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Editing v0.31:Release information/0.31.22

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{{release notes}}
 
{{release notes}}
==Major bug fixes==
+
Major bug fixes
* Fixed a linux crash from units leaving the map with a kill order on them
 
* Fixed a crash from tileless burrows
 
* Fixed adv mode crash on service conversation option
 
* Made healthcare work for dwarves that need crutches
 
* Made healthcare/hospitals handle plaster/casts properly
 
* Stopped creatures from attacking across several Z levels
 
* Stopped hospitals from stocking everything, ignoring the item caps
 
* Stopped pots from storing almost infinite numbers of items
 
* Stopped inaccessible spam from cleaning jobs with soap
 
* Made fish appear in many situation where they were erroneous missing (old forts will still be off, unfortunately)
 
* Stopped massive lag from certain ghosts
 
* Fixed up bone artifacts
 
* Cleaned up persistent activities and squads that were lingering
 
* Sorted out an issue with combat/training bolts
 
  
==Other bug fixes/tweaks==
+
    * Fixed a linux crash from units leaving the map with a kill order on them
* Made pots show up in the trade depot list
+
    * Fixed a crash from tileless burrows
* Better stockpile options for stone, blocks, metal clothing, etc. and fixed some broken existing options
+
    * Fixed adv mode crash on service conversation option
* Cleaned up some issues with glass items
+
    * Made healthcare work for dwarves that need crutches
* Wooden/bone crossbows specifically selectable from uniform screen now
+
    * Made healthcare/hospitals handle plaster/casts properly
* Made migrant hunters recognize their crossbows properly
+
    * Stopped creatures from attacking across several Z levels
* Changed how skills are applied to job products -- attributes are accounted for properly and skills should work in adv mode now, but you'll notice a different distribution of qualities in the final product, especially for no/low skill when differing attributes are involved
+
    * Stopped hospitals from stocking everything, ignoring the item caps
* Stopped surgery cancellations over patient not resting in some circumstances
+
    * Stopped pots from storing almost infinite numbers of items
* Ungummed up the hauling system from certain stale jobs
+
    * Stopped inaccessible spam from cleaning jobs with soap
* Made lavish etc. meals take the proper number of item piles
+
    * Made fish appear in many situation where they were erroneous missing (old forts will still be off, unfortunately)
* Made magma forges available more regularly to mood dwarves
+
    * Stopped massive lag from certain ghosts
* Stopped raw processing from including backup files
+
    * Fixed up bone artifacts
* Fixed some capybara and panda typos and tweaked giraffe and reptile eggs
+
    * Cleaned up persistent activities and squads that were lingering
* Cleaned some trouble with grass regrowth and generic "grass" tiles
+
    * Sorted out an issue with combat/training bolts
* Made recentering hotkeys work in other dwarf modes (ones with x cursors)
 
* Fixed broken readout for completed jobs in unit health screen
 
* Cleaned up spam from rest jobs from webbed dwarves
 
* Fixed broken key in hospital zone mode
 
* Moved underground camp creatures from civ list and stopped their items from being counted in fortress wealth
 
* Stopped underground theft announcements in hidden areas from being displayed
 
* Fixed various ugly blank "" names in legends mode
 
* Fixed a random number overflow from creatures with no attacks
 
  
==New stuff==
+
 
* Sponsored animals included: penguin, platypus, badger, moose, along with related buddies
+
Other bug fixes/tweaks
* Rodent men underground
+
 
* Invader mounts/monsters have first names
+
    * Made pots show up in the trade depot list
 +
    * Better stockpile options for stone, blocks, metal clothing, etc. and fixed some broken existing options
 +
    * Cleaned up some issues with glass items
 +
    * Wooden/bone crossbows specifically selectable from uniform screen now
 +
    * Made migrant hunters recognize their crossbows properly
 +
    * Changed how skills are applied to job products -- attributes are accounted for properly and skills should work in adv mode now, but you'll notice a different distribution of qualities in the final product, especially for no/low skill when differing attributes are involved
 +
    * Stopped surgery cancellations over patient not resting in some circumstances
 +
    * Ungummed up the hauling system from certain stale jobs
 +
    * Made lavish etc. meals take the proper number of item piles
 +
    * Made magma forges available more regularly to mood dwarves
 +
    * Stopped raw processing from including backup files
 +
    * Fixed some capybara and panda typos and tweaked giraffe and reptile eggs
 +
    * Cleaned some trouble with grass regrowth and generic "grass" tiles
 +
    * Made recentering hotkeys work in other dwarf modes (ones with x cursors)
 +
    * Fixed broken readout for completed jobs in unit health screen
 +
    * Cleaned up spam from rest jobs from webbed dwarves
 +
    * Fixed broken key in hospital zone mode
 +
    * Moved underground camp creatures from civ list and stopped their items from being counted in fortress wealth
 +
    * Stopped underground theft announcements in hidden areas from being displayed
 +
    * Fixed various ugly blank "" names in legends mode
 +
    * Fixed a random number overflow from creatures with no attacks
 +
 
 +
 
 +
New stuff
 +
 
 +
    * Sponsored animals included: penguin, platypus, badger, moose, along with related buddies
 +
    * Rodent men underground
 +
    * Invader mounts/monsters have first names

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