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[edit] Dwarf Fortress release notes

02/04/2008: Released Dwarf Fortress 0.27.173.38a

  • 02/04/2008: Mac portage... there are still various gigantic problems with the peripherals (sound/movies/BMP export/etc.), but there was quite a bit of progress. I generated a world with the same seed on both of my computers and got the same exact map and history. It was a bit of a chore though since the order of RNG calls between MSVC and XCode was different based on compiler optimizations (so I had to break some expressions up, once I found out what was going on). I can't guarantee there won't be a lot of addition problems along these lines. I then went on to mine a tunnel in dwarf mode and join a temple in adventure mode. Speed was fine, except in a few places where the number of refreshes needs to be cut down (unit offloading is the big one).

I'm at a point where I can't continue without some email correspondence, so I'm going to release the Windows version now. I'll just be bug fixing with more frequent releases for a while though, so as soon as the main Mac issues are handled I can get the port out with one of those. I have the actual code transfer/Mac compile/archive process down to about a half hour which I can mostly spend working on other release procedures, so once the initial problems are sorted out everything should actually go smoothly from now on.

  • various Mac port work
  • 02/01/2008: I've fixed up the last of the issues I had scheduled and I've written up (but not yet posted) the dev updates for the coming version. I'm still on track for Tuesday.
  • updated in-play civ hist fig list
  • stopped children and babies from joining you on your adventures
  • sped up art creation code
  • handled a problem with incorrect party placement in mead hall
  • 01/31/2008: I'll be done with the non-Mac stuff tomorrow, and hopefully I can pound through the Mac stuff on Monday. Depending on how that goes, I'll have something up on Tuesday.
  • fixed problem that stopped caravans from coming
  • fixed problem with liaison arrival time
  • updated old save goblin towers and building names
  • allowed number of each civ placed to be set
  • sped up some end-of-game cleaning code
  • printed a bit more information about what's going on after history has run but before world generation is complete
  • put drunks back in
  • allowed anybody with an adventurous or excitement-seeking personality to join your party
  • 01/30/2008: I've now begun the testing phase. Most of it is working out. There are some parts of the legends screen that I need to speed up. The caravans didn't come, so I have to fix that, but the human invaders came, this time with a pikeman on horseback with a squad of crossbowmen that killed my starting dwarves. I have two more quick tests to do, and I need to sort out the rest of the problems that I found during testing. It amounts to a day or two of work.
  • added bias toward important events in conversation and artwork
  • allowed adventurer to ask people about their families
  • patched up various small problems
  • 01/29/2008: Continuing along attending to minor issues. People can join the guard of their site now during world generation, and the game keeps track of their skills, so it can use and improve them during the army battles which will come later. I'm hoping to get to the testing stage tomorrow, after which I can do the Mac port and release. Quite a few things have changed within the program, and it might take a few days to sort out any kinks that have developed, especially with regard to save compatibility.
  • added preference for adventurer not starting in ghost town of civ
  • allowed debug information concerning ruler lists and deities to be exported
  • fixed problem causing adv mode citizens not to sleep in their homes
  • updated king arrival for dwarf mode to support current leader and spouse
  • updated site guards to new system and handled their assignment during world generation
  • adjusted some of the moving-in code for housing
  • 01/28/2008: I'm still working through some minor issues. Next I have to figure out why all of the merchants run out of their shops at night to sleep in the mead hall instead of their own rooms. "It is said that the lower floors of The Abbey of Echoing can be thought of as a representation of caverns for the glory of Osman Tinechoes."
  • updated goblin towers to new system
  • handled a problem with excessive temple memberships
  • added some architectural comments
  • 01/25/2008: The minimap is useful. It doesn't take you directly to caves yet, but it gets you within a 48x48, which is good enough for now. It can get you exactly on top of any building you find or are told about in a town. There's also a little list of nearby sites and a compass direction, with quest sites always appearing. It's still sort of unformed, but an improvement over nothing. I managed to run off to a quest cave and get killed by a giant cave spider anyway.
  • cleaned up some broken temple maps
  • added discovery flags to abstract buildings and recorded site entrance locations
  • added adv mode minimap for viewing nearby sites and site locations
  • allowed player to join temple entity
  • allowed non-leaders to give suggestions for service locations based on their memberships
  • allowed viewing of structure histories in legends screen
  • 01/24/2008: Stiiill working on this religion stuff. There was a temple map embedded in a hill that was very buggy that I have to deal with. Religious people now give you very general advice about how to live your life.
  • finished basic temple maps based on architectural information
  • fixed problem with period spacing in art descriptions
  • fixed problem with initial visible world map in adv mode
  • gave priests and high priests outfits
  • gave various buildings names
  • made current building name display at bottom of screen
  • fixed problem creating open space squares at sites
  • added some more conversation text
  • 01/23/2008: I've fixed up mayors and other transition issues that came up at the end of world generation. You can see the high priest and the rest of the priests hanging out in the temples now, and you can set their graphics if you want. I decided to go back to temple maps after that and linked some architectural concepts to the spheres of deities, which in turn can be realized as specific elements of the temple's architecture. For instance, the temple to a sky god is much more likely to have an open ceiling, and the temple to a god of darkness is more likely to be constructed using black stone. The system is specific to temples and deities now, but it can be extended later to cover cultural and personality properties as well as additional building types later on. It would be nice to have every structure in the game operating under the same framework. I'm also going to tie this new information to conversations a bit this time around. I've included some vague justifications for the sphere/arch-concept links to facilitate this. I guess things always take longer than I expect, but I should finally be finished with these temple additions soon.
  • updated the conversion from historical figure to unit at the end of world generation
  • did display for priests and allowed optional graphics for them
  • linked some artistic/architectural concepts to spheres
  • selected from among temple architecture elements through sphere relationships
  • started temple maps based on architectural information
  • 01/22/2008: I did an interview that lasted three and half hours, which was about two hours longer than I expected. It was fun... yet draining. I'll put up a link when it's posted (this one is text instead of audio). I got priesthood inductions working properly and gave names to the temples. Now I'm moving on to mayors and other issues that come up during the transition from historical figure to unit in town.

Members of the Trustworthy Cheerful Cult worshipped Nosem (healing) in the Clear Cathedral of Consideration.

Members of the Doctrine of Devils worshipped Tabmik Frothedbloat the Putrid Sucker (disease) in the Ungodly Silty Shrine.

The goblins formed the Sect of Graves and built a temple for their demon overlord called the Doomed Bad Chapel. Their demon god was named Uktong the Sinful Curse of Nightmares, but because it doesn't yet understand that the bad bad goblins should be building and living in creepy towers, it says "In 1, Ukton the Sinful Curse of Nightmares took up residence in a hovel in Scorpionstunt." The temple wasn't even in Scorpionstunt. It was over in Greaseprofane.

  • added temple names and some more words
  • sped up some legends code
  • worked some more with temple entities
  • 01/21/2008: The people that worshipped the god of luck named their group the Accidental Temple. The god of children and lakes got the Young Order of Lobsters. There's a bit more to do with this tomorrow.
  • set up entities around temples during world generation
  • removed ruin map generation
  • changed how abstract buildings are stored
  • 01/18/2008: Well, not a bad week, even if there wasn't a release... again. I walked around town in adventure mode, and after seeing a lonely and empty temple there, I'm definitely going to flesh them out a bit Monday. Then Mayors and Macs. Maybe I'll put off updating nomads, since they aren't so important.

I also recorded some more information during world generation (marriages, becoming shopkeepers, moving, building construction events, etc.), and the stories were fun to read, though somewhat sparse of course. A dwarven couple got married and were tending shops for 9 years in one town, but when it was time for a new town to be founded, they moved out of their hovel in the capital and one of them became the Mayor of Minesavant while another continued as a shopkeeper at a new shop there. They lived on like that for 80 years. It has little histories like this for 160,000 critters right now... 720,000 historical events... so I might need to stick some of them on the disk and do some culling. This could affect the quality of generated artwork though, and some other things, so it'll have to be careful. The numbers are only going to get higher when the temples are peopled and wars cause displacement and battle events to pile up. It's kinda cool to bump into somebody now though, anybody, and know that you can trace their ancestors back 1000 years to the 10 founding couples of their civilization. It made me think about the dev notes involving heredity and passing natural and supernatural traits of all sorts down in varying degrees... it would be pretty straightforward now, once the traits themselves exist.

  • made people in world gen build and work at shops
  • added historical events for site/histfig link changes
  • made people in world gen build mead halls, temples and keeps
  • cleaned up some housing odds and ends
  • 01/17/2008: I've gotten through the home building/upgrade part of the world generation buildings update. Next it'll be shops/shopkeepers, keeps and possibly temples.
  • made families build and move into homes during world generation
  • sped up the legends screen
  • added display for all histfig/entity links in dwarf mode thoughts screen
  • 01/16/2008: Preeetty much finished the first pass on religions. This release still requires buildings, migrants and hist fig finalization. None of that should be difficult, though I suspect finalization will throw a bug or two my way. I suppose that will cause me to blow apart.
  • HIDDEN FUN STUFF
  • did legends write-up for deities/hist figs
  • added duplicate name checks for deities
  • allowed deity race to be appropriate local animals
  • 60 or so new words to fill in some sphere/deity gaps
  • associated dwarf mode units to available targets of worship
  • 01/15/2008: My interview with GeekNights has been posted. A god of fate was named Sahthet Seersmoke the Creepy Silence of Owls. Doing names took longer than I thought it would... working with symbols+spheres was sorta painful, though many of the deity names are passable (at least under the current guidelines that bind all names into the "name compound the stuff of stuff" format), so it was worth it. I put up a new world generation log.
  • associated hist figs in religious civs to targets of worship in varying degrees
  • did names for deities and forces
  • 01/14/2008: Continuing along with world generation basics. Civs can now be given religion in a few ways. The gobs now worship a demon that actually exists on-site to break things up a bit (the tags give you a bit of control over the class of creature it uses). Dwarves have specialized pantheons, humans have fully randomized pantheons, elves worship regional spirits, and kobolds worship nothing. I don't really want to get bogged down in specific stock cultures, but it's good to have lots of tokens that it can tweak/randomize later on.

I'm going to do a bit more with religions tomorrow -- enough so that the pantheons are visible in game on the legends screen at least. I also have to update building creation/storage, nomad placement and mayors, and perhaps successions of shopkeepers/merchants for the buildings, though that might wait. That should leave the game in a playable state more or less like it is now. Non-nomadic migrants will probably wait for wars to cause displacement.

  • added religious information to entities during world generation
  • added a few entity tags for controlling religion
  • fixed some entity spreading issues and sped it up
  • 01/11/2008: They spread out now. It's a bit sluggish during the first 30 years or so when the most breeding and initial town founding is going on, but it seems to be leading to a pretty satisfying pattern of settlement throughout the world, except in the savage and inhospitable areas. We'll see how the pattern holds up when they start fighting. First I have a few loose ends to tie up (mayors, migrants, etc.). I should be able to get those fixed up halfway through next week, then I'll probably fix a few bugs and put a version up before I start world-gen wars.
  • did creation of new sites spreading into sphere of influence
  • added spheres of influence around entity sites
  • worked with succession and breeding a bit more
  • 01/10/2008: I successfully navigated around a few pitfalls today, such as marriages to immediate relatives and marriages to the dead. Perhaps later for plot stuffs, but not now. The civs start out with 10 married pairs each, so it's already sort of a white rhinoceros situation, but hopefully it will work out. If you have a non-breeding immortal race forming an entity, it creates singles instead of pairs at the beginning, and that's all it every makes. Mortal races that don't have genders can't currently form civilizations, since they'd just disappear before play starts (unless the lifespans are very high). The numbers can be modded.

I've compiled a list of the rulers of all the civilizations during a test. There are 10 civs for each of the 5 races. The list is here. Even though there aren't any wars yet, the population cap causes some of the lines to break because the rulers were unable to have children.

  • did marriages and child birth during world generation
  • did baby/child/adult state changes during world generation
  • finished basic succession for vacant positions during world generation
  • sped up binary insertions somewhat
  • 01/09/2008: Getting started on the breeding and the spreading. Yesterday I did an interview for a podcast which I'll link to when it goes up -- should be early next week.
  • started succession for vacant positions during world generation
  • made hist figs age and die during world generation
  • updated creation of leaders and starting populations
  • added entity tags for world gen population size/control
  • removed lieutenants for now
  • barred non-breeding creatures that don't live forever from world gen civs
  • 01/07/2008: Starting civ placement has been updated, and you can do a lot more with it now that the entity tags are sorted out if you like to add your own entities. It still picks just a few neighbors for you to interact with for each dwarf mode game, but one of the main goals of the Army (and Caravan) Arcs is to eliminate that system. The next major goal is to get them to spread and fight during world generation. Some of the infrastructure there will carry over to the regular game, but things happen on such an accelerated scale that a lot of it will be more abstract.
  • updated placement for regional entities
  • updated placement for cave entities
  • added start biome tag to entities
  • unified creature/wood/plant biome tags
  • 01/04/2008: Ended up working on dev pages and mucking around with forum registration with the Lord Packman. There have been some dozens of non-posting bots signing up every day. Hopefully there will be fewer of them now. It was also my mom's birthday. The bear statue was appreciated and is now in the center of the living room awaiting transport to its final destination outside.
  • 01/03/2008: Okay, I've sorted out the entity tags now, and I'm ready to get back to civilization placement and the new histories/wars. I won't be able to release tomorrow since civilizations aren't currently placed on the map, but I'll do my best to slip out some release with a few bug fixes while I'm working on this stuff.
  • changed how neighboring entities are selected
  • updated how the invasion flags work together
  • added entity tag for skulking invasion types
  • added entity tag to control general grouping
  • added entity tag to control diplomacy type
  • added entity tags for season and progress contact conditions
  • added entity tags to control whether bodyguards are present
  • made bodyguard types depend on entity
  • added entity tags for diplomats/merchant nobility
  • added entity tags for biome support
  • added entity tags to control leader/lieutenant unit types
  • 01/02/2008: The current entity tags were too general to start the history rewrite, so I've started a process of breaking them apart that will continue tomorrow. This will also allow modders to have quite a bit more control over civilization placement and properties. Tags like "MOUNTAIN_SETTLEMENTS" and "BABYSNATCHER" shouldn't have any hidden or wide-ranging implications when I'm done.
  • added entity tags for default site type and site preferences for migrants and hist figs
  • added entity tag to allow use in undead ruins
  • added entity tag for friendly color
  • added entity tag to order adventure mode char gen entity site listings
  • added entity tags for sphere alignments and art modifiers
  • added entity tags for forest-type trade rejections
  • added entity tag for body abuse
  • added entity tags for forest-type target behavior/equipment
  • added entity tags for nuisance-type skills/equipment
  • added entity tags to tease apart animal/plant use in place of forest/babysnatcher
  • 01/01/2008: Since we don't have the resource tracking that the Caravan Arc will bring yet, I've added some religious information to give them something to fight over. For the next few days, I'm going to be messing around with how the initial civilizations spread and how their histories are created. Then I'll get them to fight during world gen, and once that's working, I'll get it to happen during regular play, first on the world map, then in adventure mode, and finally in dwarf mode. Here are some very basic example pantheons from what I've done today (they don't even have names yet, since I'm going to handle that through entities that spring up). Of course, there are lots of extensions possible with religions and how they work, but I'm just going to leave it in a skeletal form for now.
  • created sphere-based pantheon during world generation
  • defined sphere relationships
  • added various new (effectless) spheres to the game
  • 12/28/2007: Okay, Mac Kobold Quest is up, with various outstanding issues. I should be able to start the Army Arc next week. There won't be any relevant game mechanics for you to mess with for a while, but it'll be in progress, anyway.
  • 12/27/2007: There are still some Mac Kobold Quest problems (it keeps crashing on the glDeleteTextures() calls for some reason), but I think I'll post what I've got tomorrow so that the Mac users that happen to be around can identify any other issues. Ignoring the fringes, it seems perfectly playable, and aside from the problems that Kobold Quest is having, I don't see any huge issues on the horizon for the DF port. I should also have my step-by-step plan for the Army Arc ready around tomorrow, with programming commencing next week.
  • resolved crash from getting king in new fortress after previous king becomes unavailable
  • 12/24/2007: I got Matthew Moss's Kobold Quest Mac port mostly up and running on my Mac Mini today. There are a few this and thats to sort out, but if those are handled smoothly I should have a Mac Kobold Quest posted in a few days. A Mac DF would follow that... it doesn't look too complicated once the KQ works out, but there are always hiccups. There are some issues with fullscreen I guess, and the timers work differently so logic and screen refreshes aren't decoupled on the Mac at this point, but I'm not sure that'll be so much of a problem if most Macs can handle the OpenGL. We'll see how it all turns out. I've also been thinking about the exact course that the start of the actual Army Arc will take, and I should be on that after tomorrow as well. There's always some balancing to be done between all the bug fixing and making progress on the game, but I've been working almost entirely on cleanup and tweaks for months now, since well before the October release, so I should probably do some Army Arc to reinvigorate myself.

[edit] Pre 33f

  • 12/14/2007: Released Dwarf Fortress 0.27.169.33f
  • 12/14/2007: Made items that are thrown or shot in dwarf mode forbidden, sped up freezing water checks, made various types of items capable of destruction by fire, fixed a burn lag issue, fixed problem that made invader AI turn off, stopped full goblin armies from attacking smaller sites, fixed conflict with migrant projectiles and stranded item code
  • 12/13/2007: Changed how tree line works, corrected idler count vs. meetings, stopped wells/grates/hatches from being built in walls and other obstacles, sped up region information collector, allowed magma buildings to be built after discovering endgame areas, disable mud/blood spreading, made wagon start in selected biome if possible, stopped elves from being pleased with unethical trades, allowed more item types to hauled to the depot, made caravan items respect thread/cloth information for bags and other items, stopped wagon pullers that are also pack animals from being loaded with trade goods, homogenized pullers of a given wagon, stopped production jobs from using dump/melt designated objects, fixed a possible problem with rot locations, cleaned up some of the eat/get provisions code, made ocean waves drop salt water, made silk more susceptible to fire damage, consolidated some map event code, fixed problem with food item descriptions, fixed food ingredient value calculation
  • 12/12/2007: Fixed laced typo, made engravings go away properly upon channel and other dig jobs, handled snow etc. versus construction removal, stopped cancelled smoothing jobs from undesignating tile, stopped dwarves from mining out/removing their own and each other's floor tiles, stopped burned corpses from dropping two skeletons, tweaked dwarf site entrances, made adv mode people talk about surrounding regions again, made adventure mode travel ambushes happen again
  • 12/11/2007: Added tile support for appointed dwarves, fixed a few problems with geological layer creation, added gender check for king consort, fixed cliff indicator key, fixed bottom of magma pools, removed pet info from work animals properly, stopped inappropriate ambush messages from being generated by cage traps, fixed improper above ground designations, fixed problem with food storage barrels being brought to restricted piles, made mayor announcement display the proper unit type
  • 12/08/2007: Released Dwarf Fortress 0.27.169.33e
  • 12/08/2007: Fixed problem with meeting queue skipping, fixed problem with noble queue and complaints, fixed problem with moods involving glass and rough gems, cleaned out demands/mandates when a mayor loses re-election, extended account exemption to leader/sheriff, fixed tile for dead trees being chopped down, made lava warm diagonal squares, fixed more fallowing problems, stopped flashing ramp designations from giving away hidden locations, fixed some job issues with the manager screen, added missing woodworker title, removed ambush state for creatures caught in cage traps, fixed typo in art element descriptions
  • 12/07/2007: Made veins and other rock types collapse downward properly, added a skeletal flag for certain parts that skeletons would want, stopped siege operators from firing at hidden units, stopped unchained dwarves from using beds in jails, fixed problem with cursor on military screen, stopped mandaters from bringing trade goods to depot, fixed icon for blinking trees with fallen leaves, stopped nobles from caring about the rooms of other dwarves if they don't require that room, resolved recover wounded/justice conflict, added note for deceased criminals, stopped self-punishment in justice, fixed various problems with movement involving chains, fixed problem with currency screen lumping together all metal types, made caravans bring proper animals following trade agreements, fixed problem causing trade animals to have trade flags prematurely removed
  • 12/06/2007: Stopped constructions from preserving subterranean status for indoor areas, stopped solidified swamps from starting over volcanos, added liner to volcano wall, stopped automated buildings from generating jobs if they've been claimed by a mood dwarf, made projectiles respect archery targets and reworked some related code
  • 12/05/2007: Fixed abandon crash, handled floor placement for walls constructed below melting liquids, stopped breaks from affecting unrelated body systems, fixed bugs stopping some creatures from attacking others in their square
  • 11/30/2007: Released Dwarf Fortress 0.27.169.33d
  • 11/30/2007: Fixed typo, fixed trap component selection from embark, fixed crash bug on embark item selection screen
  • 11/28/2007: Fixed counteroffer crash
  • 11/27/2007: Fixed rest/drink infinite loop, got rid of some bucket spam and changed how meal/drink request timer resets, fixed some typos, fixed pathing problem with trigger linking, fixed problem with item list updates in embark screen, fixed problem with soldiers filling waterskins at wells with many water objects
  • 11/26/2007: Tweaked depot list sorting
  • 11/23/2007: Released Dwarf Fortress 0.27.169.33c
  • 11/23/2007: Fixed problem with multiple nobles arriving, stopped new entities from using soil for craft material, expanded trade/startup item list
  • 11/22/2007: Added categories to item selection in embark
  • 11/21/2007: Fixed crash bug from saving while somebody is falling down a chasm, made items drop when a ramp is dug out beneath them, handled some typos, stopped dig designations from persisting on caved-in spaces, stopped soldiers from pilfering food from caravans for their backpacks, allowed units that can't find a bed to rest to take eat/drink jobs, added init option for dwarfort.exe priority, stopped farms from resetting earlier seasons to fallow
  • 11/20/2007: Fixed crash bug from equipment check on multi-item holds and some related problems, messed with break code a bit, added some controls on parties
  • 11/19/2007: Allowed diplomats and merchants to escape off the edge from deep/high areas, fixed crash bug on abandon, added trained animals to the animal screen, tracked why units are following certain units more closely, stopped children from tagging along after their parents once they grow up, added short distance search for stay inside order
  • 11/16/2007: Released Dwarf Fortress 0.27.169.33b
  • 11/15/2007: Fixed lag caused by creatures wandering in liquid, tweaked pathfinding, fixed lag associated to wilderness creatures
  • 11/14/2007: Stopped miasma from escaping coffins, stopped floor removal over constructed walls from leaving empty space, stopped channeling a floor over a constructed wall from leaving empty space, fixed some cases of liquid flows not starting up properly, fixed problem with windows and vision, caused some buildings to block vermin, cleaned residual jobs on site saves, stopped buildings from destroying ramps/stairs, fixed connectivity problem from ramp digging, fixed a problem with constructed stair placement, stopped appointment of leader position, gave threadable stones economic status, fixed a few problems with counter offers
  • 11/13/2007: Fixed trap component/anvil metal use issues, stopped live vermin from being eaten all the time, stopped square trampling from removing dig designations, stopped stockpiles from removing liquids on placement
  • 11/12/2007: Fixed crash bug from archery training, fixed a problem with wagon pathing, fixed problem with wagon speed, handled problem with 3D projectile targeting, capped reclaim squad number, stopped vegetation from growing on ramps/stairs, stopped innate swimmers from gaining swim skill, fixed some material typos, stopped 2 mayors from being present at once, fixed a problem with blood hanging in the air, handled problem with caveins involving stairs and ramps
  • 11/09/2007: Fixed scrolling problem on load screen, fixed crash caused by viewing the inventories of additional units, fixed problem with traded armor items not being recognized, fixed problem with moods not getting started, fixed problem with list update on stockpile mode paging, handled some of the problems keeping dwarves stuck on unpathable terrain
  • 11/08/2007: Fixed embark crash in cliff areas, fixed crash caused by seed trade valuation, fixed lockup from dry wells, fixed crash from sewing cloth images, handled a reclaim/adv mode crash, added a bit of text to wells, fixed problem with edge construction restriction, eliminated a tantrum lag/freeze problem
  • 11/06/2007: Fixed problem with fortress advancement
  • 11/01/2007: Fixed a few typos
  • 11/01/2007: Released Dwarf Fortress 0.27.169.33a
  • 10/31/2007: Fixed problem with work quota validations not being saved, fixed various typos, fixed problem with count promotion, made damp stone warning do diagonals, fixed lag from creatures passing each other, fixed problem with smelter metal counts, added fuel notification for smelter, fixed problem with caravan weight calculations involving seeds and animal corpses, fixed problem with walls turning into soil upon being carved into fortifications, tweaked embark warnings, fixed problem with building material temperature checks, fixed problem with cookable raw fish not being recognized once they are brought to the kitchen, handled water table designation on dig, made main layer stones default to unrestricted even if they are economic, fixed problem with blinking designations, automatically freed broker from depot upon merchant departure, added wooden blocks, fixed various forge jobs, fixed problem with creatures not taking fall damage from hitting the bottom of the playable area
  • 10/30/2007: Fixed embark screen abort crash bug, got rid of some duplicate entity links, fixed handling of abandoned fortress migrant entry links and corresponding reclaim crash, fixed displayed affiliation of previous settlers, stopped previous settlers from being in ambush, fixed well crash bug, fixed broken smelter jobs, changed how hidden tiles are displayed, fixed accumulated midmap cleaner
  • 10/29/2007: Fixed spelling of negotiator
  • 10/29/2007: Released Dwarf Fortress 0.27.169.32a

[edit] Wiki

  • 10/29/2007: New wiki started, old wiki moved to archive.dwarffortresswiki.net.
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