The Blacksmith
The Lord of the Rings films + Dwarf Fortress bug reports
Here are the first official 64-bit releases! This would not be possible without help from our community – you can view the exciting and sometimes late-night discussion over in the 0.43.04 release thread if you want to see how the cake was baked. This release should also make worlds generated with the same seed more consistent, and it has a few other minor fixes we managed to sneak in.
New stuff
- 64-bit support, pulling the game from the distant past into the previous decade
Major bug fixes
- Fixed problem with artistic skill assignment causing world histories to diverge
- Fixed problem with worldgen trade causing world histories to diverge
Other bug fixes/tweaks
- Stopped babies/children from competing in w.g. events
- Made gorlaks able to open doors, stopped desizing of their heads
- Fixed some mem leaks
Finalmente il supporto ai processori a 64 bit! Un cambiamento epocale per Dwarf Fortress.
Here’s another bug-fix release. Assuming no issues crop up immediately, we’ll now dive into 64-bit land for next time!
Major bug fixes
- Fixed error deciding when patients should be moved
- Fixed initialization problem with tools causing stone axes to be thought of as ranged
- Stopped completed work order jobs from checking off every matching order
- Stopped masterpiece trades in containers from triggering artwork defacement
- Stopped storage from always failing in the second tavern/library/temple you define
- Stopped broken crash-prone entry from appearing at the end of the stocks list
Other bug fixes/tweaks
- Attackers will remove armor from unconscious opponents if it is blocking attacks
- Made people wear more armor according to their roles again
- Allowed new citizens with some previously site-wide occupations to be reassigned
- Allowed some site-wide occupations for dwarves
- Made combat damage weapon and armors depending on material differences etc.
- Made dwarves prefer undamaged equipment during the periodic uniform upgrades
- Allowed strong attacks/shakes to translate some force to joints and parent parts even if blocked by armor
- Reduced clothing stopping power based on penetration depth
- Made paper slurries stockpile-able (won’t work without updated raws)
- Fixed problem with adv mode tribute demand check
- Fixed ghost initial positioning problem
- Made macros save correctly even if the macro directory is deleted
Intanto rebloggo, poi appena ho tempo farò un riepilogo delle ultime release…
Smoothed out some rough areas in the adventure part of the release. We’ll be continuing on with bug fix releases.
Major bug fixes
- Stopped zone corruption problem from adventure sites (caused crashes)
- Stopped adventure camps from being aged by the age of the world repeatedly
- Stopped certain site build orders from skipping the collapse check
- Stopped prisoners in goblin sites from starting no quarter fights with their rescuers
- Made people that join you stop personal/shared activities that might interfere them from following you
Other bug fixes/tweaks
- Stopped felling of trees in the arena, so you wouldn’t be teleported to a weird hidden region map
- Indicated child/baby state of prisoners during look etc.
The outpost liaison who gave birth has left the fortress. They left their baby.
Su Dwarf Fortress pare ci siano parecchi pessimi genitori.
From Bay 12 Games:
A new version number! With the work order additions and adventurer-created sites, this one ended up with more new stuff and fewer bug fixes than expected, and my version calculator just tipped over at 0.43. You can use the new ‘b’ site building option in adventure mode to create a site (outside the bounds of other sites). For dwarf mode work orders, you can set conditions and details from the manager. You can also create orders tied to specific shops from their workshop profiles.
A miscellaneous note: in order to retire at the adventurer sites you create, you’ll need to name the site, create a main hall zone, and claim the hall during conversation (or while shouting to yourself).
Next up we’ll be doing more bug fix releases to make sure we have a vaguely presentable DF before we disappear into a new compiler and 64 bits.
New stuff
- Ability to build up new sites in adv mode, either yourself or by assigning companions
- Ability to do carpentry in adv mode
- Ability to chop down trees in adv mode
- Ability to make stone axes in adv mode
- Ability to pull branches from trees in adv mode
- Can put start conditions on work orders (by amount of resources or dependence on other work orders)
- Can specify materials/images/etc. in work orders
- Can create work order from profile which is tied to specific workshop
- Can set maximum number of shops that a general work order can task at once
- Can set maximum number of general work orders per shop or disallow them by profession or altogether (note: this won’t work for active old-save jobs)
- Allowed perpetual work orders
- Repeatable work orders, ability to set restart frequencies
Major bug fixes
- Stopped masterpiece trading from causing artisans to suffer effects of art defacement
Other bug fixes/tweaks
- Got rid of work order limit of 30 jobs
- Improved work order filtering (respect partial vs. full results etc.)
- Stopped work orders from taking more than one slot per workshop
- Stopped non-citizens from being charged for violating production orders
- Stopped mother from getting both her and spouse’s miscarriage thought
- Refreshed material list when deleting uniform item
- XML export now has the exact site rectangle
I don’t remember allowing that kind of entertainment in my fort …
Magic Minkot XXL
What
Cristalli di Quarzo.