Dwarf Fortress V10 - DF2010 Release Edition - OH GOD THE SCREAMS
2,002 replies, posted
Well I had 6 goblins, some lashers and some wrestlers. Maybe there was more but I never got to them as my military got owned and I didn't wait to see.
What were your dwarves? Swordsdwarves?
[QUOTE=HALP Cat;21306918]What were your dwarves? Swordsdwarves?[/QUOTE]
No? What, only swordsdwarfs work?
[QUOTE=Silly;21306945]No? What, only swordsdwarfs work?[/QUOTE]
Blunt weapons are shit now. So are crossbows.
[QUOTE=Xera;21306950]Blunt weapons are shit now. So are crossbows.[/QUOTE]
So... we have like... sworddwarfs, axedwarfs and uselessdwarfs ?
Wait, so Toady's now implemented the trope "Annoying Arrows?"
I miss fragmentation bolts :saddowns:
[editline]10:38AM[/editline]
Is it just me, or are these immigrant rushes more annoying then in the last version? I mean seriously, I got one immigrant wave Summer of the first year, another in Winter of that year, and another (BIG one) in Spring of the second year.
Is there a new tileset designed for this version? And I mean one that makes use of the new graphical features.
Silly, remember that copper beats iron for some reason. The gobbos use copper armor, and iron weapons always deflect off it (balance bug?). So you need atleast bronze or steel to do some damage.
[editline]02:53PM[/editline]
And the blunt weapons are currently doing good damage, they break and shatter bones easily. The problem is that those wounds even when nasty as fuck in real life are not wounds that kill easily at all in this version. I guess it is a balance bug regarding wounds which will hopefully be fixed.
[QUOTE=Orkel;21307264]Silly, remember that copper beats iron for some reason. The gobbos use copper armor, and iron weapons always deflect off it (balance bug?). So you need atleast bronze or steel to do some damage.
[editline]02:53PM[/editline]
And the blunt weapons are currently doing good damage, they break and shatter bones easily. The problem is that those wounds even when nasty as fuck in real life are not wounds that kill easily at all in this version. I guess it is a balance bug regarding wounds which will hopefully be fixed.[/QUOTE]
Meh so I need bronze/steel armored sworddwarfs to survive first attack?
:v: this version is unforgiving.
Gonna try this when I'm home.
[QUOTE=Silly;21307337]Meh so I need bronze/steel armored sworddwarfs to survive first attack?
:v: this version is unforgiving.
Gonna try this when I'm home.[/QUOTE]
I am quite sure that iron deflects copper, so that should be fine as armor. It's just the weapons that need to be of stronger materials.
[editline]03:10PM[/editline]
Military related crashes getting hammered!
- 0000035: [Dwarf Mode -- Interface, Military Screen] Military schedule screen crashes when copy-pasting orders (Toady One) - resolved.
- 0000156: [Dwarf Mode -- Interface, Military Screen] Schedule grid / inactive causes crash (Toady One) - resolved.
- 0000148: [Dwarf Mode -- Interface, Military Screen] Crash on military screen setting training size (Toady One) - resolved.
- 0000029: [Dwarf Mode -- Interface, Military Screen] Run-time when trying to access Pri/Assignments in Military Equipment screen. (Toady One) - resolved.
[QUOTE=Jack_bud;21307092]Is there a new tileset designed for this version? And I mean one that makes use of the new graphical features.[/QUOTE]
[url]http://mayday.w.staszic.waw.pl/~mayday/upload/DFG25.zip[/url]
It's a bundle of Mayday's tileset and DF2010 .2
You might have to set the bindings to your likings since Mayday uses his preffered ones.
[editline]05:18PM[/editline]
I would also suggest getting this: [url]http://www.bay12games.com/forum/index.php?topic=51957.0[/url]
Are aquifers still only passable by cave ins / freezing / magma or is it easier to get past them now? Since it's pretty hard to find a fun embark spot without an aquifer.
[QUOTE=Hamsterman;21308327]Are aquifers still only passable by cave ins / freezing / magma or is it easier to get past them now? Since it's pretty hard to find a fun embark spot without an aquifer.[/QUOTE]
Are you crazy? I found the best spot in my world.
It's in a mountain near a stream without an aquifer and it has trees.
has there been an update yet
[QUOTE=Parakon;21309820]has there been an update yet[/QUOTE]
No but we know that pathfinding is fixed in the next bugfix release or atleast some of it
"Had several problems already with dwarves unable to path to areas that should be pathable, or unable to place structures because it was unable to find path to the needed resources. More information needed." is resolved in the changelog
get on steam chat yo, I haven't played this in a year and I just struggled for 30 minutes making a god damn farm and the wiki is shit right now
Does anyone remember if you can add new buildings for civilizations to use now, or do they still default to forest/tower/fortress/village?
[QUOTE=Orkel;21309895]No but we know that pathfinding is fixed in the next bugfix release or atleast some of it
"Had several problems already with dwarves unable to path to areas that should be pathable, or unable to place structures because it was unable to find path to the needed resources. More information needed." is resolved in the changelog[/QUOTE]
YES!
I lost my first (serious) fort ever to that pathfinding bug. I had become self sufficient and everything. And then everyone starved trying to pathfind from the farm to the food stockpile that was in the adjacent room.
Burrows are good for my mega super awesome escape routes through my forts plumbing.
If only I could survive long enough to finish the system thanks to the new never stop working until you die and pathfinding bugs.
[editline]12:57PM[/editline]
I threw slade axes and knives at elfs as a bronze colossus, they were missing many body parts.
[QUOTE=Orkel;21309895]No but we know that pathfinding is fixed in the next bugfix release or atleast some of it
"Had several problems already with dwarves unable to path to areas that should be pathable, or unable to place structures because it was unable to find path to the needed resources. More information needed." is resolved in the changelog[/QUOTE]
The change log on the bug tracker website?
But what is the difference between War and the red dotted line next to civilisations on the embark screen.
[QUOTE=helpiminabox;21310305]YES!
I lost my first (serious) fort ever to that pathfinding bug. I had become self sufficient and everything. And then everyone starved trying to pathfind from the farm to the food stockpile that was in the adjacent room.[/QUOTE]
You made a door correct? Should have saved and reloaded.
[QUOTE=Silly Sil;21310514]You made a door correct? Should have saved and reloaded.[/QUOTE]
I did, repeatedly.
I have a plan: once all the bugs have been fixed for a while, I will move my current fortress over (currently unplayable because of a bug that stops me playing in fullscreen) to the new version, finish my current designs, then hunker down and declare war on everyone else on the planet.
Also, guys, aboveground crops are piss-easy to get going now. Get some plants gathered from outside, brew them up to get their seeds, and build a farm plot outside. NOTE: the option to build a plot outside will not show up unless you actually have seeds to plant.
[QUOTE=ShitBalls;21309706]Are you crazy? I found the best spot in my world.
It's in a mountain near a stream without an aquifer and it has trees.[/QUOTE]
I don't like the mountain part, and when I do find a flat area that has everything I want it usually has no goblins or something.
[QUOTE=Orkel;21305357]Toady fix'd some small bug
"- 0000070: [General] Negative distance for building materials (Toady One) - resolved."
Anyone encountered it before?[/QUOTE]
If that means the pathfinding bug is fixed, I'm freaking ecstatic.
For anybody who may have missed it, changes so far for the upcoming 0.31.03:
[code]Dwarf Fortress - Change Log
Dwarf Fortress - 0.31.03 (Not Yet Released) [ View Issues ]
===========================================
- 0000018: [Pathfinding] Pathfinding fails to update after map changes (Toady One) - resolved.
- 0000103: [General] Dwarfs get stuck in buildings (Toady One) - resolved.
- 0000176: [General] Pathfinding not working properly with grates and ramps (Toady One) - resolved.
- 0000225: [General] Cannot find path to build bug (Toady One) - resolved.
- 0000317: [Pathfinding] Constructing staircases causes pathing problems. (Toady One) - resolved.
- 0000346: [Dwarf Mode -- Items] Recently cut wood logs not usable (Toady One) - resolved.
- 0000529: [Pathfinding] Yet another way to break pathfinding, this time with a rock. (Toady One) - resolved.
- 0000559: [Pathfinding] Miners won't mine some squares (at first) (Toady One) - resolved.
- 0000623: [Dwarf Mode -- Buildings, General] Cannot build constructions over empty spaces (INCLUDES SAVE) (Toady One) - resolved.
- 0000635: [General] Removing a construction and replacing it with a different one sometimes fails to list the closest stone (Toady One) - resolved.
- 0000769: [Pathfinding] Dwarves cannot dump items through doors. (Toady One) - resolved.
- 0000776: [Dwarf Mode -- Interface, Announcements: Message Spam] Butcher cancels Butcher an Animal: Could not find path. (Toady One) - resolved.
- 0000901: [Pathfinding] Cutting off access to outside areas causes lag and buggy pathfinding. (Toady One) - resolved.
- 0000984: [Dwarf Mode -- Jobs, Constructions (walls etc)] Dwarves path to suspended constructions, get stuck (Toady One) - resolved.
- 0000990: [Pathfinding] I tracked down the source of the pathfinding/job item misplaced bug (Toady One) - resolved.
- 0001005: [Dwarf Mode -- Jobs, Cancellation and Suspension] Bridge over a pit by only entrance to fort breaks pathfinding (Toady One) - resolved.
- 0000070: [General] Negative distance for building materials (Toady One) - resolved.
- 0000035: [Dwarf Mode -- Interface, Military Screen] Military schedule screen crashes when copy-pasting orders (Toady One) - resolved.
- 0000156: [Dwarf Mode -- Interface, Military Screen] Schedule grid / inactive causes crash (Toady One) - resolved.
- 0000148: [Dwarf Mode -- Interface, Military Screen] Crash on military screen setting training size (Toady One) - resolved.
- 0000029: [Dwarf Mode -- Interface, Military Screen] Run-time when trying to access Pri/Assignments in Military Equipment screen. (Toady One) - resolved.
- 0000288: [Dwarf Mode -- Rooms] Crash when removing hospital zones with beds (Toady One) - resolved.
- 0000550: [Dwarf Mode -- Jobs, Activity Zones] Crash after deleting a hospital zone with X (Toady One) - resolved.
- 0000268: [Dwarf Mode -- Rooms] Crash after removing hospital zone (Toady One) - resolved.
- 0000551: [Dwarf Mode -- Jobs, Activity Zones] Removing (shift-x) the last meeting zone can cause a crash. (Toady One) - resolved.
- 0000691: [Dwarf Mode -- Jobs, Activity Zones] Crash when deleting zone. (Toady One) - resolved.
[26 issues][/code]
Holy mother of fuck, he added like 15 new fixes, there were only 11 not 26 when I checked 30 minutes ago.
[editline]07:57PM[/editline]
And it's only monday, if it releases weekly, aka. each friday, there will be even more fixes :o
[QUOTE=Jon-Ace;21311343]For anybody who may have missed it, changes so far for the upcoming 0.31.03:
[code]- 0000635: [General] Removing a construction and replacing it with a different one sometimes fails to list the closest stone (Toady One) - resolved.[/code][/QUOTE]
FINALLY
This has been bugging me for so damn long. It resulted in the tile being unusable until you managed to get your dwarves to dump the stone blocking the building. Especially annoying when you have an ocean flooding towards your fortress.
Btw Jon-Ace, the 15 new fixes that appeared were all part of the one pathfinding fix fixed earlier, noticed it after I mentioned the new fixes in the Bay12 thread ("wow look at all these new fixes, pretty awesome etc etc"), and Footkerchief replied about it. He then proceeded to set them as duplicates so they don't show up on the changelog anymore.
[QUOTE=Orkel;21311826]Btw Jon-Ace, the 15 new fixes that appeared were all part of the one pathfinding fix fixed earlier, noticed it after I mentioned the new fixes in the Bay12 thread ("wow look at all these new fixes, pretty awesome etc etc"), and Footkerchief replied about it. He then proceeded to set them as duplicates so they don't show up on the changelog anymore.[/QUOTE]
12 separate issues fixed though. Not bad for a Monday. :buddy:
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