Author Topic: Dwarf Fortress  (Read 45782 times)

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Offline pecenipicek

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i actually might play this again with this version. just waiting for DT and runesmith offsets.
Skype: vrganjko
Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

The Apocalypse Project needs YOU! - recruiting info thread.

 

Offline BloodEagle

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Bippity Boppoty Bump.

DF 0.31.18

Quote
Release notes for 0.31.17 (November 11, 2010):

Major bug fixes
   (*)fixed problem with baron not arriving due to stale merchant reports
   (*)stopped old jobs/projectiles from tying up items on reclaim

Other bug fixes/tweaks
   (*)changed ring/bracelet symbol to make way for adv mode tools
   (*)cut kill-bragging to 5 kills
   (*)fixed bug through which demon could take over two or more civs in one year
   (*)name change: graveyard -> corpses (since it isn't appropriate for final burial)
   (*)stopped occupancy from being erased upon entering adv mode in arena
   (*)allowed labors to be toggled by category
   (*)added standing order for outdoor vermin refuse
   (*)fixed erroneous material bonuses in world gen fights
   (*)updated wrestling interface
   (*)implemented text for wrestling attacks
   (*)changed combat announcement colors and stun/paralyze color to light blue from light cyan
   (*)toes/fingers protected by armor
   (*)elves are now small e's to match their size
   (*)different soldier/civilian symbols for human/elf (as with the two dwarf symbols)
   (*)stopped triggerable vermin groups from becoming visible occasionally
   (*)fixed some old problems where input wasn't registering properly on movement, etc.
   (*)disabled need to eat/drink in adv mode until we get some more general work in
   (*)various minor adv mode tweaks and fixes

New stuff
   (*)added night creatures
   (*)added lairs for some creatures
   (*)added new travel screen (old worlds might have misplaced moons in the sky bar)
   (*)updated how adv mode sleep works, permission to sleep in buildings
   (*)updated character generation
   (*)added memorial slabs to dwarf mode
   (*)added shops with signs to towns
   (*)changed how lower body/head severs work (spinal sever required)
   (*)changed how guts popping out works
   (*)see file_changes.txt for some new modding tags
   (*)can get tasks from most people and report success to anybody friendly
   (*)added human castles
   (*)made peasants refer you to better quests
   (*)added banditry
   (*)added aimed attacks, random combat opportunities and the ability to use secondary attacks/weapons (both adv mode and dwf mode combat reports)
   (*)added (harder) rolling away for dodgers on the ground

And for 0.31.18

Quote
This one fixes up several crashes and other problems.  Maybe most notably, the problem where you'd become a criminal in adventure mode just by going back to a store, 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 the 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 back out of the name menu
   (*)fixed crash from trap announcements/reports
   (*)fixed world gen crash that arose from creature in secondary entity population 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 resulting crash in pref screen, origin of misalignment unclear
   (*)fixed problem where you are considered a thief after shopping at a store that had previous had its inventory offloaded
   (*)made uniform assignments respect handedness
   (*)reenabled SDL movie recording
   (*)stopped unfinished quests performed by previous characters from stopping nobles from giving new characters quests

Other bug fixes/tweaks
   (*)made skill rates copy over to castes correctly
   (*)fixed problem that added bogeyman kills to the wrong parts of the kill lists
   (*)stopped retirement in town when bogeymen are active
   (*)stopped unequipable soldier unit types from occasionally appearing in ambushes/sites/migrants
   (*)corrected placement of cauldrons
   (*)got rid of size bonus mistakenly applied to opportunity skill rolls and put in the rage penalty it was supposed to be
   (*)made master pikemen get proper skill
   (*)stopped lair hatch covers from rotting away
   (*)added announcement for falling damage
   (*)adding retching after initial vomiting
   (*)changed metal use for humans/gobs/kobs via existing raw tags
   (*)changed a few two-handed weapon sizes
   (*)updated dwarf party organization conditions
   (*)fixed problem with movie playback showing an extra garbage frame for each chunk of the movie
   (*)changed conversation colors
   (*)fixed double adjective in dark fortress
   (*)made Elite Bowman name appear correctly (was showing up as blowgunner), and a few related typos
   (*)fixed some other typos

 

Offline pecenipicek

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worldgen got damn fast too, but after year 150-260 most stuff starts stagnating.
Skype: vrganjko
Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

The Apocalypse Project needs YOU! - recruiting info thread.

 

Offline Ransom

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Has anyone read the Bravemule LP?

So far it is pretty excellent.