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Editing DF2014:Release information/0.47.01

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==New stuff==
 
==New stuff==
  
*[[Guild]]s organize and petition for guildhalls, guild members can do skill demonstrations
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*Guilds organize and petition for guildhalls, guild members can do skill demonstrations
*Members of organized religions can petition for [[temple]]s and [[priest]]hood recognition, priests give sermons and comfort stressed dwarves
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*Members of organized religions can petition for temples and priesthood recognition, priests give sermons and comfort stressed dwarves
*[[Traitor]] dwarves, [[artifact]] heists, interrogation for crime from the [[justice]] screen, counterintelligence readout with organization charts
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*Traitor dwarves, artifact heists, interrogation for crime from the justice screen, counterintelligence readout with organization charts
*Most [[aquifer]]s are much slower filling
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*Most aquifers are much slower filling
*Can start with a party in [[adventure mode]]
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*Can start with a party in adventure mode
*Specify background and starting location and [[beliefs]] in adventure mode (most labor skills still meaningless)
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*Specify background and starting location and beliefs in adventure mode (most labor skills still meaningless)
*Can start with specified equipment and [[pet]]s in adventure mode
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*Can start with specified equipment and pets in adventure mode
 
*Tactical combat mode for adventurer party
 
*Tactical combat mode for adventurer party
*Adventurer can ride [[mount]]s, place items on pack animals, lead animals, claim pets, gift pets, and name pets ([[rider]] skill matters for melee/ranged rolls currently)
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*Adventurer can ride mounts, place items on pack animals, lead animals, claim pets, gift pets, and name pets (rider skill matters for melee/ranged rolls currently)
 
*Can pet animals in adventure mode
 
*Can pet animals in adventure mode
*Addition mood information in adventure mode [[Talking|conversations]], (simple) interrogation options, [[Flatterer|flattery]], [[Comedian|joke-telling]], [[Pacifier|calming remarks]], (very simple) sermons
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*Addition mood information in adventure mode conversations, (simple) interrogation options, flattery, joke-telling, calming remarks, (very simple) sermons
*Simple [[intrigue]] display with actors and charts discovered in interrogation in adventure mode (in 'Q')
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*Simple intrigue display with actors and charts discovered in interrogation in adventure mode (in 'Q')
*Divination [[Temple#Shrines|shrines]] with [[dice]] and various effects
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*Divination shrines with dice and various effects
*Lots of new intermediate [[Noble|positions]] (mostly without new [[Position token|mechanics]]) in entities ([[Unit type token#MESSENGER|chamberlains]] etc.)
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*Lots of new intermediate positions (mostly without new mechanics) in entities (chamberlains etc.)
*Alliances against world-ending threats in [[world generation]]
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*Alliances against world-ending threats in world generation
 
*Various villainous activity in world generation, in play off-site, and (more limited) in fort mode, world generation surveillance, interrogation and punishment. Historical plots include theft, sabotage, abduction, assassination, coups, corrupt advancement promises, embezzlement, starting wars, and framing enemies.
 
*Various villainous activity in world generation, in play off-site, and (more limited) in fort mode, world generation surveillance, interrogation and punishment. Historical plots include theft, sabotage, abduction, assassination, coups, corrupt advancement promises, embezzlement, starting wars, and framing enemies.
*Romantic [[relationship]] changes (multiple lovers, affairs, children outside marriage, divorces, etc.) as well as other relationship changes and details (friendship/rival types, variables like trust, respect and loyalty)
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*Romantic relationship changes (multiple lovers, affairs, children outside marriage, divorces, etc.) as well as other relationship changes and details (friendship/rival types, variables like trust, respect and loyalty)
 
*Merchant companies, military orders and mercenary companies, craft guilds in world generation
 
*Merchant companies, military orders and mercenary companies, craft guilds in world generation
 
*Individual mercenaries and companies can upgrade their equipment, and richer world gen people can purchase houses and build up their own city towers
 
*Individual mercenaries and companies can upgrade their equipment, and richer world gen people can purchase houses and build up their own city towers
 
*Various religious interactions (shrine building, sermons, persecution) in world generation, lots of religious demographics tracking which influences shrine creation, religious sites and sermons influencing membership numbers, holy cities and a few levels of priest
 
*Various religious interactions (shrine building, sermons, persecution) in world generation, lots of religious demographics tracking which influences shrine creation, religious sites and sermons influencing membership numbers, holy cities and a few levels of priest
*Various horrifying new necromancer/mummy/demon/vampire etc. matter - snow-balling zombie invasions, multiple [[experiment]] types, [[intelligent undead]] lieutenants with new powers, [[nightmare|nightmarish summons]], spreading evil zones, promises of immortality in villainous plots
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*Various horrifying new necromancer/mummy/demon/vampire etc. matter - snow-balling zombie invasions, multiple experiment types, intelligent undead lieutenants with new powers, nightmarish summons, spreading evil zones, promises of immortality in villainous plots
 
*Dwarves can trigger dig-deep disasters in world generation, with repercussions coming to other sites, including fort mode
 
*Dwarves can trigger dig-deep disasters in world generation, with repercussions coming to other sites, including fort mode
*Some new [[location]]s, some map details still in-progress, [[monastery|monasteries]], [[tower (structure)|private city towers]], [[guildhall]]s, merchant counting houses, [[fort]]s ([[bandit]]s and mercenaries), [[castle]]s have returned (basically unchanged), better necromancer towers and simple outlying buildings
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*Some new locations, some map details still in-progress, monasteries, private city towers, guildhalls, merchant counting houses, forts (bandits and mercenaries), castles have returned (basically unchanged), better necromancer towers and simple outlying buildings
  
 
==Major bug fixes==
 
==Major bug fixes==
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==Other bug fixes/tweaks==
 
==Other bug fixes/tweaks==
  
*Changed [[werecreature]] trigger condition
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*Changed werecreature trigger condition
*[[Bogeyman]] limited to a few regions and given new powers
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*Bogeyman limited to a few regions and given new powers
 
*Fixed error where bandit groups would be deleted prematurely in worldgen
 
*Fixed error where bandit groups would be deleted prematurely in worldgen
 
*Fixed size issue with certain werecreatures
 
*Fixed size issue with certain werecreatures
 
*Fixed bug where only last half of performance sentence was shown
 
*Fixed bug where only last half of performance sentence was shown
 
*Fixed problem where biome and landmass names were sometimes split on the same biome/landmass
 
*Fixed problem where biome and landmass names were sometimes split on the same biome/landmass

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