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Editing v0.31:Release information/0.31.09

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{{release notes}}
+
Crash fixes
Dwarf Fortress 0.31.09 was released on July 10, 2010
+
  (*)fixed potential crash with container reactions
 +
  (*)stopped arena mode from caving in/locking up when you leave control mode
  
<blockquote>
+
Major bug fixes
'''Lots of combat changes this time.  Keep in mind that old saves use the old raws, so you'll want to copy over at least item_weapon.txt, item_ammo.txt and inorganic_metal.txt to get more of the positive effects.  The adventure mode stone-making ability won't be available in old saves but butchery will be.'''
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  (*)made material-based random headless beasts killable
--[[Main:Toady One|Toady]]
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  (*)stuckin bleeding updated properly
</blockquote>
+
  (*)fixed major artery tag when added from creature raw with TL_MAJOR_ARTERIES (also TL_CONNECTS)
 +
  (*)made major artery strike for 25%+ fractures on major artery parts mandatory
 +
  (*)amplified effects for announced major artery strikes
 +
  (*)fixed swing velocity calculation for weapons
 +
  (*)fixed clothing size calculation (messed up shields, gloves, boots)
 +
  (*)changed contact area and size for bolts
 +
  (*)fixed blowouts in giant creature wrestling
 +
  (*)fixed weird skill/profession mixup that stopped marksdwarves from firing on enemies
 +
  (*)freed up some ammo that became lost in limbo after squad deletion/ammo reassignments/etc.
 +
  (*)made hunters grab ammo more reliably when they run out or when labor is changed
 +
  (*)fixed reordering of reaction/ore mats and a few other indexing problems between operating systems
  
== Crash fixes ==
+
Other bug fixes/tweaks
* fixed potential crash with container reactions
+
  (*)reworded some combat announcements
* stopped arena mode from caving in/locking up when you leave control mode
+
  (*)fixed reaction screen product display error
 +
  (*)fixed contact area issue with misc object fighting
 +
  (*)changed dodging rules for people mounting a charge defense
 +
  (*)fixed problem with edge being disregarded too soon after impact breaks
 +
  (*)changed skill effects on firing rate
 +
  (*)changed contact area calculations for body parts
 +
  (*)various changes to weapon raws
 +
  (*)changed edge/impact calculations
 +
  (*)metal values changed in raws
 +
  (*)fixed problems preventing some gut pop-outs from happening
 +
  (*)fixed issue with extra dodge rolls causing shots to become less square
 +
  (*)other combat tweaks
 +
  (*)obliterated arsenal dwarf (position will still exist in old saves, but won't be used/needed)
 +
  (*)extended distance at which hunters are willing to shoot
 +
  (*)made hunters return kills under more circumstances
 +
  (*)allowed miners/woodcutters to switch immediately to hunt labor without getting confused about crossbow
 +
  (*)stopped targeting of benign, far away wilderness creatures after they see you, unless they are close
 +
  (*)force-allowed targeting of kill targets in some cases where it wasn't permitting it
 +
  (*)stopped indiv choice melee/ranged from picking out weapons of the opposite type instead of just preferring them
 +
  (*)fixed problem with custom workshops blanking out at times (save compat iffy here, might have to rebuild shops)
 +
  (*)made reaction job interface/automation check inside barrels/etc. (stuff manager jobs did right)
 +
  (*)changed stuckin chances
  
== Major bug fixes ==
+
New stuff
* made material-based random headless beasts killable
+
  (*)added cumulative wounds
* stuckin bleeding updated properly
+
  (*)added adv mode knapping
* fixed major artery tag when added from creature raw with TL_MAJOR_ARTERIES (also TL_CONNECTS)
+
  (*)added adv mode butchery
* made major artery strike for 25%+ fractures on major artery parts mandatory
+
  (*)allowed use of (buildingless) reactions in adv mode
* amplified effects for announced major artery strikes
+
  (*)changed adv mode hunger/thirst/drowsiness durations and penalties
* fixed swing velocity calculation for weapons
+
  (*)start with spear/dagger in adv play now
* fixed clothing size calculation (messed up shields, gloves, boots)
+
  (*)default dwf start with a few quivers
* changed contact area and size for bolts
+
  (*)gave hunters default ammo assignment
* fixed blowouts in giant creature wrestling
 
* fixed weird skill/profession mixup that stopped marksdwarves from firing on enemies
 
* freed up some ammo that became lost in limbo after squad deletion/ammo reassignments/etc.
 
* made hunters grab ammo more reliably when they run out or when labor is changed
 
* fixed reordering of reaction/ore mats and a few other indexing problems between operating systems
 
 
 
== Other bug fixes/tweaks ==
 
* reworded some combat announcements
 
* fixed reaction screen product display error
 
* fixed contact area issue with misc object fighting
 
* changed dodging rules for people mounting a charge defense
 
* fixed problem with edge being disregarded too soon after impact breaks
 
* changed skill effects on firing rate
 
* changed contact area calculations for body parts
 
* various changes to weapon raws
 
* changed edge/impact calculations
 
* metal values changed in raws
 
* fixed problems preventing some gut pop-outs from happening
 
* fixed issue with extra dodge rolls causing shots to become less square
 
* other combat tweaks
 
* obliterated arsenal dwarf (position will still exist in old saves, but won't be used/needed)
 
* extended distance at which hunters are willing to shoot
 
* made hunters return kills under more circumstances
 
* allowed miners/woodcutters to switch immediately to hunt labor without getting confused about crossbow
 
* stopped targeting of benign, far away wilderness creatures after they see you, unless they are close
 
* force-allowed targeting of kill targets in some cases where it wasn't permitting it
 
* stopped indiv choice melee/ranged from picking out weapons of the opposite type instead of just preferring them
 
* fixed problem with custom workshops blanking out at times (save compat iffy here, might have to rebuild shops)
 
* made reaction job interface/automation check inside barrels/etc. (stuff manager jobs did right)
 
* changed stuckin chances
 
 
 
== New stuff ==
 
* added cumulative wounds
 
* added adv mode knapping
 
* added adv mode butchery
 
* allowed use of (buildingless) reactions in adv mode
 
* changed adv mode hunger/thirst/drowsiness durations and penalties
 
* start with spear/dagger in adv play now
 
* default dwf start with a few quivers
 
* gave hunters default ammo assignment
 

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