- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
23a:Release information/0.22.120.23b
Dwarf Fortress 0.22.120.23b was released on December 10, 2006. There is no download link for this version, as it was replaced with version 0.22.121.23a a few days layer.
I'm partly through the temperature rewrite. This release has a lot of bug potential. You should back up your save folders if you are updating from an older version.
You can set fire to shrubs as an adventurer using the [g] command when you are standing near one. This is not a permanent command.
The temperature behavior of flows has not been implemented yet. Very hot/cold creatures do not change the air temperature yet either. There are a number of features that are in progress regarding temperature.
The problem with dwarves being stuck outside during the stay-inside order should be fixed, as well as a number of other bugs. You can now move the cursor quickly by using shift + direction.
- -- Toady One
New stuff[edit]
- added specific temperature information to the map/units/items/vegetation
- added temperature transfer between the environment and creatures
- added more temperature information to the raws
- added temperature transfer between the environment and ground items
- did heat and cold damage to creatures
- added homeothermy
- added insulation effects from clothing
- added temperature transfer between the environment and vegetation
- added fast movement with shift + cursor
- started on fire
- damaged and killed burning vegetation
- added the spread of fire along the grass
- added more temperature interactions with the environment
- added display for burning units, buildings and items
- added burning damage for creature on fire
- added an FPS counter
- allowed fixed temperature objects
- made dwarves stay inside if the temperature is extreme
- restricted wilderness creatures and plants from appearing in unhealthy temperature areas
- added heat and cold damage to vegetation
- extended the class of objects that can be damaged
- made mount/monster/pack animal etc choice respect temperature of target site
- made invaders and merchants choose their clothing based on local temperatures
- made historical figure change their starting outfits based on their destinations
- made the adventure mode temperature read out depend on the creature
- gave the adventurer a temporary ability to set fire to vegetation
Optimizations[edit]
- cleaned up some of the code and optimized unit offloading
- got rid of some dwarf-specific text
- optimized the weather routine a bit
- optimized flows a bit
Crash fixes[edit]
- fixed a crash bug involving pile takes and bins
Other bug fixes[edit]
- fixed a problem that cause dwarves to get trapped outside by the stay inside order
- made rotting fish stacks drop bones and shells according to their amount
- fixed a problem that stopped shields from absorbing damage passively
- fixed a problem that stopped the manager from ordering silver weapons and adamantine crafts
- fixed a problem with the kidnappers that made them place multiple copies of children in bags and stop walking occasionally
- fixed problem that caused a cage-death upon kidnapping resulting in dead baby bodies at kidnap spots
- stopped chained prisoners from looking too far for sleeping places
- made sleep/drink jobs handle lost focus points
- fixed problem with forbidden areas and job pathing
- fixed problem that caused reject numbers to disappear during world generation
- fixed a minor inconsistency with the weapon number for wrestlers
- fixed a problem with purchased mules being given storage jobs
- modified how temperature checks are handled
- fixed a problem where undead sites were not flagged as undead under their civilizations
- fixed a problem that caused professions to list more than once in the labor list
- changed process plants to vial to a farmer (workshop) job
- fixed problem with offerings allowing caravans to go over their weight limit if trade goods were selected
- handled some temperature initialization info
- fixed some temperature inconsistencies that would cause rain to melt glaciers
- made some of the fire raw information more specific
- fixed problem that cause human trade events to be misinterpreted by histories
- added missing cheeses/extracts and ballista arrow heads to stockpiles
- fixed a problem where fortresses after the first would use inappropriate wilderness data