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DF2014:Release information/0.40.09

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< DF2014:Release information
Revision as of 06:15, 18 August 2014 by Kami (talk | contribs) (Created page with "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...")
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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

   Fixed up quarry bush bag job vs. rock nuts
   Added appropriate announcements for some additional circumstances under which a fort dwarf could assume a civ-level position
   Added embark warning if civ is dead
   Added optional confirmation window after preparing embark (default: pops up if points remain)
   Printed job after name when following unit
   Marked dwarves as "New Arrival" on unit/job screen instead of "No Job" while they are new
   Added pole-setting parameters for world gen, allowed north+south pole and no-pole options
   Fixed an error causing nearby site maps to be offloaded too often
   Made hill dwarf sites put animals in pastures properly
   Made animals not placed in pasture/waste/yard get placed even if their preferred type isn't available
   Fixed some manual typos (Gorobay)
   Initialized strict pop cap to 220 if not present in d_init
   Made alerts without names show properly as "Alert State #" in squad mode
   Finished updating pineapple raws
   Made several export filenames use the format (region)-YYYYY-MM-DD-(etc)
   Added error for unrecognized CREATURE in entity raw