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{{migrated article}}
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{{Quality|Exceptional|13:46, 28 April 2021 (UTC)}}
{{Quality|Unrated}}
 
 
[[Category:Game development]]
 
[[Category:Game development]]
 
{{av}}
 
{{av}}
'''Version numbers''' (also known as "software versioning") - by definition - are numbers designated to any kind of software, including video games. Version numbers increase as more features, fixes and changes are added over time. The number that increases is heavily dependent on how much changes are made. For example, a complete redo of a type of software can bring a version from 1.0 to 2.0. A major improvement of software could bring version 1.0 to 1.1. A minor change could bring version 1.0 to 1.0.1, and so on. Different developers have their own way of incorporating version numbers, but the general concept is always the same between them.
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[[Main:Toady|Tarn Adams]] assigns a '''version number''' for every [[Main:Dwarf Fortress|Dwarf Fortress]] release. Recent version numbers contain three number sections defining the release information, but don't let this deceive you:  the system is more complicated than simple [https://semver.org/ | semantic versioning]. The older format contained four - see the older versions of this page for more information.
 
 
When software is in the early stages of development, such as alpha or beta, it will likely have version numbers starting with zero, such as 0.3 or 0.23.5. This is currently the case with ''[[Main:Dwarf Fortress|Dwarf Fortress]]''.
 
 
 
[[Main:Toady|Tarn Adams]] assigns a version number for every ''Dwarf Fortress'' release. Version numbers contain two number sections defining the release information, but don't let this deceive you:  the system is more complicated than simple [https://semver.org/ semantic versioning]. Releases from 2009 and earlier contained ''four'' numbers and a letter - see the [[40d:Version number|older versions of this page]] for more information.
 
  
 
# The first number is how many hundreds of core components have been completed.
 
# The first number is how many hundreds of core components have been completed.
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==Example==
 
==Example==
{{#vardefine:minor-version|{{#strsplit:{{current/version/ns}}|.|1}}}}{{#vardefine:patch-version|{{#strsplit:{{current/version/ns}}|.|2}}}}
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{{#vardefine:minor-version|{{#strsplit:{{current/version/ns}}|.|2}}}}{{#vardefine:patch-version|{{#strsplit:{{current/version/ns}}|.|3}}}}
v{{current/version/ns}}, the {{ordinal|{{#var:patch-version}}}} minor release of the version of ''Dwarf Fortress'' with {{#var:minor-version}} core components complete.
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v{{current/version/ns}}, the {{ordinal|{{#var:patch-version}}}} minor release of the version of Dwarf Fortress with {{#var:minor-version}} core components complete.
 
{| style='width: 25em; margin: 1em auto; border-spacing: 0; text-align: center'
 
{| style='width: 25em; margin: 1em auto; border-spacing: 0; text-align: center'
 
|-
 
|-
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|Core19
 
|Core19
 
|TUTORIALS
 
|TUTORIALS
|'''Completed'''
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|(Future)
 
|Set up small tutorial files that you can load up. These would have text instructions and little activities for you to do so you can learn how to play more easily.
 
|Set up small tutorial files that you can load up. These would have text instructions and little activities for you to do so you can learn how to play more easily.
 
|-
 
|-
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|Core21
 
|Core21
 
|SOUND
 
|SOUND
|'''Completed'''
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|(Future)
 
|Make all music/sounds optional, in groups. More songs (possibly seasonal), incidental music (like spotting the first kobold in a cave, etc.), various combat type sounds and ambient sounds, pleasing interface clicks.
 
|Make all music/sounds optional, in groups. More songs (possibly seasonal), incidental music (like spotting the first kobold in a cave, etc.), various combat type sounds and ambient sounds, pleasing interface clicks.
 
|-
 
|-
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|Core36
 
|Core36
 
|BURROWS
 
|BURROWS
|'''Completed'''
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|('''Completed'''
 
|You should be able to associate buildings and dwarves to areas called burrows. A dwarf would only work on jobs at its burrow, and could not haul between burrows unless specifically designated to do so. Miners, outside workers, engravers and so on would be exempt while doing those jobs. Burrows could have general goals for the amount of objects, such as bins, that they need to have, and you could order transfers between burrows with the manager. Manager work orders could specify burrows. Once your fortress is large, having such a system to reduce the amount of hauling is very important. Coupled with some of the other ideas, large fortresses should become easier to manage.
 
|You should be able to associate buildings and dwarves to areas called burrows. A dwarf would only work on jobs at its burrow, and could not haul between burrows unless specifically designated to do so. Miners, outside workers, engravers and so on would be exempt while doing those jobs. Burrows could have general goals for the amount of objects, such as bins, that they need to have, and you could order transfers between burrows with the manager. Manager work orders could specify burrows. Once your fortress is large, having such a system to reduce the amount of hauling is very important. Coupled with some of the other ideas, large fortresses should become easier to manage.
 
|-
 
|-
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|Core50
 
|Core50
 
|TILESET SUPPORT
 
|TILESET SUPPORT
|'''Completed'''
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|(Future)
 
|Allow graphical tiles to be used for all game objects.
 
|Allow graphical tiles to be used for all game objects.
 
|-
 
|-
 
|Core51
 
|Core51
 
|SIZEABLE GAME WINDOW
 
|SIZEABLE GAME WINDOW
|'''Completed'''
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|(Future)
 
|Allow the resizing of the game windows, and possibly the support of variable width fonts to allow more text to be displayed.
 
|Allow the resizing of the game windows, and possibly the support of variable width fonts to allow more text to be displayed.
 
|-
 
|-
 
|Core52
 
|Core52
 
|INTERFACE OVERHAUL
 
|INTERFACE OVERHAUL
|'''Completed'''
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|(Future)
 
|A coherent interface, additional options and mouse support.
 
|A coherent interface, additional options and mouse support.
 
|-
 
|-

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