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23a:Release information/0.21.104.21c
Dwarf Fortress 0.21.104.21c was released on September 25, 2006. There is no download link for this version, as it was replaced with version 0.21.105.21a later that day.
I fixed various bugs and implemented other minor changes. See the changes list for those. Nobles can still demand items involving small creature bones in old saves, but the preference is no longer generated in new dwarves.
New worlds will see a few cosmetic changes in adventure mode towns (it was not possible to include them in old saves). It's probably not worth generating a new world for them (and I haven't put up new pregenerated worlds), but the new towns have some larger cookie-cutter buildings like apartment complexes, and everybody will sleep at night and eat three meals a day from a magic barrel in their room that refills at midnight. Once the caravans and a notion of wealth are in, this can all be differentiated properly instead. As we progress along the Bustling Town Arc, it'll eventually be worthwhile to regenerate if you play adventure mode, but it's not a big deal right now. In old worlds, you might notice some things like merchants taking breaks to wander around or sleeping on the beds in the mead hall. They are just trying their best to follow the new schedules without having a home to go to.
- -- Toady One
New stuff
- assigned peasants to homes
- made large residences in large towns
- updated noble coin conditions in manual
- added an announcement for completed work orders
- added ash to potash job
- did basic daily schedules for adventure mode civilians
Other bug fixes
- fixed problem that made merchants stand outside their shops occasionally
- made farm plot destruction a higher crime without a topple message
- handled some erroneous/missing manager screen entries
- made fish processing respect amount of incoming stack of raw fish
- made thread making respect amount of incoming stack of plants
- fixed problem involving cooking with tallow
- stopped generating preferences for small creature bones and leather
- fixed problem with people standing on mud trying to drink from walls
- fixed problem with artifact creators having trouble with certain jobs
- made babies born to wilderness creatures associate properly to their parents
- put in a safeguard against a potential problem with wounded river invaders
- got rid of demands that are satisfied by default
- fixed saved bug with building race information
- removed ambusher names from building destruction announcements
- stopped tamed wilderness creatures from wandering off the map
- made some of the butcher/slaughter terminology more consistent
- fixed problem with squad selection being erratic
- handles some issues with hammerer message spam and inappropriate officer assignments
- fixed metal bridge and aqueduct building not using full amount required