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Editing DF2014:Release information/0.40.05

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{{release notes}}
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== Bugfixes ==
:This is a bug fix and optimization release, which is probably something we should get used to for a while, since there is a lot left to do! I've tried to make it possible to play in larger worlds again, but there's also more that can be done.
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* Handled a few problems causing extra/erroneous long patrol thoughts (Quietust)
:—Toady One, July 27, 2014
 
 
 
== Major bug fixes ==
 
* Fixed several large slow-down culprits
 
* Stopped trees from growing through floors
 
* Fixed a problem causing the suspension of constructions (old saves with affected jobs will still need to restart them) (ag)
 
* Fixed a few problems with hospital code causing them to overstock item (ag)
 
* Fixed problem stopping underground fishing (UristDaVinci/Quietust)
 
* Made cultures that oppose intruders more lax when in places controlled by less wary groups (one cause of marketplace knifefights)
 
* Made adventure-mode ambushers somewhat more in tune with their task
 
 
* Made master soldiers stop reverting back to corresponding regular soldier type
 
* Made master soldiers stop reverting back to corresponding regular soldier type
* Fixed crash that could occur when looking at adventure log while traveling
 
 
== Other bug fixes/tweaks ==
 
 
* Stopped clearing professions upon achieving master soldier type
 
* Stopped clearing professions upon achieving master soldier type
* Fixed the population cap
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* Fixed problem stopping underground fishing (UristDaVinci/Quietust)
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* Fixed problem dividing out item milligrams in weapon velocities (UristDaVinci)
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* Made children get full list of default labors upon growing up and respected any existing skills
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* Stopped migrant historical children from receiving labors
 
* Made it possible to detect plantings too late in the season again (Quietust)
 
* Made it possible to detect plantings too late in the season again (Quietust)
* Stopped migrants from retaining certain adv/etc. flags harmful to their integration into the fort (making them 'hostile') Note: those from old saves might take off articles of clothing and store them and other strange things, since the integration could not be made complete easily...
 
* Fixed problem with non-entity armies/travelers failing to evaluate nearby creatures properly
 
* Tried to improve prioritization for creatures trying to handle many targets, especially w/ extra senses (caused combat AI paralysis)
 
* Stopped fliers from wanting to jump (and sometimes colliding mid-air)
 
* Added some basic climbing skill to wg/etc. soldiers, esp. thieves
 
 
* Vermin can escape from non-artifact containers properly (Quietust)
 
* Vermin can escape from non-artifact containers properly (Quietust)
 
* Caravans check weapon type properly for material selection (Quietust)
 
* Caravans check weapon type properly for material selection (Quietust)
 
* Diplomats that wanted bodyguards should get them now (Quietust)
 
* Diplomats that wanted bodyguards should get them now (Quietust)
 
* Stopped aquarium check from turning off other vermin code (Quietust)
 
* Stopped aquarium check from turning off other vermin code (Quietust)
* Fixed crash that happened in the arena when doing v-p on a dwarf with a weapon
 
 
* Creature art value considered properly by civs now (Quietust)
 
* Creature art value considered properly by civs now (Quietust)
* Fixed problem dividing out item milligrams in weapon velocities (UristDaVinci)
 
 
* Can now melt metal chests (Quietust)
 
* Can now melt metal chests (Quietust)
* Handled a few problems causing extra/erroneous long patrol thoughts (Quietust)
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* Re-enabled elven diplomat
* Made children get full list of default labors upon growing up and respected any existing skills
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* Stopped hyper-obese digesting dwarves from constantly recalculating insulation/mass data (UristDaVinci)
* Stopped migrant historical children from receiving labors
 
* Made underground populations properly respect layer size (the numbers can get very high, but blame the giant under-ocean caves in part)
 
* Stopped hyper-obese digesting dwarves from constantly recalculating insulation/mass data (ag)
 
 
* Fixed some problems causing certain jobs to check too many items (angavrilov/Quietust)
 
* Fixed some problems causing certain jobs to check too many items (angavrilov/Quietust)
 
* Allowed egg-laying critters without baby/child state to have viable eggs
 
* Allowed egg-laying critters without baby/child state to have viable eggs
* Stopped listing dead non-fort animals/etc. as missing
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* Fixed some personality/description typos, and other typos (many collected by Gorobay)
* Fixed a rounding error with projectile calculations (Pirate Bob/UristDaVinci)
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* Fixed problem with squid skin coloration
* Adjusted contact area/depth of ammo, max velocity of shooters (Joben)
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* Gave crabs, horseshoe crabs, oysters and mussels blue blood
* Fixed a problem causing saplings to grow up 10x as fast as they should
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* Fixed various broken eyelash color/descriptions
* Stopped sparring from being placed in combat reports
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* Added LARGE_ROAMING to desert tortoise and giant tortoise
* Displayed proper key for viewing agreements in civ screen
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* Fixed strawberry/proboscis/topaz plurals
* Stopped dwarves from swiping hospital goods from the caravan
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* Perseverence->ance in entity values, elsewhere
* Made the game respect more circumstances whereby medical inventory items are removed (fixing the crutch speed bug, for instance)
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* Removed lots of HOMEOTHERM tags
* Stopped ghosts from being able to realize dreams after they are dead
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* Removed pet/petvalue from tigerpeople
* Fixed problem where tools made from adamantine wafers required the wrong material amounts (Quietust)
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* Used correct legless variation for king cobra people
* Fixed problem with seed initialization for mid-level maps that could cause inconsistency (Quietust)
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* Added a missing CONNECTOR to generated lower spines, and PREVENTS_PARENT_COLLAPSE to generated upper spines
* Fixed broken lack of cage/chain thought for law dwarf (Quietust)
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* Fixed duck/goose root around part category
* Adjustments to animal people frequencies (see file_changes.txt)
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* Fixed antlers for reindeer/moose/elk/deer, added them to elk bird
* Made king cobra people legless like other snake people
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* Fixed ruler arrival announcement
* Fixed a problem causing the tortoises not to appear
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* Fixed reversed stoat caste names
* Made random creature spines connect up properly
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* Fixed reversed giant armadillo caste names
* Fixed material values for obsidian (UristDaVinci)
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* Fixed typo in tapir description
* Various typos fixed (see file_changes.txt) (thanks to Gorobay for finding most of these)
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* Fixed typo in dragon description
* Re-added elven diplomacy, though it is still unchanged from its first incarnation
 

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