes:
(*) fixed bug causing dwarves and others to sleep forever
(*) fixed a few crashes with maps with Y dimensions larger than X dimens
ions
(*) fixed another world gen crash
(*) fixed bug stopping caves from appearing
(*) fixed bug causing hauling, cleaning and health care professions to d
isappear from labor list
(*) made the escape key work properly when setting world gen parameters
(*) loosened travel restrictions based on enemy seeing the player
(*) changed effects of temperature on food objects
(*) changed creature layout during ambushes
(*) stopped world gen roads from being obstructed by swamps and fixed a
problem with how they handled slopes
(*) stopped world gen animals from starting as drunks
(*) stopped null civ membership from being added to moving megabeasts
(*) changed the text for culled historical parents
(*) fixed problem where tundra rejects were being logged instead of gras
s/hill rejects
(*) fixed some grammar issues with battle summaries
(*) fixed "Peasants" display in status
******************************************************
Release notes for 0.28.181.39a:
Okay, here's the new version. You can do various things with world generation,
though not much has changed with the regular game. If you go into the world gen
eration advanced parameters and start designing/drawing your own world, please k
eep in mind that you'll probably end up getting infinite reject cycles -- you ca
n turn on the reject log in data/init/init.txt to see what's going wrong. Often
times you'll be violating biome restrictions (you can just go through any that y
ou find and 'n'ullify them to solve this problem). As usual, let me know if it
crashes and how to make it crash if it does -- I suspect there are new problems
of all sorts lurking within every part of the game, despite having fixed more th
an 100 bugs for this version.
Save compatibility is a little iffy this time around -- there have been extensiv
e changes to the mid-level maps, so it might get confused about the biome of a p
articular tile... and worse. I haven't noticed anything in limited messing aro
und with old saves, but there will very likely be problems.
******************************************************
Release notes for 0.27.176.38c:
This release should stop the command line crash from non-standard worlds, and it
also has a shot at stopping the site sprawl issue during repeated world generat
ion. A fix for Power PC Macs is still in progress.
******************************************************
Release notes for 0.27.176.38b:
This is the first Mac release. Barring some tragic mistake, this is also the la
st bug fix release before the continuation of the Army Arc. Again, this release
is made up mostly of small changes that people wanted and some bug fixes for th
e worst problems introduced during the last release. See the dev log for a comp
lete list.
******************************************************
Release notes for 0.27.176.38a:
Various little things that people have wanted for a while this time, as well as
many additional bug fixes. See the dev log for a complete list.
******************************************************
Release notes for 0.27.173.38a:
The first army arc release, complete with no armies. It really is mostly founda
tional work, but you'll notice some small changes here and there, more if you pl
ay adventure mode. See the dev log for a complete list.
******************************************************
Release notes for 0.27.169.33g:
A few more fixes, a few new init options and a new interface for bringing items
to the trade depot. See the dev log for a complete list.
******************************************************
Release notes for 0.27.169.33f:
Various fixes people have been waiting for. Fixed the farm problem from 33e, go
blin sieges, mud tracking, made the treeline less annoying, made the missing gem
stones available, and lots of other stuff. See the dev log for a complete list.
******************************************************
Release notes for 0.27.169.33e:
Continuing along with bug fixing.
******************************************************
Release notes for 0.27.169.33d:
Fixed a few of the serious problems (one of the trade crashes, resting injury lo
ops, waterskin filling at wells forever). See the dev log for other minor chang
es.
******************************************************
Release notes for 0.27.169.33c:
Continuing along with bug fixing.
******************************************************
Release notes for 0.27.169.33b:
Various crash and lag fixes again. See the dev log for other minor changes.
******************************************************
******************************************************
Release notes for 0.22.110.22d:
Quick patch for a crash bug from saving furniture piles.
******************************************************
Release notes for 0.22.110.22c:
Aside from fixing some crash bugs, the main change this time is the addition of
specific pile types. You can access these from [q] on existing piles or you can
set them when you are placing piles by selecting "custom settings". Piles now
make claims on bins and barrels. This is displayed as "Cedar Bin <#12>". You c
an use the [q] view for a pile to set the maximum number of bins and barrels it
uses. For now, a pile will only take one extra empty bin/barrel until something
is placed inside, then it will take another until it gets up to the maximum. W
e'll add some other options later. In the [p]ile menu, you can also designate a
number of reserved bins and barrels that will be used by jobs such as distillat
ion before any stockpile gets to claim them.
******************************************************
Release notes for 0.22.110.22a:
I fixed a lot of bugs; see the dev list.
The main change for this version was the rewrite of the inventory system. There
will probably be several compat. issues, as well as various horrible bugs. I'v
e tested and fixed what I've found, but you'll find more. **Back up your old sa
ves before trying this version** The old saves will work with this version, but
you need to be careful with them.
Those that deserve fingers and toes have them in this version. You'll also noti
ce right/left gloves. Creatures lose items now with severs, so you'll lose your
left gauntlet if your left arm is removed, for instance.
Creatures are a bit silly about wear they put on rings and other trinkets. Ring
s will probably pile up on the right thumb for instance, and earrings will pile
up in the right ear. Armor stands will also only store one glove and one boot f
or the time being. This will be sorted out over time.
There aren't any temperature effects despite the residents wearing clothing depe
nding on the average temperature. This will also be handled later.
Finally, there
ale dwarves in
wear clothing
can remove the
comfortable.
aren't any gender links to clothing right now, so you might see m
"dresses" and "skirts". Keep in mind that men all over the world
like this, and that's what is meant by these generic terms. You
items from the entity raw before you play if it makes you feel un
******************************************************
Release notes for 0.22.107.21a:
There will be families and guards in new world towns, concluding the first third
of the Bustling Town Arc.
There's a wait key in adventure mode now (period), as well as some helpful "are
you sure?" prompts.
Various bug fixes -- including the clothing acquirement bug, the shield equipmen
t bug and some ashery bugs.
******************************************************
Release notes for 0.21.104.21c:
I fixed various bugs and implemented other minor changes. See the changes list
for those. Nobles can still demand items involving small creature bones in old
saves, but the preference is no longer generated in new dwarves.
New worlds will see a few cosmetic changes in adventure mode towns (it was not p
ossible to include them in old saves). It's probably not worth generating a new
world for them (and I haven't put up new pregenerated worlds), but the new town
s have some larger cookie-cutter buildings like apartment complexes, and everybo
dy will sleep at night and eat three meals a day from a magic barrel in their ro
om that refills at midnight. Once the caravans and a notion of wealth are in, t
his can all be differentiated properly instead. As we progress along the Bustli
ng Town Arc, it'll eventually be worthwhile to regenerate if you play adventure
mode, but it's not a big deal right now. In old worlds, you might notice some t
hings like merchants taking breaks to wander around or sleeping on the beds in t
he mead hall. They are just trying their best to follow the new schedules witho
ut having a home to go to.
******************************************************
Release notes for 0.21.104.21b:
There's a skeleton of a workshop profile now. It is in progress and undocumente
d. You can select workers to work at the shop either by name or by skill level.
The list is not ordered yet. You can use the mouse on this screen. It's also
written up in a new way that is independent of the 80x25 window to facilitate s
ome more flexibility later on.
Many small fixes (read the dev log).
******************************************************
Release notes for 0.21.104.21a:
This fixes a problem with the export feature, lets you play around with the mous
e when doing designations and cleans up some of the problems with flows and chan
nel-related spam.
******************************************************
Release notes for 0.21.104.19c:
Some highlights include fixing the disappearing bone/shell problem and allowing
engraved wall images to be toggled on and off. The detailing jobs shouldn't shu
t off at random any more.
Some of the issues with cat butchery have been handled.
I did a little bit with consolidating announcments (x2, x3, etc.), but I'll need
more time to do it properly.
Alt-tabbing in full screen might work a little better. Seems to work here is al
l I can say.
Until I make the cleaners smarter, blood disappears at the beginning of every se
ason now.
******************************************************
Release notes for 0.21.104.19a:
Fixed several crash bugs and cleaned up some affected saves. I also found out w
hy named creatures were disappearing sometimes and fixed that, though saves in w
hich the problem is currently active will still see some of it.
Chasming refuse is in, though there will probably be some irregularities of whic
h you'll have the pleasure of informing me.
There were some other changes that might help with sheriff/injury tantrums.
Some of the tree designation clearance problems should be gone.
Trade agreements should work properly.
The thieves that enter the fortress are somewhat easier to detect now.
Depending on how you've bound your keys, you should have the odd hold-down behav
ior only when using a cursor or scrolling now.
******************************************************
Release notes for 0.21.102.19a:
Fixed a couple more crashes and various other errors (see the change log).
Genders are mixed on starting animals now and horses should breed. The unit scr
een will show some other designations beside "No Job" and there it will distingu
ish merchants and diplomats. Water should flow into the cliff face now, at leas
t from new channels.
You can give your units nicknames and profession names now. Do this from the [v
pz] profile using [y] to customize them. In adventure mode, you do it from the
[l]ook + [enter] status view (again [y] to customize). The [y] command appears
onscreen.
Some tantrum issues were fixed. Placing artifact furniture was actually making
them unhappier. Fist fights and beatings still led to a minor version of the ci
vil war bug. These issues have been resolved.
The "Shift + R Menu" instead of "n" for the N key has been resolved, though you
might need to clean up your old files a bit if you are important old ones.
You can toggle between windowed and fullscreen mode using F11 (or whatever key y
ou bind) whenever you like now. Let me know what problems come up with this. I
haven't handled direct minimization from fullscreen, but you can toggle and min
imize from the windowed mode. You can also get rid of the "fullscreen?" box tha
t pops up the beginning in "data\init\init.txt" now.
******************************************************
Release notes for 0.21.101.19d:
Resolved a unit scrambling issue from active saves in adventure mode. You will
no longer turn into the stray dog in town or a random goblin or warthog.
******************************************************
Release notes for 0.21.101.19c:
Fixed a few more crash problems, but the main thing was to hopefully remove some
of the strange mainly adventure mode instability introduced by the last version
. In case this sort of thing persists, please be careful to back up your saves
before trying this one. Worlds that were generated in or even played in the bri
efly-available 0.21.101.19b are likely to be twisted to pieces, especially if yo
u played adventure mode.
******************************************************
Release notes for 0.21.101.19b:
Many more crash fixes, including stopping some of those inflate errors. Those s
aves are still corrupted though.
I've changed how some of the search routines work. I tested it out on several s
aves, but you should keep a copy of yours safe before you try this one just in c
ase, as usual. If you get around to creating a new world, you'll notice a signi
ficant speed increase when the years march up. Some of this also carries over t
o the main game.
Finally, aqueduct behavior has been partially repaired. Building an aqueduct ov
er your chasm should work, but aqueducts over water can randomly drown your fort
ress. If you want to get lava over the river, try a stone bridge instead. If y
ou lava is in a channel next to the bridge, you might need to use a floodgate to
get it over. Bridges over water filled channels probably won't conduct lava pr
operly. I'll get around to fixing the rest of this in time, but there are still
some crash bugs etc. that are higher priority.
******************************************************
Release notes for 0.21.101.19a:
Several crash bugs should be fixed now. Most saves will be recoverage, unless t
hey have a load inflate error.
******************************************************
Release notes for 0.21.100.19a:
See command_line.txt for information on world generation from command lines.
******************************************************
Release notes for 0.21.95.19c:
Old save farmplots might show "Ft 0/0" for the fertilizer amount. It will updat
e at the beginning of the season.