Author Topic: Dwarf Fortress 0.34.1 released  (Read 8814 times)

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4958
  • Karma: +4/-1
    • View Profile
Dwarf Fortress 0.34.1 released
« on: February 14, 2012, 12:38:22 PM »
http://www.bay12games.com/dwarves/

Quote
New stuff

    -cities in adventure mode that have various buildings, dungeons, items, livestock, etc.
    -protect your community from secret vampire dwarves or hunt them as an adventurer
    -defend your fort during the full moon or risk a werewolf infestion -- hunt/be hunted as an adventurer
    -face armies of the dead in dwarf mode or visit their necromancers' towers and learn their secrets as an adventurer
    -evil regions where the dead and pieces of the dead can come alive, with evil mists and rain
    -tombs built in world gen which can be visited in adv mode, either beneath towns or out in the wilds -- beware the dead!
    -revamped justice/witness/death notification system in dwarf mode
    -immigrants to your fortress will now be historical figures whenever possible, which means more family relationships and history for each one
    -dropped items/bodies tracked between plays in the wilderness anywhere in the world
    -more battlefield information tracked/war dead raisable in world gen
    -all sponsorship animals and their giant/man versions are in the game now
    -various new abilities for creatures (see file_changes.txt for list and syntax)
    -adventurers can use creature abilities/learned powers and they can be tested from the arena
    -new site travel map to make navigating towns easier
    -reading/swimming/observer (for traps) relevant in adv mode now
    -established historical figures can lead bandits
    -rivers block movement in adv mode travel
    -eating/drinking required in adv mode
    -ingested syndromes are now possible
    -ability to make campfire (from 'g') and warm items at campfire/fire/magma (from 'I') in adv mode
    -traps work in adv mode, once spotted they can be ignored
    -gems now have different cuts
    -necromancers can write books about various topics (all books are in their towers as it stands)
    -moon phase indicator in fort
    -alphanumeric world gen seeds and some more world gen params (see file_changes.txt)
    -the legends xml has a lot of new info for historical figures

Major bug fixes

    -buffer overload from aborted world gen fixed
    -fixed cave-in-on-embark issue with hidden underground structure, and a few others

Other bug fixes/tweaks

    -designations over z levels all at once now possible
    -unit screen divided into four sections
    -rivers/pools have ramps now
    -able to trade portions of stacks in both modes
    -messed with adv mode currency trading and made items teleport to you
    -tweaked how fire damage works
    -made vision work through floor grates and bars properly
    -fixed some road/bridge problems
    -crystal glass items possible again
    -tweaked adventure mode swimming and alt-movement readout (use alt-movement to get into a river you want to cross)
    -skeletons/zombies replaced by animation effect
    -demons masquerading as gods will try a little harder
    -restricted mandates so they'll be more reasonable
    -stopped blank map from being exported when you back out of detailed map export

Adventurer mode takes some nice steps forward from the looks of things, it'll be interesting to see what kind of year, and how many subsequent released, the whole of Dwarf Fortress has in 2012.   8)
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

Psiweapon

  • Rogueliker
  • ***
  • Posts: 334
  • Karma: +0/-0
  • Im in ur rougeliekz, pixelling ur tielz!
    • View Profile
    • I Lovemaking Tiles
Re: Dwarf Fortress 0.34.1 released
« Reply #1 on: February 14, 2012, 01:47:05 PM »
New dwarf fortres version! WOOHOOOOOO!!!

All hail Getter77, bringer of the good new!

*first post dance*
The invisible hand is a lie, the fiendish dogma of the market cultists. Lest the apostasy grows strong, their blood god will devour each and everyone, pious and infidel alike.

XLambda

  • Rogueliker
  • ***
  • Posts: 208
  • Karma: +0/-0
    • MSN Messenger - tau_iota@live.de
    • View Profile
    • The Weird Rogue
Re: Dwarf Fortress 0.34.1 released
« Reply #2 on: February 14, 2012, 05:05:20 PM »
w00t, the long awaited DF2012. I've already updated Wikipedia.  :)

guest509

  • Guest
Re: Dwarf Fortress 0.34.1 released
« Reply #3 on: February 15, 2012, 01:35:15 AM »
  Doctorate. Makes video, card and board games for fun. Has taught in major universities.
  Still gets his ass kicked by DF's complexity. 

-JO

Nachtfischer

  • Newcomer
  • Posts: 41
  • Karma: +0/-0
    • View Profile
    • Nachtfischers Subkultur
    • Email
Re: Dwarf Fortress 0.34.1 released
« Reply #4 on: February 15, 2012, 05:58:47 PM »
Great to finally see an update. I hope I'll find the time the new version deserves. Too many exams during the next weeks though. :(
Nachtfischers Subkultur (German Indie Games/Music Blog)

Shin Majin

  • Newcomer
  • Posts: 19
  • Karma: +0/-0
    • View Profile
    • Email
Re: Dwarf Fortress 0.34.1 released
« Reply #5 on: February 15, 2012, 06:56:14 PM »
What the heck are "ingested sydromes!?"

Psiweapon

  • Rogueliker
  • ***
  • Posts: 334
  • Karma: +0/-0
  • Im in ur rougeliekz, pixelling ur tielz!
    • View Profile
    • I Lovemaking Tiles
Re: Dwarf Fortress 0.34.1 released
« Reply #6 on: February 16, 2012, 02:32:58 PM »
What the heck are "ingested sydromes!?"

Syndromes are illnesses your dwarves can suffer due to different sources of venom; such as bitings, poisonous spit or fumes, and maybe a couple more; usually caused by forgotten beasts, and some animals (such as cave spiders). Syndromes can range from the annoying to the instantly fatal, through the gross and disturbing (rot of limbs or tissues).

I guess that "ingested syndromes" means that if your dwarves are stupid enough to finely mince giant cave spider meat into +large cave spider biscuits+, or do something similar with other noxious critters, they're going to get the whole fort sick. Will probably bring more uses to the allowing/forbidding of ingredients in the kitchen z-sub-screen.

Just guessing though.
The invisible hand is a lie, the fiendish dogma of the market cultists. Lest the apostasy grows strong, their blood god will devour each and everyone, pious and infidel alike.

Game Hunter

  • Rogueliker
  • ***
  • Posts: 92
  • Karma: +0/-0
    • View Profile
    • Channel, the Roguelike
    • Email
Dwarf Fortress 0.34.02 (bugfix version)
« Reply #7 on: February 20, 2012, 06:09:33 PM »
Version number 0.34.02
Released February 18 2012
download link

Quote
New stuff
   (*) Generated some default interaction effects for arena use
   (*) SDL version: Can repeat commands/macros - default Ctrl+u <number> <command> (Baughn)
   (*) SDL version: Can toggle TrueType - default F12 (Baughn)

Major bug fixes
   (*) Save corruption/crash from old forts and some other sites corrected
   (*) Fixed conversation crash
   (*) Fixed werewolf crash after aborted world generation
   (*) Stopped books and other artifacts from duplicating in player inventory
   (*) Stopped companions from getting hungry/thirsty during travel
   (*) Correct ambush frequency in adv mode
   (*) Made it possible to remove designation jobs again

Other bug fixes/tweaks
   (*) SDL version: various technical fixes (Baughn)
   (*) Dwarves will stop walking toward cancelled jobs
   (*) Made wagons appear again (Quietust)
   (*) Stopped mouse designation from messing with keyboard designation
   (*) Stopped lye making from using full water buckets (Quietust)
   (*) Made magma/fire safe building materials work properly (Quietust)
   (*) Stopped worshippers of certain beings from mentioning it
   (*) Cleaned up stone menu (Quietust)
   (*) Doors/floodgates display properly after being placed (Quietust)
   (*) Stopped glazed items from having cabochon shapes in the glaze
   (*) Sped up conversation initialization
   (*) Made forge jobs use bar amounts properly (Quietust)
   (*) Made automated fisher/kitchen/etc. settings display properly (Quietust)
   (*) Stopped weird job cancellation numbers for bars/cloth/thread
   (*) Various manual/other grammar tweaks
   (*) Various broken creature tweaks, notably the giant mosquito epidemic should end

I figure even if we're not merging releases, this one is a direct bugfix of the OP so it's served best as part of the 0.34 release.
2012 7DRL Challenge blind-runs!
2013 7DRL Challenge blind-runs too!
I do roguelike LPs, usually blind. I'm always looking for criticism!

XLambda

  • Rogueliker
  • ***
  • Posts: 208
  • Karma: +0/-0
    • MSN Messenger - tau_iota@live.de
    • View Profile
    • The Weird Rogue
Re: Dwarf Fortress 0.34.1 released
« Reply #8 on: February 20, 2012, 07:17:02 PM »
As usual, Toady is busy fixing bugs. This won't be the last bugfix release.  ;D