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Difference between revisions of "DF2014:Release information/0.40.09"

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(Created page with "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...")
 
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Major bug fixes
+
{{release notes}}
  
    Fixed problem causing domestic underground animals to be placed beyond their number (and then replaced at that new number)
+
:The cleaning continues with this release!
    Made people not so eager to jump in on the side of their relatives and friends if the relative/friend is berserk/etc.
+
:—Toady One, August 17, 2014
    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 labors
 
  
 +
===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 labors
  
Other bug fixes/tweaks
+
===Other bug fixes/tweaks===
 
+
* Fixed up quarry bush bag job vs. rock nuts
    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 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 embark warning if civ is dead
+
* Added optional confirmation window after preparing embark (default: pops up if points remain)
    Added optional confirmation window after preparing embark (default: pops up if points remain)
+
* Printed job after name when following unit
    Printed job after name when following unit
+
* Marked dwarves as "New Arrival" on unit/job screen instead of "No Job" while they are new
    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
    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
    Fixed an error causing nearby site maps to be offloaded too often
+
* Made hill dwarf sites put animals in pastures properly
    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
    Made animals not placed in pasture/waste/yard get placed even if their preferred type isn't available
+
* Fixed some manual typos (Gorobay)
    Fixed some manual typos (Gorobay)
+
* Initialized strict pop cap to 220 if not present in d_init
    Initialized strict pop cap to 220 if not present in d_init
+
* Made alerts without names show properly as "Alert State #" in squad mode
    Made alerts without names show properly as "Alert State #" in squad mode
+
* Finished updating pineapple raws
    Finished updating pineapple raws
+
* Made several export filenames use the format (region)-YYYYY-MM-DD-(etc)
    Made several export filenames use the format (region)-YYYYY-MM-DD-(etc)
+
* Added error for unrecognized CREATURE in entity raw
    Added error for unrecognized CREATURE in entity raw
 

Revision as of 07:57, 18 August 2014

The cleaning continues with this release!
—Toady One, August 17, 2014

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 labors

Other 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