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See readme.txt for general information about the release.See file_changes.txt for new init/interface information.See command_line.txt for information on world generation from command lines.TO BACK UP SAVES:(1) Copy the relevant region folder in "data/save" to a safe location.(2) When you want to reuse it, copy that region back to "data/save". Do *NOT* overwrite an old folder, as it might leave residual files.Please *DO* back up saves. Although the game has permanent death and you might want to play it in that spirit, the gameis 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".TO USE OLD SAVES WHEN UPDATING VERSIONS:(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.TO CHANGE DISPLAY AND SOUND OPTIONS:Go to "data/init/init.txt". These options will take effect the next time you start the game.IF YOUR KEYBOARD ISN'T WORKING: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.******************************************************Release notes for 0.40.24 (January 7, 2015):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(*) Fixed problem causing dwarves to sometimes fail to attack monsters/invaders(*) Stopped active blocks/parries from rarely freezing adv mode(*) Stopped certain situations where you could be stuck in the air above certain tiles(*) 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(*) Stopped dwarf from stressing out over the same wound forever(*) Stopped certain inaccessible jobs from blocking lower priority onesOther bug fixes/tweaks(*) Allowed embarks with x/y dim 1(*) 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(*) Capped various combat skill gains per action (Urist Da Vinci)(*) Stopped "fighting" skill from increasing from trap/projectile attacks(*) 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******************************************************Release notes for 0.40.23 (December 24, 2014):A third set of fixes for the job priority release, as well as a fix for the army "camp forever" problem from July.Major bug fixes(*) Fixed cancellation bug with farming jobs(*) Fixed problem causing camping armies to lose sight of certain goals once play beganOther bug fixes/tweaks(*) Stopped situation where channeling dwarf decides to stand on channel tile(*) Fixed some raw typos (Gorobay)******************************************************Release notes for 0.40.22 (December 21, 2014):Major bug fixes(*) Multi-item jobs like artifact moods, forging breastplates and smelting pig iron should work nowOther bug fixes/tweaks(*) Made toggle marker behave like toggle engraving mouse-wise******************************************************Release notes for 0.40.21 (December 19, 2014):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.Major bug fixes(*) Made hauling jobs that chain to other hauling jobs respect job postings, instead of causing crashes and other horror(*) Fixed stair/ramp removalOther bug fixes/tweaks(*) Made digging look up/down for continuing jobs(*) Fixed problem with harvest jobs stealing dwarves from each other******************************************************Release notes for 0.40.20 (December 18, 2014):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 stoneMajor bug fixes(*) Fixed crash related to armies failing to take over villagesOther bug fixes/tweaks(*) Hauling jobs that used to need a held container now allow the dwarf to carry many items without a container(*) Building jobs can swipe items from hauling jobs if the item is not held(*) Wall/floor construction and road construction use new skill-free labor settings******************************************************Release notes for 0.40.19 (November 26, 2014):Here is another release for November, mostly related to livestock.New stuff(*) Added gelding and associated profession/skill/etc.Other bug fixes/tweaks(*) Showed animal gender symbols in a few more places(*) Got rid of mating-at-a-distance(*) Added drink tab to kitchen screen(*) Moved all remaining announcements to announcements.txt(*) Added ability add/remove bp flags to set bp group(*) Tweaked crowded pasture anger counter(*) Stopped liaison from inserting own gender into position change news(*) Added more work-arounds for compiler issue (fixing broken vault weapons and other problems)******************************************************Release notes for 0.40.18 (November 20, 2014):The flag changes brought forth a compiler issue on Windows (breaking smelting, for example). Hopefully it'll work better now.******************************************************Release notes for 0.40.17 (November 19, 2014):Here is another friendly little release.Major bug fixes(*) Fixed collapsing shrines(*) Fixed army crash/bad behavior near the right/lower edge of the map(*) Fixed a conversation crash related to uncivilized people/creatures trying to sell something in the market(*) Made people only jump into actual conflicts, rather than animal encounters and training eventsOther bug fixes/tweaks(*) Made stress levels drop faster the longer no stressors are applied(*) Made gathering plants from the ground add to herbalist skill properly again(*) Made plants that grow in winter-spring plantable at all proper times (Quietust)(*) Optimized flag checks for non-windows OSs (ag)(*) Fixed problem deleting stockpile links in the case that stockpile had multiple give/take settings(*) Fixed blinking behavior for stockpiles/zones vs. ramps/stairs(*) Fixed blinking behavior for designations vs. anything obscuring them(*) Fixed double untranslated name in thoughts screen(*) Fixed elf diplomacy typo******************************************************Release notes for 0.40.16 (November 12, 2014):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.******************************************************Release notes for 0.40.15 (November 5, 2014):Here's another release with bug fixes and small changes to brighten your day.Major bug fixes(*) Made growing trees update cave-in and light information properly(*) Handled stress counter timing properly in adv mode(*) Stopped nerve check from bypassing broken parts between thought center and body roots(*) Stopped part from being pulped if inner nervous tissue is not detached(*) Made pulped parts bleed properly(*) Stopped crash from trying to place unit in proper connected component of crowded retired fort(*) Fixed reversed inside/outside check for outdoor refuse haulingOther bug fixes/tweaks(*) Animals that can escape from cages no longer brought by traders(*) Made reactions try to guess how their containers will be filled to stop problems with brewing large stacks etc.(*) Small coin stacks can no longer be stuffed into non-containers(*) Small coin stacks no longer pass through opponents(*) Stopped tantrum dwarves from checking burrows for fistfights(*) Changed tantrum action frequency(*) Being in an owned site makes bogeyman not an issue(*) Made ballista arrow heads and ballista arrows have edges(*) Added ability to trade everything in the depot from either column(*) Made column widths even in trade view and abbreviated strings differently(*) Added select visible and select category to bring-to-depot menu(*) Added totems to crafts tab of bring-to-depot screen(*) Added a few categories to the kitchen menu(*) Alphabetized stone and kitchen menus(*) Added magma-safe indicator to stone menu(*) Made encrust jobs respect furniture tools(*) Cannot go into specific encrust menus if selected gem not available for encrust(*) Dead dwarves removed from burrow count(*) Made toggle button update properly when moving unit labor view to non-laborer(*) Fixed a problem causing the right edge of the embark world map to disappear, including the cursor(*) Fixed location of cursor in minimap for resized windows(*) Made DOES_NOT_EXIST exclude creatures from certain lists properly(*) Stopped stress reactions from being applied to unintelligent critters(*) Stopped stress reactions of hidden creatures from being announced(*) Fixed many typos (Gorobay)(*) Updated description for pulping so it doesn't say "bruised" etc.(*) Fixed broken artifact thought text(*) Stopped immortality goal from having a broken display in thoughts(*) Properly recognized multiple embark minecarts of the same material(*) Slowed down tantrum/mood/etc. indicators(*) Stopped zombies from interrupting your sleep to ask if they can help you with something(*) Increased default embark points to compensate for more default equipment (stepladder etc.)(*) Allowed deletion of first uniform(*) Stopped crafts brought by traders from satisfying craft mandates(*) Made weather init option clear up weather properly instead of just turning off the global simulation******************************************************Release notes for 0.40.14 (October 25, 2014):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 feelingOther bug fixes/tweaks(*) Stopped IMMOBILE creatures from trying to flee terrain(*) Fixed problem with fear vs. stating proper opinion(*) Stopped harvest/plant jobs from being added to farms slated for destruction(*) Deconstructed farm plot loses items******************************************************Release notes for 0.40.13 (September 17, 2014):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 longOther 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******************************************************Release notes for 0.40.12 (September 10, 2014):This release has some more bug fixes in it, mostly related to healthcare, prisoners and morale.Major bug fixes(*) Made dwarves that fall unconscious while going to rest or sleep location not get stuck on the spot(*) Fixed symptoms of wrestling error that could cause dwarves to freeze in place forever(*) Stopped civs from sending a squad when they failed to find thieves/snatchers to send (led to small sieges in the first year)(*) Allowed recover wounded jobs to bring dwarves to hospital floor if no beds are available(*) Stopped recover wounded jobs from bringing dwarves to non-hospital beds(*) Made caged/chained people request water/food with proper frequencyOther bug fixes/tweaks(*) Made doctors remove dwarves from traction properly (checks weekly)(*) Made dwarves move/get moved to new hospital more quickly if old hospital is removed(*) Roots function as ramp walls properly now(*) Can cross ramps covered by bridges in adventure mode(*) Made critters that join up with your adventurer stop traveling if they were on a journey(*) Made critters with entity-based army duties unwilling to join adventurers(*) Stopped critters joined with you from considering moving, joining armies and other issues(*) Added ability to repeat, suspend and cancel jobs from unit/job lists(*) Made civ-level nobles attached to locations (e.g. barons) include their site in their name when possible(*) Made dwarves that have been grabbed for chaining/etc. cancel their jobs properly(*) Stopped certain events (like giving birth, resting or getting an artifact mood) from causing a working dwarf to suspend jobs for the whole fort(*) Stopped chained mothers from seeking wandering infants(*) Changed name of chaining/other jobs to include target instead of saying "animal" for everybody(*) Made certain creatures like minotaurs act less civilized (requires LARGE_PREDATOR in raws)(*) Stopped alarm moods from persisting long beyond event itself(*) Made non-soldier adventure companions not default to flight (this could include giant demons, etc.)(*) Stopped companions with stranger-kill ethics from starting no-quarter fights with strangers the party meets(*) Made stranger-kill creatures respect their own prisoners/etc.(*) Stopped adventure mode critters from persisting on outmoded paths when destination has changed(*) Made sure dipscripts were loaded in the same order on different platforms (Quietust)(*) Trading a worthless item for a non-worthless item no longer results in you initiating a robbery(*) Wooden chests brought by elven traders are grown now(*) Seeds that should be edible raw in adv mode are now edible******************************************************Release notes for 0.40.11 (September 3, 2014):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.Major bug fixes(*) Accounted for site populations properly when moving around (stopping doubling in lairs/player forts)(*) Removed the old animal people camp items, as they cause duplication errors and will work with a better overall army framework later(*) Handle some more instances where led creatures could drag their leader into conflicts (a dwarf caging a goblin, for example)(*) Made historical figures react properly to historical undead(*) Made chained animal checks respect z coordinate properly(*) Gave your companions a bit of a courage boost in terms of intervening in conflicts(*) Fixed some problem with resource stockpiles causing shop types to revert on insurrectionOther bug fixes/tweaks(*) Made dwarf children not seek their mothers when idle, especially in violation of area restrictions(*) Made dwarves prefer claimable rooms to dormitory master beds(*) Stopped uninjured dwarves from sleeping in beds in active hospital zones(*) Tried to make items in markets/homes match races more closely (cannot be completed until later -- right now, resources are based on original site owners)(*) Stopped brief necro master-apprentice relationships from forming in towns(*) Stopped other necro tower townish behavior like fake grazing disputes(*) Made sleeping on the floor respect burrow assignments(*) Made strength/agility/tissue layer effects work for gaits (Quietust)(*) Stopped overuse of plant structure tag causing people to say they preferred to eat trees(*) Fixed other issues causing dwarves to be able to prefer the wrong (generated) materials(*) Stopped adventure skill list from overflowing on status screen(*) Discounted rust when listing relevant skill for squad candidate(*) Stopped evaporation of 1/7 liquid when over 7/7 liquid of the same kind(*) Made flying adventurer able to fly over ramps without using them(*) Fixed missing bindings for animal training keys (Quietust)(*) Adjusted firing rate for projectiles again to make them more like the older versions(*) Made adamantine clothing available in arena******************************************************Release notes for 0.40.10 (August 24, 2014):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.Major bug fixes(*) Fixed crash that could happen when refugee rumors were created(*) Fixed crash from visiting former player fortress with adventurer if certain army is present(*) Fixed crash related to surgery(*) Fixed crash that happened when it considered certain units in play for succession(*) Stopped a conversation crash from talking to mute creatures about their troubles(*) Allowed flying/climbing wilderness critters to work their way off the map(*) Fixed problem allow the player to become invisible among many units even when clearly visible(*) Made running away in terror/fear respect only valid combat location information(*) Made genuine retreat and alarm state more separate from each other (being alarmed was being equated with flight for morale)(*) Stopped certain old conflicts from causing alarm(*) Made people that are attacked briefly have some knowledge of attacker's position(*) Stopped certain jobs from being able to teleport items and engage in other action-at-a-distance antics(*) Stopped necromancer towers from doing various inappropriate townish things that lead to tower proliferation etc.(*) Fixed some reclaim/unretire bugs involving unavailable seeds(*) Adjusted projectile firing speed which became broken during wagon fixOther bug fixes/tweaks(*) Adjusted emotional strain vs. willpower etc. calculation(*) Made non-extra-sensory creatures also respect z coord of potential targets(*) Fixed a pathing lag associated to mood dwarves not being able to get to their buildings(*) Added stockpile option for cut stones(*) Removed obsolete relieved/drafted thoughts(*) Made extra-sensory creatures even less perturbable by critters sensed through layers of rock(*) Stopped erroneous conflicts between certain hunting creatures(*) Stopped shared/wrestled items from being used for block/parry(*) Stopped creatures with multiple attacks like hydra from stacking attack modifiers incorrectly(*) Made attacker always look at target upon initiating attack(*) Ordered farm plot plant lists by seed availability/name(*) Lowered cap for wrestle skill gain so it wouldn't be hit triple digits attacking large opponents(*) Removed double entry of "slabs" from stocks screen(*) Adjusted 'v' menu location for window height (so it wouldn't overwrite certain lists, etc.)(*) Fixed a few typos causing double periods in personality paragraphs******************************************************Release notes for 0.40.09 (August 17, 2014):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.Major bug fixes(*) Fixed problem causing domestic underground animals to be placed beyond their number (and then replaced at that new number)(*) Made people not so eager to jump in on the side of their relatives and friends if the relative/friend is berserk/etc.(*) Made creatures prefer to flee normally if possible (rather than jumping off cliffs etc.)(*) Stopped liquid flows in confined spaces from sometimes making items disappear(*) Made items that froze in ice reappear properly when ice melts(*) Allowed dwarves interested in marriage to start relationships properly (Quietust)(*) Removed some vestigial code stopping wagons from moving properly after move/attack speed split(*) Fixed a wagon AI error that caused them to fail to unload sometimes(*) Gave wagons the ability to go past each other in certain instances(*) Made invaders not come back as ghosts(*) Stopped non-historical dwarves from coming back as ghosts (put in fix for old saves that should lay them to rest soon after unpause)(*) Stopped ghosts from being considered in regular sight code(*) Fixed the defend burrow order(*) Allowed items made from gem materials (including large gems) to be stored in finished goods pile(*) Fixed broken logic that made trade good hauling require both trade good hauling and lever operation laborsOther bug fixes/tweaks(*) Fixed up quarry bush bag job vs. rock nuts(*) Added appropriate announcements for some additional circumstances under which a fort dwarf could assume a civ-level position(*) Added embark warning if civ is dead(*) Added optional confirmation window after preparing embark (default: pops up if points remain)(*) Printed job after name when following unit(*) Marked dwarves as "New Arrival" on unit/job screen instead of "No Job" while they are new(*) Added pole-setting parameters for world gen, allowed north+south pole and no-pole options(*) Fixed an error causing nearby site maps to be offloaded too often(*) Made hill dwarf sites put animals in pastures properly(*) Made animals not placed in pasture/waste/yard get placed even if their preferred type isn't available(*) Fixed some manual typos (Gorobay)(*) Initialized strict pop cap to 220 if not present in d_init(*) Made alerts without names show properly as "Alert State #" in squad mode(*) Finished updating pineapple raws(*) Made several export filenames use the format (region)-YYYYY-MM-DD-(etc)(*) Added error for unrecognized CREATURE in entity raw******************************************************Release notes for 0.40.08 (August 11, 2014):A few new errors crept in. Hopefully they will creep out now.Major bug fixes(*) Stopped ESC from ending the game when setting up fort or adventurer(*) Made constructions use materials properly again******************************************************Release notes for 0.40.07 (August 10, 2014):Enjoy another set of bug fixes!Major bug fixes(*) Fixed crash that involved promoting certain stops above their route(*) Removed some stale invasion data preventing further invasions(*) Stopped dwarves from breeding like animals, technically speaking(*) Made diplomats search for civ-level land-holders properly(*) Fixed some path buffering problems that could screw up neighbor list etc.(*) Fixed a few problems with undead AI(*) Stopped sleeping/incapacitated dwarves from doing things(*) Fixed problem with squad leader assignment in military screen(*) Made sparring people use their weapons properly(*) Made unretired forts unhide fully, flowing from surface and all unitsOther bug fixes/tweaks(*) Made masterpiece announcements wait for all item info to be decided before trying to print item name(*) Eliminated an OSX key conflict for text deletion(*) Made install colony jobs respect each other's targets(*) Made install colony jobs react to missing hive at gather destination(*) Added another adjustment to designation jobs to help them vs. paths that became bad(*) Required animal hauling labor for various jobs(*) Added new labors for hauling trade goods, pulling levers, removing constructions and hauling water(*) Attached trap cleaning to clean labor(*) Made laborless building construct/destroy jobs take furniture hauling(*) Allowed burrows to restrict workshop item search or not (default off)(*) Added assigned citizen number to burrow list(*) Stopped paralyzed injured dwarves from spamming rest cancellation messages(*) Stopped some CPU-intensive temperature wobble (ag)(*) Cleaned up the creature pressure plate interface(*) Made paved roads only need as much material as required by the road tiles (rather than the whole rectangle)(*) Made translated name appear properly at the top of the screen when viewing creature(*) Stopped dwarves from liking special items(*) Fixed a problem with unnamed historical figure statue/figurine item names and descriptions(*) Fixed color display problem in civ list(*) Gave not-you civs range of 30 path-wise for neighbor status on embark (towers still 10)(*) Allowed use of number in burrow names without moving cursor(*) SDL string question mark should no longer enter as a pipe, and pipe should be enterable(*) Respected question mark entry in several places******************************************************Release notes for 0.40.06 (August 3, 2014):Another bug fix release.Major bug fixes(*) Fixed a problem causing certain jobs to become stuck when their paths were interrupted(*) Stopped dwarves from starting conflicts with led creatures(*) Stopped led creatures from wandering away from leader(*) Made buildings with burrows require a connectivity check when searching for items(*) Made dwarves forbid webs that are "accessible" but require pathing through unexplored areas(*) Reduced number of automation jobs created(*) Made some jobs respect fish/vermin amount when producing products(*) Make potash from lye respects lye stacks(*) Made jobs requiring several e.g. bones not need many individual stacks(*) Made thread spinning job not use up all of a stack of wool(*) Stopped decoration job from consuming entire stacks(*) Stopping using entire stack of meat to bait animal trap(*) Stopped reactions from consuming way too many raw materials from stacks (ag), though reactions that use very small amounts still use at least 1 item from a stack(*) Stopped mining of root from removing the treeOther bug fixes/tweaks(*) Stopped announcement of theft of hidden reclaimed underground objects(*) Stopped birth announcements for hidden creatures and separated wild/tame animal birth announcements(*) Stopped hidden/forbidden buildings from being listed in lever link menu(*) Stopped hidden/forbidden buildings from appearing in room list(*) Stopped hidden items from appearing in military equipment lists(*) Made trees update indoor/etc. settings properly upon removal(*) Made building/stockpile menus to respect different window heights(*) Made hunger/thirst/etc. indicators display properly in travel(*) Made vision arc display turn off for blinded creatures(*) Made scarred over wounds to broken functional layers continue to impair function(*) Removed requirement that a creature have a baby/child state to breed(*) Fixed plant growth consumption preferences (Quietust)(*) Fixed display of tree roots designated for mining(*) Fixed reversed display of zone sizing controls(*) Made random creatures only spit liquid spittle(*) Fixed state token for mud creature tissues (Quietust)(*) Stopped traders from bringing unspecified "liquid" from bloodsucking animals (Quietust)(*) Fixed problem causing multiple plant listings in stockpile(*) Made jobs properly cut away pieces of corpses for use (so that reanimation etc. respects partial use)(*) Made reactions count up and trim away body component materials properly(*) Added wound description for partially butchered parts(*) Made globs stackable(*) Fixed unretire message on linux/osx(*) Stopped dwarven forges in world gen sites from using thrones instead of anvils(*) Fixed message for being caught in a cloud of vapor/dust (Quietust)(*) Removed special materials from dwarf prefs(*) Clarified generated items in stockpiles (can't remove yet)(*) Fixed adjectives for randomly generated blowdarts/bolts (old saves still broken)(*) Made burrow indicator show over hidden areas(*) Fixed broken language selection for certain names(*) Can copy basic item type/subtype with reagent using GET_ITEM_DATA_FROM_REAGENT::NONE******************************************************Release notes for 0.40.05 (July 27, 2014):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.Major bug fixes(*) Fixed several large slow-down culprits(*) Stopped trees from growing through floors(*) Fixed a problem causing the suspension of constructions (old saves with affected jobs will still need to restart them) (ag)(*) Fixed a few problems with hospital code causing them to overstock item (ag)(*) Fixed problem stopping underground fishing (UristDaVinci/Quietust)(*) Made cultures that oppose intruders more lax when in places controlled by less wary groups (one cause of marketplace knifefights)(*) Made adventure-mode ambushers somewhat more in tune with their task(*) Made master soldiers stop reverting back to corresponding regular soldier type(*) Fixed crash that could occur when looking at adventure log while travelingOther bug fixes/tweaks(*) Stopped clearing professions upon achieving master soldier type(*) Fixed the population cap(*) Made it possible to detect plantings too late in the season again (Quietust)(*) Stopped migrants from retaining certain adv/etc. flags harmful to their integration into the fort (making them 'hostile') Note: those from old saves might take off articles of clothing and store them and other strange things, since the integration could not be made complete easily...(*) Fixed problem with non-entity armies/travelers failing to evaluate nearby creatures properly(*) Tried to improve prioritization for creatures trying to handle many targets, especially w/ extra senses (caused combat AI paralysis)(*) Stopped fliers from wanting to jump (and sometimes colliding mid-air)(*) Added some basic climbing skill to wg/etc. soldiers, esp. thieves(*) Vermin can escape from non-artifact containers properly (Quietust)(*) Caravans check weapon type properly for material selection (Quietust)(*) Diplomats that wanted bodyguards should get them now (Quietust)(*) Stopped aquarium check from turning off other vermin code (Quietust)(*) Fixed crash that happened in the arena when doing v-p on a dwarf with a weapon(*) Creature art value considered properly by civs now (Quietust)(*) Fixed problem dividing out item milligrams in weapon velocities (UristDaVinci)(*) Can now melt metal chests (Quietust)(*) Handled a few problems causing extra/erroneous long patrol thoughts (Quietust)(*) Made children get full list of default labors upon growing up and respected any existing skills(*) Stopped migrant historical children from receiving labors(*) Made underground populations properly respect layer size (the numbers can get very high, but blame the giant under-ocean caves in part)(*) Stopped hyper-obese digesting dwarves from constantly recalculating insulation/mass data (ag)(*) Fixed some problems causing certain jobs to check too many items (angavrilov/Quietust)(*) Allowed egg-laying critters without baby/child state to have viable eggs(*) Stopped listing dead non-fort animals/etc. as missing(*) Fixed a rounding error with projectile calculations (Pirate Bob/UristDaVinci)(*) Adjusted contact area/depth of ammo, max velocity of shooters (Joben)(*) Fixed a problem causing saplings to grow up 10x as fast as they should(*) Stopped sparring from being placed in combat reports(*) Displayed proper key for viewing agreements in civ screen(*) Stopped dwarves from swiping hospital goods from the caravan(*) Made the game respect more circumstances whereby medical inventory items are removed (fixing the crutch speed bug, for instance)(*) Stopped ghosts from being able to realize dreams after they are dead(*) Fixed problem where tools made from adamantine wafers required the wrong material amounts (Quietust)(*) Fixed problem with seed initialization for mid-level maps that could cause inconsistency (Quietust)(*) Fixed broken lack of cage/chain thought for law dwarf (Quietust)(*) Adjustments to animal people frequencies (see file_changes.txt)(*) Made king cobra people legless like other snake people(*) Fixed a problem causing the tortoises not to appear(*) Made random creature spines connect up properly(*) Fixed material values for obsidian (UristDaVinci)(*) Various typos fixed (see file_changes.txt) (thanks to Gorobay for finding most of these)(*) Re-added elven diplomacy, though it is still unchanged from its first incarnation******************************************************Release notes for 0.40.04 (July 20, 2014):This is mainly another crash-fix release, though I was able to handle some other problems as well. I'm still hoping to get to optimizations (for the third time in these release notes!), but as usual that depends on stability. As you'll note below, a few of the older bugs are gone -- as we continue in this process, I'll work fixes for old bugs into the mix.Major bug fixes(*) Fixed a crash with pathing for jumps(*) Fixed a crash related to invading squads attempting to train(*) Fixed an overpopulation bug for civilized critters and a related one for site animals(*) Fixed problem with retired fort uniform settings crashing later visits to the fort(*) Stopped a crash associated to misplaced books/slabs (root cause remains, added some logs)(*) Fixed position appointment issue that caused some instability(*) Tried to make idle code somewhat better about climbing while still getting dwarves out from being stuck(*) People with a weapon should use it with the proper frequency nowOther bug fixes/tweaks(*) Fixed problem with animal training/taming vs. lingering combat data (caused job cancel spam and inability to complete jobs)(*) Stopped nearby objects from being teleported by construction removal and a related problem with the item loop (ag/Quietust)(*) Made site finder properly indicate flux layers (Quietust)(*) Made game better respect existing directory structure in data/save when creating new directories(*) Made tops of walls appear properly when trees above walls are removed(*) Made strangulation take less time(*) Enhanced sapling survivability(*) Fixed a problem that caused vermin to occasionally be generated out of the loaded area(*) Fixed a problem that corrupted the information about items on the ground with temperature changes(*) Fixed some brokenness with climbing AI vs. ledge tops(*) Fixed a broken instance of chasing opponent AI vs unwalkable spaces(*) Made climbing have a higher path cost(*) Made people less likely to climb after a failure(*) Babies don't start strapped with a knife******************************************************Release notes for 0.40.03 (July 13, 2014):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!Major bug fixes(*) Fixed relationship screen crash from certain historial/old-player-fort migrants and adventurer migrants(*) Fixed adv retirement cloning(*) Fixed crash when game tries to realize certain low population sites(*) Fixed crash/corruption problem from large city walls(*) Fixed crash when asking about site trade partners(*) Fixed problem causing travelers originating from realized forts/sewers/dungeons to go out of map bounds (caused crashes)(*) Stopped the babies of the world from appearing in the unit list (and associated minimap crash)Other bug fixes/tweaks(*) Made farm plant list refresh properly with season selection******************************************************Release notes for 0.40.02 (July 10, 2014):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.Major bug fixes(*) Stopped autosave features from corrupting worlds (thanks to everybody that helped sort that out so quickly!)(*) Made the game not crash when talking to a deity or shouting out in the wilderness(*) Fixed a crash from trying to actively block in the adventure attack menu(*) Fixed the size bug where 9 of 10 young critters did not grow up beyond baby size (thanks Urist Da Vinci and so many others for all the work on that! I'd thank you all properly if I could do the archaeology to figure out how it was sorted out...)(*) Fixed a crash that came sometimes when asking about the position of site forces(*) Stopped a freeze that happened when swimming in deep waterOther bug fixes/tweaks(*) Fixed the tracking key in the SDL version so you should be able to do that with capital K now(*) Added the short wait button to the adventurer manual -- you can use , instead of . to wait for one instant(*) Made quarry bushes process to an edible leaf properly(*) Typo when impersonating divine being******************************************************Release notes for 0.40.01 (July 7, 2014):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 forgotBug 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/.******************************************************Release notes for 0.34.11 (June 4, 2012):Major bug fixes(*) Stopped crash from forbidden or otherwise lost containers in haul jobs(*) Stopped crash from naming routes when no routes are present(*) Stopped crash from renaming non-squads in the military screen(*) Stopped adventurer from turning into an underground creature when solid ground for placement couldn't be found(*) Stopped children from having missing/damaged clothing thoughtsOther bug fixes/tweaks(*) Stopped dwarves from walling/isolating themselves oftentimes(*) Worker chooses the closest tile instead of preferring tile at the top left of each designation job location (they don't use path distance, nor does this impact global behavior like choosing which designation job is picked overall)(*) Removed ramps near natural waterfalls(*) Added confirmation for burrow deletion(*) Added generic armor options (like those in the default uniforms)(*) Stopped haulers from wandering in loops in certain circumstances(*) Stopped removed constructions from injuring dwarves(*) Stopped dwarves from looping between civ/squad equipment if they can't follow their orders(*) Allowed dwarves to ride/push minecarts even when they don't have walking access to destination(*) Made dwarves equip items based on clothing layering order (there can still be conflicts if some items are already worn)(*) Made dwarves eat from backpacks/drink from waterskins earlier(*) Made armor objects count for missing clothing thoughts(*) Made dwarves drop equipment extra equipment more promptly when they are hungry/thirsty(*) Stopped empty bags from popping out of minecarts(*) Cleared kill orders when completed (they can take a few extra clicks to clear up)(*) Non-fire-immune creatures will dodge out of hot squares(*) Fixed extra flashing _ problem when naming routes(*) Random seeds can now be typed up to the proper number of characters(*) Auto-assign new baby animals to mother's pasture/pond(*) Stopped certain game actions from advancing when designations are placed(*) Added indication of items which are already assigned in specific item assignment on military screen(*) Stopped objects from being forbidden on enemy deaths if they are associated to fort military equipment(*) Made command line world gen exit without forcing a key press confirmation(*) Made command line understand quotes so that parameters with spaces in their names can be used******************************************************Release notes for 0.34.10 (May 21, 2012):Major bug fixes(*) stopped powered rollers from pushing every track cart everywhere(*) fixed lye/milk bucket storage jobs(*) stopped them from storing assigned cart that is on a valid trackless stop(*) allowed them to store unassigned cart that is on a trackOther bug fixes/tweaks(*) updated some screens for higher dimensions (if you enlarge in windowed mode for instance)(*) wrestles/shared items don't persist when cart moves******************************************************Release notes for 0.34.09 (May 17, 2012):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).Major bug fixes(*) Fixed various broken bucket jobs(*) Rollers require power properly now and get carts to speed faster(*) Stopped injuries from channeling and made objects and the digger move down to the ramp square when appropriate(*) Stopped picking up of unit-occupied/speeding carts in adv mode(*) Stopped wheelbarrow from getting stuck on obstacles that are built as it is moving(*) Fixed problem where carts leaving ramps get their velocity throttled too much (or just outright stopped)Other bug fixes/tweaks(*) Stopped salt from spreading to fresh water, made fresh water destroy stagnant water(*) Cleaned up stockpile options for tools(*) Increased output of coke reactions(*) Made materials for embark tools match definition(*) Stopped fast travel when riding carts(*) Fixed scrolling of hauling menu for screen heights greater than 25(*) Made older saves set new vehicle ids correctly(*) Fixed busted string when looking at objects on rollers(*) Fixed typo in white sand density******************************************************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 screensOther bug fixes/tweaks(*) Stockpiles can be linked to workshops, can be set to give to multiple piles, can be set to accept items from links only(*) Hauling jobs will often be combined, using one container(*) Heavy items harder to haul(*) Densities/colors updated, based on Uristocrat's data collection thread(*) Can filter creature names in arena(*) Mine drop rates tweaked, no longer skill-based(*) Puzzleboxes/drum makeable(*) Stopped blinking on bridges(*) Projectiles using new code (most non-shot/thrown projectiles) can skip/skid on liquid/ground(*) All flying units use new minecart parabolic flight paths(*) Many projectiles do not resolve in adventure mode before your turn (so you can dodge a flying cart by moving away)(*) Can create/assign to squads from v-p(*) Squads can be given nicknames from v-p or the military screen(*) Fixed broken clay stockpile option******************************************************Release notes for 0.34.07 (March 30, 2012):Here is another set of bug fixes. Be warned that some animals had their tiles changed to match the size convention.Major bug fixes(*) Stopped crash from some odd creatures transforming into werebeasts(*) Fixed crash from sites on the edge of the map(*) Fixed old adv mode save imports(*) Slab to missing allowed, once missing status has been announced (unless from reclaim, then you can always do it)(*) Made animated corpses that collapse still count toward putting down ghosts(*) Stopped undead from getting werecurses -- generally made animation/ghost/acquired tags count for more(*) Removed negative clothing thoughts for childrenOther bug fixes/tweaks(*) Stopped people from dropping random crafts/weapons on edge of map again(*) People should more consistently bring axes, picks, crossbows, quivers, ammo(*) Temporarily made amulets/backpacks etc. have no layering info (was screwing up clothing, will return to it)(*) Limited number of hunting/vamp crafts(*) Flux check in site finder should match with text now(*) Stopped vamps from bragging about their kills(*) Lists ghost/slab number/burial state in memorial list and stuck announced ghosts without slab item on the very top(*) Fixed blank memorial names(*) Husks have more information removed (pasture/pet/some job targeting/etc)(*) Opposition to life now overrides peace with wildlife(*) Stopped dwarves leading animals from going moody(*) Imported saves from 34.05 and earlier will have eggs that produce tame hatchlings(*) Option between skill/unit based profession setting in d_init(*) Made initial equipment based on profession setting rather than unit type(*) Fixed broken animal overall training scrolling(*) Mood dwarves no longer ask for "rock bars" and it says "bones" instead of "body parts"(*) Displayed medical dates correctly (they were a day off)(*) Season announcement appears with correct date(*) Correct year will show up on announcement screen(*) Displayed gender for some items that were showing up as duplicate entries(*) Gender in kill list (duplicate entries again)(*) Fixed some mannerism pronouns(*) Various raw fixes (see file_changes) -- highlight is that various underground animal men have attacks again******************************************************Release notes for 0.34.06 (March 23, 2012):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 exportMajor bug fixes(*) Fixed a save corruption from saving at the moment of trade meetings(*) Animals that have killed/attacked civ members no longer attack when trained(*) Allowed people to pick up their own owned clothes(*) Stopped sever victims from obsessing over lost clothes(*) Stopped failed pickup job from keeping item in uniform plan(*) Pickup equipment spam handled(*) Workshop clutter changedOther bug fixes/tweaks(*) Evil/good trees/shrubs are back(*) Made ownership lapse for things that have been thrown away -- can take about 10-20 days(*) Clothing deterioration in refuse pile(*) Training jobs for large animals decoupled from kennels -- assign trainers in animal screen(*) Animals being trained wander around less(*) Allowed selection of war/hunting animals(*) Stopped young animals from lashing out(*) Decreased vampire frequency for fort migration(*) Fixed metal/bone helm artifacts (Quietust)(*) Fixed problems with socks going on the same foot(*) Champion can be appointed, fixed various circumstances causing failed position activations(*) Tool weights fixed (at least to align with raws)(*) Material size respected in standard tool construction jobs(*) Reintroduced negative thoughts from clothing, nakedness thoughts take a few weeks(*) Stopped zillions of chat thoughts from being stacked up(*) Stopped critters from breaking away from being led in an inconsistent way(*) Various string changes for TrueType (will also affect other modes in hopefully minor ways)******************************************************Release notes for 0.34.05 (March 6, 2012):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.Major bug fixes(*) fixed crash from necromancers in dwarf mode(*) fixed crash from seed traders that only have access to wool bags(*) stopped adv mode sleeping from sticking you on rooftops and teleporting you outside of castles (underground case not done yet)(*) removed many effects and secret identity from ghosts (vampirism/lycanthropy/necromancer status etc.)Other bug fixes/tweaks(*) traded adv mode items will go to backpack/quiver first depending on type(*) dwarves won't get unhappy thoughts from dead/rotting relatives if their deaths are not known(*) made various animals non-threatening (new saves only -- BENIGN tag can be added to old save raws, see file_changes.txt)(*) stopped untowered necromancers from losing their zombie pops in their camps(*) fixed broken names for bones and other butcher products(*) removed items from abandoned houses/shops(*) allowed adv mode abilities/powers to page through targets(*) vampires no longer blame children/babies(*) fixed broken companion paging/viewing for large numbers of companions(*) stopped undead cats from adopting dwarves(*) messed with crabs/horseshoe crab water behavior(*) disallowed animation of bogeymen (new saves only)(*) changed mule/muskox color(*) fixed a few animal descriptions(*) eyes/eyelids were broken in various ways(*) tweaked appearance of nearly empty sleep bar******************************************************Release notes for 0.34.04 (February 29, 2012):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.******************************************************Release notes for 0.34.03 (February 28, 2012):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.Major bug fixes(*) Fixed crash with historical figure cull vs. wandering groups(*) Stopped historical figures from starving(*) Stopped various corruption crashes and weird effects, mainly from aborted world gens (nice catch, Lightning4!)(*) Stopped original population associated to historical figure from screwing up its allegiances(*) Stopped it from moving criminal leaders with routine civilian moves, changing their allegiances(*) Stopped populations from villages/trade partners from migrating into dungeon outcast groups all at once (one group had 15000!)(*) Stopped werebeasts from gumming up world gen(*) Stopped raised corpses from having various allegiances(*) Vampires that take over sites lose other allegiances(*) Made soldiers from previous forts clean up military info upon arrival at current fort(*) Stopped ghosts and royal family members and undisguised vampires (aside from the king/king's group vamps) from immigrating to fort(*) Fixed a new bug that completely stopped archery training(*) SDL version: TrueType crash from long strings (Baughn)Other bug fixes/tweaks(*) Changed which entity moves to which sites, mainly so elf pops don't live in fortresses and vice versa without acclimating to a city first(*) Set labor list for migrants by default (can turn off in data/d_init.txt)(*) Added a tab for other stones in stone list and made stones with a reaction product class list as economic in stone list(*) Sped up adv mode loading/offloading somewhat, and cleaning should be a bit faster -- there are still really slow patches that need work(*) Controlled snatcher number in world gen(*) Decreased questing rate in world gen(*) Stopped reraised corpses from bleeding to death(*) Stopped forbid/melt/traffic/etc. mouse from messing with keyboard(*) Gave more indication for forbidden workshops(*) Made forbid/etc. from stocks screen not effect building items when applied to an entire group(*) Changed ramp names to indicate unusability due to missing walls or lack of space above(*) Sterilized zombies and mummies (only husk-type zombies need the STERILE tag)(*) Cleaned up some botched zombie names (old saves will need to let their zombies fall once and they should be better on reraise)(*) Made vampires fleeing to site in world gen require pop to fit into(*) Made vampire cults follow tyrant vampires properly(*) Vampire nicknames, profession, position names work(*) Vampires won't try to pin crimes on animals(*) Can 'g'et items from cabinets and other building furniture in adv mode now(*) Kea will not follow each other so closely when stealing(*) Fixed busted horseshoe crabs/men(*) Improved the age name calculator, especially as it regards the dominant race after megabeasts are cleared(*) Changed treasure room quality and item selection(*) Stopped designation at the bottom of the map from unhiding portions of it sometimes(*) Unobscured unit list option from main menu(*) Stopped world gen group from lingering in memory after bandits become criminals under town(*) Goblins can have higher pops in their important towns(*) Applied att change syndrome size modifiers properly (stops weird speed issues with adv blood drinking)(*) A few other minor tweaks listed in file_changes.txt(*) SDL version: Highlighting on unit screen fixed for TrueType (Baughn)(*) SDL version: Turning on playback while recording will no longer record the previously recorded keys (Baughn)(*) SDL version: TrueType text will now overwrite properly in some adventure mode circumstances (Baughn)(*) SDL version: Fixed some minor memory leaks (Baughn)(*) SDL version: Minor stability improvements (Baughn)(*) SDL version: Fixed some of the spacing issues with TrueType******************************************************Release notes for 0.34.02 (February 18, 2012):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 (Baughn)(*) SDL version: Can toggle TrueType - default F12 (Baughn)Major bug fixes(*) Save corruption/crash from old forts and some other sites corrected(*) Fixed conversation crash(*) Fixed werewolf crash after aborted world generation(*) Stopped books and other artifacts from duplicating in player inventory(*) Stopped companions from getting hungry/thirsty during travel(*) Correct ambush frequency in adv mode(*) Made it possible to remove designation jobs againOther bug fixes/tweaks(*) SDL version: various technical fixes (Baughn)(*) Dwarves will stop walking toward cancelled jobs(*) Made wagons appear again (Quietust)(*) Stopped mouse designation from messing with keyboard designation(*) Stopped lye making from using full water buckets (Quietust)(*) Made magma/fire safe building materials work properly (Quietust)(*) Stopped worshippers of certain beings from mentioning it(*) Cleaned up stone menu (Quietust)(*) Doors/floodgates display properly after being placed (Quietust)(*) Stopped glazed items from having cabochon shapes in the glaze(*) Sped up conversation initialization(*) Made forge jobs use bar amounts properly (Quietust)(*) Made automated fisher/kitchen/etc. settings display properly (Quietust)(*) Stopped weird job cancellation numbers for bars/cloth/thread(*) Various manual/other grammar tweaks(*) Various broken creature tweaks, notably the giant mosquito epidemic should end******************************************************Release notes for 0.34.01 (February 14, 2012):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 figuresMajor bug fixes(*) buffer overload from aborted world gen fixed(*) fixed cave-in-on-embark issue with hidden underground structure, and a few othersOther bug fixes/tweaks(*) designations over z levels all at once now possible(*) unit screen divided into four sections(*) rivers/pools have ramps now(*) able to trade portions of stacks in both modes(*) messed with adv mode currency trading and made items teleport to you(*) tweaked how fire damage works(*) made vision work through floor grates and bars properly(*) fixed some road/bridge problems(*) crystal glass items possible again(*) tweaked adventure mode swimming and alt-movement readout (use alt-movement to get into a river you want to cross)(*) skeletons/zombies replaced by animation effect(*) demons masquerading as gods will try a little harder(*) restricted mandates so they'll be more reasonable(*) stopped blank map from being exported when you back out of detailed map export******************************************************Release notes for 0.31.25 (March 28, 2011):Major bug fixes(*)fixed crash related to an items vs. temperature optimization(*)fixed world gen crash that could happen if all the beasts were killed(*)fixed world gen crash caused when a prisoner escapes from a site at the same time the last person to arrive at the site commits murderOther bug fixes/tweaks(*)made dwarves a little more proactive about seeking a diagnosis for health care that might have been interrupted(*)cave dragon gets claw attack, loses stance strike skill******************************************************Release notes for 0.31.24 (March 27, 2011):Major bug fixes(*)stopped bamboo flicker(*)stopped dwarves from ripping patients out of traction to bring them to bedOther bug fixes/tweaks(*)made it display traction state in health screen(*)decreased triggers for cleaning a bit to try to stop paranoid over-cleaning of patients(*)fixed key conflict for clay crafts/statue(*)corrected NECK_SPINE bodypart token(*)made rodent man bite use teeth properly(*)dragon/hydra natural stance skill removed, given claw attack(*)corrected baby guineafowl to "keets"******************************************************Release notes for 0.31.23 (March 26, 2011):Major bug fixes(*) Stopped large pots from forgetting their stockpile assignments(*) Cleaned up some more resting/infinite job issues with hospitals (surgery in particular)(*) Stopped plant regrowth underground from deleting ramps and stairs, and stopped plants underground from regrowing in magma, deep water, and some other situations(*) Stopped buckets from occasionally becoming filled with many, many units of water(*) Stopped goblin siegers from fighting amongst themselves all the timeOther bug fixes/tweaks(*) Fixed some issues with natural skills not being applied(*) Handled some more instances of overstockpiling by the hospital zones(*) Fixed erroneous interlink between furniture/ammo stockpile interfaces(*) Made enraged announcement show up for prone-to-rage critters(*) Some more quick speed tweaks (assorted, but not much: bucket save from 27/28FPS -> 31/32FPS)(*) Gave rodent men their rodent teeth and added them to the subterranean entity definition(*) Gave reptile men teeth(*) Changed penguin wings to flippers(*) Made platypuses amphibious and made them swim underwater(*) Changed sizes for most giant variants of animals and gave some thought preference strings to ones that didn't have them(*) Added missing "mundane" tag to penguins and domestic birds******************************************************Release notes for 0.31.22 (March 24, 2011):Here's the second large bug fix release for 0.31.19.Major bug fixes(*) Fixed a linux crash from units leaving the map with a kill order on them(*) Fixed a crash from tileless burrows(*) Fixed adv mode crash on service conversation option(*) Made healthcare work for dwarves that need crutches(*) Made healthcare/hospitals handle plaster/casts properly(*) Stopped creatures from attacking across several Z levels(*) Stopped hospitals from stocking everything, ignoring the item caps(*) Stopped pots from storing almost infinite numbers of items(*) Stopped inaccessible spam from cleaning jobs with soap(*) Made fish appear in many situation where they were erroneous missing (old forts will still be off, unfortunately)(*) Stopped massive lag from certain ghosts(*) Fixed up bone artifacts(*) Cleaned up persistent activities and squads that were lingering(*) Sorted out an issue with combat/training boltsOther bug fixes/tweaks(*) Made pots show up in the trade depot list(*) Better stockpile options for stone, blocks, metal clothing, etc. and fixed some broken existing options(*) Cleaned up some issues with glass items(*) Wooden/bone crossbows specifically selectable from uniform screen now(*) Made migrant hunters recognize their crossbows properly(*) Changed how skills are applied to job products -- attributes are accounted for properly and skills should work in adv mode now, but you'll notice a different distribution of qualities in the final product, especially for no/low skill when differing attributes are involved(*) Stopped surgery cancellations over patient not resting in some circumstances(*) Ungummed up the hauling system from certain stale jobs(*) Made lavish etc. meals take the proper number of item piles(*) Made magma forges available more regularly to mood dwarves(*) Stopped raw processing from including backup files(*) Fixed some capybara and panda typos and tweaked giraffe and reptile eggs(*) Cleaned some trouble with grass regrowth and generic "grass" tiles(*) Made recentering hotkeys work in other dwarf modes (ones with x cursors)(*) Fixed broken readout for completed jobs in unit health screen(*) Cleaned up spam from rest jobs from webbed dwarves(*) Fixed broken key in hospital zone mode(*) Moved underground camp creatures from civ list and stopped their items from being counted in fortress wealth(*) Stopped underground theft announcements in hidden areas from being displayed(*) Fixed various ugly blank "" names in legends mode(*) Fixed a random number overflow from creatures with no attacksNew stuff(*) Sponsored animals included: penguin, platypus, badger, moose, along with related buddies(*) Rodent men underground(*) Invader mounts/monsters have first names******************************************************Release notes for 0.31.20/21 (March 6, 2011):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 tagsNew stuff(*) Sponsored animals included: panda and capybara, along with related buddies(*) Added world-wide mineral availability parameter******************************************************Release notes for 0.31.19 (February 16, 2011):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.******************************************************Release notes for 0.31.18 (November 16, 2010):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.Major bug fixes(*)fixed crash from shop signs being placed off map(*)fixed crash during character generation of human outsiders if you back out of the name menu(*)fixed crash from trap announcements/reports(*)fixed world gen crash that arose from creature in secondary entity population taking over leadership role when caste mods are present(*)fixed crash from walking off the left or upper edge of the world(*)corrected misaligned bodypart appearance modifiers on load and resulting crash in pref screen, origin of misalignment unclear(*)fixed problem where you are considered a thief after shopping at a store that had previous had its inventory offloaded(*)made uniform assignments respect handedness(*)reenabled SDL movie recording(*)stopped unfinished quests performed by previous characters from stopping nobles from giving new characters questsOther bug fixes/tweaks(*)made skill rates copy over to castes correctly(*)fixed problem that added bogeyman kills to the wrong parts of the kill lists(*)stopped retirement in town when bogeymen are active(*)stopped unequipable soldier unit types from occasionally appearing in ambushes/sites/migrants(*)corrected placement of cauldrons(*)got rid of size bonus mistakenly applied to opportunity skill rolls and put in the rage penalty it was supposed to be(*)made master pikemen get proper skill(*)stopped lair hatch covers from rotting away(*)added announcement for falling damage(*)adding retching after initial vomiting(*)changed metal use for humans/gobs/kobs via existing raw tags(*)changed a few two-handed weapon sizes(*)updated dwarf party organization conditions(*)fixed problem with movie playback showing an extra garbage frame for each chunk of the movie(*)changed conversation colors(*)fixed double adjective in dark fortress(*)made Elite Bowman name appear correctly (was showing up as blowgunner), and a few related typos(*)fixed some other typos******************************************************Release notes for 0.31.17 (November 11, 2010):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.Major bug fixes(*)fixed problem with baron not arriving due to stale merchant reports(*)stopped old jobs/projectiles from tying up items on reclaimOther bug fixes/tweaks(*)changed ring/bracelet symbol to make way for adv mode tools(*)cut kill-bragging to 5 kills(*)fixed bug through which demon could take over two or more civs in one year(*)name change: graveyard -> corpses (since it isn't appropriate for final burial)(*)stopped occupancy from being erased upon entering adv mode in arena(*)allowed labors to be toggled by category(*)added standing order for outdoor vermin refuse(*)fixed erroneous material bonuses in world gen fights(*)updated wrestling interface(*)implemented text for wrestling attacks(*)changed combat announcement colors and stun/paralyze color to light blue from light cyan(*)toes/fingers protected by armor(*)elves are now small e's to match their size(*)different soldier/civilian symbols for human/elf (as with the two dwarf symbols)(*)stopped triggerable vermin groups from becoming visible occasionally(*)fixed some old problems where input wasn't registering properly on movement, etc.(*)disabled need to eat/drink in adv mode until we