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DF2014:Release information/0.40.12
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Release notes | ||||
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(full version history) | ||||
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* Broke save-compatibility | ||||
List | ||||
- This release has some more bug fixes in it, mostly related to healthcare, prisoners and morale.
- —Toady One, September 10, 2014
Major bug fixes[edit]
- 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 frequency
Other bug fixes/tweaks[edit]
- 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