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v0.31:Release information/0.31.03
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Release notes | ||||
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(full version history) | ||||
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* Broke save-compatibility | ||||
List | ||||
I handled some more crashes and the main pathing issue. Undead aren't quite where they need to be yet (skeletons in particular still don't understand how the skull and spine should be holding them together), but they are more killable in this version. Since they don't make sense in the first place, there's a sort of hitpoint system for them now that'll get them dead eventually if you don't break them apart, though punching a skeleton to death takes a long time in this system and maces are still a bit underpowered. The undead HP will be revisited once the undead have more of a basis in the underlying reality. I'll get to maces etc. sooner.
- -- Toady One
Crash fixes[edit]
- fixed a zone deletion crash (only for zones with buildings in them)
- fixed crash in military screen upon switching to item assignment view when no squads were present
- fixed crash from copying a schedule cell with fewer orders to one with more
- fixed crash from changing alert view while scrolling through a schedule cells orders
Major bug fixes[edit]
- fixed pathing problem (root cause was map generation vs. liquids, would mess up ramps/channels and more)
- stopped missing undead/melted/etc. tissues holding parts from being severed
New stuff[edit]
- allowed undead in arena
- allowed undead to be killed by accumulated impacts for the time being while they don't make sense
- stopped people from trying to wrestle the undead at all
Minor changes[edit]
- messed with corpse piece colors a bit
- fixed "and" spacing in stripe/spot descriptions
- fixed nervous mannerism typo
- fixed some raw typos (see file_changes.txt)