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Editing DF2014:Release information/0.40.09

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{{release notes}}
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Major bug fixes
  
:The cleaning continues with this release!
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    Fixed problem causing domestic underground animals to be placed beyond their number (and then replaced at that new number)
:—Toady One, August 17, 2014
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    Made people not so eager to jump in on the side of their relatives and friends if the relative/friend is berserk/etc.
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    Made creatures prefer to flee normally if possible (rather than jumping off cliffs etc.)
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    Stopped liquid flows in confined spaces from sometimes making items disappear
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    Made items that froze in ice reappear properly when ice melts
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    Allowed dwarves interested in marriage to start relationships properly (Quietust)
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    Removed some vestigial code stopping wagons from moving properly after move/attack speed split
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    Fixed a wagon AI error that caused them to fail to unload sometimes
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    Gave wagons the ability to go past each other in certain instances
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    Made invaders not come back as ghosts
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    Stopped non-historical dwarves from coming back as ghosts (put in fix for old saves that should lay them to rest soon after unpause)
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    Stopped ghosts from being considered in regular sight code
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    Fixed the defend burrow order
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    Allowed items made from gem materials (including large gems) to be stored in finished goods pile
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    Fixed broken logic that made trade good hauling require both trade good hauling and lever operation labors
  
== Major bug fixes ==
 
* Fixed problem causing domestic underground animals to be placed beyond their number (and then replaced at that new number)
 
* Made people not so eager to jump in on the side of their relatives and friends if the relative/friend is berserk/etc.
 
* Made creatures prefer to flee normally if possible (rather than jumping off cliffs etc.)
 
* Stopped liquid flows in confined spaces from sometimes making items disappear
 
* Made items that froze in ice reappear properly when ice melts
 
* Allowed dwarves interested in marriage to start relationships properly (Quietust)
 
* Removed some vestigial code stopping wagons from moving properly after move/attack speed split
 
* Fixed a wagon AI error that caused them to fail to unload sometimes
 
* Gave wagons the ability to go past each other in certain instances
 
* Made invaders not come back as ghosts
 
* Stopped non-historical dwarves from coming back as ghosts (put in fix for old saves that should lay them to rest soon after unpause)
 
* Stopped ghosts from being considered in regular sight code
 
* Fixed the defend burrow order
 
* Allowed items made from gem materials (including large gems) to be stored in finished goods pile
 
* Fixed broken logic that made trade good hauling require both trade good hauling and lever operation labors
 
  
== Other bug fixes/tweaks ==
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Other bug fixes/tweaks
* Fixed up quarry bush bag job vs. rock nuts
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* Added appropriate announcements for some additional circumstances under which a fort dwarf could assume a civ-level position
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    Fixed up quarry bush bag job vs. rock nuts
* Added embark warning if civ is dead
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    Added appropriate announcements for some additional circumstances under which a fort dwarf could assume a civ-level position
* Added optional confirmation window after preparing embark (default: pops up if points remain)
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    Added embark warning if civ is dead
* Printed job after name when following unit
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    Added optional confirmation window after preparing embark (default: pops up if points remain)
* Marked dwarves as "New Arrival" on unit/job screen instead of "No Job" while they are new
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    Printed job after name when following unit
* Added pole-setting parameters for world gen, allowed north+south pole and no-pole options
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    Marked dwarves as "New Arrival" on unit/job screen instead of "No Job" while they are new
* Fixed an error causing nearby site maps to be offloaded too often
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    Added pole-setting parameters for world gen, allowed north+south pole and no-pole options
* Made hill dwarf sites put animals in pastures properly
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    Fixed an error causing nearby site maps to be offloaded too often
* Made animals not placed in pasture/waste/yard get placed even if their preferred type isn't available
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    Made hill dwarf sites put animals in pastures properly
* Fixed some manual typos (Gorobay)
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    Made animals not placed in pasture/waste/yard get placed even if their preferred type isn't available
* Initialized strict pop cap to 220 if not present in d_init
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    Fixed some manual typos (Gorobay)
* Made alerts without names show properly as "Alert State #" in squad mode
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    Initialized strict pop cap to 220 if not present in d_init
* Finished updating pineapple raws
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    Made alerts without names show properly as "Alert State #" in squad mode
* Made several export filenames use the format (region)-YYYYY-MM-DD-(etc)
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    Finished updating pineapple raws
* Added error for unrecognized CREATURE in entity raw
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    Made several export filenames use the format (region)-YYYYY-MM-DD-(etc)
 +
    Added error for unrecognized CREATURE in entity raw

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