• Dwarf Fortress - DF2014 released
    6,379 replies, posted
New release out, 0.40.24 [url]http://www.bay12games.com/dwarves/df_40_24_win.zip[/url] [quote]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. Major bug fixes [B]Fixed problem causing dwarves to sometimes fail to attack monsters/invaders[/B] Stopped active blocks/parries from rarely freezing adv mode [B]Stopped certain situations where you could be stuck in the air above certain tiles[/B] Fixed a few problems with necromancers attacking (and generally being killed by) their zombies Stopped crash from moving/centering squad menu going out of bounds Fixed crash involving squads and minimap Fixed unretire crash that generally triggered when caravan arrived [B]Stopped dwarf from stressing out over the same wound forever Stopped certain inaccessible jobs from blocking lower priority ones[/B] Other bug fixes/tweaks [B]Allowed embarks with x/y dim 1[/B] Made removal of trees check building/bridge/machine stability Stopped worker chaining to next construction job from choosing suspended one Tentatively fixed text mode error on OSX (lethosor) Tentatively fixed broken sound on some linuxes (Baughn) Fixed problem with water disappearing when it crosses the z=0 boundary Made certain old civilian weapon assignments clear over time Made t/q building selector respect stockpile shapes when looking for closest one Fixed error with underground pops in small forts not appearing Stopped mood jobs from going outside of burrows [B]Capped various combat skill gains per action (Urist Da Vinci)[/B] [B]Stopped "fighting" skill from increasing from trap/projectile attacks[/B] Stopped random creature proboscis from sometimes messing up poison attacks Fixed key display issue in bindings screen (lethosor) Fixed problem with display of kill order status Made geld indicator appear for pets on animal screen properly Fixed display problem with agreement conclusion dates Added error logs for missing materials set to defaults, fixed various raws Stopped announcement screen date from overrunning title depending on window size Differentiated two pain readouts on health screen Fixed a few empty announcement errors[/quote]
every time there's a new release, I'm like "I should get back playing now" but then I forget about it for a week or so and there already are new fixes in the next release which I consider worth waiting for :v:
From 25 dwarfs working cheerfully to 8 survivors being chased around by a couple of bone golems. [I]In the time it took me to get a beer.[/I]
So i dont know what button i pressed by accident but my entire interface is gone. I only see the z-level im on map. I can still do everything fine and the menus pop up for that specific botton but how do i get the 3 windows back with the map, possible actions, and world map back?
Tab.
[QUOTE=Orkel;46894920]Tab.[/QUOTE] Thank you!
So i arrived at my quest location and it shows 3 stars on my compass, yet the creature is nowhere to be found im just standing by a river. What do?
Look around for a cave.
[QUOTE=Lijitsu;46903044]Look around for a cave.[/QUOTE] Wierdly when i check my quest it says to report that he has been struck down,but the town people dont believe me when i say it.
This just got posted on Reddit: [IMG]http://i.imgur.com/GmZtT0S.jpg[/IMG]
The context for this image is, that I found one of my dwarven children appear nauseous, and proceeded to check his status. I had a fair amount of booze and a well inside my fortress, and a brook outside. I was not prepared enough. [IMG]http://puu.sh/dK9Bl/2d38f3e27e.png[/IMG]
My Ghoul just died. To a reanimated human bone. I told him to go kill it, the Black Monolith was fucking ressurecting bones within my Fortress that I didn't want (And needed) so I told the ghoul to kill the fucking human bone. It was just a bone. But instead the bone somehow fucking propelled itself into his brain within 10 combat logs. Fucking Dwarf Fortress. UPDATE: I've decided not to fuck with the human remains, coincidentally I was being besieged by Humans when a huge Thunderbird came, divebombed the Humans and promptly died while taking some with them. Man this game never lets up with it's hilarity.
I'm thinking of returning to DF, i haven't played in a year. How stable is the newest version in Fortress Mode? Are there any noticable bugs? I wanted to return when DF 2014 came out, but it was full of bugs so i decided to wait. Also, im planning to use Masterwork so how frequent are the updates to the game now?
Masterwork is still on 2012. He's planning on moving it forward to 2014, but it's going to take a total rewrite so it'll be a while.
[QUOTE=Lijitsu;46917668]Masterwork is still on 2012. He's planning on moving it forward to 2014, but it's going to take a total rewrite so it'll be a while.[/QUOTE] I hope he keeps the 2012 Versions, because I thoroughly enjoy them and i'll dislike having to make moats around the entirety of everything.
They won't be updated anymore I assume, but I don't see why he'd take them down. [editline]13th January 2015[/editline] Also I'm not really sure why the moat situation would change.
[QUOTE=Lijitsu;46918060]They won't be updated anymore I assume, but I don't see why he'd take them down. [editline]13th January 2015[/editline] Also I'm not really sure why the moat situation would change.[/QUOTE] I believe enemies cannot climb out of water, so if they can scale walls you simply make a moat around your Fortress and they're unable to climb. If not then i'll just build fortifications on each so they can't climb.
Can't you just build over the tile on the outside to stop climbers? Like in Minecraft how you stop spiders from getting on your roof? Could also fully enclose the area, stops flyers too.
[QUOTE=Lijitsu;46918235]Can't you just build over the tile on the outside to stop climbers? Like in Minecraft how you stop spiders from getting on your roof? Could also fully enclose the area, stops flyers too.[/QUOTE] I know I can do that. I'd just rather not to. I'm a horrible aesthetics person.
Extend the top level farther forward and upward by one tile, make the overhang a carved fortification. Instant murder holes. [editline]13th January 2015[/editline] Might have to push it up another z-level to make sure the enemy can't fire back.
Top tip: if you send your night untouchable master dodger dwarf spearlord to fight a forgotten beast, try to make sure they meet somewhere with open space for dodging, rather than, say, a 2x1 stairway.
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