[URL="http://www.bay12forums.com/smf/index.php?topic=143831"]Dwarf Fortress 0.40.13 released[/URL]
[QUOTE]This release fixes some more bugs, old and new.
Major bug fixes
(*) Fixed item storage crash related to minecart being destroyed
(*) Stopped dwarves from trying to clean their own missing or internal body parts
(*) Cleared old activities properly so they aren't considered by dwarves for too long
Other bug fixes/tweaks
(*) Decreased frequency of conversation-skill-building dwarf chats
(*) Reworked grazing formula, used fractional exponent to scale properly according to size
(*) Made grazing tile selection less top-left biased and made it prefer non-creature'd tiles with denser grass
(*) Made butcher jobs for corpses not in piles respect z coordinate of building (Quietust)
(*) Handled some issues with subterranean areas being removed through trees
(*) Made workshop profile skill checks ignore skill rust
(*) Fixed problem with siege operator skill check (Quietust)
(*) Stopped a lever linking job from being added if it is already in progress
(*) Stopped fort dwarves from throwing their clothes off into a pile during unretire after being visited by adventurer
(*) Stopped fort animals from getting clothing during unretire after being visited by adventurer
(*) Stopped animals with kills from getting trinkets from corpses
(*) Stopped animals from growing attached to and bestowing names on items in their possession
(*) Stopped embark screen from setting neighbors with regular sites that happen to have zombies (due to another bug)
(*) Made "place item in tomb" job governed by burial instead of item hauling labor
(*) Made outside refuse order respect inside/outside instead of above ground/subterranean
(*) Stopped inside above ground corpses/corpse pieces from being destroyed periodically
(*) Stopped evaporation of inside above ground water from depending on the weather
(*) Stopped water items on the ground from being cleanable -- they evaporate instead
(*) Made water spatter evaporate properly over time
(*) Sped up extrasensory detection
(*) Sped up tracking of food consumption
(*) Re-enabled effects of cave adaptation[/QUOTE]
Supposedly increases fps by double? Gotta try that.
[quote](*) Stopped dwarves from trying to clean their own missing or internal body parts[/quote]
This is my favorite kind of patch note
[QUOTE=Sitkero;46006502]This is my favorite kind of patch note[/QUOTE]
Then this is a pretty good Twitter account to follow if you do the Twitter things: [url]https://twitter.com/dwarfort_txt[/url]
With classics such as "changes caused the clowns to run away like benign animals" and "a skeletal polar bear came by and guzzled my wine and stole my plump helmets"
[QUOTE=Sitkero;46006502]This is my favorite kind of patch note[/QUOTE]
God needs to get on fixing that. Phantom limbs are a hell of a thing.
[QUOTE=Lijitsu;46006621]Then this is a pretty good Twitter account to follow if you do the Twitter things: [url]https://twitter.com/dwarfort_txt[/url]
With classics such as "changes caused the clowns to run away like benign animals" and "a skeletal polar bear came by and guzzled my wine and stole my plump helmets"[/QUOTE]
[quote]stopped pigs from thinking that they are selling things at the market[/quote]
Why can't other games have bug fixes like these?
[QUOTE=Paramud;46019610]Why can't other games have bug fixes like these?[/QUOTE]
They do, it's just that game developers never release changelogs during pre-release bug testing. It's a damn shame, too.
So I just witnessed my dwarfs jumping over a pond:
[IMG]http://i.imgur.com/giCPnj9.gif[/IMG]
[img]http://i.imgur.com/Y7jKToX.png[/img]
oh boy, you know what that means
[img]http://i.imgur.com/l9uBMcY.png[/img]
I'm glad there's a caravan of free stuff that you can use to give your fortress a nice boost
How much do you get to do that before you get pincushioned in arrows
free arrows fuck yeah
[QUOTE=Lijitsu;46006621]Then this is a pretty good Twitter account to follow if you do the Twitter things: [url]https://twitter.com/dwarfort_txt[/url]
With classics such as "changes caused the clowns to run away like benign animals" and "a skeletal polar bear came by and guzzled my wine and stole my plump helmets"[/QUOTE]
[quote]stopped engravings from referring to future events[/quote]
Man, i'd love a fortress filled with engravings of future events.
[QUOTE=Sgt Doom;46037978]Man, i'd love a fortress filled with engravings of future events.[/QUOTE]
you'd probably get tantrum spirals way faster as dwarves get shown their horrible end at your hands :v:
[QUOTE=Sgt Doom;46037978]Man, i'd love a fortress filled with engravings of future events.[/QUOTE]
That actually sounds like something you could twist into a feature. Maybe possessed craftsdwarves have a chance of carving a sculpture of future chosen ones. They could scream about prophecies while making it.
Get on it Toady.
[QUOTE=scratch (nl);46039057]you'd probably get tantrum spirals way faster as dwarves get shown their horrible end at your hands :v:[/QUOTE]
It's a self fulfilling prophecy :v:
[QUOTE=person11;46037359]How much do you get to do that before you get pincushioned in arrows[/QUOTE]
it's ok, I already have a medical dwarf ready to pull out splinters
so I think dead dwarves can reveal underground terrain?
one "accidentally" fell into my volcano and he discovered the magma sea + candy
[editline]21st September 2014[/editline]
I'm trying to make one of my dwarves dual wield shields. I gave him two but he just puts them both in his right hand, so I gave him two more and he still is holding them all in his right hand.
[img]http://i.imgur.com/AdSlhmY.png[/img]
is there something I'm missing?
See how many shields he can hold
[QUOTE=Yumyumbublegum;46041596]
I'm trying to make one of my dwarves dual wield shields. I gave him two but he just puts them both in his right hand, so I gave him two more and he still is holding them all in his right hand.
[img]http://i.imgur.com/AdSlhmY.png[/img]
is there something I'm missing?[/QUOTE]
Give him a huge number of featherwood shields, I don't think the material matters much for successful blocking.
[editline]22nd September 2014[/editline]
[media]http://www.youtube.com/watch?v=lXjhOLFdJas[/media]
Basically do this.
[QUOTE=person11;46043433]See how many shields he can hold[/QUOTE]
unfortunately it seems to be fixed now and the dwarf is properly dual wielding shields
though now he has ~10 shields strapped to his upper body, I'll leave him like that
[QUOTE=Yumyumbublegum;46041596]so I think dead dwarves can reveal underground terrain?
one "accidentally" fell into my volcano and he discovered the magma sea + candy?[/QUOTE]
This is a known thing on the wiki
[quote]Suicide mission: Ideal for exploring the bottom of a deep pit or magma pool. Knock a dwarf or animal into the pit, and they will rapidly plummet. Despite being unconscious, they will report everything they see for as long as they are alive. Nobles, cats and vampires make excellent geonauts[/quote]
[url]http://dwarffortresswiki.org/index.php/v0.34:Caverns#Methods_of_Exploration[/url]
[QUOTE=Orkel;46043778]This is a known thing on the wiki
[url]http://dwarffortresswiki.org/index.php/v0.34:Caverns#Methods_of_Exploration[/url][/QUOTE]
huh, neat
also my shieldwarf was just tested in combat
[img]http://i.imgur.com/YFBgtCg.png[/img]
I like that they talk now
[editline]21st September 2014[/editline]
also for some reason the entire entrance bridge to my base is covered in vomit
[QUOTE=Yumyumbublegum;46043829]
also for some reason the entire entrance bridge to my base is covered in vomit[/QUOTE]
Toady actually posted this on Facebook. If all of your dwarves get really cave-adapted, they'll start puking all over whatever your main entrance is.
I always turn off cave adaption. Hate having my entrance covered in vomit and I'm far too lazy to have my dining hall be in sunlight or something.
[QUOTE=Yumyumbublegum;46043829]huh, neat
also my shieldwarf was just tested in combat
[img]http://i.imgur.com/YFBgtCg.png[/img]
I like that they talk now
[editline]21st September 2014[/editline]
also for some reason the entire entrance bridge to my base is covered in vomit[/QUOTE]
*Gets slammed into by an enraged minotaur and slams into a wall. Stands up, bludgeoned but unhurt.*
"Death is all around us. This cannot horrify me. How fragile we are... THIS DOESN'T SCARE ME!"
Jesus adding dialogue to this game made it 10000x more fucking hype.
It just needs more variants for the same response, rather than the one or two that there are. Would keep things very fresh. Flavour text would be nice too.
[QUOTE=Teh Zip File;46044017]I always turn off cave adaption. Hate having my entrance covered in vomit and I'm far too lazy to have my dining hall be in sunlight or something.[/QUOTE]I just have my central staircase reach to the surface, then plug that over with floors so the staircase is still considered lit while not being a vulnerability. Not sure of that still works in the new version, I guess nowadays one would put a grate or something else that allows light on top.
So I just noticed that all the eggs my chickens lay are turkey eggs.
wat
Sorry, you need to Log In to post a reply to this thread.