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Difference between revisions of "v0.31:Release information"

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{{quality|Masterwork|08:00, 22 May 2010 (UTC)}}{{av}}
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== how to gain weight fast ==
  
This version, '''DF 0.31.01''', was released on '''April 1st, 2010'''. The latest version is '''v{{current/version}}''', released on '''{{current/lastupdate}}'''.
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Belief : Cardio burns calories, strength training gives bulk
This page lists the changes in the current [[version]] of [[Dwarf]] [[Fort]]ress.  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 to pages about entirely new subjects introduced in this version, such as [[Burrows]], articles created or completely changed based off of this version are marked in '''bold'''.
 
  
Adapted from the [http://docs.google.com/Doc?docid=0AT8EQVUjrv96ZGc5cnBwOHZfMjgyY3FzZHFtanA&hl=en&pli=1 google docs file] by SirPenguin about the upcoming release.
 
  
== Newer Release informations ==
 
  
For Bug Fixes of newer Versions please follow the links below.
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Reality: Muscles is where fat is definitely used up, train it to adapt to stress plus grow, you will <span class="plainlinks">[http://how2gainweightfast.org/mass-gainers/ <span style="color:black;font-weight:normal; text-decoration:none!important; background:none!important; text-decoration:none;">mass gainer</span>] fat as compared to you ever will doing cardio alone. Cardio is only a supplement into your weight reduction endeavours. And 99% of most individuals get it done entirely wrong.  
* {{L|Release information/0.31.02}}
 
* {{L|Release information/0.31.03}}
 
* {{L|Release information/0.31.04}}
 
* {{L|Release information/0.31.05}}
 
* {{L|Release information/0.31.06}}
 
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* {{L|Release information/0.31.10}}
 
* {{L|Release information/0.31.11}}
 
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* {{L|Release information/0.31.15}}
 
* {{L|Release information/0.31.16}}
 
* {{L|Release information/0.31.17}}
 
* {{L|Release information/0.31.18}}
 
* {{L|Release information/0.31.19}}
 
* {{L|Release information/0.31.20}}
 
* {{L|Release information/0.31.21}}
 
* {{L|Release information/0.31.22}}
 
* {{L|Release information/0.31.23}}
 
* {{L|Release information/0.31.24}}
 
* {{L|Release information/0.31.25}}
 
  
== Behind the scenes ==
 
  
===  Materials ===
 
* The {{l|material}} system has been rewritten, and just about everything is made from a material now.
 
* It is now possible to track the identity of certain materials, such as {{l|blood}} spatter.
 
* The {{l|color}} of a base {{l|material}} will now have more effects - a [[wagon]] made out of featherwood will reflect the color of the wood.
 
* Material breath {{L|weapon}}s are possible, and can be made of any material. These are mainly linked with poisons, and when inhaled by a creature, they will become poisoned.
 
* Small amounts of certain {{l|material}}s ({{l|blood}}, snow, etc.) can accumulate in a tile.
 
** For example, if enough liquid [[gold]] accumulates in a tile, it will cool into a [[glob]] of gold.
 
** This also works for {{l|material}}s such as liquid (molten) {{l|metal}}, which will cool into a [[glob]] which can then be used to [[melt]] down into a bar.
 
* {{l|Weapon}}s and {{l|armor}} now use various "real world" {{l|attribute}}s to calculate their effectiveness. Each {{l|material}} (rock, {{l|metal}}) uses the following:
 
** '''{{l|Density}}'''
 
** '''{{l|Impact/shear yield}}'''
 
** '''{{l|Impact/shear fracture}}'''
 
** '''{{l|Impact/shear elasticity}}'''
 
** '''{{l|Edge}}'''
 
  
see '''{{L|Material science}}''' for an explanation of what the yield/fracture/elasticity terminology means.
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Many people believe that they'll burn off fat by doing cardio alone, it's simply not the situation - not if you need to look great when you're finished.  
  
* {{l|Mechanism}}s can be constructed out of more than stone, and more materials are {{l|magma-safe}}, resulting in {{l|magma}} being easier to handle.
 
  
===  {{l|raw file|Raws}} ===
 
* Entity positions are now stored in the raw folders, allowing for custom positions through modding, as well as editing existing positions as you see fit.
 
** These include the {{l|Noble|new military positions}} (General/Lieutenant/Captain/Militia Commander/Militia Captain).
 
* {{l|Attribute}}s have also moved into the {{l|raw file|raws}}, allowing you set all sorts of values such as how fast an attribute increases.
 
* Many objects - trees, plants, {{l|stone}}s, etc. - now have {{l|material}} lists in the {{l|raw file|raws}}.
 
** Some {{l|raw file|raws}} have been merged, such as trees/plants, and {{l|stone}}s/{{l|metal}}s.
 
* A {{l|region}}'s raw files are now stored in their respective [[Saved game folder|save]] folder.
 
  
===  The d# series (Not implemented in first release)===
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Cardio (the slow steady type you will be knowledgeable about) has hardly any true fat reduction enhancer consequences. It will improve your metabolic process in small amounts, although next to nothing as compared to training to raise or perhaps maintain muscle size.
* Translucent {{l|tilesets}} are supported, using PNG.
 
* The DF window can be resized on the fly.
 
* The grid size is autogenerated on startup; such {{l|init.txt|init.txt settings}} are ignored.
 
* Current desktop size is used for fullscreen size if fullscreen resolution is set to 0x0.
 
* The DF window can be zoomed on the fly using the mouse wheel. There are two modes, it defaults to mode 1. Pressing mouse wheel switches modes. Pressing F12 resets mode 1, not 2. In mode 1, the zoom from mode 2 is not visible. (And yes, you can use both at once.)
 
* The keyboard input system has been totally rewritten:
 
** You can bind multiple {{l|Key bindings|keys}} to one command.
 
** You can create keyboard {{l|Macros and Keymaps|macros}}.
 
** Input bindings are divided into sections.
 
* Lots of bugfixes and performance improvements.
 
  
===  Arenas ===
 
* Arenas allow the player to set up battles with any kind of creatures with any type of equipment and have them face off.
 
*  The Arena is accessed via the main menu screen.
 
* You can make as many [[creatures]] of any type a you want, equip them with any [[items]] you want, etc.
 
** [[Items]] can be made out of any of the current logical [[materials]]
 
* You can also assign them to teams or have them go at it solo
 
* The [[arena]] itself contains a flat fighting place as well as a pool of [[magma]] or [[water]]
 
* You can also edit the layout of the arena by adding or removing water and magma and so on.
 
  
=== World Generation ===
 
* Island-type worlds are now the default choice
 
* An (incomplete) XML dump option of a world is now available.
 
  
=== Controlling which announcements pause and recenter ===
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It really is definitely simple to comprehend if you are looking to start with cardio for the first couple of days to help relieve into exercising, but when you should do cardio first to get into <span class="plainlinks">[http://www.how2gainweightfast.org/ <span style="color:black;font-weight:normal; text-decoration:none!important; background:none!important; text-decoration:none;">how to gain weight</span>], ensure that it stays no more than 72 hours before you begin a weight training routine.
  
The file '''announcements.txt''' (at Dwarf Fortress/data/init/announcements.txt) can be used to control which {{L|announcement}}s do or don't cause the game to recenter and/or pause.  For example, you can make the game pause and recenter when ores and economic stones are uncovered, but not when ordinary stone like microcline is uncovered.
 
  
== [[Combat]] ==
 
  
===  [[Squads]] ===
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Any further and you risk sacrificing muscular tissues and also literally sabotaging fat loss efforts.
* The [[fortress guard]] is considered a squad under the [[sheriff]], and the [[royal guard]] is considered a squad under the [[Hammerer]].
 
* '''[[Captains]]''' can be appointed under your '''[[General]]''' and lead [[squads]].
 
* There is a system in place that will try its best to keep your [[schedules]] staffed, going so far as finding replacements when [[soldier]]s get hungry/tired, as well as forcing soldiers to stay on duty if no replacements are found.
 
* You have complete control over how [[squads]] handle rations - [[food]] and [[drink]] stored in backpacks and flasks - and [[alcohol]] can now be stored as a [[drink]] option.
 
* [[Champions#Heroes_and_Champions|Champions]] as heavily trained soldiers are no more. Rather, a single '''[[Champion]]''' is an appointed position that your [[duke]]/[[count]]/[[baron]] appoints.
 
* "Lord" [[soldier]]s aren't restricted in their weapon choice, and can be made into [[civilian]]s again.
 
* Beds, racks, stands, boxes/chests and [[cabinets]] can now be assigned to squad positions.
 
* You can now use the [[note]] making system to lay out stations and patrol routes for your [[squads]].
 
* [[Sparring]] has been redone.  One such change is the addition of [[Combat Drills]].
 
* A [[dwarf]] skilled in one [[skill]] can teach students via demonstrations of how to fight. This is set up in a classroom environment, so no actual [[sparring]] takes place (less dangerous).
 
** Even slightly skilled [[dwarves]] can teach people below them.
 
** There are also instructor monitored drill and [[sparring]] sessions.
 
** "They can currently teach weapon [[skill]]s, [[wrestling]], dodging, punching (grasp strikes), kicking (stance strikes), shield and [[armor]] use, yeah.  They can also teach general close-quarters/ranged [[combat]] principles."
 
* [[Personalities]] play a role in these lessons. Naturally lazy [[dwarves]] will have a harder time learning and concentrating, though they can overcome them with [[skill]]/attribute increases.
 
** An instructor's [[personality]] is also taken into account, as a naturally reckless instructor is more willing to send green recruits into [[sparring]] sessions.
 
* Squad selection/[[orders]] now can occur in real time.
 
* The [[military]] menu has been entirely redone.
 
* You can issue [[orders]] to several [[squads]] at once or several individuals across different squads.
 
* Kill [[orders]] are now possible. You can select any creature your [[fort]] does not control to be killed.
 
* You can give [[squads]] nicknames if you wish.
 
** You can also give your [[barracks]] nicknames to help keep them separated.
 
  
===  Squad [[Equipment]] ===
 
* Prior to .31.9 a position called the '''[[Arsenal dwarf]]''' existed who handled various [[equipment]] delegation. Toady One has removed the position for the time being (.9 onward)to make the equipment handling run smoother, it will reappear in later releases but not until it has some better uses.
 
* You can now establish "'''[[uniforms]]'''" for your [[soldier]]s. With it, you can assign specific [[armor]], [[weapons]], and other such [[equipment]] that you want all soldiers in a squad to wear.
 
** This allows for you to establish either [[equipment]] protocols (I want this squad to carry a [[sword]] and a shield) or literal uniforms, such as all guards wearing dyed blue cloaks.
 
* [[Soldier]]s know the difference between [[training]], battle, and [[civilian]] [[equipment]], and when/how to switch between them, as well as how to store them, which is usually done in [[barracks]] via boxes (which can be assigned to [[squads]]).
 
** The above also extends to [[Wood cutter|woodcutters]]/[[Miner|miners]], who know how to properly retrieve/store their picks and axes.
 
** [[Equipment]] can be stored in squad boxes.
 
* You can now handle [[ammo]] allocation by [[material]], so you can set aside [[metal]] [[bolts]] for battle and [[wood]]en bolts for [[training]]. [[Squads]] will maintain such ammo counts on their own.
 
** You can also handle [[ammo]] by type, so that you can have a squad that only uses [[bolts]]/arrows left over by invaders, etc.
 
** You have similar control over [[Hunter]] [[ammo]].
 
* [[Training]] [[weapons]] are in now, made at the carpenter's shop. Due to the nature of the [[material]] rewrite, these [[weapons]] lack edges, making them far less dangerous.
 
* [[Dwarves]] can handle any [[weapon|weapons]] now (they are not limited to the 6 weapons allowed in previous versions).
 
** [[Blowdart]] [[squads]] confirmed.
 
* [[Critter]]s now become familiar/accustomed to [[items]] they use often, such as [[armor]] and [[weapons]]. Being familiar with an item gives them better rolls during [[combat]].
 
** They can also become attached to [[items]] and will refuse upgrades.
 
* [[Items]] keep track of [[creatures]] they kill now, and that will show up in the [[legends mode]].
 
* [[Items]] can become "named" - raised to a semi-[[artifact]] level - if they have seen a lot of battles or have killed someone of a historical figure era-level of importance.
 
* [[Dwarves]] will now fill up their [[Quiver|quivers]] properly - they will not go into [[combat]] with 1 bolt in their quiver if they can help it.
 
* You can assign specific [[items]] to units (useful for cases such as [[artifact]]s).
 
* [[Dwarves]] assigned to [[squads]] will go train in their free time if they have self-discipline. This includes individual drilling practice.
 
* 1/3 of [[dwarves]] have a "favored" weapon.
 
  
===  [[Weapons]] and [[Armor]] ===
 
[[Image:DF2010_1.png|thumb|400px|The new [[combat report]]s. [[Note]] the date, ability to zoom on location, and more flavorful descriptions.]]
 
* All [[weapons]] now have multiple '''[[attack types]]''' (a [[sword]] can use a thrusting attack, or with the blade itself, or even the pommel) and each attack can do a different type of [[damage]].
 
* Armor [[skill]] and quality of the [[armor]] increases your "deflection" roll, which alters the effective force of an attack.
 
* [[Weapons]] don't use hard-coded percentage [[damage]] anymore, but rather, use their [[material]]'s various properties in order to determine damage.
 
* The swing velocity of a [[hammer]] is determined by the strength and weight of the hammer itself, among other things.
 
* Woven/Chain [[items]] have a "structural elasticity" property (compared to [[plate]]/scale).
 
  
===  Attacks ===
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The simplest way to get back into exercise following a long lay off could be to accomplish 2-3 full body weightlifting sessions weekly, as well as keep them light to moderate in intensity. Once you have gotten through the first 4-6 routines, start tactically improving the vividness to ramp your metabolism and melt off more fat round the clock.
* [[Combat]] has been entirely rebalanced due to the new [[material]] and body changes.
 
* Small [[creatures]] are now able to take on larger creatures by pecking away at their bodies, something which was impossible in the old [[version]].
 
** Thanks to the [[material]] rewrite, though, a well [[armor]]ed knight will fare without many problems against 20 groundhogs.
 
** Multiple small attacks will have a cumulative effect.
 
* "I had a [[dragon]] fight some lions, and after a little bit of dragonfire and close [[combat]], I ended up with a dragon covered with the grammatically-in-progress "lion [[melted]] [[fat]] spatter"."
 
* Attacks take into account the position and relative nature of the body. Attacks won't "loopity-loop" through the body.
 
* Temperature transfer between wrestlers is now possible, so think twice before [[wrestling]] that [[spirit of fire]].
 
** Stuck-ins also transfer temperature.
 
* Ranged damage has been nerfed, in addition to [[bolts]] making "logical" paths now. The firing rate remains the same.
 
* There's now a notion of a "squared shot", in that your attack could hit someone's arm full force, but if you didn't hit in in the right area, the [[bone]] would not break. This helps many problems, such as with [[bolts]], as well as [[axe]]s/[[sword]]s not lopping everything off every time you swing.
 
* Twisting your weapon in a [[wound]] has been balanced, and won't just amplify [[damage]] forever.
 
* [[Toady]] on the path of the force of an attack: "The [[armor]] is all checked in order from outer to inner, then it gets at the tissue [[layer]]s, altering the character of the attack as it goes."
 
* Attacks can pass through a [[wound]] sufficiently large enough.
 
* Force from blunt [[weapons]] can transcend [[layer]]s. For instance, a [[hammer]] can bruise the [[skin]] while breaking the [[bone]] underneath.
 
** As such, [[plate]] [[armor]]'s benefits are generally ignored by blunt attacks, and [[leather]] armor would prove to be more effective.
 
* "Solid breath can take the form of a forward moving dust puff that accidentally knocks people out due to some [[cave-in]] code.  When I fix that, KOs may or may not be a parameter.  Solid breath can also take the form of a solid [[glob]] (a small one right now) that is hurled like a [[stone]].  It might as well be a thrown stone of the solid.  Solid breath can also be an undirected dust puff (also accidental knockouts)."
 
 
 
== [[Creatures]] (general) ==
 
 
 
===  [[Attributes]]/[[Skill]]s ===
 
* The attribute system has received an overhaul. There are now 19 [[attributes]] split across physical and mental. They are:
 
** Body:
 
*** '''[[strength]]'''
 
*** '''[[agility]]'''
 
*** '''[[toughness]]'''
 
*** '''[[endurance]]''' - this'll take some of the weight off of [[toughness]] and control your exertion.
 
*** '''[[recuperation]]''' - somebody suggested "resilience". i don't really like any of the names... in any case, this will control the [[healing]] of your physical [[wound]]s.
 
*** '''[[disease resistance]]''' - the more time i spend on infection and venom, the more this will matter for this release. there will also likely be a notion of specific immunities, some of which you could gain with exposure or whatever ends up making the most sense.
 
** '''[[soul]]''':
 
*** '''[[analytical ability]]''' - thinky stuff.
 
*** '''[[memory]]''' - remembery stuff.
 
*** '''[[creativity]]''' - being able to make up neat stuff.
 
*** '''[[intuition]]''' - being able to get stuff.
 
*** '''[[focus]]''' - being able to get into stuff.
 
*** '''[[willpower]]''' - being able to keep on with and cope with stuff.
 
*** '''[[patience]]''' - being able to handle not doing stuff.
 
*** '''[[spatial sense]]''' - sense of surrounding stuff.
 
*** '''[[kinesthetic sense]]''' - sense of own stuff.
 
*** '''[[linguistic ability]]''' - all of the wordsy stuff.
 
*** '''[[musicality]]''' - musicky stuff.
 
*** '''[[empathy]]''' - being able to feel other peoples' stuff.
 
*** '''[[social awareness]]''' - being able to manage and handle social stuff.
 
 
 
* [[Creatures]] now have '''[[souls]]''', and these souls serve as storage for a creature's mental [[attributes]] and [[skill]]s.
 
** [[Creatures]] can have multiple souls, though there is no such use in the current [[version]].
 
* [[Attributes]] and [[skill]]s can now "'''[[Skill rust|rust]]'''" if the attribute/skill is unused for a long period of time. The more rust the skill or attribute has, the less effective it is, and high enough rust will actually "delevel" the ability. Rust can be worked off by simply using the attribute or skill in question.
 
* Attribute/[[skill]] display system has been redone so as to not overwhelm the player.
 
** [[Skill]]s have been split up into '''[[Labor#Viewing labors|logical groups]]''' to make assigning skills easier.
 
* [[Creatures]] now have a "'''[[situational awareness]]'''" [[skill]], which handles a creature's ability to deal with surprise attacks and ambushes.
 
* The [[wrestling]] [[skill]] has been split into the following skills:
 
** '''[[Wrestling]]'''
 
** '''[[Dodging]]'''
 
** '''[[Grasp strikes]]'''
 
** '''[[Stance strikes]]'''
 
* There are also general '''melee''' and '''range attack''' [[skill]]s (which help with [[combat]] rolls but are separate from "axe mastery", etc.)
 
* [[Attributes]] and rust rates are linked to specific castes, so you could have brutes intermixed with brainy [[creatures]] of a single race.
 
* "Ceilings of [[attributes]] are a percentage of the starting value.  So a strength 1000 [[dwarf]] might attain 2000, and a strength 750 dwarf might attain 1500."
 
 
 
===  Appearances ===
 
[[Image:DF2010_2.png|thumb|400px|The new description window]]
 
* [[Creatures]] are now unique to each other with different appearances, including hair [[color]], facial features, etc.
 
** These are visible in [[adventurer]] mode as well.
 
** Different [[color]] patterns are also available, like striped or mottled.
 
* [[Creatures]] can also be fatter/taller/etc. than usual. This affects their [[size]]. Fatter creatures can last without [[food]] longer.
 
** [[Creatures]] have a '''[[metabolism]]''' now, which deals with how fast they heal and how fast they burn [[fat]].
 
** [[Fat]] [[creatures]] also move slower.
 
* The trimming of hair/nails is also possible for civilized [[creatures]], and they will grow long and unkempt without such activities.
 
* [[Creatures]] '''[[genetics|inherit appearances from their parents]]'''. This includes dominant/recessive genes.
 
** As one example, you can use this system to breed your dogs to a certain [[color]]/[[size]].
 
* [[Layer]] trimming/caring uses style definitions from a culture. Some cultures may grow beards, others may shave them. Prisoners, etc. may be forced to adopt these new styles.
 
* Speaking of beards, as if it wasn't obvious by now, but this means [[dwarves]] finally have [[Beard|beards]]!
 
** On a more startling note - so do [[elves]]!
 
* [[Creatures]] can now be part of a '''[[caste]]''', and this may govern many things, such as their profession, appearance, etc.
 
 
 
===  Bodies ===
 
* Tissues now come in [[layer]]s. You must bypass a layer to reach one below it. Some layers are dependent on others (hair can only exist if there's [[skin]] underneath it, etc.)
 
* '''[[Hair]]''' acts as a [[layer]] on [[skin]]. It can come in many different styles (sparse, strands, etc.)
 
*  '''[[Hair]]''' grows and eventually grays over time. It can be trimmed, and if left alone it will become shaggy and unkempt.
 
* Body parts and tissue [[layer]]s can be made out of any [[material]] you want, such as for logical [[creatures]] like [[Iron man|Iron Men]], and illogical abominations like [[Dwarf]] Lung Men.
 
* It's now possible for some [[creatures]] to be made out of solid [[material]], such as [[Iron man|Iron Men]], who are much harder to fight.
 
* You can also have hollow body parts, perhaps filled with air or other [[materials]].
 
* Some [[layer]]s can serve as protection, such as [[Chitin|chitin layer]]s. [[Bone|Bone layer]]s also protect organs, such as the [[skull]] protecting the brain.
 
* [[Creatures]] now have teeth, rib, cheeks, eyelids, nails, and lips. Teeth and ribs are not individualized, but rather are tracked by groups (i.e., top left molars, etc.)
 
* [[Creatures]] also now have tendons and ligaments, and are made from the "sinew" [[material]].
 
* [[Creatures]] store energy from their [[food]], getting [[fat]]ter and more muscular.
 
** [[Fat]] affects such things as insulation, speed, etc.
 
** Strength also increases muscle [[size]]. Both have an effect on a creature's total size.
 
* Guts are realistically [[color]]ed - crazy stuff!
 
* It is now possible to "flay" a creature. Have fun!
 
* We've also got [[water]] freezing into frosty stuffs on people if they get [[wet]] and then step out into the cold, and [[steam]] coming off of spirits of fire in the rain.
 
* [[Skeletal]] [[critter]]s now have their [[bone]]s held together by rotted ligaments.
 
 
 
===  [[Thoughts]] ===
 
* "[[Thoughts]]" of a [[dwarf]] have been redone. The new screen includes their current thoughts, age/birthday, physical description paragraph, a description of their [[attributes]], their likes/dislikes, and their mannerisms. Also included are descriptions for their [[wound]]s/scars.
 
* A [[dwarf]]'s birthday and age are stored in their [[profile]] now.
 
* [[Dwarves]] now have '''[[mannerisms]]''', such as "always scratches his head when he's trying to remember something", "laughs at his own jokes" or "talks to herself whenever she's bored". There are 65 types with 3-5 situation qualifiers.
 
 
 
== [[Fortress Mode]] ==
 
 
 
===  Organization ===
 
* '''[[Burrows]]'''! Burrows are areas in your [[fort]] where [[dwarves]] live and work in. You can assign these areas like [[zones]] and assign dwarves to them. Dwarves will only use [[workshops]], rooms, etc. in burrows they are assigned to.
 
* There are a significant number of ways to utilize burrows, from restricting certain [[mining]] expeditions to [[skill]]ed [[dwarves]], to making noble districts, to setting "emergency" [[zones]] for [[civilian]]s to flee to, etc.
 
* You can set [[soldier]]s so that they defend certain [[burrow]]s. If an enemy enters a burrow they know enough to stop what they're doing and head towards it to defend it.
 
* You may choose and appoint someone as your [[baron]] when you reach [[barony]] status. You can elect not to have one as well.
 
* There are now "code generated" positions, such as '''[[priests]]''' who are named after the [[god]] they worship (Priest of Ciramore, etc.)
 
* [[Dwarves]] won't immediately drop everything if they find themselves hungry or tired, and will try to finish their current [[job]] first.
 
* There's a difference between sleeping [[barracks]] (known as a [[Dormitory]]) and squad barracks.
 
* Liaisons will be generated from scratch if they die.
 
 
 
===  [[Workshops]] ===
 
[[Image:DF2010_3.png|thumb|400px|[[Statues]] now have art associated with them.]]
 
[[Image:DF2010_4.png|thumb|400px|Some new [[crafts]] you can make.]]
 
* [[Statues]] and figurines now have art associated with them.
 
** "[[Statues]] of specific [[dwarves]] get the dwarf's name right in the item name."
 
* Custom [[workshops]] are now able to be modded in, allowing you to set up custom [[reactions]].
 
** These can support [[corpse]] harvested [[items]], like shells/horns, and might use barrels/other [[containers]].
 
* You can now make [[crafts]] out of horn, ivory, teeth, and other new body parts.
 
** These include dragon tooth [[rings]] and ivory [[crown]]s.
 
* [[Butchery]] has been overhauled due to the new body part systems, with [[creatures]] yielding many more parts for consumption.
 
* It is now possible to have automated [[fishing]] [[cleaning]] and [[fat]] rendering.
 
 
 
===  [[Alerts]] and [[Announcements]] ===
 
* The alert statuses (i.e., "Stay Indoors") has been entirely redone. You may set several custom alerts with a user defined behavior. For instance, you could set a "[[Underground]] Attack" alert where you force [[soldier]]s to equip melee [[weapons]] and head to a predefined location.
 
* These alerts can also be assigned to [[civilian]]s, such as telling them to flee to the great hall.
 
* The [[Alerts]] system is also a part of how you get your Dwarves to [[Train]] (the new way to [[Spar]]).
 
* {{L|Reports|Combat reports}} have been redone in hopes of consolidating sentences and making it more interesting to read.
 
* Combat reports are separated into [[combat]], [[sparring]], and hunting reports. You'll see a notification on the side of the screen letting you know a {{L|Reports|combat report}} has been generated.
 
** They are also timestamped.
 
* You can choose different options for each announcement, like whether you want it to pause the game or recenter your view.
 
 
 
=== Trading ===
 
* Caravans can now bring sand and glass!
 
* Also flasks, waterskins, quivers and backpacks.
 
* But wagons are gone, for the time being. Everything is carried by pack animals.
 
 
 
== [[Healthcare]] ==
 
 
 
===  Doctors, hospitals, and how to cure what ails you ===
 
[[Image:DF2010_5.png|thumb|400px|The new [[wound]] [[color]]ing system.]]
 
* '''[[Hospitals]]''' are used like [[zones]]. [[Items]] used within these zones (beds, tables, boxes) allow for hospital use.
 
** They also use a new item, called a '''[[traction bench]].'''
 
* '''[[Doctors]]''' can "prescribe" treatment, such as bed rest, using splints for broken [[bone]]s, amputation for infected limbs, and surgery.
 
** Doctors will set [[bone]]s for simple fractures, use traction for difficult overlapping fractures and use surgery for disgusting compound fractures. They also excise [[rotting]] tissue and amputate limbs too rotted off to save.
 
** The system where [[dwarves]] heal on the [[season]] change is gone.
 
* [[Wound]]s are dressed with '''[[bandages]]''', which speeds [[healing]] and slows bleeding.
 
** '''[[Sutures]]''' make [[wound]]s heal faster.
 
** Sutures can be ripped out in [[combat]], causing pain/bleeding.
 
* '''[[Crutches]]''' are now in the game, allowing one legged [[dwarves]]/injured people to walk normally (as opposed to crawl). They will move faster as they get comfortable with their new crutch.
 
** '''[[Casts]]''' are also in.
 
* [[Creatures]] can now clean the filth they acquire due to various [[materials]], like mud, [[blood]], [[vomit]], etc.
 
** As such, [[soap]] has a use now, which deserves its own bullet point.
 
* You can appoint a "'''[[Chief medical dwarf]]'''" to handle the various medical information, which requires the "'''[[Diagnosis]]'''" [[skill]].
 
** What type of various medical information? "unit [[wound]]s/status/required treatments/medical history, etc." - Think of it like the [[bookkeeper]].
 
* [[Dwarves]] are more proactive in saving [[wound]]ed people, and will do what they can in regards to bleeding on the way to the hospital.
 
* "Eyelids clean the eyes so you don't have to [[soap]] them off, but if an eyelid is torn off, I think they might [[soap]] the eyes."
 
* Patients can use [[soap]]/[[water]] to clean [[wound]]s and grime to reduce infections. Sutures, casts, etc. will reduce infection as well.
 
* All cloth and thread [[items]] have associated lengths/areas now. Threads are use for sutures (thus, one "thread" item could be used for multiple sutures) and cloth is used for bandages. [[Items]] in this way aren't split (a la coins or [[bolts]]), but rather, they're consumed in pieces.
 
* Unskilled or apprentice doctors can make mistakes when treating a patient or doing surgery.
 
* "[[Healthcare]]" as a [[skill]] is gone. It's been replaced by 7 new labor [[settings]], 5 unit types, and 6 new skills.
 
** There are different type of doctors associated with the [[skill]]s.
 
** Dressing [[wound]]s, diagnosis, surgery, setting [[bone]]s, suturing and walking with crutches appear to be the new [[skill]]s.
 
 
 
===  [[Wound]]s and [[injuries]] ===
 
* The current 15HP-per-body-part system has been dropped in favor of individual [[wound]] tracking.
 
** The above also allows for scars.
 
* Open [[wound]]s can get simple infections, which results in oozing pus, slow [[healing]], and can even kill.
 
** [[Rotting]] [[wound]]s smell and contribute to infection levels, as does grime buildup.
 
* Tissue [[layer]]s can boil off when exposed to extreme heat.
 
* Phantom pains are gone.
 
* You can [[damage]] a creature's motor and sensitivity nerves. Motor damage prevents that part from working, and sensory nerve damage makes you lose feeling in that body part.
 
* Partial and compound fractures are now possible.
 
* Fractured [[bone]] can be knocked inwards to cause [[damage]] to organs, like forcing a jagged piece of [[skull]] into the brain. Bones can also [[pierce]] [[layer]]s, like having bone sticking out of your [[skin]].
 
* Guts are under [[pressure]] and can pop out of a [[wound]].
 
* Injured [[creatures]] can continue to work if they are treated. A miner who breaks his left hand will go back to [[mining]] with his right hand (after his broken hand is set in a cast).
 
* "There are lots of [[wound]]s that won't heal now if they aren't treated (aside from the nerve stuff, the three kinds of bad breaks won't heal if not treated), and infected wounds heal very slowly."
 
 
 
===  Poisons ===
 
* Types of poison effects: pain, swelling, oozing [[wound]]s, bruising, blisters, numbness, paralysis, fever, bleeding, coughing/[[vomit]]ing [[blood]], nausea, vomiting, unconsciousness, necrosis, impaired vision, drowsiness, and dizziness.
 
* Poisons can be contacted, injected, or inhaled.
 
* You can be immune to poisons; [[creatures]] seem immune to their own poisons.
 
* Severs transfer containment, so that a ripped off venom fang from a [[Giant Cave Spider]] will remain venomous. As of now you cannot use it as a [[weapon]].
 
 
 
== The Underground ==
 
 
[[Image:DF2010_6.png|thumb|400px|An example of the new caverns. Here you can see open areas and [[underground]] lakes, as well as passages linking them together]]
 
 
 
=== Underground Features ===
 
* Underground [[layer]]s have been entirely revamped, allowing for more diverse [[underground]] with new [[creatures]], features, and other interesting goodies, such as Mushroom Forests.
 
* The standard amount of [[layer]]s (around 15) has been scrapped and increased dramatically; upwards of 50-100 layers.
 
* Each cave [[layer]] [[region]] (which is a certain depth and portion of the world map) has its own name, animal populations, [[civilizations]], etc.
 
** They also show up on the legends screen.
 
* '''[[Caverns]]''' now exist [[underground]]. Caverns are open areas underneath the earth, and are home to [[creatures]], [[underground]] lakes, and other interesting features.
 
* Features are much more easy to discover, and almost every site is guaranteed to have SOMETHING interesting in it.
 
** For instance, [[magma]] is almost always guaranteed to be near the very bottom [[layer]] (ex:-150z tiles).
 
* Features can span multiple world tiles, and can be explored via adventure mode and [[dwarf]] [[fortress]] mode.
 
* You can use [[world gen]] parameters to get rid of [[underground]] features. The default [[settings]] are set for cavernous so you're guaranteed to find cool stuff.
 
* Features are not instantly revealed anymore. [[Underground]] areas must be explored by [[dwarves]] prior to revealing features.
 
** So yeah, the new system is to have a 60 or so tile [[flood]] out from your [[dwarves]] as they go [[underground]], and any time they get within 30 tiles of the 60 tile flood (flags are kept when the flood got out to 30, roughly), it'll flood out again, picking up those flags and placing new ones, so it moves out in a kind of chunky way.
 
** [[Squads]] can't take [[orders]] to walk into hidden [[zones]] (must reveal first).
 
* It's possible for an [[adventurer]] to enter a massive [[underground]] cavern on one side of the world and journey all the way to the other.
 
* Chasms as they were in 40d are gone for the time being, replaced by finite caverns.
 
 
 
===  [[Critter]]s (normal and animalman-y) ===
 
* Underground [[animal-people]] can use crude [[weapons]] and mounts now.
 
** [[Batmen]] could ride giant bats and shoot poison darts at you with makeshift blowguns made from [[giant cave spider]] legs - whoa!
 
** Their goal is to cause as much havoc as they can before sneaking back home.
 
* Underground [[critter]]s are "drawn" from a large population that is off site. They will replenish their population so long as a cavern has an open "edge" allowing them to spawn in.
 
* The above, coupled with other changes, allows for the possibility of never-ending attacks.
 
* [[Antmen]] now have creature castes which separate them, including queens.
 
** There are also [[antmen]] nests to worry about.
 
* '''[[Gremlins]]''' are back. These sneaky dudes are invisible until spotted, and will step on [[pressure]] [[plate]]s, pull levers, and open cages.
 
* There are many new (toadyOne mentioned around 40) [[underground]] [[critter]]s.
 
 
 
===  [[Critter]]s (random beasts) ===
 
* Random [[critter]]s are now possible. They come in two flavors: "'''[[Titans]]'''", which are above ground and serve as megabeasts, and "'''[[Forgotten Beasts]]'''", who live [[underground]]
 
* Random [[creatures]] are just that - random. The can have unique attacks, like firebreath or poison, as well as a random number of body modifiers like legs, wings, etc.
 
** Some examples: a ribbon worm with wings made of stretched [[skin]]. An eyeless antenna lizard. A [[glob]] of [[vomit]] inside a round shell.
 
* They pull from certain base types (blob, quadruped, humanoid) as well as various animal/creature features.
 
** Dinosaur types (?!) are also now possible
 
*** They have feathers to boot
 
* These are seen as the ultimate challenge of the game
 
 
 
===  [[Hidden Fun Stuff]] ===
 
* The old [[HFS]] that we know of is gone, replaced by a [[eerie cavern|larger area]] that is both hard to get to and present on every map. The specific [[critter]]s of the old HFS did not survive [[version]] change and have been replaced with procedurally-generated beasties in greater numbers and strength.
 
* A secondary feature of the new HFS is the rarer [[curious structure]], of which there are one per map tile (as frequent as the old HFS).
 
 
 
== The World ==
 
 
 
===  [[Civilizations]] ===
 
* There is now the notion of a '''[[split leadership]]'''. Some leaders may prefer to be "traditional" rulers, hanging back in their cities while appointing generals to command their armies. Others may prefer to lead battles and wars themselves.
 
* [[Goblin]] society is more violent than ever. They respect those with power, and [[demons]] will be forced to kill for their loyalty. Other [[goblin]]s, however, can do the same.
 
** [[Goblin]]s obtain their structure over the course of world generation. For instance, [[demons]] are not hard-coded as leaders, and must earn their position.
 
* Forgotten beasts can escape from the [[underground]] and try and pass themselves off as [[god]]s, gaining worshipers and taking control of [[civilizations]].
 
* Leaders of [[civilizations]] can now own "pets" - and by that, I mean they can [[tame]] wild animals and use them in war. [[Giant eagle]]s, [[tiger]]s, everything is fair game.
 
** [[Elves]] have a great advantage here for obvious reasons, but [[dwarves]] will be able to make use of [[underground]] beasts.
 
* '''[[Priests]]''' are back.
 
 
 
===  [[World Generation]] ===
 
* "I've added the ability to specify in the [[world gen]] parameters the number of sky z-levels, the number of z-levels minimum between each [[layer]] (it'll often be more because of elevation changes), and the number of extra z-levels down at the bottom."
 
* Much of the map feature code was rewritten to be more flexible in future expansions and updates.
 
 
 
=== [[Megabeasts]] (general and [[Titans]]) ===
 
* [[Megabeasts]] aren't pushovers in worldgen anymore, and have been toughed up a bit too much (bug). Don't expect to leave the Age of Myth.
 
* [[Titans]] in good areas will be benign/neutral to [[creatures]].
 
 
 
==  Bugs ==
 
Please add bugs to {{L|Known bugs and issues}}.  Please do not add them to this page.
 
 
 
[http://www.bay12games.com/dwarves/mantisbt/view_all_bug_page.php Official DF2010 bug tracker]
 

Revision as of 05:33, 23 September 2011

how to gain weight fast

Belief : Cardio burns calories, strength training gives bulk


Reality: Muscles is where fat is definitely used up, train it to adapt to stress plus grow, you will mass gainer fat as compared to you ever will doing cardio alone. Cardio is only a supplement into your weight reduction endeavours. And 99% of most individuals get it done entirely wrong.


Many people believe that they'll burn off fat by doing cardio alone, it's simply not the situation - not if you need to look great when you're finished.


Cardio (the slow steady type you will be knowledgeable about) has hardly any true fat reduction enhancer consequences. It will improve your metabolic process in small amounts, although next to nothing as compared to training to raise or perhaps maintain muscle size.


It really is definitely simple to comprehend if you are looking to start with cardio for the first couple of days to help relieve into exercising, but when you should do cardio first to get into how to gain weight, ensure that it stays no more than 72 hours before you begin a weight training routine.


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The simplest way to get back into exercise following a long lay off could be to accomplish 2-3 full body weightlifting sessions weekly, as well as keep them light to moderate in intensity. Once you have gotten through the first 4-6 routines, start tactically improving the vividness to ramp your metabolism and melt off more fat round the clock.