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{{Merge|40d:Release information}}
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'''Dwarf Fortress''' has a huge planned feature set (see [http://www.bay12games.com/dwarves/dev.html Bay 12 Games] for a list), and has evolved considerably since its first public release on August 8, 2006. A lot of Dwarf Fortress's development lies in only two major releases, the first 3D version and DF2010, both of which overhauled the entire game. The following is an overview of major and minor changes made to the game, and when they were made. There are currently many omissions of important changes (for instance, a period during which [[siege]]s were broken and finally fixed).
  
With the release of version 0.27.169.32a, a huge number of changes were introduced.  The central change was the introduction of a Z dimension to the game map; previously, all fortresses were built on a single, two-dimensional plane -- with the new release, fortresses could span dozens of levels.  The layout of terrain on the game map also changed radically, featuring separate distinct stone layers with (mostly) geologically accurate contents, as well as allowing a single fortress to encompass several different biomes.
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== Changes in DF2010 ==
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'''See [[DF2010:Release information|the release information]]'''
  
The following is a list of major aspects of the 2D versions that changed completely with the release of the first 3D version.
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== Changes in the 3D Version ==
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 +
With the release of the 3D version, a huge number of changes were introduced.  The central change was the introduction of a Z dimension to the game map; previously, all fortresses were built on a single, two-dimensional plane -- with the new release, fortresses could span dozens of levels.  The layout of terrain on the game map also changed radically, featuring separate distinct stone layers with (mostly) geologically accurate contents, as well as allowing a single fortress to encompass several different biomes.
 +
 
 +
The following is a list of major aspects of the 2D version that changed completely with the release of the 3D version.
  
 
=== Miscellaneous ===
 
=== Miscellaneous ===
 
*Z-levels only existed in [[adventurer mode]], and then only in a limited fashion.  Most [[cave]]s, [[ruin]]s, goblin fortresses, and human buildings had a handful of levels internally, connected by stairs or ramps, but the surrounding terrain was completely flat.  When visiting a player-built fortress in adventurer mode, the layout would be preserved but rotated 90 degrees, and a row of ramps would be inserted as a transition between various areas of the fort for no obvious reason.
 
*Z-levels only existed in [[adventurer mode]], and then only in a limited fashion.  Most [[cave]]s, [[ruin]]s, goblin fortresses, and human buildings had a handful of levels internally, connected by stairs or ramps, but the surrounding terrain was completely flat.  When visiting a player-built fortress in adventurer mode, the layout would be preserved but rotated 90 degrees, and a row of ramps would be inserted as a transition between various areas of the fort for no obvious reason.
 
*Starting location choices -- Previously there were only a few dozen fixed locations on each map you could choose, all with the same layout and size; the only thing that varied was biome (climate, creatures, trees, and shrubs), and each location had only one biome.  (Accessibility by different civilizations also varied depending on starting location -- this is perhaps little changed in the current version.)  Now you can start just about ''anywhere'' on the world map, with a variable-size fortress map, which can span several different adjacent biomes and terrains.
 
*Starting location choices -- Previously there were only a few dozen fixed locations on each map you could choose, all with the same layout and size; the only thing that varied was biome (climate, creatures, trees, and shrubs), and each location had only one biome.  (Accessibility by different civilizations also varied depending on starting location -- this is perhaps little changed in the current version.)  Now you can start just about ''anywhere'' on the world map, with a variable-size fortress map, which can span several different adjacent biomes and terrains.
*Choice of starting goods was very limited.  You couldn't bring an anvil (one would automatically be brought in the first summer by a metalsmith).  Starting points were very tight - only 200 points plus your default starting equipment (2 picks, 2 battle axes, 15 pieces of meat/fish, 15 edible plants, 5 edible plant seeds, and 5 cloth-making plant seeds).
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*Choice of starting goods was very limited.  You couldn't bring an anvil (one would automatically be brought in the first summer by a metalsmith).  Starting points were very tight, approximately one third of what they are now.
*Nobles changed a lot.  There used to be "guildmasters" corresponding to different professions (farming, mining, masonry, etc.).  The manager was your first noble, who arrived after hitting 20 dwarves.  There was no "trader" noble or trade skills (the "trade minister" did nothing of importance); you could trade at any point after the caravan fully unloaded.  You couldn't do workshop profiles until the manager arrived and couldn't use the stocks screen until the bookkeeper arrived, which would also start the [[dwarven economy]].  The mayor, manager, trade minister, and treasurer were all different, full-time nobles, and the baron/count/duke (and their consorts) were all separate as well.  Add to this the guildmasters and "Order of the <weapon>" nobles and you could potentially get up to '''39''' nobles in your fort.
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*Nobles changed a lot.  There used to be "guildmasters" corresponding to different professions (farming, mining, masonry, etc.).  The manager was your first noble, who arrived after hitting 20 dwarves.  There was no "trader" noble or trade skills (the "trade minister" did nothing of importance); you could trade at any point after the caravan fully unloaded.  You couldn't do workshop profiles until the manager arrived and couldn't use the stocks screen until the bookkeeper arrived, which would also start the [[dwarven economy]].  The mayor, manager, trade minister, and treasurer were all different, full-time nobles, and the baron/count/duke (and their consorts) were all separate as well.  Add to this the guildmasters and "Order of the <weapon>" nobles and you could easily have 30 nobles in your fort.
*There were no activity zones - fishing, drinking, and sand gathering was always done at the nearest accessible body of water (with a preference for running water), ponds were a special type of [[23a:channel|channel]], garbage was always dumped into the [[23a:chasm|chasm]] and destroyed, and meeting areas had to be designated from buildings (making them eligible for parties).
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*Activity zones, including dumps, were introduced with the 3D version.
  
 
=== Materials differences ===
 
=== Materials differences ===
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Ore and gems were logically separate from stone. All types of ore/gems could be found - availability was based on how far into the mountain you were digging. For example, [[Native gold|gold]], [[Native platinum|platinum]], and [[hematite]] were always beyond the chasm, as was coal.
 
Ore and gems were logically separate from stone. All types of ore/gems could be found - availability was based on how far into the mountain you were digging. For example, [[Native gold|gold]], [[Native platinum|platinum]], and [[hematite]] were always beyond the chasm, as was coal.
  
There were not as many metals, and only a few alloys. Each metal type had only one ore - [[galena]] was a silver ore; there was no lead. Alloys could only be smelted from ore, with steel being a partial exception (pig iron was made from iron bars, but steel was made from pig iron and ''hematite''), so smelting ''all'' of your ore was a bad idea.
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There were not as many metals, and only a few alloys. Each metal type had only one ore - [[galena]] was a silver ore; there was no lead. Except for steelmaking, all alloys were smelted from ore.
  
Mining yields were all based on skill level (starting at 25% for a Dabbling miner), but only ore could reach a 100% yield - gems and coal maxed out at 63%, while normal stone could only reach 44%In versions 0.27.169.32a through  0.34.06, all mining byproducts followed the "ore" formula (up to 100% yield, dependent on skill), but version 0.34.07 changed the yields based on cluster type (100% for small clusters and "special" materials, 33% for veins, and 25% for everything else) and dropped the skill requirements.
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Mining would leave behind stones/gems/coal 50% of the time, regardless of miner skill.  Ore (but not coal) would be left behind 100% of the time by legendary miners, less often for lower skillAll mining byproducts now follow the "ore" formula; up to 100% of the time, dependent on skill.
  
There was only one kind of coal: [[bituminous coal]], yielding two bars of [[coke]] from smelting. Only [[limestone]] could be used as [[flux]] for making [[steel]].
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There was only one kind of coal, bituminous coal; it provided two bars of coke from smelting. Only Limestone could be used as [[Flux]] for making [[Steel]].
  
 
Sand was always available, from the banks of the indoor or outdoor river.
 
Sand was always available, from the banks of the indoor or outdoor river.
  
The [[weight]] system was also much simpler - compared to 0.28.181.40d, all types of silk effectively had a density of 125, all wood, cloth/leather, and bone/shell materials had a density of 500, and all stones and metals had a density of 1000. Furthermore, the Γ unit was 10 times as heavy, so dwarves became encumbered much more quickly.
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The [[encumbrance]] system was changed; the Γ unit was made 1/10th its former weight, and much greater variation in material weights was introduced.
  
 
=== Building differences ===
 
=== Building differences ===
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Both the cave river and magma river had a chance of flooding when first breached; this would often drown the miner (or flat out kill him, in the case of magma).
 
Both the cave river and magma river had a chance of flooding when first breached; this would often drown the miner (or flat out kill him, in the case of magma).
  
While natural floods were limited in size and would subside naturally, floods released by floodgates expanded ''forever'' and were only ended by an "anti-flood" caused by a floodgate closing or a cave-in. An antiflood would not be generated if the flood waters were connected to a source of water, leading to permanent flood states if one was not careful. One floodgate being destroyed (by a troll or magma man, for instance) or opened would pull fluid from the river into a channel, a second will release it onto the surface. Channels would absorb surface water and not allow floods to pass. Channels could be walked on when not filled with fluid. To carry fluid over rivers or the chasm, you had to use a bridge-like building called an aqueduct.
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While a natural flood would subside naturally, floods released by floodgates would be ended by an "anti-flood" caused by a floodgate closing or a cave-in. An antiflood would not be generated if the flood waters were connected to a source of water, leading to permanent flood states if one was not careful. One floodgate being destroyed (by a troll or magma man, for instance) or opened would pull fluid from the river into a channel, a second will release it onto the surface. Channels would absorb surface water and not allow floods to pass. Channels could be walked on when not filled with fluid. To carry fluid over rivers or the chasm, you had to use a bridge-like building called an aqueduct.
  
Wells could just be "dug", and did not have to be connected to a water supply. Cave river creatures (frogmen, snakemen, or lizardmen) would show up spontaneously along the banks of the river (and also crawl out of wells beyond the cave river), though much less often than the chasm creatures.
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Wells could just be "dug", and did not have to be connected to a water supply. Cave river creatures (Frogmen, snakemen, or lizardmen) would show up spontaneously along the banks of the river (and also crawl out of wells beyond the cave river), though much less often than the chasm creatures.
  
 
Aquifers did not exist in the 2D version.
 
Aquifers did not exist in the 2D version.
  
 
=== Cave-ins ===
 
=== Cave-ins ===
Cave-ins would happen in short order if you mined out a 7x7 area or larger without leaving an unmined natural column in place (or built a support pillar). Cave-ins from mining had a random delay, but cave-ins triggered by blowing out a support happened immediately. Supports could survive the magma flood.
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Cave-ins would happen in short order if you mined out a 7x7 area or larger without leaving an unmined natural column in place (or built a support pillar). The cave-in was not immediate, but cave-ins triggered by blowing out a support were immediate. Supports could survive the magma flood.
  
 
=== Adamantine ===
 
=== Adamantine ===
 
[[Image:DF2D Too Deep.png|thumb|right|Too Deep...]]
 
[[Image:DF2D Too Deep.png|thumb|right|Too Deep...]]
Beyond the [[23a:Eerie glowing pit|eerie glowing pits]], forming the far edge of the map, was an adamantine-lined impassable chasm (containing no creatures -- at least, none you ever saw). Mining even a little bit of raw adamantine set into motion an eventual and unavoidable end-of-game, and mining 100 or more units would guarantee the game ended at the start of the next season. You could not reclaim a fortress lost this way. If you visited  a "too deep"ed fortress in adventure mode, you would find a large "Demon". After the demon was defeated[http://www.bay12games.com/forum/index.php?topic=16340.msg156707#msg156707], all raw adamantine, mined or not, would turn into galena. The 3D versions effectively switched this around - rather than having to release demons in order to get to the adamantine, the demons would instead be released (either from the [[40d:Eerie glowing pit|eerie glowing pits]] or from [[DF2010:Hell|Hell]] itself) as a result of mining too much raw adamantine.
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Beyond the [[23a:Eerie glowing pit|eerie glowing pits]], forming the far edge of the map, was an adamantine-lined impassable chasm (containing no creatures -- at least, none you ever saw). Mining even a little bit of raw adamantine set into motion an eventual and unavoidable end-of-game, and mining 100 or more units would guarantee the game ended at the start of the next season. You could not reclaim a fortress lost this way. If you visited  a "too deep"ed fortress in adventure mode, you would find a large "Demon". After the demon was defeated[http://www.bay12games.com/forum/index.php?topic=16340.msg156707#msg156707], the adamantine would turn into ordinary silver. The 3D versions effectively switched this around - rather than having to release demons in order to get to the adamantine, the demons would instead be released (either from the [[40d:Eerie glowing pit|eerie glowing pits]] or from [[DF2010:Hell|Hell]] itself) as a result of mining too much raw adamantine.
  
 
=== Skills and labors ===
 
=== Skills and labors ===
In the 2D versions, a number of related skills were lumped together via a common [[labor]].  The skills of weaponsmithing, armoring, blacksmithing, and metalcrafting all existed separately but were enabled via a single [[labor]] called "metalsmithing".  Potash making and lye making were grouped under "ashery operating".  Gem cutting and gem setting were lumped under "jeweling".
 
  
Adamantine processing was divided into four skills (adamantine extractor, smelter, weaver, and worker) and controlled by 2 labors.  It was nigh impossible to produce top-quality adamantine items because there wasn't enough adamantine (or '''time''', for that matter) available to train up an "adamantine worker" unless you managed to get a lucky [[strange mood]].  In the 3D versions, adamantine extractor was renamed "strand extractor" and all further processing was transferred to the ordinary furnace operator, weaver, and smithing skills and labors.
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In the 2D version, a number of related skills were lumped together via a common [[labor]].  The skills of weaponsmithing, armoring, blacksmithing, and metalcrafting all existed separately but were enabled via a single [[labor]] called "metalsmithing".  Potash making and lye making were grouped under "ashery operating".  Gem cutting and gem setting were lumped under "jeweling".
 +
 
 +
Adamantine processing was divided into four skills (adamantine extractor, smelter, weaver, and worker) and controlled by 2 labors.  It was nigh impossible to produce top-quality adamantine items because there wasn't enough adamantine available to train up an "adamantine worker" unless you managed to get a lucky [[strange mood]].  In the 3D version, adamantine extractor was renamed "strand extractor" and all further processing was transferred to the ordinary furnace operator, weaver, and smithing skills and labors.
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 +
== Release History ==
 +
 
 +
The most recent releases are listed at the top.
 +
 
 +
=== Dwarf Fortress v0.34 ===
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In a [http://www.bay12games.com/dwarves/index.html devlog] entry for 01/30/2011, Threetoe announced plans for a series of nine numbered releases ("Short-term Goals" on the [http://www.bay12games.com/dwarves/dev.html dev page]) to finish off the long-planned "caravan" development arc. Release 1, improving towns and introducing markets, along with a variety of supernatural creature types, was predicted to have a version number of [http://www.bay12games.com/media/df_talk_14_transcript.html#14.16 0.33 or 0.34] and was released on Valentine's Day 2012 as version 0.34.01.
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* 0.34.07 (03/30/2012): ''Bugfix''
 +
* 0.34.06 (03/23/2012): Updates to animal training ([[dungeon master]] removed, having been nonfunctional since 0.31.01), return of good/evil trees and shrubs
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* 0.34.05 (03/06/2012): ''Bugfix''
 +
* 0.34.04 (02/29/2012): ''Hotfix''
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* 0.34.03 (02/28/2012): ''Bugfix''
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* 0.34.02 (02/18/2012): ''Bugfix''; broke save compatibility due to save corruption, numerous fixes for old issues
 +
* 0.34.01 (02/14/2012): Introduction of human cities (shops, marketplaces, sewers, dungeons) and tombs, addition of [[interaction]]s ([[necromancer]]s, [[werebeast]]s, [[vampire]]s, etc.), historical migrants, truly evil regions, updated [[justice]] system,
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=== Dwarf Fortress v0.31 ===
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* 0.31.25 (03/28/2011): ''Bugfix'' -- Final update of version 0.31.
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* 0.31.24 (03/27/2011): ''Hotfix''
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* 0.31.23 (03/26/2011): ''Hotfix''
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* 0.31.22 (03/24/2011): ''Hotfix''
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* 0.31.21 (03/06/2011): ''Bugfix''
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* 0.31.20 (03/06/2011): ''Hotfix''
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* 0.31.19 (02/16/2011): Worldgen starvation, usually wiping out kobolds; grazing; ceramics; jugs, pots, nest boxes, beehives (and bees); site finder changes. Last major 0.31 release, and the (unnumbered) beginning of the caravan arc series.
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* 0.31.18 (11/16/2010): ''Hotfix''
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* 0.31.17 (11/11/2010): Bandits, Night Creatures, Bogeyman, Adventure mode improvements, combat aiming, castles
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* 0.31.16 (10/04/2010): ''Hotfix''
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* 0.31.15 (10/03/2010): ''Bugfix''
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* 0.31.14 (09/23/2010): ''Hotfix''
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* 0.31.13 (09/15/2010): Entity populations, sprawl, river density tweaking, TrueType font support
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* 0.31.12 (07/25/2010): ''Hotfix''
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* 0.31.11 (07/23/2010): Art of deities
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* 0.31.10 (07/11/2010): ''Hotfix''
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* 0.31.09 (07/10/2010): Adventure mode knapping and butchery, combat improvements
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* 0.31.08 (06/19/2010): ''Hotfix''
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* 0.31.07 (06/19/2010): ''Bugfix''
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* 0.31.06 (06/09/2010): ''Bugfix''
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* 0.31.05 (06/04/2010): ''Bugfix''
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* 0.31.04 (05/16/2010): Merge with the 40d19 branch
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* 0.31.03 (04/12/2010): Ability to create undead in arena
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* 0.31.02 (04/08/2010): ''Bugfix''
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* 0.31.01 (04/01/2010): Overhaul of many aspects of the game, first 2010 release
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 +
=== 3D Version (before 2010) ===
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* ''Branch'': 0.28.181.40d2 thru 0.28.181.40d19: OpenGL optimizations, macros, zooming
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* 0.28.181.40d (09/06/2008): ''Bugfix''; [[40d:Cat cancels Store Item in Stockpile: Too injured|Cat bug introduced]]
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* 0.28.181.40c (08/21/2008): ''Hotfix''
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* 0.28.181.40b (08/20/2008): Partial print, windowed/fullscreen gridsizes
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* 0.28.181.40a (08/18/2008): Embark profiles added, [[note]]s extended to embark map, customizable forbid [[orders]] added (used ammunition, dead creatures' possessions, etc.)
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* 0.28.181.39f (08/09/2008): [[Custom grid]] sizes added
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* 0.28.181.39e (07/23/2008): ''Hotfix''
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* 0.28.181.39d (07/23/2008): Added [[Site finder]], can display hidden map features when choosing a site, [[Note]] support implemented
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* 0.28.181.39c (07/16/2008): ''Hotfix''
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* 0.28.181.39b (07/14/2008): ''Hotfix''; trees in [[Elf|Elven]] forest retreats no longer have names
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* 0.28.181.39a (07/13/2008): Lots of worldgen changes, including ethics (leading to wars and conquered sites), dynamic era naming, worldgen roads/bridges/tunnels, megabeasts being killed during worldgen, megabeasts being undead; cats and trained animals are now named on adoption, human weapon stores stock more stuff (including ammo), placing [[construction]]s now destroys engravings, and flying creatures no longer give birth in mid-air
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* 0.27.176.38c (02/24/2008): ''Bugfix''
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* 0.27.176.38b (02/23/2008): First Macintosh-compatible release; Dwarves no longer carry their artifacts around, booze food no longer melts, worlds can now have custom sizes
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* 0.27.176.38a (02/15/2008): Magma pipes now refill, ZERO_RENT and BABY_CHILD_CAP init.txt options were added, strange moods no longer convert workshops, metal crossbows now made by [[weaponsmith]]s instead of [[bowyer]]s, dwarves chat and make friends/grudges and get married, unhappy thoughts from [[masterpiece]] destruction are now reduced based on the number of masterpieces the dwarf has made
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* 0.27.173.38a (02/04/2008): [[Sphere]]s added, lots of new entity tags, numerous worldgen improvements, religions implemented, undead [[ruin]]s removed
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* 0.27.169.33g (12/21/2007): Mud no longer dries up during winter, occupied cages are named according to their contents, brand new "Bring to depot" interface, [[strange mood]]s no longer require glass unless you actually have some
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* 0.27.169.33f (12/14/2007): ''Bugfix''; mud and blood no longer spread, auto-[[forbid]] fired ammunition
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* 0.27.169.33e (12/08/2007): ''Bugfix''; in particular, nobles no longer order themselves to be punished for failed mandates
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* 0.27.169.33d (11/30/2007): ''Bugfix''
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* 0.27.169.33c (11/23/2007): Animals screen now labels war dogs and hunting dogs correctly
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* 0.27.169.33b (11/16/2007): [[Carp]] and other fish no longer gain [[swimming]] skill, making them ''slightly'' less dangerous
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* 0.27.169.33a (11/01/2007): added [[wood]]en [[block]]s
 +
* 0.27.169.32a (10/29/2007): The very first fully 3D version
  
 +
=== 2D Version ===
 +
* 0.23.130.23a (01/18/2007): ''Hotfix'' - Final version
 +
* 0.23.125.23b (01/16/2007): ''Hotfix''
 +
* 0.23.125.23a (01/16/2007): Temperature support was further improved, population/FPS caps were added, coffins could now be restricted to only dwarves or only pets, and animals could now be marked for slaughter from their {{K|v}}-{{K|p}} screen
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* 0.22.123.23a (12/21/2006): ''Hotfix''
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* 0.22.123.23a (12/21/2006): More workshop orders were added - auto collect webs, auto slaughter, auto butcher, auto tan
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* 0.22.121.23b (12/16/2006): The ability to disable temperature and weather were added (to boost FPS)
 +
* 0.22.121.23a (12/14/2006): Bins could now be made from metal, and the embark screen now described your biome and listed what civilizations were nearby
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* 0.22.120.23b (12/10/2006): Improved temperature support was added
 +
* 0.22.120.23a (11/23/2006): The ability to use custom [[graphics sets]] was added
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* 0.22.110.23c (11/17/2006): ''Hotfix''
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* 0.22.110.23b (11/15/2006): ''Hotfix''
 +
* 0.22.110.23a (11/17/2006): [[Dye]]s and dyeing were implemented, allowed sewing cloth/leather images into goods, as well as more detailed [[decoration|art]] (historical figures and events, special shapes); standing orders now allowed auto collecting webs and only using dyed cloth
 +
* 0.22.110.22f (11/03/2006): ''Bugfix''. [[Boatmurdered]] began in this version.
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* 0.22.110.22e (10/29/2006): ''Hotfix''
 +
* 0.22.110.22d (10/29/2006): ''Hotfix''
 +
* 0.22.110.22c (10/29/2006): Custom [[stockpile]]s were added (previously, there were only 16 basic stockpile types; things like [[potash]] would be stored with your metal bars and you could not force [[seed]]s to be kept near the farm).
 +
* 0.22.110.22b (10/21/2006): ''Hotfix''
 +
* 0.22.110.22a (10/21/2006): Inventory system changes (most notably, gloves and boots were split into two items (left & right for gloves))
 +
* 0.22.107.21a (10/02/2006): Various changes to [[adventurer mode]] - guards and families, plus "." as a wait key
 +
* 0.21.105.21a (09/25/2006): ''Hotfix''
 +
* 0.21.104.21c (09/25/2006): Making potash no longer required making ashes into lye first.
 +
* 0.21.104.21b (09/16/2006): Workshop profiles were added, along with showing genders on the Animal status screen
 +
* 0.21.104.21a (09/08/2006): [[Designation|Designating]] with the mouse was added
 +
* 0.21.104.19d (09/02/2006): ''Bugfix''
 +
* 0.21.104.19c (09/02/2006): The ability to hide engravings was added, announcement consolidation (x15), seasonal blood cleanup was temporarily added (and would remain until version 0.31)
 +
* 0.21.104.19b (08/27/2006): ''Bugfix''
 +
* 0.21.104.19a (08/27/2006): The ability to "chasm" items was added (complete with attacks from chasm creatures as a result), as well as butchering cats
 +
* 0.21.102.19a (08/24/2006): Dwarves could now have custom nicknames and professions, fullscreen could be toggled, starting animals would have mixed genders, horses could breed
 +
* 0.21.101.19d (08/21/2006): ''Bugfix''
 +
* 0.21.101.19c (08/20/2006): ''Bugfix''
 +
* 0.21.101.19b (08/20/2006): ''Bugfix''
 +
* 0.21.101.19a (08/19/2006): Adventurers could now have custom first names
 +
* 0.21.100.19a (08/16/2006): Gender symbol was added to unit views, config options for disabling sound and the intro movie, command-line world generation, ability to export local map
 +
* 0.21.95.19c (08/14/2006): Farm plot fertilization could be controlled directly
 +
* 0.21.95.19b (08/13/2006): ''Bugfix''
 +
* 0.21.95.19a (08/12/2006): ''Bugfix''
 +
* 0.21.93.19c (08/10/2006): ''Bugfix''
 +
* 0.21.93.19b (08/10/2006): ''Bugfix''
 +
* 0.21.93.19a (08/08/2006): Initial public release
  
[[ru:История разработки DF]]
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[[Category:Game development]]

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