Dwarf Fortress v13 - Orkel looses a roaring laughter, fell and terrible!
3,876 replies, posted
It's out.
[quote]
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.
Major bug fixes
Stopped the game from treating every tool like a container for stockpiles/adv mode
Stopped hive product collection from removing hive building tag
Stopped birds from claiming multiple nest boxes when a nest box is deconstructed
Fixed crash with unusual egg laying
Made pastured animals spread out more during grazing and allowed pets to be grazed
Fixed situation where some stockpiled items were not available to jobs (lye, etc.)
Other bug fixes/tweaks
Stopped weird bone-glazing situations
Made llama/alpacas get sheared properly
Stopped dwarves from cleaning up wax cakes in stockpiles
Stopped heroes in world gen from picking fights with dead megabeasts
Stopped various tug-of-war fights over animals by different jobs
Stopped wildlife from claiming nests
Stopped masons from using clay
Fixed up a situation where the same params would not generate the same worlds
Made potters apply their skill to statues etc. properly
Added a clay category to stone stockpiles and cut some inorganics out
Added wax to food stockpiles pressed material category
Added wax goods option to finished goods pile
Made empty pots go to the furniture pile
Made pots available for brewing
Fixed some erroneous names of groups of object in the stocks screen
Made ash glazing use the correct amount of ash (0.31.19 saves might have half-exhausted piles that act up a bit until they are used)
Stopped extra grass types being stacked on a tile during regrowth
Stopped aboveground grass from growing in tunnels
Stopped "grass" from appearing in some underground areas
Made grass grow back properly in desert etc. areas (0.31.19 saves will get too much regrowth now)
Stopped grass ramps from flashing in no-varied-ground-tiles mode
Stopped pet/tame vermin from spawning many copies
Reordered the new units in the unit list
Adjusted value of bees
Stopped vermin assignment to pastures
Made pen/pasture interface give status of animals (caged, etc.)
Stopped dwarves from encrusting honeycombs with jewels, etc.
Corrected egg liquid densities/text error
Stopped text export from listing zero population animals
Fixed some issues with red reactions and other jobs not being listed in the workshops
Allowed object melting and yarn rope jobs from manager
Made it select the active zone properly when you enter activity zone mode
Made zooming to units go to the proper unit when multiple units are in the same tile
Cleaned up some pronoun trouble in personality descriptions
Properly initialized banditry information (can cut down on some inappropriate dwarf/elf banditry)
Deer antlers
Sheep text lines up with there shearability now
Fixed some creature description text and other small raw tweaks (see file_changes.txt)
See file_changes.txt for new raw tags
New stuff
Sponsored animals included: panda and capybara, along with related buddies
Added world-wide mineral availability parameter[/quote]
[url]http://bay12games.com/dwarves/df_31_20_win.zip[/url]
[editline]6th March 2011[/editline]
lol oops
[quote=Forums]Toady, it looks like you left some testing parts in geese - they seem to lay iron chairs...[/quote]
[quote=Toady]Ha ha ha ha, indeed. Oh well. That sucks.[/quote]
I have a sea in my world called "The Sunken Water of Gold". :signings:
[editline]6th March 2011[/editline]
Is it wrong that I find the Legends mode maybe the most enjoyable mode for me?
[img]http://filesmelt.com/dl/DeadBabyDwarf.png[/img]
Hahahahaha geese that lay iron chairs.
Only in DF.
[QUOTE=Orkel;28454832]It's out.
[URL]http://bay12games.com/dwarves/df_31_20_win.zip[/URL]
[editline]6th March 2011[/editline]
lol oops[/QUOTE]
Just to help people who fear the "lack" of metals, making an advanced parameter world with Mineral Scarcity set to 100 gives you just as much metal, if not more, then pre-2011 updates.
This is going off of cliffside observation, I'll need to get the newest DF Prospector to confirm.
HEY GUYS.
MULTIPLAYER DF!
[url]http://www.bay12forums.com/smf/index.php?topic=50643.0[/url]
[editline]6th March 2011[/editline]
Doesn't support .20, but everything up to .19.
you're about a year late
There's a Panda right next to my fortress, [B]what the fuck.[/B]
It's been a very long time since I played. Are carp still as deadly as they used to be or was that changed/fixed?
I think that was fixed.
[quote=halp cat;28457378]there's a panda right next to my fortress, [b]what the fuck.[/b][/quote]
SLAUGHTER IT FOR ITS' FUCKING FUR UNTIL THEY'RE EXTINCT
Trap it, make it a pet, breed, kill for fur :3:
[editline]6th March 2011[/editline]
[QUOTE=cheesedelux;28457518]It's been a very long time since I played. Are carp still as deadly as they used to be or was that changed/fixed?[/QUOTE]
That was fixed long ago. The new thing is Crundles, Forgotten Beasts, poison, and overpowered goblins
Oh, I have played since those. I must have just been playing away from rivers.
[QUOTE=Kylel999;28457541]SLAUGHTER IT FOR ITS' FUCKING FUR UNTIL THEY'RE EXTINCT
Trap it, make it a pet, breed, kill for fur :3:
[/QUOTE]
I didn't really get around to doing anything about the panda before the forgotten beast came in my fortress to party.
I can't find this so called "mineral scarcity" parameter in the advanced parameters list.
Still waiting on buying an i7 processor and 8gigs of RAM so I can REALLY enjoy DF again.
[QUOTE=Uberman77883;28457878]I can't find this so called "mineral scarcity" parameter in the advanced parameters list.[/QUOTE]
Probably referring to Occurrence in Worldgen?
[img]http://i.cubeupload.com/BNR7yz.png[/img]
What version is that?
I am running version .19.
Only reason I didn't update is because Ironhand hasn't updated yet.
And don't rail me for not dealing with the ASCII graphics, normally, I would try, but I'm dyslexic so too many repeated symbols near each other and I start confusing them with new symbols and such.
Holy fuck eyeball grass is trippy. AND WHEN IS DWARF THERAPIST GOING TO BE UPDATED.
I've been hearing reports that Kobolds are naturally going extinct due to a lack of food, can anyone confirm Kobold sightings in their 2011 DF Fortresses?
No kobolds in my game, I can confirm.
Every single kobold starved in year 4 in my world. Also, my stray animals kept dying of starvation when I was playing dwarf mode too.
[editline]6th March 2011[/editline]
A lot of people have starved in year 4 now that I look at the legends, but mostly kobolds.
My horse and donkey starved to death in Autumn of the first year. I thought I'd somehow fucked up food production as was done for, but nothing happened after that.
I suppose it's because I'm living off fish and meat because I embarked somewhere without soil and am still getting cave irrigation set up.
My main problem is with a drainage system.
All these catastrophic bugs are making me miss DF2009
Those were simpler times
If I upgrade DF and copy my save over. Will it break?
[QUOTE=Boris-B;28460385]If I upgrade DF and copy my save over. Will it break?[/QUOTE]
No
It only occured to me how insane my resolution was when the entire embark area I'd been in for two years wasn't not scrolling because of the resolution, but the fact that the entire thing fits into two screens (Vertically and horizontally)
I'd actually forgotten what it was like not having almost the entire fort fit onto one screen.
[QUOTE=Loofiloo;28460372]All these catastrophic bugs are making me miss DF2009
Those were simpler times[/QUOTE]
Pre-2011 DF was stable, as was the version right before Toady added night creatures and completely revamped Adventure Mode.
It comes in waves, it seems.
[QUOTE=Canuhearme?;28462370]Pre-2011 DF was stable, as was the version right before Toady added night creatures and completely revamped Adventure Mode.
It comes in waves, it seems.[/QUOTE]
I know I skipped several versions after the buggy mess that was 31_01, but I still find it pretty frustrating that military dwarves take soooo long to train... and apparently goblins are overpowered now? I thought they were just destroying my dwarves because they're forever "dabbling" in every military-related skill despite all their training.
0.28.181.40d is where the shit's at. Or the 2d version.
[QUOTE=Loofiloo;28463877]I know I skipped several versions after the buggy mess that was 31_01, but I still find it pretty frustrating that military dwarves take soooo long to train... and apparently goblins are overpowered now? I thought they were just destroying my dwarves because they're forever "dabbling" in every military-related skill despite all their training.[/QUOTE]
MarksDwarves seem to be the easiest to train. I assign them all hunting which boost their skill a good amount and I have a big arena with fortifications all around so I can shoot my prisoners. They got a good amount of experience from that as well. I make them train so that they don't become rusty at combat.
Holy shit my oldest fortress has a deceased list 20 pages long, 2 fbs 30 goblin prisoners, 120 dead dwarfs 24 dead goblins and two FB's running around my caverns.
I remember having depopulated the surrounding area of any animals and effectively am in a prolonged tantrum spiral with 1 troll still wandering around outside.
It still has 50 dwarfs.
My fortress got hit with a goblin siege and only lost it due to the door being jammed by a pair of socks.
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