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DF2014:Release information/0.40.05
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Release notes | ||||
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(full version history) | ||||
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* Broke save-compatibility | ||||
List | ||||
- 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.
- —Toady One, July 27, 2014
Major bug fixes[edit]
- 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 traveling
Other bug fixes/tweaks[edit]
- 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