Get hype!
For the impatient: Starter Pack ETA is ~6-8 hours from now, obviously without DFHack or Therapist. I'll update this comment with a link to the less-stable pack when it's uploaded ;-)
Looks like I was too pessimistic about the release date - I was guessing December (well, recently - I started at March 2017!).
Don't forget to check out the development page - it's got a great list of upcoming features.
I'm actually really really really excited that Toady is planning a whole series of smaller releases. I love the big overhauls, but smaller cycles with bugfixes make the existing game so much smoother to play :-)
Contribute to the wiki! Without you, you early adopter you, new players would be lost in a twisty maze of features, all alike.
[mod hat on] If you have questions, please use the questions thread.
/braindump over, looking forward to playing later this evening.
Continuing a long tradition of humorous bug fix updates!
>For instance, a human trading company called the Present Hall was wildly successful trading various leathers and bones for crafting, and eventually had enough clout to open a branch warehouse inside a dwarf fortress for the first time. Can't resist that draltha leather. This turned out to be a strategic error, as two short years later, a forgotten beast obliterated the fortress, the warehouse, and killed everyone inside. So, what's the correct response? Close the destroyed branch? No, no, you stimulate the (non-existent) economy by hiring local. Forgotten beast, you're the new (ruined) warehouse administrator, congratulations!
I couldn't resist.
Unfortunately, they only raise corpses when they're in combat situations. Or perhaps fortunately, since the raised corpses are immediately hostile and try to kill the necromancers.
I think I'll report that as a bug.
Edit: Bug reported!
>Hi all! The Starter Pack has updated to 40_05 r1! As usual, you can get it here.
>DF 40_05 included a record-breaking 78 separate bugs resolved, more than any release since 0.31.01! You can see the full list here. It's now stable enough that the legacy starter pack is in full archival mode, and I recommend the new version to all players old and new.
>This was already a decent pack update before the new DF version, so I'll just let you read the changelogs (seriously, look at the link above).
>Changelog for Starter Pack 40_05 r1:
>* updated DF2014 embark profiles (default set)
>* updated Dwarf Therapist to 23.2
>* updated Legends Viewer to 1.13.18; some version number catch-up is involved
>* added Legends Exports Processor 4.0; a script to compress (by 95%+) legends exports and move them to the UGC folder
>* updated the launcher; it now won't launch DF again if it's already running
>* updated Dwarf Fortress to 40_05; biggest bugfixing update ever!
>* re-installed keybindings, phoebus graphics, embark profiles
>* updated Ironhand graphics for 40_05
>* updated Phoebus graphics for 40_05
>* updated Dwarf Therapist to 23.3 for 40_05
It's like one of those weird traditions you get in little villages. I suspect an enormous amount of alcohol is involved.
Buzzkill edit: should probably drop a savefile on the bug tracker because I'm certain they're not meant to do that.
The Starter Pack has updated to 40_24 r11! As usual, you can get it here.
This is a big release - I've been accumulating stuff for a while without enough time to actually test it all! Thanks to some very generous people and the general change of focus from keeping up with Toady to making new stuff, this is a good one.
Without too much detail there are some nice fixes (TwbT, graze), beautiful new utilities - go export some legends for BlockyMapApp - and a nice set of UI improvements for new players in the launcher (PyLNP and tooltips) and the early game (mouse-only worldgen!).
But enough talking - go strike the earth!
Changelog: - updated TwbT to 5.45; improved Adventure Mode support - added DwarfMockup 1.0.3; DF-like quickfort blueprint creation interface - added menu-mouse v0.12; makes embark menus click-able - added Blocky Map App 1.0; true 3D renderer for legends mode maps - updated PyLNP to v0.10; mostly UI upgrades - added tooltips to all graphics packs via (new) manifests - fixed missing GRAZE_COEFFICIENT in d_init.txt
SHA256: 085debf19d5fcac67e99b927349173fbd4fa302d87c4cfa2f46b9baedc1b2420
Seriously, Toady, seriously?
I mean, I don't know about you, but I wasn't expecting the new towns to be THIS good.
For people who, like me, dont play in ASCII: the inner blue ring circling the city is not a river. that's a microcline wall, complete with towers. Toady posted the 4 or 5 upper layers too. In those, you can see how the wall "climbs" over the elevations.
We were actually going to get games in taverns when they came in, and were teased with interactive games (player against dwarves,) but Toady got distracted.
From the development page:
>Villainous plots
>* Work existing mechanics into conspiracy chains
> * Bandit groups raid and pillage the hill dwarves and extort from the fortress
> * Steal/demand artifacts
> * Thieves stealing items
> * Assassination of position-holding dwarves and meddling adventurers
>* Prisoner interrogations (both modes)
>* Receiving tips and rumors (both modes)
>* Sending out dwarven agents/investigators
>* Improve fort/adv rumor displays to highlight known plot elements
Possibly my favorite ever bug was "fat dwarves eating cause lag". The game was recalculating how well insulated dwarves were based on their fat, which was capped at a maximum. Every time a fat dwarf ate, it would hit the cap, causing a recalculation (which happened at set fat intervals, one of which was the maximum), but then immediately decrease (because fat is constantly being burned), causing a second recalculation a frame later.
10% of CPU utilization was being taken up by calculating exactly how well insulated a dwarf was. I have never seen that actually be a factor during play, but sure enough, it's being calculated quietly in the background
Anyone else having trouble generating a world? Mine is freezing when 'Placing civilisations...'
Edit: Problem has now been resolved and will be fixed in 0.42.02 http://www.bay12games.com/dwarves/mantisbt/view.php?id=9125
From the development page:
Improved sieges >• Coming up with a plan to overcome pathing obstacles to reach fortress innards
>>• Ability to dig (optionally, default on)
>>• Ability to build bridges/ramps
>>• Ability to use grappling hooks/ladders/climb
Not fixed yet, but seeing this in the bug tracker made me laugh: <em>Flying creatures stop flying, fall to the ground, and explode</em>
> While on an embark containing flying creatures, I find that they sometimes spontaneously stop flying, plummeting to the ground and dying. In at least one of these instances, there were no other creatures on the screen, so it was not a result of combat or anything similar.
> When this happens, I sometimes get job cancellations from nearby dwarves on the surface that say "Urist McDwarf has cancelled job X: Horrified"
> I would be too, Urist.
Full text of this devlog (2014-04-15):
>I did the things I wanted to do with intruder detection. Moving on to the vampire/god tweak I mentioned on the 19th, I ran into a new world gen crash, but it reproduces so hopefully that'll be cleaned up soon.
And it refers to this entry:
>In terms of these finalizations I've been doing, there are six left:
>* Doing a test run with a dwarven adventurer from depot to depot through a tunnel, >* the liaison commenting on the world situation in dwarf mode, >* that information screen I mentioned in the FotF thread not too long ago, >* the plant list, >* some checks with guards/intruder, and >* some sort of nod to vampires/gods ruling civilizations (since it gets stranger and stranger for them to be there without any comment at all).
>Then we'll have a steaming pile of game that needs to be debugged and otherwise made playable.
Of these, we only have one left - which "should be cleaned up soon" - and some bugfixing.
Prepare yourselves. DF2014 is coming!
(I estimate one to three weeks)
That was very confusing since Toady has already posted another log just two hours after this post was made.
This link should take you directly to the correct log.
http://www.bay12games.com/dwarves/index.html#2014-01-05
Based on this list, with items from subsequent devlogs crossed off, here's the remaining items:
Just remember to de-hype and manage your expectations, everyone! The release is close!
A complete list of bugfixes can be found on the changelog page of the bugtracker. (There's also a bot that announces these in #dfhack (and now #dwarffortress) on irc.freenode.net, for those interested in live updates). There are currently ~~59~~ ~~60~~ ~~62~~ ~~65~~ ~~71~~ 72 fixes in the next version, which is the most ever in a single release since before 0.31.01 (possibly the most ever).
Yeah, there seems to be a bug that leads a civ to go to war with itself. I thought at first it would just be a glitch in entity relations with the irritating side effect of stopping the dwarven caravan, but it looks like my civ really means business; I wonder now if they'll collapse entirely and destroy all their sites or if the civil war will end with only half the civ dead. We'll see!
This is the chrome app I used: Secure Shell
My previous post detailed how to setup the SSH server, though I have since installed DF hack as well. I wanted to have the labor manager it comes with. :) I was also able to get LNP working via a remote X call server, but it is much slower than console.
Edit: Some performance notes. My FPS is pretty good on the server, and it only uses about 1GB of RAM. The delay is about a quarter to half second. Not really noticeable. It's taking a bit to get used to the ASCII graphics, but otherwise is awesome. Got a bluetooth keyboard for my phone coming in. Unfortunately the default android mono spaced font has emojis which are not mono spaced. So. Stupid.
> I went with a command system that transfers your intention into the mount's head
Guessing we might see the end of invading mounted crocs drowning their riders then? Not sure if that's even a thing any more.
Once in a blue moon, there comes an old dwarven Patriarch to a tavern, getting a mug of finest dwarvish ale. His attire is of old generation, ancient even, it attracts all the younger dwarfs as to who he is. Why has he come here?
With a cough, the old Patriarch beckons all, and he regale with sometimes humour, sometimes sombre.
Thus the tales of updates and roadmap echoes the room.
With his mere utterance, many a world been reshaped and changed, dwarfs live and dies.
> Here's a house. You can see the upper floor in the z-window on the right. The carpenter's workshop is outside, where I made a couple of doors, a table, a chest, a cabinet, a chair and a bed. You can now place items in unheld container buildings/items, and you can also put them on tables (where they become displayed as in dwarf mode, like my copper dagger in the image).
its happening
Here is the compilation of donation data: [Google Docs]
Congratulations to Bay 12 Games for its 2nd biggest month ever! The largest month of all time was April of 2010, when DF2010 was released and there were $16,104.49 in donations.
To give folks an idea, Bay 12's average month is about $3500, with a projected average yearly income of about $42000. We are 16% into the year and have reached 38.75% of my annual forecast, with a month 365% better than normal. Taking into account the usual post-release drop-off (where donations average closer to $2500 for 2 months), Bay 12 is certainly on track to beat the average this year. Looking at historical 3-month moving averages and the increased organic growth, my projection for the year-end is between $47000 and $50000 in donations -- a fantastic year for Bay 12!
Thanks again to the generous for helping to ensure the future of Dwarf Fortress.
Hmm... I think we're getting closer. Here's the list of remaining things, from here, with items from subsequent devlogs crossed off:
That's about an item every other day, which comes to less than a month remaining. Anyone else excited for an early December release? Dwarves for Christmas!
>It's like the bad old days of the tantrum spiral all over again.
Man, so many tears were shed ~July 2014, when players discovered that dwarves had suddenly became virtually immune to madness. Anyway, 0.44.10 morale buggy as heck confirmed. I think most people expected a quick fix release, but it looks like he got distracted and it will come with outlaying sites.
Yep, happiness is just very, very poorly balanced at the moment.
I'm holding out some hope that Toady will look into the issue before the next release.
If you want random internal fun however, drunken brawls/disagreements are pretty much the only go-to nowadays, as grom alluded to. They often end in fairly visceral fist fights that can erupt into fully fledged loyalty cascades. Not the same, but it's something.
We are. It's called "donations".
Not too sure what the hell this ^ link is but it looks an awful lot like someone snagged my design.
Here's a link to my Teespring store if anyone's interested.https://teespring.com/new-kruggsmash-tee#pid=46&cid=2742&sid=front
Please upload a save to:
http://dffd.bay12games.com/index.php
and then post a link to this bug report:
http://www.bay12games.com/dwarves/mantisbt/view.php?id=10878
This has happened to a non-trivial number of redditors (including myself) and I want it to be taken seriously. The more examples we can get, the easier it will be to track down the cause and get it fixed.
Devlog, 2014-03-30:
>The list of new plants has more or less settled. We don't have certain things implied by the lists, like coffee or tea drinks, or tapioca, and so on, but there'll be some stuff anyway as everything slowly gets more interesting.
Whoa there - we're talking about an icon for a game whose advertised graphics consist of:
>Extended ASCII character set rendered in 16 colors (including black) as well as 8 background colors (including black).
Few bugs going on here I believe.
First off, any sort of force-based damage is absolutely, totally broken. So this is damage like getting jabbed with a spear, where the spear itself doesn't pierce the armor, but the force of the spear's impact shatters bone and all that. Likely the same buggy logic is used for 'shaking around' attacks.
Secondly, the whole combat until passing out is the result of a fix to this issue never actually working. If two armored opponents are duking it out, and one becomes incapacitated by whatever means, the other opponent is supposed to remove their helmet armor and devlier a killing blow. But, if the other combatant doesn't have a free grasp (which is almost always the case, since nearly all soldiers have a weapon AND shield) - they'll just keep uselessly wailing on the downed enemy.
And, then there's the pretty big issue with war animals. Long story short, they won't use their really lethal attacks due to bugs
So yeah - it's all bugged up.
Polar bears have [MEANDERER], which causes their men to move slowly unless hauling something or fighting.
So, obviously not mining or the like. Maybe herbalist, glazer or hauler? He's bigger, so he can haul heavy stuff faster.
OTOH, they don't need alcohol unless they see lot of people dying so they can become a vampire. Record keeper/manager/lever puller would make a fine position as well.
I've never heard that specifically, but I don't doubt it for an instant. Plenty more complicated things than that are accounted for.
EDIT: Here's a relevant bug report. I read through some of it; it does appear they are concluding it's because of the water changing the rate of heat transfer.
You may want to consider listening to some Dwarf Fortress Talk.
A lot of questions you are asking here are already answered in these 'podcasts'. The more informed you are, the better questions and discussions you will come up with. I would suggest playing the game if you havent already.
If you are the "Society of Physics Student" then I would suggest asking some physic questions as well. Understanding the mechanics in the game, why ToadyOne picked one route for his ingame physics vs others.
That is the funniest shit I've read in a long time!
"[He] was bounced sideways from a trampoline and was swallowed by a yawning hippopotamus, which was waiting to appear in the next act"
Oh boy, you just can't make stuff like that up
edit: Well, I guess you can. Still an awesome story tho :)
Cage all non-grazing, non-hunting, and non-war animals due to bug 797
If you are building constructed walls or floors, then use the DFHack command "cleanconst" from time to time. DF will store the blocks/logs/bars in the wall, when it doesn't need to. This command deletes those references, and you will get FPS gains from not having your dwarves consider the wall/floor contents when searching for materials to build with, or what needs to go in a stockpile (also important). Deconstructing the walls/floors later will still return the building materials you used, so there is no downside to this utility.
Legendary military members will practice their skills EXTREMELY frequently. Give them a break, and rotate them out in favor of other dwarves, or add unskilled dwarves to the unit from time to time. As unskilled units will slow down their training frequency while they try and train someone up with lower endurance.
If you don't have enough doors, you can still designate areas for not pathing through with d-o-r to set an area as restricted. This won't stop enemies, but will prevent pet and dwarf pathing through there.
Complex passages will cause pathing FPS issues, try to stick to passages that don't branch multiple times.
Map clutter from item and blood spatter can slow things down, run the DFHack "clean all" from time to time.
Viewing areas with multiple Z levels dropping away causes FPS loss from the viewer itself.
Stockpiles should be right next to the shops they service.
Run "cleanowned x" and "cleanowned scattered" periodically in the DFHack console, as Dwarves are messy, and will just discard clothes where ever they feel like. Also note if you are above 64,000 items, as that will cause a significant FPS drop.
> what's wrong with your print settings?
I've been fighting with this printer for a while. I'm not sure exactly what the issue is entirely. The printer shipped out with really low E-steps (pulling way less filament than it is supposed to), but when I measure it and get the E-steps correct, it ends up with some major bubbling. Dropping them back down (so it pulls about 95% of what it's supposed to) fixes this, but leaves some gaps on the top layer, which is what you see there. I haven't been using Z-hop before this, but I think I might have to start, because the nozzle has been dragging a bit, and I think that might have caused my X axis to shift a couple times.
This is my first printer, and I'm really not experienced with 3D printers in any way at all, so all my tries at fixing it are stabs in the dark. It's also a fairly cheap model.
Are you honestly calling the creator's brother's illness as a "marketing scheme" to get cash? Because that is what it sounds like to me. The changes in Patreon is causing him to go to Steam AND he is putting it on Itch.io too, I believe. You can even play the classic still for free.
Also, why are you being so vicious towards people you don't know? "A merry band of hipsters"? I'm honestly quite baffled.
So you know, I am not trying to be rude in any way here. I'm more or less just confused.
I am glad for mentioning the stories' reverse-engineering. The analyses are probably not known to many DF fans (or are they?), but they are really really interesting and offer bigger picture of the game's development direction.
http://www.bay12games.com/dwarves/dev_story.html
It's also cool that they gave Zach some space, I think he was completely missed in another article I read.
Looking at the list of largest rivers by discharge, I think its flow rate is pretty significant. Of course we need to find the definition of river.
edit, definition:
>1.A large natural stream of water emptying into an ocean, lake, or other body of water and usually fed along its course by converging tributaries.
I'd say it does classify as a river, from what we know about it.
Yup, Toady's current priority is the four mini-arcs at the top of the dev page (Job Priorities, Inns and Taverns, Non-Player Artifacts, Fortress Starting Scenarios). Each of these is going to get probably several releases (main release followed by a few bug-fixes), probably with a few extra little low-effort suggestions (like gelding, which only took Toady a day or so to add in) added along the way.
Full text, reformatted as list:
>The bug processing continued today.
>* Using an observation from ag, I think I've put an end to those construction suspensions that came from the builder standing on the construction spot -- any that were ongoing in old saves will still be there, but it shouldn't make new ones.
>* Saplings (and other trees) were growing way too fast, and that is fixed now.
>* Dwarves shouldn't raid caravans for hospital supplies anymore.
>* The bug where placing your crutch in your bag caused you to have a phantom crutch should be fixed (and there were circumstances that caused that to happen in fort mode as well, and it happened with casts, splints and bandages as well).
>* Sparring events shouldn't be reported as combat events now, although that's a more difficult problem now that combat moves are smeared out over time, so we'll keep an eye on it.
>* Sadly, ghosts will no longer be able to realize dreams after they are dead. Theoretically, it would be fine if certain kinds of ghosts did it, but the overall code was problematic, so we'll have to revisit that later.
>* Tools made from adamantine wafers use the proper number now (Quietust).
>* I used proper yield etc. values for obsidian (UristDaVinci).
>* Fixed up some density mistakes...
>* proper agreement viewing button...
>* lots of typos...
And for a full list of resolved issues, you can see the changelog for the coming version here. At time of writing, there were 72, which I believe is more than any other release since 31.01 and possibly earlier.
It looks like 0.40.05 might be less buggy than 0.34.11!
While I can't comment on the racial traits of Dwarfs, the dev page has a whole section on Lighting outlining future plans for its implementation:
Lighting
tl;dr - torches aren't implemented yet, so you don't have to worry about them :-)
I can confirm it works on OSX Lion, you just need to make a really simple change to the launch script (Credit goes to Flickering - Original Source : http://www.bay12games.com/dwarves/mantisbt/view.php?id=4103)
The standard DF script has:
export DYLD_FALLBACK_LIBRARY_PATH=${PWD}/libs export DYLD_FALLBACK_FRAMEWORK_PATH=${PWD}/libs
Which puts the libraries DF ships with right at the end of the search path. If I change those to:
export DYLD_LIBRARY_PATH=${PWD}/libs export DYLD_FRAMEWORK_PATH=${PWD}/libs
This can apparently happen in some cases when cutting down trees or during forest fires.
Yeah, it's still being updated. He generally does large updates followed by several bug patches every couple of years.
The dev goals for fortress mode in this update can be found here. And yeah, that includes huge goblin armies craving your marble floodgate and then sending a troop of elite soldiers to get it back, slaughtering gobbos in their way.
I've had quite a few experiences fighting fire titans/FBs, and this won't work either sadly. His troops will simply not recognize the critter, because it's so hot. See here. The pathing AI just isn't equipped for this sort of stuff.
Definitely adventure mode. I'm psyched to see the new sites and to explore the new combat system, insurrections, sneaking, climbing and visit hill and deep dwarves. I'll probably mess around with that at least until Phoebus updates the tileset and then start trying to break things in fortress mode between refreshing the weekly questions thread.
Edit:
Oh wow, that would be like a DF version of Miegakure. Wouldn't animals and liquids spawning in other planes be a problem if there weren't any naturally-occurring marquees between the planes though? I'm imagining embarking on a serene tundra that turns out to be four planes kata of a terrifying ocean. You strike the earth, and suddenly an oceanful of water filled with skeletal whales and marlin creeping fog thralls falls out of the neighbouring planes onto the wagon...
(aside: Toady and Threetoe have actually discussed the possibility of different planes, but not in the four-dimensional sense: see the Analysis section of Cado's Magical Journey.)
Because Toady is literally insane and won't release a new version until there's a bajillion new features ready to go at once. Just look at this. Mummies, necromancers, werewolves..
>First I gave squids the brains I had forgotten... squid men don't have skulls, so when I set them on each other there were a greater number of deadly kicks to the head before they all drowned in the air.
Oh, Toady.
Build a custom setup. That processor is woefully underpowered - upgrading the RAM isn't going to have a noticeable impact on DF in your scenario.
Core i3 processors run in the 4k range on CPU score, while i5 and i7 processors run upwards in the 7-8k range. While the focus on DF is a single thread, still don't underestimate the value of a modern processor (clock speed is not everything).
Just keep in mind that your processor will probably run you $100 for something cheap, probably another $75-$150 for a motherboard, and then another $75-$100 for RAM. Even if you go with something cheap, expect to spend roughly $300.
I don't know what your budget is like, but you might just want to make a good all-around gaming PC instead of trying to build one just for DF.
Speaking of archaeology here's a fun scholarly presentation:
Excavate a virtual Place in a virtual World - Conducting archeological Fieldwork in Dwarf Fortress
the talk: https://www.youtube.com/watch?v=hWO_er7ZP_M
>In this Talk we will follow the dwarfen archeologist „Thob Lelumsigun“ to the abandoned Fort of „Zaludmomuz“ where he will excavate its forgotten Halls and Corridors. Discovering the remains of a long elapsed civilization consisting of elaborate architecture, lavish engravings and worn out socks. All in the ASCII beauty of Dwarf Fortress, which is thought to be the most complex (and complicated) video game of all time. Where losing is considered FUN. The Core of Dwarf Fortress is a world generation tool that creates not only a detailed world with landscapes, various biomes, places and its inhabitants. It will also simulate and record a comprehensive history of the world and the interactions of the civilizations within. These historical events are preserved by the inhabitants of the world as engravings on walls and artifacts. Various Game Modes allow the Player to interact with the World and become a part of its Lore. Rediscovered artifacts, engravings and ruins are the empirical base of archeology. But the day to day work is to connect and contextualize these data in an attempt to paint a bigger picture. This Talk will discuss the Problems of such attempts. It will serve as a showcase on what archeology can and cant say about complex societies and there interactions based solely on their residues. Our Talk will show you how we processed the archeological data from virtual artifacts and places with real world methods. Giving you a tiny glimpse on wired and nerdy stuff like: Typology, Chronology, Seriation, Network Analysis, Spatial Data and Dwarf Fortress.
Hey there! While feature suggestion posts are welcome here, (they often lead to interesting discussion,) you should be aware that the developers basically don't use reddit. Bug reports and feature suggestions are best shared on the official forum.
As an /r/dwarffortress mod, I strongly encourage everyone who plays to make an account on the official forum and the bugtracker, because that is where your ideas and feedback have the most impact on the game. Very often only a tiny number of consistent posters on the official forum end up influencing major game decisions, sometimes to the detriment of anyone who hasn't played since 2010 and read all the forum posts since then.
Ask and you shall receive: https://docs.google.com/document/pub?id=1u8jibE1TV7BAwAI2b4TzRkWFlBboLiXMrVBhYmDYPhI&pli=1
It's been a little while since it was updated and it doesn't contain everything but it's fairly comprehensive.
The wiki agrees with you, Toady agrees with you, and that's what I've always seen, but there are people who swear it occasionally happens, (and not just this person.) I suspect they're false reports involving diagonal movement, block/rough walls, or jumping, but I try to give the "better safe than sorry" advice.
Someone should pit wild GCS in 3 deep smoothed pits for science, I guess.
Next major push is Non-player Artifacts.
This will probably involve more world activation and adventure mode improvements again, though there's always spillover to fortress mode too - for example, adventure sites have made it much easier to allow forts straddling world-tile borders.
This bug is back? In early 0.40.x and 0.34.11 (and earlier versions, I think, but I started playing a week or so after 0.34.11 was released), there is a bug where you'll kill someone and they'll respawn after sleep or fast travel. It is useful to exploit, but it gets kinda stupid seeing 35 corpses of the same exact creature in the same spot. Please go here and add a note that it still exists in this version.
Here ya go, uploaded my save.
Sorry I made no embark save. If you choose to continue it I'd recommend building a floor or bridge over the river before expanding the dining hall dierctly under the waterfall, trees keep crashing there...
Also there's tons of gold in this map, but no copper, silver or iron so far, so i just bought an assload of metal stuff from the dwarven caravan, which needs to be melted down.
All in all not the most efficient fort setup I had, but considering the frequent undeadities also not a bad one.
Let me know what happens if you continue :)
<strong>Infinitely small undead creature parts.</strong> Completely terrifying to dwarves, and also completely unkillable - so your fortress just stops completely, every action anywhere near an undead tuft of hair or a little flap of skin is canceled repeatedly.
It looks like there's a bug report from 2012 about it. You could update the report if you wished. I'm sure a savefile would be helpful in tracking it down.
*spelling
Just going by what the tracker said
Like you said, animals don't really have a set sexual orientation like people do. Besides, all animals in DF breed via spores, so their preference doesn't even matter that much anyway :P
From yesterday's devlog:
>Animal training should work now -- residual combat data was screwing that up.
So you'll just have to be patient.
>but the next release shouldn't be too far off
PS: Please consider posting future questions of this kind in the weekly questions thread.
A forever-WIP fantasy world generator
Fortress mode is like a city builder sim at the micro level (having to maintain the food and thoughts of individuel dwarves). There is no real goal here. Once you learn how to play the basics, just surviving is easy. Most of the challenge here is self imposed, since many of the mechanics are very easy to abuse.
Adventure mode is like an open world rouge-like, similar to ADOM. The difference is that each world is procedurally generated, and the world (in theory at least) goes on while you play, with great beasts roaming the earth and armies marching on cities while you wrestle hippos or whatever.
Legends mode is more or less a text dump of the all the world's history. Most of the world's interesting people, civilizations, sites, events and historical maps can be found here.
For a more general overview, I'd read the features page and the dev page on the main site.
Adventure Mode was ignored for a long time, the latest work has been focused on that but DF-mode is not anywhere near done!
Here's a development "roadmap" of sorts: http://www.bay12games.com/dwarves/dev.html
There's lots of adventure mode stuff, but there's lots of Fortress stuff too. I feel like there was a better page that I had seen before, but I couldn't find it.
Install this thingy http://www.hdtune.com/download.html the free version is fine. Run the scan, it'll check the hard drive for any damaged sectors. The other day was fixing friends laptop, replaced HDD as it had a bunch of errors after 11k hours, crappy Toshiba. Ran it on mine after, 0 errors on primary Kingston SSD after 30k hours, 1 bad sector on secondary Western Digital HDD after 40k hours.
I'm glad to see the calls for donations had a material effect. Thanks, redditors, for that! It appears as if Bay 12 is still experiencing solid organic growth, which is encouraging as it ensures that Dwarf Fortress development will continue. Bay 12 Donations Data
The release timetable looks to be from January 15th, to the first week of February. Personally my expectation is we'll have an official release before the end of February, and likely around Valentine's Day. Even though this is heavily focused on Adventure Mode, the real undead mechanics, vampirism, economy model changes and such should add quite a bit to those of us who love our Fortress Mode.
You should fork it! Tomorrow.
Adding cats is just subclassing Animal, and overriding the behave() method. Adding fire is probably best done by adding a isOnFire flag to Item, putting some code into tick() to occasionally check if a burning item is next to another item (and setting that on fire as well) - and eventually returning true from tick() to cause the burning item to be deleted.
I disagree on that part - The world itself has been dramatically fleshed out since the 2d days. The interaction abilities and world itself has changed. But forget these, these are all superficial issues.
Underlying it all is the difference in modes. Fort mod has a different time scale, and adventure mode has very different time scales. You can't seamlessly transition from one mode to another, without fully unloading the fort.
Even then its been only recent that we can fully explore running fortresses (iirc you would have to let them fall to ruin before they could be dungeon delved). Getting to here has required the persistent world features to be introduced through the caravan arc.
Site populations, lair designations, site claiming and historical population management don't seamlessly interact. You can't (for example) just select a dwarf in your fort and up and run as an adventurer, while your fort carries on its merry way.
Similarly, the bug I described above ( Mantis link), prevents things like population transfers because the world recalculates once you go to bed (so caged animals escape).
In short, the existence of the modes itself is the chasm. Its a necessary gap at this stage of dev, and a lot of work needs to be done to let these two... gears mesh.
Do they resurface in Legends if you let some time pass or are they completely gone? You could retire the fortress and do a collection run with an adventurer if it's the former.
Also, it's in the bug tracker so it might be fixed, eventually.
Reminder: you can always see the list of bugs fixed in the next release on this page.
I just can't believe how fast this cycle is moving - it took far longer for 0.40 to become stable, let alone accumulate fixes for so many bugs. At this rate, I expect to replace my current stable starter pack with 42.03 + DFHack in just a week or two!
Look at this page and concentrate on the blue (complete) and pink (partial) items. The "Inns, Taverns, and Temples" section is the one most loaded with new features.
This sounds very similar to the (I assume fixed) caravan cloth theft bug in a previous version of DF.
I have noticed the odd dwarf going to my own trading depots to eat and then return to the fort, but as I exclusively trade food I assumed they were just grabbing our own stocks. Maybe they do not recognize food as having an 'owner' and when they're hungry they grab what they will.
For anyone interested in how would it look like:
Here's 4D maze game displaying the maze using cross-sections (so this one is the nearest analogue of DF):
http://www.kongregate.com/games/Underworldling/4d-maze
Controls: WASD IJKL
And here's one using 4D-to-3D-to-2D perspective projections:
http://www.urticator.net/maze/
Have Fun.
EDIT: I get lost in both of them.
You are doing yourself a disservice, sir. Not quite as steep a learning curve, but if you cut off both my hands, I could still count how many people I know who've beaten it on my remaining fingers.
> The last major thing I need to do in adventure mode is ...
At this point, many of us are probably starting to guess release dates. Start by checking the status of the development page! There are three main areas left:
There's also a substantial number of items coloured 'partly done'. My guess is July if those are left for the post-release cycle, or August-September if not - about the same timing for the finish state, just a question of how Toady decides to release on the way. And since many past releases had stuff left partly done... I'm excited!
Yep, it's a major balance issue.
Tragically, the only real remedy is to either plead with Toady to look at the issue following the next release or ask a DFhack guru to write a script to diminish or outright remove these needless thoughts.
"Prior to DF 0.40.24 building a construction on a tree would cause the tree to vanish. In the current version it now causes a game crash." bug 8719
Definitely. Just reading the bug logs...
http://www.bay12games.com/dwarves/mantisbt/view_all_bug_page.php
>Human civilization's soldier is an Alligator Recruit.
>Adventurer broke lower spine, suffered no ill effect.
>Dwarves form grudges with animals
>Diplomat "Leaves Unhappily" if expedition leader dies
>Wound dressers are not doctors
>Farmer Dwarfs are teleported out of the Fortress when seen by Goblin
>Immigrants spawn in inaccessible area, try to jump canyon, die
I did a while ago and it ended up at about 0.41.01, but Toady's priorities have changed a bit since then and I figure 0.41.01 is a bit much.
Optimism and pessimism war in many of us. It seems likely, and he's said he'd do bug fixes, but then again the weapon trap hard crash lingered for over a year because he was more interested in the artifact release.
I waver dramatically myself depending on my alcohol/caffeine ratio.
http://www.bay12games.com/dwarves/dev.html
In particular...
> First we're going to leverage the new dwarf mode world map and do some work with villains that will both enhance the future magic releases and also provide some fun content to sustain everybody over what will likely be a long wait for the first myth release to be finished.
And...
>Villainous plots
> * Work existing mechanics into conspiracy chains > * Bandit groups raid and pillage the hill dwarves and extort from the fortress > * Steal/demand artifacts > * Thieves stealing items > * Assassination of position-holding dwarves and meddling adventurers > * Prisoner interrogations (both modes) > * Receiving tips and rumors (both modes) > * Sending out dwarven agents/investigators > * Improve fort/adv rumor displays to highlight known plot elements
> Hideouts and strongholds
> * Better alerts and identity checks > * Includes bandit forts, return of castles, better necromancer towers
There is actually a body size check the game makes for determining if a creature can wield a weapon, and if they require one of two hands to do so.
The "can/can't wield" check is currently bugged in fortress mode and ignores an individual dwarf's height and broadness modifiers, and thus fortress mode dwarves can't wield two-handed swords, greataxes, mauls, halberds, and pikes. If the check were performed correctly by the game, some would be able to wield these with two hands. Some freakish outliers would even be able to do so one-handed.
Check http://dwarffortresswiki.org/index.php/DF2014:Weapon#Size for the exact numbers.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=5812 is the bug report. Unfortunately, this is a long-standing bug that seems to be pretty ignored, since dwarves have a pretty limited selection of native weapons anyway in fortress mode.
Whatever update split combat into various levels of lethality broke war dogs pretty handily. They don't even bite anymore most of the time.
Vampires do actually want booze, but they just never bother to drink it
Same goes for goblins - who cannot eat or drink, but get upset when they can't get drunk or have a good meal.
OP's dwarf however got a drink successfully, so no vampire.
Something like that! Here's the relevant bug on the bug tracker.
Also this, from the wiki:
>The lungfish is also well known for its playful nature and ability to fly. Bedazzled dwarves often see these creatures going up and down in the fresh air next to rivers. After conquering water and earth, it is only natural that these terrifying beasts conquer air.
>It has been assumed that soon enough they will conquer magma and this day is said to be the day all dwarves will accept lungfish as their new, tiny, amphibious overlords.
With some help from the community, it appears that this is a confirmed bug.
As OmnomDarkweave pointed out:
"Looks like someone else might have had a similar issue in the past."
I tested this by putting a door at that tile (The bug report stated that the person who had this bug placed a door there successfully but the door stayed open all the time).
Thank you for your help everyone!
EDIT: With some help from Urist McWorgenthal, I've been able to use a DFHack command to turn a glass block floor into a glass block wall "fixing" my issue (I still sent a bug report though).
I'd also like to thank Urist McOmnomDarkweave for the huge amount of time he spent trying to help as well!
This subreddit is awesome. Now back to having !FUN! for me!
It's not like I'm privy to inside info, guy. I just read the news page now and then. He posted it yesterday.
He's also been working on demon sites, but has given no word on what he's doing with them.
>When I started playing, you had to assign rooms. Dwarfs only started assigning themselves recently.
When did you start playing? By recently, do you mean as far back as 2007? The 23a wiki clearly states bedrooms worked this way then and the devlog puts that version at the beginning of 2007.
He's been making danger rooms suboptimal since at least January of 2015, pretty sure? They used to train weapon skills too! Time flies! I've been seeing "coinstars are deadly" since 2014, but you know your own results better than anyone. How much extra effort are you putting into layered hoods, gloves, veils, etc? Are you having to replace armor a lot now with armor wear?
> What would you recommend for getting the kids psychologically used to being beat up all the time?
The Stress system is going to get adjusted with next release, but stress and memories aren't going away. My advice in general is, much like OP and their free time example, to get with the new meta. Dwarves are getting more realistic, being attacked by dogs and walking past corpses through a miasma cloud every day isn't going to make most of them stronger, it's just going to break them. Discipline trains pretty well with squad training, which helps a lot, but I think dwarven daycare is also done now.
I think (and this isn't directed at you, /u/WedSquib, it just seems like a good time for a rant I repeat often,) a lot of our "BoatMurdered" meta set by stories of 2d DF and firmed up by long 0.34.11 experience is really going to have to go soon, honestly. The dwarves are getting smarter and more realistic, and we're probably going to have to listen to what Toady's been telling us about dwarves for years through the code rather than SA Goons from 2007.
That board hasn't been used for bug reports since 2010. The new bug tracker is http://www.bay12games.com/dwarves/mantisbt/my_view_page.php, as mentioned at the top of that board.
Did any of your nobles die recently?
The game tends to use the first item of a list if the original chosen item is destroyed/lost/bugged out. Just so happens that Bronze Colossuses are the one of the first creatures in legends mode, so something might have happened there.
AFAIK the next update only deals with artifact generation and manipulation, with this codex being an example of an artifact. I don't know (and seriously doubt) if any books will have contents.
Here you can see the items they're working on, and what will be in the next release.
Yes, it's a bug in 42. Or if not a bug, a removed feature. I believe it's already been reported on the bug tracker.
Edit: Yep, here it is: http://www.bay12games.com/dwarves/mantisbt/view.php?id=9142
It's worth contacting Toady about the issue, considering he probably wants the release to actually be playable. I don't doubt he could have a fix out this evening even.
Edit: Or submit the issue to the bug tracker directly - http://www.bay12games.com/dwarves/mantisbt/my_view_page.php
Not only that, but if you read the official website at all you would find out that ToadyOne and ThreeToes spent the last two years working on the frame work just to do this plus a lot more.
It is going to get to a point where Adventure mode and Fortress Mode are semi merged into one.
Check out the main website http://www.bay12games.com/dwarves/ and look around. There is a lot planned. It simply takes time to do.