Professional Documents
Culture Documents
TO BACK UP SAVES:
Please *DO* back up saves. Although the game has permanent death and you might
want to play it in that spirit, the game
is also an alpha, and your world might become corrupted by an error. You can also
make use of the auto save features settable in "data/init/init.txt".
(0) ***Note that this version of DF is only compatible with saves from 0.40.03+.***
(1) Unzip the new dwarves into a *NEW* folder.
(2) Copy "data/save" from the old folder into the new folder, or copy over the
relevant region folders you've saved to "data/save". Keep a backup in case
something is wrong with the new version.
(3) When you start, your world should be accessible and ready to play.
Unzipping the new dwarves into your old folder will work most of the time, but if
files have changed, it can crash, or worse yet, destroy your saves.
Go to "data/init/init.txt". These options will take effect the next time you start
the game.
If you can get to the ESC keybindings menu (from the start screen, press ESC and
then 2/8 to scroll to Key Bindings), you can set your key bindings. If your "?"
key on your keyboard doesn't work for help, you can set the keybinding properly
here. It might not display as a "*". You can set the display up properly in
"data/init/interface.txt" using the display strings at the top of the file.
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Just some cleaning before we embark on the villain changes. There's a new
offloading popup that can come up on the season change if you have enough activity
in your world; it can take a little time in larger worlds, but that's all time that
is no longer intermittent lag and it's also less time overall due to reduced
redundancies. If you have an autosave, the offload will be incorporated into that,
so autosaves might seem slightly longer (if so, you are also getting the same lag
reduction.)
Major bug fixes
(*) Fixed crash from corrupted units
(*) Made baron elevate to count properly
(*) Removed intermittent lag from off-site conceptions and births (added
seasonal unit offloading)
(*) Made squad orders respect successful site conquest (so new members don't
try to reconquer)
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There are now peaceful and not-so-peaceful ways of expanding your influence in the
world. Once a site becomes linked to you (through prosperity or by conquest;
you'll see a message), you can send a messenger there to request workers, or send
dwarves from the fort out to such sites (from v-p). This only works on historical
figures, so you might find you don't have off-site workers available at first,
though some sites do have them. This release should also improve the issues
dwarves were having with negative thoughts, and they can also now experience
permanent changes in their personalities and intellectual values due to events in
their lives.
Note: Insurrections were such a problem in sites that I had to turn them off for
your fortress's holdings; we'll get back to that later. It wasn't even the
insurrections, really; the dwarves were bailing on the occupation immediately
because they were afraid of insurrections.
New stuff
(*) Your civilization will send out groups to found sites near prosperous
fortresses
(*) Existing sites near prosperous fortresses will associate themselves to
those fortresses
(*) Added ability to take over sites and install administrators
(*) Can view your new holdings from the 'c' screen
(*) Can send workers off-site and send out messengers to request their return
(*) Mulling over long-term memories can lead to shifts in intellectual values
and personality changes
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I've updated how the adventurer information log works. It's hopefully a bit more
useful for navigation now, when it comes to adventuring and reporting back what has
happened. Old saves might not have everything linked up at first. Hearing rumors
again and so forth should make the log start to work better for them. You can also
cross narrow rivers in travel now (the ones that are jumpable or near jumpable at a
sprint.) Uncrossable rivers will display with double lines in the travel view.
New stuff
(*) Made short and long term memories of emotions and their circumstances
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And the linux freeze fix process broke projectiles. So that's hopefully all
working all around now.
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This should stop Linux from freezing. It also includes some other bug fixes that
could be quickly incorporated.
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This is a stability patch for the last release. A few raid-related crashes are
fixed, as well as some strange behavior related to stolen livestock. To get the
full fix for stolen livestock, old saves will need to add [PET] to beak dogs and
unicorns. This isn't crucial; if it isn't done, those animals will no longer be
stolen in that save. But if you were experiencing the bug, the existing animals
will be broken until the tag is added.
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Here's the first substantial update to the fortress's world map screen. New raid
options are available, and it shouldn't be hard for you to antagonize your
neighbors now if that's what you want to do. Use the 'd'etails option when
preparing the raid to set what sorts of actions you'd like your raiders to perform.
Skills and equipment matter, and skills can be improved during missions. The skill
of your best tactician is important (you'll see feedback in the mission report.)
If you demand tribute on an ongoing basis and the target site agrees to your
demands, you'll receive something like a merchant caravan on an annual basis a few
seasons after the initial demand. They'll drop goods off at your depot and depart.
These goods can be carried off immediately for storage, but there's a new report so
you can look at a complete list of what was delivered; the same is true of spoils
from raids.
A few notes on the bug fixes below: the identity fixes won't stop bad feelings
from existing conflicts in old saves. Also in old saves, distracted animals might
still appear to be broken at first, but they should sort themselves out after a
bit.
New stuff
(*) Can pillage and raze and demand tribute from other sites
(*) Dwarves on missions can now can gain skills
(*) Military tactics skill is now gained and matters in off-site battles
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One fix on top of the last release, for visitors that had become broken, acting
like partial residents. Any broken visitors themselves are unpatchable in affected
saves, so it was important to get this one up quickly. Old saves are compatible as
usual, and should not get new broken visitors, but visitors that are currently
acting strange will still be acting strange, and likely will not depart.
Major bug fixes
(*) Stopped certain visitors from being treated like (buggy) residents
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This is another bug fix release to start the new year. A few of the bad five-
second freeze/lag problems caused by the new release have been fixed, and large
beasts should move off the edge of the map again. Over in adventure mode,
inappropriate creatures shouldn't yell 'identify yourself' and companions should
participate in conflicts as they used to, and some other issues of reputation
should be solved, especially among citizens of the starting town.
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Here are some bug fixes to close out the year. Notably, visitors shouldn't arrive
in such large numbers so early on, and fewer of them should overstay their welcome
(in old saves, people already in transit will arrive, but it should taper off.)
Adventure mode commanders etc. should recognize more of your accomplishments
properly and not talk about unknown creatures so much, but identities have
introduced some non-trivial issues there that we'll have to build through more
carefully, and there'll be some ongoing silliness.
Major bug fixes
(*) Fixed crash from guide agreements
(*) Fixed crash related to off-loaded items coming into play
(*) Made agents and roaming questers respect visitor cap
(*) Fixed problem causing agents not to check fort for tavern
(*) Made fort-visiting questers leave properly
(*) Made fort claim certain looted artifacts properly instead of leaving them
on edge of map
(*) Fixed several cases of "unknown creature" utterances
(*) Fixed problem with neighbors not recognizing you, including commander and
other quest givers
(*) Stopped undisplayed items from lingering on display furniture
(*) Made dwarven off-site squads stranded during preparation return to the
fort
(*) Made 32-bit Mac version recognize new keys
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Hopefully this'll stop the problems we've been having in world generation!
Linux Update: I should be able to test the Linux drive on Saturday once I get the
hard drive enclosure, and we'll go from there. Apologies for the continuing delay.
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This is the artifact release, featuring the ability to send your dwarves off to
cause trouble in the world, improved kobold sites, cover identities, artifact
questers, and a bit of artifact diplomacy.
In fort mode, the 'c' screen which used to list civilizations still does that as a
suboption, but its main purpose now is to show the world map and allow you to
interact with it. You can either raid a neighbor generally, or send off squads to
recover specific artifacts or rescue particular people (in which case, the squads
will still bring back other artifacts and prisoners, but focus on the goal.) A
squad questing after an artifact will seek out information if the first site
doesn't work out, and this might take several months, so be prepared. Squads can
also be captured during raids, though typically someone will return to tell the
tale. When squads return, a report will become available; a yellow 'R' will appear
over on the left margin, and pressing 'r' will let you see it. Sometimes reports
are quite lengthy as squads stumble from tavern to tavern; you can press enter to
skip to the end of the path animation.
There are some rough edges here! Be sure not to send off your commander if you are
planning to reorganize your military, as they are the only one with the power to
assign new squads and cannot do so while off the map. There was a last-minute
hiccup with artifacts known to be held by people (rather than stored on sites);
these fort-mode missions will be fruitless for the moment; the most common instance
here is books authored by people that then hang on to them, so don't try to steal
their books! It says on the map screen when an artifact is held by somebody, so it
should be easy to avoid. Raids do not bring back non-artifacts or build skills;
these issues may or may not be addressed in the short-term depending on
difficulties that arise.
The interactions with heroes and invading armies are more straightforward. There
will either be 'P'etitions or a diplomacy popup to handle.
In adventure mode, you can assume a cover identity. You do this from the 'k'
conversation menu (if you are already talking to somebody, it'll be hidden in
"start new conversation".) If you choose to link your identity to a civilization,
you'll be carrying that baggage with you, especially when you are being
interrogated by goblin guards, so one should be prudent. To turn off the identity,
go back to the "assume an identity" menu and choose the 'x' "no identity" option.
You can also reuse existing identities from this menu.
People in adventure mode that are seeking an artifact will list "missing treasure"
among their troubles, and you can then inquire further.
In order to name an object, use 'I' to interact with it, and it'll be one of the
options for appropriate objects. For example, you can give a name to your spear or
waterskin, but not to the water or food you start with.
There are also various adventure rough edges. For instance, if you pick up and
then immediately replace a museum piece in adventure mode, and then tell somebody
about it, you'll get credit as a Treasure Hunter. It'll be difficult to fix that
without additional property information, etc. It's also generally hard right now
to find artifact quests, as most things are in their proper place and/or not
subject to an outside claim. We'll be working with this a bit as we generally work
on stabilizing the release.
Overall, many of the changes occurred under the hood, in preparation for the myth
and magic release, but now the magic release will be able to incorporate artifacts
of all kinds without additional delay, so hopefully it was time well spent.
As usual, your old saves should work, but please back them up before diving into
the new release! It is quite likely that forts will fall into technical ruin as
bugs come up and are handled at this early stage. Old forts won't have object
additions like the pedestals and display cases, but they should be able to send out
raids from the 'c' screen.
We will be focusing on the worst bugs (crashes etc.) at first, and then we'll
broaden out into other bugs, old and new, and minor suggestions/usability
improvements, as well as a general smoothing out of the new features. We're still
working on the design side of the first magic release, so we anticipate we'll be
doing smaller releases for a while.
New stuff
(*) Ability to send out squads to raid sites, rescuing prisoners and
recovering artifacts
(*) Display cases and pedestals, museum zones, both in forts and other sites
(*) Can view the world map w/ rumors from fort mode
(*) Artifacts created during worldgen: dwarf moods, named heroic objects,
holy relics, heirlooms
(*) New artifact events in play and worldgen: questers seek artifacts and ask
for or steal them, invaders demand artifacts
(*) New historical events associated to the creation of artifacts (used in
fort and worldgen)
(*) Agents used by civilizations to gather information, can assume cover
identities
(*) Improved kobold site maps
(*) Goblin site denizens demand an identity instead of immediately attacking
every stranger
(*) More modding control over pets and other animals
(*) Adventurer can assume a cover identity at will
(*) Adventurer can name their possessions
(*) New adventurer reputations related to artifacts
(*) New religious activity: monks, pilgrims and prophets
(*) Museums and other room types can be added to fort locations like taverns
and libraries
(*) Various additional data in the XML export
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Here are the first official 64-bit releases! This would not be possible without
help from our community -- you can view the exciting and sometimes late-night
discussion over in the 0.43.04 release thread if you want to see how the cake was
baked. This release should also make worlds generated with the same seed more
consistent, and it has a few other minor fixes we managed to sneak in.
New stuff
(*) 64-bit support, pulling the game from the distant past into the previous
decade
Major bug fixes
(*) Fixed problem with artistic skill assignment causing world histories to
diverge
(*) Fixed problem with worldgen trade causing world histories to diverge
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Here's another bug-fix release. Assuming no issues crop up immediately, we'll now
dive into 64-bit land for next time!
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Smoothed out some rough areas in the adventure part of the release. We'll be
continuing on with bug fix releases.
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A new version number! With the work order additions and adventurer-created sites,
this one ended up with more new stuff and fewer bug fixes than expected, and my
version calculator just tipped over at 0.43. You can use the new 'b' site building
option in adventure mode to create a site (outside the bounds of other sites). For
dwarf mode work orders, you can set conditions and details from the manager. You
can also create orders tied to specific shops from their workshop profiles.
A miscellaneous note: in order to retire at the adventurer sites you create, you'll
need to name the site, create a main hall zone, and claim the hall during
conversation (or while shouting to yourself).
Next up we'll be doing more bug fix releases to make sure we have a vaguely
presentable DF before we disappear into a new compiler and 64 bits.
New stuff
(*) Ability to build up new sites in adv mode, either yourself or by
assigning companions
(*) Ability to do carpentry in adv mode
(*) Ability to chop down trees in adv mode
(*) Ability to make stone axes in adv mode
(*) Ability to pull branches from trees in adv mode
(*) Can put start conditions on work orders (by amount of resources or
dependence on other work orders)
(*) Can specify materials/images/etc. in work orders
(*) Can create work order from profile which is tied to specific workshop
(*) Can set maximum number of shops that a general work order can task at
once
(*) Can set maximum number of general work orders per shop or disallow them
by profession or altogether (note: this won't work for active old-save jobs)
(*) Allowed perpetual work orders
(*) Repeatable work orders, ability to set restart frequencies
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Here's the material and image specification release, along with several important
bug fixes. There's more to be done with job settings -- we need to improve work
orders and allow the decoration of specific objects, to name a few, but this should
be a good start.
New stuff
(*) Can set specific job material in job details
(*) Added jobs to construct the various specific crafts
(*) Can specify images in statue, figurine, engraving, decorate jobs to
varying degrees
(*) Can specify group's symbol at embark
(*) Can specify type of decoration
(*) Added adv mode bone craft carving with image specification
Major bug fixes
(*) Counted exported wealth properly again (old saves will start counting w/
next caravan that leaves)
(*) Flour, dye, seeds etc. not dumped out of bags into barrels
(*) Allowed captured intelligent non-residents to be chained/caged/pitted
again
(*) Various useful objects like minecarts and goblets no longer ownable as
personal possessions
(*) Made ownable objects that aren't worn storeable again
(*) Fixed problem causing some surface-underground sites to become
disconnected
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New stuff
(*) New hearth orders for killing beasts and fighting outlaws
(*) Added a hunter reputation and cleaned up reputation system around beast-
slaying
(*) Made citizens understand their relationship to bandits and added
reputation for protecting people from them
(*) A few lizards
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Various fixes and various giant and peopled animals. I held off on common domestic
animal people for now, but there are plenty of canine and feline critters that got
the treatment.
New stuff
(*) Giant and person versions of many of the older creatures, including the
elephant
(*) Vampire purges in world generation to control their overfeeding which was
stopping cities from growing
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Here's a quick follow-up for some of the worst bugs. There are still some strange
things going on (horses all over, duplicate companions, etc.), but hopefully this
version will work much better than the last one.
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Here is the new version we've been working on all year! The flow of fortress life
is quite a bit different now -- specific breaks and parties have been replaced by
taverns and performances and needs and inebriation. You can designate a tavern,
temple or library from a meeting area zone, bedroom or dining room using the new
Assign Location option. The location list ('l') will let you know what sort of
furniture and items you need, and you can set tavern keepers, scribes and other
occupations there as well. You'll need to set up a drink stockpile and a chest for
goblets in taverns for drink service to work properly, but dwarves can still drink
without a tavern as before. You can assign multiple rooms/zones to a single
location. There's a lot more -- see the feature list below.
The bug fix list below is partial. Large chunks of the game were changed, which
has a way of making old bugs go away while bringing in new ones to take their
place. We'll be focusing on bugs old and new in subsequent releases, starting with
crashing saves and moving down the list. The next set of bug-fix releases will be
measured on a scale of days and weeks rather than months, as usual.
New stuff
(*) Ability to designate taverns, temples and libraries in the fortress
(*) Taverns and libraries also exist in adventure mode and world generation
(*) Tavern keepers can serve drinks in both modes, goblets can be used by
dwarves to drink (in taverns or otherwise)
(*) Performances include stories, poetry, music and dance (you can view
activity descriptions from the unit/job list)
(*) Art forms are randomly generated for each civilization
(*) Instruments are now all generated, instruments can be used in both modes
(*) Most instruments are constructed from multiple pieces using different
materials
(*) Personalities and values lead to needs which can be met by various
actions in both modes
(*) The fort has visitors, residency petitions and eventual citizenship,
including non-dwarves
(*) Tavern visitors include mercenaries, monster slayers, bandits, diplomats
and performers
(*) Can set details for clothing/armor jobs to make them for other races that
can equip items
(*) Monster slayers can petition your fortress to go down and fight monsters
once you discover the underground
(*) Performance troupes are active in world generation and into play,
visiting the fort, can be formed in adventure mode
(*) New knowledge system divided into nine branches (though it has very few
practical effects so far)
(*) Fortress scholars can advance knowledge, form master-apprentice
relationships and write down their findings
(*) Fortress scribes can copy works in your library
(*) Scholars can visit your fortress libraries, bringing knowledge from
around the world
(*) Devoted historical figures can visit your fortress temples
(*) Three forms of writing material: papyrus sheets, paper sheets and
parchment sheets
(*) Papyrus sheets are made directly from the plant at the farmer's workshop
(*) Paper is made from pressed slurries (start at the quern/mill, then go to
a screw press)
(*) Parchment is made from hide and milk of lime at the tanner's (bake
quicklime at a kiln, then make milk of lime at an ashery)
(*) Sheets are used to make quires or with rollers to make scrolls -- these
are then used for writing
(*) Quires can be bound into codices with bindings after they contain writing
(*) Dwarves read books in the library (they don't need to be scholars)
(*) Values can be passed in writing (both modes) and through adventure mode
arguments (uses some conversation skills)
(*) Animal people are playable as adventurers, arrive as fort visitors and
sometimes live in towns in (playable) populations
(*) Children play with toys now, and they can also play make believe, in both
modes
(*) Personality can be customized/randomized in adventure mode, appearance
can be randomized as well
(*) Temples can be defiled in both modes, dwarf temples can be assigned to
particular gods
(*) Adventurer can rent rooms in inns
(*) Adventurers can compose new poems, music and dances
(*) Adventurers can write material down on empty quires or scrolls
(*) Alcohol causes inebriation, erratic behavior, unconsciousness, death
(*) Festivals occur in world generation, though we haven't gotten them out of
there yet
(*) Dwarves will wear trinkets again
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Here is another release with fixes. Old saves are compatible, but there will be
some error logs due to minor issues with the old raws. These logs can be ignored,
but old saves will still experience problems like blank seed names.
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A third set of fixes for the job priority release, as well as a fix for the army
"camp forever" problem from July.
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This fixes some large and small problems with yesterday's release. Save corruption
was quite possible, so upgrading is important! You can still bring your old saves
from 0.40.03+ into this new version.
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Here is the job priorities release. It should work fine with old saves, though
existing hauling jobs may need to work themselves out for a bit. Further job
prioritization work can be done when we get through the framework for start
scenarios, since we'll better understand how dwarves fit into the fortress at that
time.
New stuff
(*) New job selection process where dwarves choose important tasks with more
regularity
(*) Very important jobs can remove dwarves from less important jobs
(*) Ability to prioritize a job so that it gets done immediately
(*) Mining, engraving and other designation jobs can now be prioritized
numerically
(*) Designation jobs can be placed in a "marker only" mode, marker can be
removed later to start work
(*) Mining jobs can be set to automatically follow veins and clusters
(*) Mining designation can be set to only select visible gems or useful stone
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New stuff
(*) Added gelding and associated profession/skill/etc.
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The flag changes brought forth a compiler issue on Windows (breaking smelting, for
example). Hopefully it'll work better now.
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The purpose of this release is to make stress from long-term separation due to
goblin snatching less severe and to stop attackers from always winning in post-
world-generation non-player battles. The fix for the latter could not be done
cleanly at this time, so the battle readouts in legends are a little off compared
to the ones from world-gen, but defenders are very often successful now. I also
fixed some missing aunts/uncles/cousins in the listing of relatives.
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Here's another release with bug fixes and small changes to brighten your day.
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Here is the next release. The focus was not bugs this time, but rather completing
the work started on emotions as well as basic fruit harvesting. A note -- adding
stepladders to old saves was not possible, so you'll have to wait for a new world
for those. Fallen fruit can still be gathered in old saves using the new plant
gathering zones. Dwarves in old saves have also had their current thoughts wiped
clean to make way for the new emotion/circumstance pairs.
New stuff
(*) Dwarf thoughts have been replaced with personality-dependent
emotion/circumstance pairs
(*) Dwarf happiness has been replaced by a longer-term stress level, and a
few new effects have been added
(*) Plant gathering zones can be used to set up fruit harvesting from trees
using the new stepladder
(*) Plant gathering zones can also handle the old shrub jobs, and fallen
fruit can also be gathered from zones
(*) Shrubs now have their berries/etc. gathered properly (bean-type plants
that only have edible seeds are still an issue)
(*) As a stopgap, farm plot plants yield viable growths out of season upon
harvest
(*) In adventure mode, it is possible to ask about people about yourself,
other people, and how they are feeling
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This release has some more bug fixes in it, mostly related to healthcare, prisoners
and morale.
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Here is the first release for September! As usual, a few bugs like sleep screwups,
cowardly companions and wandering children might persist for a while into old saves
until the system clears itself out.
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Here is another round of fixes. Note that for morale fixes in old saves there
could be some persistent alarm data that causes people to continue to run for a
bit, even for a few in-game hours in some cases, so you might need to let things
work themselves out.
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The cleaning continues with this release! Some notes on poles: For no-pole,
you'll need to handle glacier and tundra biomes in one way or another (wider
temperature range, remove region requirements, etc.). For instance, to make a
valid no-pole large island, all I needed to do was widen the temperature max/min
from 75/25 to 110/-10. This made a few glaciers and tundras scattered around the
world, and it also allowed a few tropical biomes to appear. For no-pole, base
temperatures of at least 85 make an environment tropical (worlds with poles
continue to use latitude), though 75 works for certain biomes. You should be able
to input your own temperatures in the txt parameters now without the game applying
a polar shift. No-pole worlds do not yet experience any seasonal temperature
variations, and worlds with two poles still have seasons at the same time of year
on either side of the equator until that can be made less confusing.
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A few new errors crept in. Hopefully they will creep out now.
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This is a bug fix and optimization release, which is probably something we should
get used to for a while, since there is a lot left to do! I've tried to make it
possible to play in larger worlds again, but there's also more that can be done.
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Many more crash issues fixed. Mystery babies and large city walls had a corrupting
effect that was not possible to manage, so saves are not compatible yet again.
I'll try to keep saves together as we move forward, but there aren't any
guarantees, especially this early on. If things have settled down on the stability
front, I can finally move on to the optimizations and other issues. We'll see what
happens!
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It's not DF without save corruption! This release should fix an issue with
autosaves corrupting and causing various crash issues down the line. For this
reason 0.40.01 saves are not compatible with this version -- I'm going to try to
avoid compatibility breaks as we go, but sometimes they happen. I've also fixed
the talk-to-deity crash (closely related to the shout-when-nobody-is-around crash,
also fixed), the blocking crash, and some other bad issues. Due to the save
corruption, I didn't get a chance to work on the calendar speed, but assuming this
release works as planned, I should be able to jump into that now.
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Here is the world activation release! Lots of processes from world generation --
birth, invasions, succession, site foundation, and so on -- now operate in the
world after play has begun. Getting all of that to work led to a meandering route
through various pieces of the game, some of which are described below. Aside from
any bugginess, a lot of it will still feel rough and unfinished as things bump
around.
New stuff
(*) World activation! There are a few things that aren't active, like
megabeast invasions, but lots of world gen actions made it into the game. Birth,
death (to the extent it wasn't handled before), marriages, site foundation as well
as reclaims, basic succession and appointments/etc., invasions, as well as some
more detail beyond world gen, like patrols, banditry and animal population
handling. We still don't have army battles -- the invasions are all successful
right now, unless they are locally interfered with by you.
(*) The game advances two weeks before each play -- the calendar there still
moves slowly when there's a lot of action, as there is in larger worlds, but there
are quite a few things I can do soon to speed that up. Due to the speed of the
calendar, new forts in particular also get just two weeks. This'll probably cause
some shenanigans with the caravan (or you'll just have to wait a year in an autumn
fort for your first one) until we sort it out.
(*) Fortresses can be retired and unretired. Losing is still fun but if it
doesn't happen when you want, you can put it off for a while. Retired forts can be
conquered (much more easily than they would be if you still controlled them), so
don't be surprised if you have to reclaim instead of being able to unretire
sometimes. You can reclaim forts that didn't make it through world generation.
(*) Site maps for dwarves, elves and goblins. These are very basic, but they
are there, anyway.
(*) Multi-tile trees and lots of new plants. Fruit and flowers. Leaves that
fall in little clouds. I had to put off dwarf mode tree harvesting, but we should
get to that before long.
(*) Megabeasts/forgotten beasts can attack, destroy and then reside within
world gen sites like dwarf fortresses.
(*) Various movement changes. Climbing/jumping/sprinting in both modes,
though invaders still require a line of site to use them. Adventure mode has a
stealth rewrite, and some elements of that are present in dwarf mode (it is
generally easier to spot thieves and ambushers, and I'll probably need to make them
smarter about finding cover). Movement and combat are separate now. Startled
people climb up the walls of their homes a little too often.
(*) Tracking information in adventure mode. You can pull up a little window
and see tracks (capital K), and you can also have it describe the freshest track
that isn't yours to more easily stay on a trail (alt K). Tracks are also part of
the regular look command.
(*) Different levels of conflict -- your opponents in adventure mode will be
listed with the current status (non-lethal, lethal, no quarter, etc.).
(*) Combat moves take place over a period of time now, and you can do things
like catching an opponent's attack -- you have to do that by targeting a grab at
the offending part now (reactions used to have a menu, but that was before combat
got more smeared out). You can get information about what attacks your opponent is
doing in the attack menu -- the quality of the information depends on your
situational awareness skill. You can add adjective modifiers to your attacks
(quick/heavy/etc.) and you can perform more than one attack at a time for a
significant penalty to its force. It might make sense with two adamantine swords
or something, twirling them about.
(*) Rumors of incidents can be spread, and the rumors need to be spread
before you gain reputation (good or bad). Killing all of the witnesses to an event
will effectively remove it from play if you don't let them get off the screen.
People are a little psychic as it regards ongoing conflicts, so that they can make
decisions non-stupidly. Your liaison can share rumors with your fort, but I still
need to set up the screen for reviewing them after you've seen them the first
time... not that you can do much with the information.
(*) You can travel through tunnels.
(*) You can get a guide to travel with you to a faraway place -- it still
ended up being too cumbersome, so locals continue to be able to tell you the
location of sites, but only within a certain distance of their home town.
(*) In general, conversations have been redone. They no longer have their
own screen, but run along with other actions, and there are many more options.
(*) The mind has been rewritten quite a bit -- people now experience emotions
according to different circumstances (lots of awkward monologues there), and they
consider actions differently. The main outstanding issue is that I didn't get
around to converting existing dwarf mode thoughts, so they sort of exist
concurrently with the new emotions and that needs to be changed. I'll get to that
before job priorities (which was one of the main shorter-term reasons for the
rewrite). Some dwarves have life-long dreams and it is possible for them to
recognize that they've accomplished the ones relating to skills and family. They
cannot yet realize their dreams of taking over the world.
(*) The paragraph at the beginning of adventure mode was marginally more
useful, but that slipped a bit at the end as things were tweaked. I think it'll
still describe certain invasions and abductions, but it needs to be redone.
(*) Lots of new arena options -- not just the conflict state, but you can set
the temperature etc. to all sorts of extremes.
(*) Some experiments with procedural items, though the new demon-type sites
are still quite un-fun now. The knowledge on the slab at the bottom can be used,
but it is probably not worth the trouble.
(*) The stuff I forgot
Bug fixes
(*) I'm sure several old bugs were "fixed" as large portions of the code was
rewritten/removed, but I haven't tried to track exactly which ones. Bug fixes will
commence in earnest now, and everything will be handled over at the bug tracker
http://www.bay12games.com/dwarves/mantisbt/.
******************************************************
******************************************************
******************************************************
Here are the latest fixes. Note that your furniture stockpiles have some more type
options now, and your old piles that had pots enabled will start with all the new
tool options enabled (you should set them how you want them after you load it).
******************************************************
Release notes for 0.34.08 (May 14, 2012):
Here is a hauling release. I'm sure it has all kinds of interesting issues --
we're going to iron out problems for the next few releases without embarking on
anything major in order to restabilize it. The tile-wise physics causes some
oddities on its own (items can't be given a meaningful sub-tile width, so they act
a bit strangely if you look at the collisions closely). Dwarves are also a bit
enthusiastic with their new bin/barrel jobs -- when they grab a bin/barrel to load
it up, it might have objects in it, and that might lead to conflicts/false
shortages on occasion. We'll have to continue playing around with it. As far as I
can tell, old saves load up fine and have usable minecart/wheelbarrows, so feel
free to move your data/save folder over to the new version. You'll notice your old
save stone haulers moving slower -- get some wheelbarrows built at the carpenter's
for your stone stockpiles to alleviate that problem.
New stuff
(*) Minecarts can be used to haul things around on carved/constructed
tracks/bridges ('h'auling to set up routes)
(*) Dwarves can be set to guide, push off, or ride carts that are ready to
move to the next stop
(*) Track stops used to slow/stop cart and/or dump the contents on vehicle
entry, can be disengaged with lever/plate
(*) Pressure plates can be triggered by carts
(*) Rollers can be used to push cart along when powered
(*) Minecarts limited to one per tile in general, various collisions can
occur
(*) Wheelbarrows can be linked to stockpiles in order to move heavy objects
(it'll auto-request one for stone stockpiles)
(*) Falling objects can collide with critters
(*) Camera can be attached to unit or item, can be linked to hotkeys from the
unit/item screens
******************************************************
Here is another set of bug fixes. Be warned that some animals had their tiles
changed to match the size convention.
******************************************************
Here is the next one! The main features are the animal training and clothing
changes. You can get at the animal training options from the 'z' animal tab.
New stuff
(*) Each civilization has animal training familiarity based on
locale/journeys/domestication
(*) Your site picks up training knowledge as you go
(*) Your civilization picks it up from you if merchants survive
(*) Animals have training status which can deteriorate
(*) Added tools to the arena
(*) Added text site color key for town map export
******************************************************
The necromancer crash was coming up so often in crash reports that I figured now
was a good time for another release. Here it is! Note that any old vanilla saves
you move over will have a short error log on load for their broken eyelid raws.
This isn't a big deal, and you can either update the body detail plan file or just
leave it. New saves won't have this problem.
******************************************************
There was a world gen crash if you exported an image after it was done running the
history and then tried to offload the world.
******************************************************
Here is the second set of fixes for the major release. There are still enough
problems with the new stuff to warrant continued work there before I move on to
older issues, and the next release will probably be within the timeframe of the
last two.
******************************************************
The first bugfix release has arrived. Unfortunately, you'll have to restart --
even if your save seems fine, it's likely that it is dying a slow death due to
corrupted buildings. Hopefully a compatibility break won't be necessary again for
a while. There are still many new issues to resolve, and I'll be focusing on those
for the next bugfix release(s) before we start to transition over to older bugs.
New stuff
(*) Generated some default interaction effects for arena use
(*) SDL version: Can repeat commands/macros - default Ctrl+u <number>
<command> (Baughn)
(*) SDL version: Can toggle TrueType - default F12 (Baughn)
******************************************************
Here's the release we've been working on for nearly eleven months. I've tried to
collect the major changes below, but it won't be a complete list. I hope you enjoy
the game!
New stuff
(*) cities in adventure mode that have various buildings, dungeons, items,
livestock, etc.
(*) protect your community from secret vampire dwarves or hunt them as an
adventurer
(*) defend your fort during the full moon or risk a werewolf infestion --
hunt/be hunted as an adventurer
(*) face armies of the dead in dwarf mode or visit their necromancers' towers
and learn their secrets as an adventurer
(*) evil regions where the dead and pieces of the dead can come alive, with
evil mists and rain
(*) tombs built in world gen which can be visited in adv mode, either beneath
towns or out in the wilds -- beware the dead!
(*) revamped justice/witness/death notification system in dwarf mode
(*) immigrants to your fortress will now be historical figures whenever
possible, which means more family relationships and history for each one
(*) dropped items/bodies tracked between plays in the wilderness anywhere in
the world
(*) more battlefield information tracked/war dead raisable in world gen
(*) all sponsorship animals and their giant/man versions are in the game now
(*) various new abilities for creatures (see file_changes.txt for list and
syntax)
(*) adventurers can use creature abilities/learned powers and they can be
tested from the arena
(*) new site travel map to make navigating towns easier
(*) reading/swimming/observer (for traps) relevant in adv mode now
(*) established historical figures can lead bandits
(*) rivers block movement in adv mode travel
(*) eating/drinking required in adv mode
(*) ingested syndromes are now possible
(*) ability to make campfire (from 'g') and warm items at campfire/fire/magma
(from 'I') in adv mode
(*) traps work in adv mode, once spotted they can be ignored
(*) gems now have different cuts
(*) necromancers can write books about various topics (all books are in their
towers as it stands)
(*) moon phase indicator in fort
(*) alphanumeric world gen seeds and some more world gen params (see
file_changes.txt)
(*) the legends xml has a lot of new info for historical figures
******************************************************
******************************************************
******************************************************
******************************************************
New stuff
(*) Sponsored animals included: penguin, platypus, badger, moose, along with
related buddies
(*) Rodent men underground
(*) Invader mounts/monsters have first names
******************************************************
This is the first bug fix release for 0.31.19, where I've focused on new bugs. The
fixes are listed below. It also includes a few sponsored critters (pandas and
capybaras), as well as some of their wilder relatives. Pandas are restricted to
bamboo grazing and capybaras can vocalize in adv mode (bark, whistle, etc). I
added a mineral availability parameter that you can set from Create World Now or
from the detailed parameter screen. There are a few more things I can do there,
but any extensive rewrite is going to have to wait for 3D veins and mine maps
(Release 2 in the schedule). Barring any catastrophes, we'll be moving on to the
old-bug-fixing now.
******************************************************
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
visible changes to trade -- just a lot of world generation infrastructure. People
eat and starve in world gen now, though it doesn't matter afterward. Subsequent
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 most
of them will require generating a new world.
There are lots of new domestic animals. We also added giraffes, rhinos, honey bees
and bumblebees. Bees were the winner of the animal sponsorship drive and they had
many associated jobs, so we didn't try to get into the other sponsored beasts, but
we'll be adding those in with every release.
Animals can be placed in pen/pasture zones, and grazing animals will need to graze
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 animals
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 pastures
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 trade 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 can
be spun into yarn. Chickens and other birds will lay eggs in nest boxes if you
place the boxes in accessible areas. You can mill rocknuts into paste and press
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 fort
embark location has clay above the aquifer (or any clay if there is no aquifer),
it'll be displayed in the embark readout. I didn't get very far into glazing, but
you can ash glaze and tin glaze (with cassiterite). Earthenware jugs need to be
glazed to hold liquids. Stoneware and porcelain jugs don't require glaze but can
be glazed. You can also make large pots out of various materials, and 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 and a
beekeeper will do the rest. You can adjust a few settings on each hive to control
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 only 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
finder at any time and browse the results. The categories and readout have been
changed 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 biome.
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 up 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 reactions,
etc.) see file_changes.txt or the new stock reactions.
******************************************************
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.
******************************************************
If you want to try out the improvements to adventure mode, I'd recommend generating
a new world with at least 100 years of history. I tried out adventuring in a world
from 0.31.03, and it technically worked, but there wasn't much to do. The reason I
recommend some history is just to let the beasts get settled a bit, though it's not
strictly required. We haven't gotten threats moving around and arising during
actual play yet, so your worlds will inevitably run out of adventure opportunities
as you exhaust them, and games tend to be fast-paced and brief overall once you get
the hang of it. This will change during the next few major releases. There's an
update to the "Your First Adventurer" manual section that might be worth glancing
at even if you have played an adventurer before. Don't be surprised if you die
learning a few facts about the world.
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
******************************************************
Hopefully this one doesn't have any weird new issues. That bumpy lag should be
gone now, and there are expanded refuse pile options. You can also turn off having
your dwarves track around blood (it starts off in the init). I left it on in
adventure mode, but you can turn it off there too if you want.
New stuff
(*)added spatter init options (dwarf mode defaults to no walking spread of
spatter)
(*)allowed skull/bone/shell/tooth/horn settings from refuse pile
******************************************************
The purpose of this release is to restore the missing invasions, and I threw in
some easy fixes on top of it, mostly to the raws.
******************************************************
The main issues here were to handle the new bugs from 0.31.13 which were gumming
things up (broken migration, undiggable adamantine) and to address site sprawl
concerns a bit. To the latter end, there's a new world gen option to limit the
total number of sites and I've added a few options to "Create World Now!" to make
use of that. It's not going to be truly satisfying until dwarven sprawl is better
defined and there are more things to do with the sprawl in adventure mode and in
dwarf mode wars, but overall I don't plan to decrease the amount of sprawl
drastically on default settings once that is handled -- sprawl will likely increase
again once memory problems are addressed, there are more things to do with it, and
it shifts more dynamically over long periods of time (improved war, disease,
famine, migrations, etc). For now you can control sprawl with the site cap, with
the civilization number, with the savagery, and with the history end year from the
"Create World Now!" menu without much fuss (and the default setting is much lighter
on sprawl than the default in 0.31.13).
New stuff
(*)added site cap option to world gen parameters
(*)added beast cap options to world gen parameters
(*)added a few options to "create world now"
******************************************************
The framework for villages and sprawl is in place, and there are now "entity
populations" which are made up of thousands of critters for which less information
is tracked. As it stands, this amounts to, say, ten times the number of historical
figures after world generation has been running for a while, though it can vary a
lot. These changes have left adventure mode gutted, so don't expect old adventure
mode saves to retain much information or work all that well. Old dwarf mode saves
should be fine for continued dwarf fortresses. In new worlds, you can wander
around the new villages, but don't expect anything to be going on. This is the
launching pad for what should be the Funification of adventure mode in the next
(non-fix) release, but like many launching pads, it is kind of dull and 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 led 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 progress, 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 relationships between the
leaders, one way or another, but I can make a medium island world in around 10
minutes without the memory going totally nuts, and I thought that 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 pillaged
for the thousandth time and so on, which will iron themselves out later. For 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 that
Baughn is working on. It is off by default in init.txt and it only works in the 2D
print mode. There are lots of justification etc. problems -- you don't need to
report those. Getting those fixed up is part of the process. It's difficult 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
******************************************************
Aside from the major bug fixes listed below, I made skill increases a little faster
during training. Part of the problem is with how classes work -- the teacher 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 extreme
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 after
one of the standard professions most likely, but they should still perform their
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 game
had been played
(*)fullscreen/windowed mode switch crash fixed (Baughn)
******************************************************
Combat was the focus last time, and this time I moved over to equipment and
training. 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 shift 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 control it more), since that remains one of the more annoying things, but I
didn't have time to finish it up. Just make sure you have some extra bolts sitting
around, and 'm'-'f' should show you how your squads are doing ammo-wise. Barracks
should 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
something 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 assignment
(*)fixed reclaim crash
(*)fixed text mode crash in SDL version (Baughn)
******************************************************
(*)fixed problem where your units would not recognize the nice people arriving on
business as their friends
(*)stopped problem where removing a worn object in adv mode could leave you with
two copies
(*)stopped seg-fault at quit in linux if sound wasn't initialized (oliver)
******************************************************
Lots of combat changes this time. Keep in mind that old saves use the old raws, so
you'll want to copy over at least item_weapon.txt, item_ammo.txt and
inorganic_metal.txt to get more of the positive effects. The adventure mode stone-
making ability won't be available in old saves but butchery will be.
Crash fixes
(*)fixed potential crash with container reactions
(*)stopped arena mode from caving in/locking up when you leave control mode
New stuff
(*)added cumulative wounds
(*)added adv mode knapping
(*)added adv mode butchery
(*)allowed use of (buildingless) reactions in adv mode
(*)changed adv mode hunger/thirst/drowsiness durations and penalties
(*)start with spear/dagger in adv play now
(*)default dwf start with a few quivers
(*)gave hunters default ammo assignment
SDL Version: Baughn fixed up the macro delay timer, a PPC Mac bug where the screen
would be yellow and a seg-fault.
******************************************************
Fixed up the crash with the look command and made backing out of embark warnings
and reclaim selection work.
******************************************************
Crash fixes
(*)fixed crash when over 200x200 in some screens
(*)fixed crash associated to assigning daggers to dwarven soldiers
(*)fixed a crash on the military screen
SDL Version: Baughn improved the curses and 2D output, fixed a text mode display
bug, added keys to change the FPS up/down (default alt-- and alt-=), and likely
some other things.
******************************************************
Crash fixes
(*) fixed crash on abandon related to having a box/cabinet building assigned
to somebody
(*) fixed crash from using nearly spent soap bars to clean people
(*) fixed up crash from scrolling over globs in stock screen if certain fats
were present
(*) SDL mode image export crash fixed (Baughn)
(*) fixed cursor position on farm season selection (possible crash)
******************************************************
There are probably some Baughn SDL version tweaks not listed below.
Crash fixes
(*) SDL graphics mode should work now (Baughn)
(*) creating squads in Linux shouldn't crash the game now
(*) stopped melting items from eventually crashing the game
New stuff
(*) immediately runs elections for unappointed, unelected positions like
expedition leader if leader dies
(*) can set held key repetition behavior in SDL versions from init.txt
(Baughn)
(*) SDL version 2D mode now allows zooming (Baughn)
******************************************************
The main thing here is the new OpenGL code by Svein Ove Aas (Baughn). Especially
if you weren't running at maximum framerates even on the title screen, you should
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 to (or
stick with the legacy version if truly necessary).
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.
Crash fixes
(*) stopped site finder from eating up a ton of memory (crashing the game on
large maps)
Minor changes
(*) made all vermin and smallish outdoor corpse items disappear over time
(can be hit after a month for vermin, season for corpse chunks)
(*) changed ranges for adv mode temperature text
(*) made temperature of squares adjacent to lava slightly lower
******************************************************
Release notes for 0.31.03 (April 12, 2010):
I handled some more crashes and the main pathing issue. Undead aren't quite where
they need to be yet (skeletons in particular still don't understand how the skull
and spine should be holding them together), but they are more killable in this
version. Since they don't make sense in the first place, there's a sort of
hitpoint system for them now that'll get them dead eventually if you don't break
them apart, though punching a skeleton to death takes a long time in this system
and maces are still a bit underpowered. The undead HP will be revisited once the
undead have more of a basis in the underlying reality. I'll get to maces etc.
sooner.
Crash fixes
(*) fixed a zone deletion crash (only for zones with buildings in them)
(*) fixed crash in military screen upon switching to item assignment view
when no squads were present
(*) fixed crash from copying a schedule cell with fewer orders to one with
more
(*) fixed crash from changing alert view while scrolling through a schedule
cells orders
New stuff
(*) allowed undead in arena
(*) allowed undead to be killed by accumulated impacts for the time being
while they don't make sense
(*) stopped people from trying to wrestle the undead at all
Minor changes
(*) messed with corpse piece colors a bit
(*) fixed "and" spacing in stripe/spot descriptions
(*) fixed nervous mannerism typo
(*) fixed some raw typos (see file_changes.txt)
******************************************************
Here's the first little update. Things are still settling down after the release,
but it looks like I'll be able to work with the new bug tracker and handle things
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 problems, 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
******************************************************
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 also
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/mantisbt/
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 to enjoy
themselves, so please try everything out and have fun!
******************************************************
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 previously
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 rather
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 leaving 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 when
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 announcements
(*) made forbidden items count toward wealth properly
(*) stopped fell moods from occurring if the fortress race does not drop a
corpse
******************************************************
******************************************************
Another one. The partial print for graphics has been changed to a default-no init
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_PRINT".
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:
(*) stopped designation cursor from leaving a trail when the minimap is
updating
(*) fixed reclaim crash from units holding multigrasp clothing
(*) fixed lockup for glassmaker moods where the glassmaker doesn't like glass
(*) handled some other potential multigrasp inventory indexing issues
(*) fixed problem potentially capping caravan wagon number at 2
(*) handled new forbid orders vs. butchery, severs and sever-drops
(*) fixed problem with delay on up digging tasks
(*) fixed problem causing single tile mountain civs from using feature plants
(*) fixed wagon occupancy problem leaving behind flags that stopped
construction
(*) stopped reclaim from creating a second site at the spot
(*) stopped dirt road construction at glacier/stone interface
(*) fixed problem with map export and flashing job markers
******************************************************
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 corpses,
your items and other items
(*) added forbid order for fired projectiles
(*) made dwarves prefer to combine items in existing bags/barrels/bins with
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 hunting
for hidden features and rivers
(*) stopped new kitchen restrictions on contained items from causing no-
ingredient food items
(*) stopped new kitchen restrictions on free item from causing silent
cancellations 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 range
(*) 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
******************************************************
More fixes, a bit of work toward armies and caravans, and an expandable view. If
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 to 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 and
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 near
them
(*) fixed erroneous upper cap on detailed temperature export values
(*) fixed problem that caused peaks to be raised in flat areas during erosion
(*) suppressed erroneous "Zeroth" text for non-finalized history collections
in dwarf-mode art descriptions
(*) made usable/unusable option appear when metals are selected in
weapon/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:
******************************************************
This is the third and final fix release, barring any silliness that forces another
quick patch. Here's the complete list of changes:
(*) added init options/world parameters to show map features during embark
(*) 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 picked
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 weapon
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
historical events
(*) capitalized first names in trading screens
(*) got rid of some erroneous birth date display information
(*) allowed resters to get up once they are not wounded
(*) allowed resters to move again if they've made bad decisions about where
to plop down
(*) added various detailed map export options (elevation, temperature, etc.)
(*) made the generator skip more of the minimum reject values if presets are
present
(*) made the generator pop up helpful windows after many rejects and give an
option to continue, abort, allow that reject type, or allow all rejects
(*) fixed crash on large 100 volcanism worlds
(*) fixed load crash from nullified items
(*) fixed crash from friendship evaluations when stuck merchant animals give
birth
(*) stopped lockup on artifact creation when 6-7 of the same material are
used
(*) fixed region rejections from savagery (civs still reject savage regions)
(*) made params load the post-region count variables properly
(*) added ability to leave notes on the map in dwarf mode
(*) stopped ramp removal from highlighting hidden areas for regular dig
(*) stopped masterwork ammunition used in weapon traps from making creators
go insane
(*) stopped removed constructions from removing the floor if another
constructed wall is below them
(*) made viewing historical event artwork in dwarf mode reveal events
(*) stopped double listing of modded MEGABEAST/POWERS in age name
******************************************************
This is the second fix for the new world generation release. Here's the complete
list of changes:
(*) fixed problem with pathfinding that caused jobs to be randomly cancelled
(*) fixed bug stopping fish/turtles from being available during embark
selection/trade
(*) fixed rng issue causing duplicate cave names and other problems
(*) sped up the history export, especially on worlds with lengthy histories
(*) stopped merchants from complaining about depot when there is one there
(*) stopped hidden items from making buildings invisible when they are used
in constructions
(*) stopped parameter seeds from being set to Various when you abort a
randomly seeded generation
(*) stopped people from saying RANDOM_DEF_SPHERE when they talk about their
megabeast deities
(*) stopped adv mode conversations with paralyzed/ko'd people
(*) controlled long names during trading
(*) moved "Desel All" out of the way in build menu
(*) allowed artifact gloves to be left-handed, based on handedness of creator
(*) changed King's to Royal in advisor title text
******************************************************
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 dimensions
(*) fixed another world gen crash
(*) fixed bug stopping caves from appearing
(*) fixed bug causing hauling, cleaning and health care professions to
disappear 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
grass/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
generation advanced parameters and start designing/drawing your own world, please
keep in mind that you'll probably end up getting infinite reject cycles -- you can
turn on the reject log in data/init/init.txt to see what's going wrong. Oftentimes
you'll be violating biome restrictions (you can just go through any that you 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 than 100 bugs for
this version.
Save compatibility is a little iffy this time around -- there have been extensive
changes to the mid-level maps, so it might get confused about the biome of a
particular tile... and worse. I haven't noticed anything in limited messing
around with old saves, but there will very likely be problems.
******************************************************
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 generation.
A fix for Power PC Macs is still in progress.
******************************************************
This is the first Mac release. Barring some tragic mistake, this is also the last
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 the worst
problems introduced during the last release. See the dev log for a complete list.
******************************************************
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.
******************************************************
The first army arc release, complete with no armies. It really is mostly
foundational work, but you'll notice some small changes here and there, more if you
play adventure mode. See the dev log for a complete list.
******************************************************
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,
goblin sieges, mud tracking, made the treeline less annoying, made the missing
gemstones available, and lots of other stuff. See the dev log for a complete list.
******************************************************
******************************************************
Fixed a few of the serious problems (one of the trade crashes, resting injury
loops, waterskin filling at wells forever). See the dev log for other minor
changes.
******************************************************
******************************************************
Various crash and lag fixes again. See the dev log for other minor changes.
******************************************************
Various crash and lag fixes. There are still lags and crashes, but many of the
major offenders have been handled now. There were also several minor fixes. See
the dev log for those.
******************************************************
Well, it has been a while. That means potential instability, so don't get too
attached to your fortresses at this point. I'll be doing subsequent releases more
often now as I solve problems. In any case, dwarf mode now has a z-axis and you
can make fortresses that span several levels. Fluids behave much more reasonably,
and you can walk across the world in adventure mode in the local view without
having to step off of an artificial edge. And various other lots more stuff.
******************************************************
The backbone of temperature is in now, but there's still a lot to do. I'm not
working on it for a while again.
******************************************************
Release notes for 0.22.123.23a:
A bug fix release along with a test-change for the FPS toggling.
******************************************************
If you are having speed trouble, you can go to init and turn off temperature and
weather to see if that's the issue.
******************************************************
Here are some fixes for crash problems. I've also added metal bins and more
information to the sites in the setup screen. I fixed the FPS/black space problems
with the BMP export options and a few other minor problems as well.
There are still potentially serious problems from the temperature and other recent
additions. I'm going to continue working on bugs for the time being.
******************************************************
I'm partly through the temperature rewrite. This release has a lot of bug
potential. You should back up your save folders if you are updating from an older
version.
You can set fire to shrubs as an adventurer using the [g] command when you are
standing near one. This is not a permanent command.
The temperature behavior of flows has not been implemented yet. Very hot/cold
creatures do not change the air temperature yet either. There are a number of
features that are in progress regarding temperature.
The problem with dwarves being stuck outside during the stay-inside order should be
fixed, as well as a number of other bugs. You can now move the cursor quickly by
using shift + direction.
******************************************************
Lots of bugs fixed this time around. I caught a lot of the stay-inside problems,
but there are probably some new issues with random jobs now. I'll fix these as I
hear about them. I'll also correct any additional stay-inside problems as I hear
about them. It should be easier now that more infrastructure is in place.
There's also some creature graphics stuff you can play with. See
"raw/graphics/graphics_example.txt" to mess around with it. You'll also need to
set [GRAPHICS:YES] in "init/init.txt". I only drew a miner picture, and a blobby
dwarf thing, so I don't recommend this unless you are going to draw/use some
additional tiles.
******************************************************
******************************************************
Quick fix for dyes and a crash bug with inventories in adventure mode.
******************************************************
There were various cosmetic changes to the game, mainly the addition of dyes and
more art images. The selection of dyes is very limited at present, and only
involves ground plants. There is a new workshop for this in dwarf mode. You can
use blue mushrooms or import other dyes from human traders. This will be expanded
later.
******************************************************
This release is mainly to handle the issues with specific piles. There are a few
other bug fixes as well.
******************************************************
******************************************************
******************************************************
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 can 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. We'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 distillation before any
stockpile gets to claim them.
******************************************************
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've
tested and fixed what I've found, but you'll find more. **Back up your old saves
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 notice
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. Rings
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 for the
time being. This will be sorted out over time.
There aren't any temperature effects despite the residents wearing clothing
depending on the average temperature. This will also be handled later.
Finally, there aren't any gender links to clothing right now, so you might see male
dwarves in "dresses" and "skirts". Keep in mind that men all over the world wear
clothing like this, and that's what is meant by these generic terms. You can
remove the items from the entity raw before you play if it makes you feel
uncomfortable.
******************************************************
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 equipment
bug and some ashery bugs.
******************************************************
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
possible 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 towns
have some larger cookie-cutter buildings like apartment complexes, and everybody
will sleep at night and eat three meals a day from a magic barrel in their room
that refills at midnight. Once the caravans and a notion of wealth are in, this
can all be differentiated properly instead. As we progress along the Bustling 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 things like
merchants taking breaks to wander around or sleeping on the beds in the mead hall.
They are just trying their best to follow the new schedules without having a home
to go to.
******************************************************
******************************************************
This fixes a problem with the export feature, lets you play around with the mouse
when doing designations and cleans up some of the problems with flows and channel-
related spam.
******************************************************
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 shut
off at random any more.
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 all I
can say.
Until I make the cleaners smarter, blood disappears at the beginning of every
season now.
******************************************************
Fixed several crash bugs and cleaned up some affected saves. I also found out why
named creatures were disappearing sometimes and fixed that, though saves in which
the problem is currently active will still see some of it.
Chasming refuse is in, though there will probably be some irregularities of which
you'll have the pleasure of informing me.
There were some other changes that might help with sheriff/injury tantrums.
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 behavior
only when using a cursor or scrolling now.
******************************************************
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 screen
will show some other designations beside "No Job" and there it will distinguish
merchants and diplomats. Water should flow into the cliff face now, at least from
new channels.
You can give your units nicknames and profession names now. Do this from the [vpz]
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 civil
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 you
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
minimize from the windowed mode. You can also get rid of the "fullscreen?" box
that pops up the beginning in "data\init\init.txt" now.
******************************************************
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.
******************************************************
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 briefly-
available 0.21.101.19b are likely to be twisted to pieces, especially if you played
adventure mode.
******************************************************
Many more crash fixes, including stopping some of those inflate errors. Those
saves are still corrupted though.
I've changed how some of the search routines work. I tested it out on several
saves, but you should keep a copy of yours safe before you try this one just in
case, as usual. If you get around to creating a new world, you'll notice a
significant speed increase when the years march up. Some of this also carries over
to the main game.
Finally, aqueduct behavior has been partially repaired. Building an aqueduct over
your chasm should work, but aqueducts over water can randomly drown your fortress.
If you want to get lava over the river, try a stone bridge instead. If you 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 properly. I'll get
around to fixing the rest of this in time, but there are still some crash bugs etc.
that are higher priority.
******************************************************
Several crash bugs should be fixed now. Most saves will be recoverable, unless
they have a load inflate error.
******************************************************
******************************************************
Old save farmplots might show "Ft 0/0" for the fertilizer amount. It will update
at the beginning of the season.