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Difference between revisions of "Release information"

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This page lists the changes in the current [[version]] of [[Dwarf]] [[Fortress]].  The page links to currently existing pages which either have been or will need to be modified to list new details from the new version.  It also lists pages about entirely new subjects introduced in this version, such as [[Vampire]]s. Articles created or completely changed based on this version are marked in '''bold'''.
 
This page lists the changes in the current [[version]] of [[Dwarf]] [[Fortress]].  The page links to currently existing pages which either have been or will need to be modified to list new details from the new version.  It also lists pages about entirely new subjects introduced in this version, such as [[Vampire]]s. Articles created or completely changed based on this version are marked in '''bold'''.
  
As with all major releases, version 0.34.01 broke save compatibility with old versions. Due to a major save corruption bug, version 0.34.02 broke compatibility with 0.34.01.
+
As with all major releases, version 0.40.01 broke save compatibility with old versions.
  
== Release Notes ==
+
{{release notes}}
=== New stuff ===
 
* cities in adventure mode that have various buildings, dungeons, items, livestock, etc.
 
* protect your community from secret vampire dwarves or hunt them as an adventurer
 
* defend your fort during the full moon or risk a werewolf infestion -- hunt/be hunted as an adventurer
 
* face armies of the dead in dwarf mode or visit their necromancers' towers and learn their secrets as an adventurer
 
* evil regions where the dead and pieces of the dead can come alive, with evil mists and rain
 
* tombs built in world gen which can be visited in adv mode, either beneath towns or out in the wilds -- beware the dead!
 
* revamped justice/witness/death notification system in dwarf mode
 
* immigrants to your fortress will now be historical figures whenever possible, which means more family relationships and history for each one
 
* dropped items/bodies tracked between plays in the wilderness anywhere in the world
 
* more battlefield information tracked/war dead raisable in world gen
 
* all sponsorship animals and their giant/man versions are in the game now
 
* various new abilities for creatures (see file_changes.txt for list and syntax)
 
* adventurers can use creature abilities/learned powers and they can be tested from the arena
 
* new site travel map to make navigating towns easier
 
* reading/swimming/observer (for traps) relevant in adv mode now
 
* established historical figures can lead bandits
 
* rivers block movement in adv mode travel
 
* eating/drinking required in adv mode
 
* ingested syndromes are now possible
 
* ability to make campfire (from {{k|g}}) and warm items at campfire/fire/magma (from {{k|I}}) in adv mode
 
* traps work in adv mode, once spotted they can be ignored
 
* gems now have different cuts
 
* [[Necromancer]]s can write books about various topics (all books are in their towers as it stands)
 
* moon phase indicator in fort
 
* alphanumeric world gen seeds and some more world gen params (see file_changes.txt)
 
* the legends xml has a lot of new info for historical figures
 
  
=== Major bug fixes ===
+
==New stuff==
* buffer overload from aborted world gen fixed
+
* World activation! There are a few things that aren't active, like megabeast invasions, but lots of world gen actions made it into the game. Birth, death (to the extent it wasn't handled before), marriages, site foundation as well as reclaims, basic succession and appointments/etc., invasions, as well as some more detail beyond world gen, like patrols, banditry and animal population handling. We still don't have army battles -- the invasions are all successful right now, unless they are locally interfered with by you.
* fixed cave-in-on-embark issue with hidden underground structure, and a few others
+
* The game advances two weeks before each play -- the calendar there still moves slowly when there's a lot of action, as there is in larger worlds, but there are quite a few things I can do soon to speed that up. Due to the speed of the calendar, new forts in particular also get just two weeks. This'll probably cause some shenanigans with the caravan (or you'll just have to wait a year in an autumn fort for your first one) until we sort it out.
 +
* Fortresses can be retired and unretired. Losing is still fun but if it doesn't happen when you want, you can put it off for a while. Retired forts can be conquered (much more easily than they would be if you still controlled them), so don't be surprised if you have to reclaim instead of being able to unretire sometimes. You can reclaim forts that didn't make it through world generation.
 +
* Site maps for dwarves, elves and goblins. These are very basic, but they are there, anyway.
 +
* Multi-tile trees and lots of new plants. Fruit and flowers. Leaves that fall in little clouds. I had to put off dwarf mode tree harvesting, but we should get to that before long.
 +
* Megabeasts/forgotten beasts can attack, destroy and then reside within world gen sites like dwarf fortresses.
 +
* Various movement changes. Climbing/jumping/sprinting in both modes, though invaders still require a line of site to use them. Adventure mode has a stealth rewrite, and some elements of that are present in dwarf mode (it is generally easier to spot thieves and ambushers, and I'll probably need to make them smarter about finding cover). * * * Movement and combat are separate now. Startled people climb up the walls of their homes a little too often.
 +
* Tracking information in adventure mode. You can pull up a little window and see tracks (capital K), and you can also have it describe the freshest track that isn't yours to more easily stay on a trail (alt K). Tracks are also part of the regular look command.
 +
* Different levels of conflict -- your opponents in adventure mode will be listed with the current status (non-lethal, lethal, no quarter, etc.).
 +
* Combat moves take place over a period of time now, and you can do things like catching an opponent's attack -- you have to do that by targeting a grab at the offending part now (reactions used to have a menu, but that was before combat got more smeared out). You can get information about what attacks your opponent is doing in the attack menu -- the quality of the information depends on your situational awareness skill. You can add adjective modifiers to your attacks (quick/heavy/etc.) and you can perform more than one attack at a time for a significant penalty to its force. It might make sense with two adamantine swords or something, twirling them about. Rumors of incidents can be spread, and the rumors need to be spread before you gain reputation (good or bad). Killing all of the witnesses to an event will effectively remove it from play if you don't let them get off the screen. People are a little psychic as it regards ongoing conflicts, so that they can make decisions non-stupidly. Your liaison can share rumors with your fort, but I still need to set up the screen for reviewing them after you've seen them the first time... not that you can do much with the information.
 +
* You can travel through tunnels.
 +
You can get a guide to travel with you to a faraway place -- it still ended up being too cumbersome, so locals continue to be able to tell you the location of sites, but only within a certain distance of their home town.
 +
* In general, conversations have been redone. They no longer have their own screen, but run along with other actions, and there are many more options.
 +
* The mind has been rewritten quite a bit -- people now experience emotions according to different circumstances (lots of awkward monologues there), and they consider actions differently. The main outstanding issue is that I didn't get around to converting existing dwarf mode thoughts, so they sort of exist concurrently with the new emotions and that needs to be changed. I'll get to that before job priorities (which was one of the main shorter-term reasons for the rewrite). Some dwarves have life-long dreams and it is possible for them to recognize that they've accomplished the ones relating to skills and family. They cannot yet realize their dreams of taking over the world.
 +
* The paragraph at the beginning of adventure mode was marginally more useful, but that slipped a bit at the end as things were tweaked. I think it'll still describe certain invasions and abductions, but it needs to be redone.
 +
* Lots of new arena options -- not just the conflict state, but you can set the temperature etc. to all sorts of extremes.
 +
* Some experiments with procedural items, though the new demon-type sites are still quite un-fun now. The knowledge on the slab at the bottom can be used, but it is probably not worth the trouble.
 +
* The stuff I forgot
  
=== Other bug fixes/tweaks ===
+
==Bug fixes==
* designations over z levels all at once now possible
+
* I'm sure several old bugs were "fixed" as large portions of the code was rewritten/removed, but I haven't tried to track exactly which ones. Bug fixes will commence in earnest now, and everything will be handled over at the bug tracker.
* unit screen divided into four sections
 
* rivers/pools have ramps now
 
* able to trade portions of stacks in both modes
 
* messed with adv mode currency trading and made items teleport to you
 
* tweaked how fire damage works
 
* made vision work through floor grates and bars properly
 
* fixed some road/bridge problems
 
* crystal glass items possible again
 
* tweaked adventure mode swimming and alt-movement readout (use alt-movement to get into a river you want to cross)
 
* skeletons/zombies replaced by animation effect
 
* demons masquerading as gods will try a little harder
 
* restricted mandates so they'll be more reasonable
 
* stopped blank map from being exported when you back out of detailed map export
 
  
 
==  Bugs ==
 
==  Bugs ==
 
Please add bugs to [[Known bugs and issues]].  Please do not add them to this page.
 
Please add bugs to [[Known bugs and issues]].  Please do not add them to this page.
  
[http://www.bay12games.com/dwarves/mantisbt/view_all_bug_page.php Official v0.34 bug tracker]
+
[http://www.bay12games.com/dwarves/mantisbt/view_all_bug_page.php Official bug tracker]

Revision as of 02:50, 9 July 2014

This article is about the current version of DF.
Note that some content may still need to be updated.

This version, DF 0.34.01, was released on February 14, 2012. The latest version is v0.34.11, released on June 4, 2012. This page lists the changes in the current version of Dwarf Fortress. The page links to currently existing pages which either have been or will need to be modified to list new details from the new version. It also lists pages about entirely new subjects introduced in this version, such as Vampires. Articles created or completely changed based on this version are marked in bold.

As with all major releases, version 0.40.01 broke save compatibility with old versions.

New stuff

  • World activation! There are a few things that aren't active, like megabeast invasions, but lots of world gen actions made it into the game. Birth, death (to the extent it wasn't handled before), marriages, site foundation as well as reclaims, basic succession and appointments/etc., invasions, as well as some more detail beyond world gen, like patrols, banditry and animal population handling. We still don't have army battles -- the invasions are all successful right now, unless they are locally interfered with by you.
  • The game advances two weeks before each play -- the calendar there still moves slowly when there's a lot of action, as there is in larger worlds, but there are quite a few things I can do soon to speed that up. Due to the speed of the calendar, new forts in particular also get just two weeks. This'll probably cause some shenanigans with the caravan (or you'll just have to wait a year in an autumn fort for your first one) until we sort it out.
  • Fortresses can be retired and unretired. Losing is still fun but if it doesn't happen when you want, you can put it off for a while. Retired forts can be conquered (much more easily than they would be if you still controlled them), so don't be surprised if you have to reclaim instead of being able to unretire sometimes. You can reclaim forts that didn't make it through world generation.
  • Site maps for dwarves, elves and goblins. These are very basic, but they are there, anyway.
  • Multi-tile trees and lots of new plants. Fruit and flowers. Leaves that fall in little clouds. I had to put off dwarf mode tree harvesting, but we should get to that before long.
  • Megabeasts/forgotten beasts can attack, destroy and then reside within world gen sites like dwarf fortresses.
  • Various movement changes. Climbing/jumping/sprinting in both modes, though invaders still require a line of site to use them. Adventure mode has a stealth rewrite, and some elements of that are present in dwarf mode (it is generally easier to spot thieves and ambushers, and I'll probably need to make them smarter about finding cover). * * * Movement and combat are separate now. Startled people climb up the walls of their homes a little too often.
  • Tracking information in adventure mode. You can pull up a little window and see tracks (capital K), and you can also have it describe the freshest track that isn't yours to more easily stay on a trail (alt K). Tracks are also part of the regular look command.
  • Different levels of conflict -- your opponents in adventure mode will be listed with the current status (non-lethal, lethal, no quarter, etc.).
  • Combat moves take place over a period of time now, and you can do things like catching an opponent's attack -- you have to do that by targeting a grab at the offending part now (reactions used to have a menu, but that was before combat got more smeared out). You can get information about what attacks your opponent is doing in the attack menu -- the quality of the information depends on your situational awareness skill. You can add adjective modifiers to your attacks (quick/heavy/etc.) and you can perform more than one attack at a time for a significant penalty to its force. It might make sense with two adamantine swords or something, twirling them about. Rumors of incidents can be spread, and the rumors need to be spread before you gain reputation (good or bad). Killing all of the witnesses to an event will effectively remove it from play if you don't let them get off the screen. People are a little psychic as it regards ongoing conflicts, so that they can make decisions non-stupidly. Your liaison can share rumors with your fort, but I still need to set up the screen for reviewing them after you've seen them the first time... not that you can do much with the information.
  • You can travel through tunnels.

You can get a guide to travel with you to a faraway place -- it still ended up being too cumbersome, so locals continue to be able to tell you the location of sites, but only within a certain distance of their home town.

  • In general, conversations have been redone. They no longer have their own screen, but run along with other actions, and there are many more options.
  • The mind has been rewritten quite a bit -- people now experience emotions according to different circumstances (lots of awkward monologues there), and they consider actions differently. The main outstanding issue is that I didn't get around to converting existing dwarf mode thoughts, so they sort of exist concurrently with the new emotions and that needs to be changed. I'll get to that before job priorities (which was one of the main shorter-term reasons for the rewrite). Some dwarves have life-long dreams and it is possible for them to recognize that they've accomplished the ones relating to skills and family. They cannot yet realize their dreams of taking over the world.
  • The paragraph at the beginning of adventure mode was marginally more useful, but that slipped a bit at the end as things were tweaked. I think it'll still describe certain invasions and abductions, but it needs to be redone.
  • Lots of new arena options -- not just the conflict state, but you can set the temperature etc. to all sorts of extremes.
  • Some experiments with procedural items, though the new demon-type sites are still quite un-fun now. The knowledge on the slab at the bottom can be used, but it is probably not worth the trouble.
  • The stuff I forgot

Bug fixes

  • I'm sure several old bugs were "fixed" as large portions of the code was rewritten/removed, but I haven't tried to track exactly which ones. Bug fixes will commence in earnest now, and everything will be handled over at the bug tracker.

Bugs

Please add bugs to Known bugs and issues. Please do not add them to this page.

Official bug tracker