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See readme.txt for general information about the release.

See file_changes.txt for new init/interface information.


See command_line.txt for information on world generation from command lines.
TO BACK UP SAVES:
(1) Copy the relevant region folder in "data/save" to a safe location.
(2) When you want to reuse it, copy that region back to "data/save". Do *NOT* o
verwrite an old folder, as it might leave residual files.
Please *DO* back up saves. Although the game has permanent death and you might
want to play it in that spirit, the game
is also an alpha, and your world might become corrupted by an error. You can al
so make use of the auto save features settable in "data/init/init.txt".

TO USE OLD SAVES WHEN UPDATING VERSIONS:


(0) ***Note that versions numbered 0.27.169.32a+ are not compatible with old ver
sions.***
(1) Unzip the new dwarves into a *NEW* folder.
(2) Copy "data/save" from the old folder into the new folder, or copy over the r
elevant region folders you've saved to "data/save". Keep a backup in case somet
hing is wrong with the new version.
(3) When you start, your world should be accessible and ready to play.
Unzipping the new dwarves into your old folder will work most of the time, but i
f files have changed, it can crash, or worse yet, destroy your saves.

TO CHANGE DISPLAY AND SOUND OPTIONS:


Go to "data/init/init.txt". These options will take effect the next time you st
art the game.

IF YOUR KEYBOARD ISN'T WORKING:


If you can get to the ESC keybindings menu (from the start screen, press ESC and
then 2/8 to scroll to Key Bindings), you can set your key bindings. If your "?
" key on your keyboard doesn't work for help, you can set the keybinding properl
y here. It might not display as a "*". You can set the display up properly in
"data/init/interface.txt" using the display strings at the top of the file.
******************************************************
Release notes for 0.31.25 (March 28, 2011):
Major bug fixes
(*)fixed
(*)fixed
(*)fixed
he same time the

crash related to an items vs. temperature optimization


world gen crash that could happen if all the beasts were killed
world gen crash caused when a prisoner escapes from a site at t
last person to arrive at the site commits murder

Other bug fixes/tweaks

(*)made dwarves a little more proactive about seeking a diagnosis for he


alth care that might have been interrupted
(*)cave dragon gets claw attack, loses stance strike skill
******************************************************
Release notes for 0.31.24 (March 27, 2011):
Major bug fixes
(*)stopped bamboo flicker
(*)stopped dwarves from ripping patients out of traction to bring them t
o bed
Other bug fixes/tweaks
(*)made it display traction state in health screen
(*)decreased triggers for cleaning a bit to try to stop paranoid over-cl
eaning of patients
(*)fixed key conflict for clay crafts/statue
(*)corrected NECK_SPINE bodypart token
(*)made rodent man bite use teeth properly
(*)dragon/hydra natural stance skill removed, given claw attack
(*)corrected baby guineafowl to "keets"
******************************************************
Release notes for 0.31.23 (March 26, 2011):
Major bug fixes
(*) Stopped large pots from forgetting their stockpile assignments
(*) Cleaned up some more resting/infinite job issues with hospitals (sur
gery in particular)
(*) Stopped plant regrowth underground from deleting ramps and stairs, a
nd stopped plants underground from regrowing in magma, deep water, and some othe
r situations
(*) Stopped buckets from occasionally becoming filled with many, many un
its of water
(*) Stopped goblin siegers from fighting amongst themselves all the time
Other bug fixes/tweaks
(*) Fixed some issues with natural skills not being applied
(*) Handled some more instances of overstockpiling by the hospital zones
(*) Fixed erroneous interlink between furniture/ammo stockpile interface
s
(*) Made enraged announcement show up for prone-to-rage critters
(*) Some more quick speed tweaks (assorted, but not much: bucket save fr
om 27/28FPS -> 31/32FPS)
(*) Gave rodent men their rodent teeth and added them to the subterranea
n entity definition
(*) Gave reptile men teeth
(*) Changed penguin wings to flippers
(*) Made platypuses amphibious and made them swim underwater
(*) Changed sizes for most giant variants of animals and gave some thoug
ht preference strings to ones that didn't have them
(*) Added missing "mundane" tag to penguins and domestic birds
******************************************************
Release notes for 0.31.22 (March 24, 2011):
Here's the second large bug fix release for 0.31.19.

Major bug fixes


(*) Fixed a linux crash from units leaving the map with a kill order on
them
(*) Fixed a crash from tileless burrows
(*) Fixed adv mode crash on service conversation option
(*) Made healthcare work for dwarves that need crutches
(*) Made healthcare/hospitals handle plaster/casts properly
(*) Stopped creatures from attacking across several Z levels
(*) Stopped hospitals from stocking everything, ignoring the item caps
(*) Stopped pots from storing almost infinite numbers of items
(*) Stopped inaccessible spam from cleaning jobs with soap
(*) Made fish appear in many situation where they were erroneous missing
(old forts will still be off, unfortunately)
(*) Stopped massive lag from certain ghosts
(*) Fixed up bone artifacts
(*) Cleaned up persistent activities and squads that were lingering
(*) Sorted out an issue with combat/training bolts
Other bug fixes/tweaks
(*) Made pots show up in the trade depot list
(*) Better stockpile options for stone, blocks, metal clothing, etc. and
fixed some broken existing options
(*) Cleaned up some issues with glass items
(*) Wooden/bone crossbows specifically selectable from uniform screen no
w
(*) Made migrant hunters recognize their crossbows properly
(*) Changed how skills are applied to job products -- attributes are acc
ounted for properly and skills should work in adv mode now, but you'll notice a
different distribution of qualities in the final product, especially for no/low
skill when differing attributes are involved
(*) Stopped surgery cancellations over patient not resting in some circu
mstances
(*) Ungummed up the hauling system from certain stale jobs
(*) Made lavish etc. meals take the proper number of item piles
(*) Made magma forges available more regularly to mood dwarves
(*) Stopped raw processing from including backup files
(*) Fixed some capybara and panda typos and tweaked giraffe and reptile
eggs
(*) Cleaned some trouble with grass regrowth and generic "grass" tiles
(*) Made recentering hotkeys work in other dwarf modes (ones with x curs
ors)
(*) Fixed broken readout for completed jobs in unit health screen
(*) Cleaned up spam from rest jobs from webbed dwarves
(*) Fixed broken key in hospital zone mode
(*) Moved underground camp creatures from civ list and stopped their ite
ms from being counted in fortress wealth
(*) Stopped underground theft announcements in hidden areas from being d
isplayed
(*) Fixed various ugly blank "" names in legends mode
(*) Fixed a random number overflow from creatures with no attacks
New stuff
(*) Sponsored animals included: penguin, platypus, badger, moose, along
with related buddies
(*) Rodent men underground
(*) Invader mounts/monsters have first names
******************************************************

Release notes for 0.31.20/21 (March 6, 2011):


This is the first bug fix release for 0.31.19, where I've focused on new bugs.
The fixes are listed below. It also includes a few sponsored critters (pandas a
nd capybaras), as well as some of their wilder relatives. Pandas are restricted
to bamboo grazing and capybaras can vocalize in adv mode (bark, whistle, etc).
I added a mineral availability parameter that you can set from Create World Now
or from the detailed parameter screen. There are a few more things I can do th
ere, but any extensive rewrite is going to have to wait for 3D veins and mine ma
ps (Release 2 in the schedule). Barring any catastrophes, we'll be moving on to
the old-bug-fixing now.
Major bug fixes
(*) Stopped the game from treating every tool like a container for stock
piles/adv mode
(*) Stopped hive product collection from removing hive building tag
(*) Stopped birds from claiming multiple nest boxes when a nest box is d
econstructed
(*) Fixed crash with unusual egg laying
(*) Made pastured animals spread out more during grazing and allowed pet
s to be grazed
(*) Fixed situation where some stockpiled items were not available to jo
bs (lye, etc.)
Other bug fixes/tweaks
(*) Stopped weird bone-glazing situations
(*) Made llama/alpacas get sheared properly
(*) Stopped dwarves from cleaning up wax cakes in stockpiles
(*) Stopped heroes in world gen from picking fights with dead megabeasts
(*) Stopped various tug-of-war fights over animals by different jobs
(*) Stopped wildlife from claiming nests
(*) Stopped masons from using clay
(*) Fixed up a situation where the same params would not generate the sa
me worlds
(*) Made potters apply their skill to statues etc. properly
(*) Added a clay category to stone stockpiles and cut some inorganics ou
t
(*) Added wax to food stockpiles pressed material category
(*) Added wax goods option to finished goods pile
(*) Made empty pots go to the furniture pile
(*) Made pots available for brewing
(*) Fixed some erroneous names of groups of object in the stocks screen
(*) Made ash glazing use the correct amount of ash (0.31.19 saves might
have half-exhausted piles that act up a bit until they are used)
(*) Stopped extra grass types being stacked on a tile during regrowth
(*) Stopped aboveground grass from growing in tunnels
(*) Stopped "grass" from appearing in some underground areas
(*) Made grass grow back properly in desert etc. areas (0.31.19 saves wi
ll get too much regrowth now)
(*) Stopped grass ramps from flashing in no-varied-ground-tiles mode
(*) Stopped pet/tame vermin from spawning many copies
(*) Reordered the new units in the unit list
(*) Adjusted value of bees
(*) Stopped vermin assignment to pastures
(*) Made pen/pasture interface give status of animals (caged, etc.)
(*) Stopped dwarves from encrusting honeycombs with jewels, etc.
(*) Corrected egg liquid densities/text error
(*) Stopped text export from listing zero population animals
(*) Fixed some issues with red reactions and other jobs not being listed
in the workshops

(*) Allowed object melting and yarn rope jobs from manager
(*) Made it select the active zone properly when you enter activity zone
mode
(*) Made zooming to units go to the proper unit when multiple units are
in the same tile
(*) Cleaned up some pronoun trouble in personality descriptions
(*) Properly initialized banditry information (can cut down on some inap
propriate dwarf/elf banditry)
(*) Deer antlers
(*) Sheep text lines up with there shearability now
(*) Fixed some creature description text and other small raw tweaks (see
file_changes.txt)
(*) See file_changes.txt for new raw tags
New stuff
(*) Sponsored animals included: panda and capybara, along with related b
uddies
(*) Added world-wide mineral availability parameter
******************************************************
Release notes for 0.31.19 (February 16, 2011):
This is the first release of what we once called the Caravan Arc, where we'll be
changing how trade and the economy work. The entire release schedule is up at
http://bay12games.com/dwarves/dev.html. This particular release doesn't have vi
sible changes to trade -- just a lot of world generation infrastructure. People
eat and starve in world gen now, though it doesn't matter afterward. Subsequen
t releases coming up will be making use of these changes during play, but don't
expect too much there this time. There have been many other changes. Seeing mo
st of them will require generating a new world.
There are lots of new domestic animals. We also added giraffes, rhinos, honey b
ees and bumblebees. Bees were the winner of the animal sponsorship drive and th
ey had many associated jobs, so we didn't try to get into the other sponsored be
asts, but we'll be adding those in with every release.
Animals can be placed in pen/pasture zones, and grazing animals will need to gra
ze on grass (they can also eat underground fungus found in many open cave layers
). Pastures should be made large enough to provide ample grass and to prevent a
nimals from being stacked on top of each other. Animals crammed into one place
for too long can become grumpy and violent, but the animals will stay in the pas
tures without much tending (a dwarf may occasionally run over to an animal if it
wanders off the pasture border to walk around something). There is no way to t
rade for hay or animal feed at this time, so don't expect grazing animals in new
forts to survive on glaciers or the deepest deserts. Many deserts have patches
of grass (or succulents) now.
Sheep, llamas and alpacas (and trolls for goblins) can be sheared and the wool c
an be spun into yarn. Chickens and other birds will lay eggs in nest boxes if y
ou place the boxes in accessible areas. You can mill rocknuts into paste and pr
ess the paste for oil (which goes into jugs). Pressing occurs at the new screw
press building.
You can make many of the more clayish soil types into earthenware ceramics now (
and you can make fire clay into stoneware and kaolinite into porcelain). If a f
ort embark location has clay above the aquifer (or any clay if there is no aquif
er), it'll be displayed in the embark readout. I didn't get very far into glazi
ng, but you can ash glaze and tin glaze (with cassiterite). Earthenware jugs ne
ed to be glazed to hold liquids. Stoneware and porcelain jugs don't require gla

ze but can be glazed. You can also make large pots out of various materials, an
d these act like barrels (they are associated to stockpiles in the same way, etc
.).
Honey bees can be collected and kept in artificial hives (which you can make out
of various materials). You'll need one natural hive on your embark location to
get started, but after that you can split the colony into new artificial hives.
The process is fairly automated. You just need to place the hive buildings an
d a beekeeper will do the rest. You can adjust a few settings on each hive to c
ontrol which hives are held for splitting and which are collected. You'll need
to have jugs around to collect honeycombs (the royal jelly holds up the process
otherwise), and you'll need another jug to collect the honey. Wax cakes can onl
y be made into crafts by a wax worker at this time.
The site finder records the best hit in each square now, and you can stop the fi
nder at any time and browse the results. The categories and readout have been c
hanged up a bit. Minerals have been redistributed on the world map, though this
might not be satisfying as I was expecting to get a bit farther with dwarf mode
trade. Adjustments might have to be made there until trade is updated. We'll
see.
Animals and plants occur with more or less contiguous ranges now, respecting bio
me. There are specific grasses. The evil grasses are probably a little extreme
and seizure-inducing. I might throttle that back.
I'm starting the first one to two week bug fix cycle now, so there weren't a lot
of bug fixes for this release, but creatures, items and vegetation don't pick u
p as many contaminants now.
There are new options in the graphical map export from legends mode, and I fixed
a bug there with village maps getting cut off.
For a list of the new tags available for modding (container reagents in reaction
s, etc.) see file_changes.txt or the new stock reactions.
******************************************************
Release notes for 0.31.18 (November 16, 2010):
This one fixes up several crashes and other problems. Maybe most notably, the p
roblem where you'd become a criminal in adventure mode just by going back to a s
tore, the handedness issue with uniform assignments (it might take it a while to
clear out problems in old saves, and I can only state this as confidently as th
e tests I performed), and SDL movie recording.
Major bug fixes
(*)fixed crash from shop signs being placed off map
(*)fixed crash during character generation of human outsiders if you bac
k out of the name menu
(*)fixed crash from trap announcements/reports
(*)fixed world gen crash that arose from creature in secondary entity po
pulation taking over leadership role when caste mods are present
(*)fixed crash from walking off the left or upper edge of the world
(*)corrected misaligned bodypart appearance modifiers on load and result
ing crash in pref screen, origin of misalignment unclear
(*)fixed problem where you are considered a thief after shopping at a st
ore that had previous had its inventory offloaded
(*)made uniform assignments respect handedness
(*)reenabled SDL movie recording
(*)stopped unfinished quests performed by previous characters from stopp

ing nobles from giving new characters quests


Other bug fixes/tweaks
(*)made skill rates copy over to castes correctly
(*)fixed problem that added bogeyman kills to the wrong parts of the kil
l lists
(*)stopped retirement in town when bogeymen are active
(*)stopped unequipable soldier unit types from occasionally appearing in
ambushes/sites/migrants
(*)corrected placement of cauldrons
(*)got rid of size bonus mistakenly applied to opportunity skill rolls a
nd put in the rage penalty it was supposed to be
(*)made master pikemen get proper skill
(*)stopped lair hatch covers from rotting away
(*)added announcement for falling damage
(*)adding retching after initial vomiting
(*)changed metal use for humans/gobs/kobs via existing raw tags
(*)changed a few two-handed weapon sizes
(*)updated dwarf party organization conditions
(*)fixed problem with movie playback showing an extra garbage frame for
each chunk of the movie
(*)changed conversation colors
(*)fixed double adjective in dark fortress
(*)made Elite Bowman name appear correctly (was showing up as blowgunner
), and a few related typos
(*)fixed some other typos
******************************************************
Release notes for 0.31.17 (November 11, 2010):
If you want to try out the improvements to adventure mode, I'd recommend generat
ing a new world with at least 100 years of history. I tried out adventuring in
a world from 0.31.03, and it technically worked, but there wasn't much to do. T
he reason I recommend some history is just to let the beasts get settled a bit,
though it's not strictly required. We haven't gotten threats moving around and
arising during actual play yet, so your worlds will inevitably run out of advent
ure opportunities as you exhaust them, and games tend to be fast-paced and brief
overall once you get the hang of it. This will change during the next few majo
r releases. There's an update to the "Your First Adventurer" manual section tha
t might be worth glancing at even if you have played an adventurer before. Don'
t be surprised if you die learning a few facts about the world.
Major bug fixes
(*)fixed problem with baron not arriving due to stale merchant reports
(*)stopped old jobs/projectiles from tying up items on reclaim
Other bug fixes/tweaks
(*)changed ring/bracelet symbol to make way for adv mode tools
(*)cut kill-bragging to 5 kills
(*)fixed bug through which demon could take over two or more civs in one
year
(*)name change: graveyard -> corpses (since it isn't appropriate for fin
al burial)
(*)stopped occupancy from being erased upon entering adv mode in arena
(*)allowed labors to be toggled by category
(*)added standing order for outdoor vermin refuse
(*)fixed erroneous material bonuses in world gen fights
(*)updated wrestling interface
(*)implemented text for wrestling attacks

(*)changed combat announcement colors and stun/paralyze color to light b


lue from light cyan
(*)toes/fingers protected by armor
(*)elves are now small e's to match their size
(*)different soldier/civilian symbols for human/elf (as with the two dwa
rf symbols)
(*)stopped triggerable vermin groups from becoming visible occasionally
(*)fixed some old problems where input wasn't registering properly on mo
vement, etc.
(*)disabled need to eat/drink in adv mode until we get some more general
work in
(*)various minor adv mode tweaks and fixes
New stuff
(*)added night creatures
(*)added lairs for some creatures
(*)added new travel screen (old worlds might have misplaced moons in the
sky bar)
(*)updated how adv mode sleep works, permission to sleep in buildings
(*)updated character generation
(*)added memorial slabs to dwarf mode
(*)added shops with signs to towns
(*)changed how lower body/head severs work (spinal sever required)
(*)changed how guts popping out works
(*)see file_changes.txt for some new modding tags
(*)can get tasks from most people and report success to anybody friendly
(*)added human castles
(*)made peasants refer you to better quests
(*)added banditry
(*)added aimed attacks, random combat opportunities and the ability to u
se secondary attacks/weapons (both adv mode and dwf mode combat reports)
(*)added (harder) rolling away for dodgers on the ground
******************************************************
Release notes for 0.31.16 (October 4, 2010):
Hopefully this one doesn't have any weird new issues. That bumpy lag should be
gone now, and there are expanded refuse pile options. You can also turn off hav
ing your dwarves track around blood (it starts off in the init). I left it on i
n adventure mode, but you can turn it off there too if you want.
Major bug fixes
(*)got rid of intermittent lag that popped up in 0.31.15
New stuff
(*)added spatter init options (dwarf mode defaults to no walking spread
of spatter)
(*)allowed skull/bone/shell/tooth/horn settings from refuse pile
******************************************************
Release notes for 0.31.15 (October 3, 2010):
The purpose of this release is to restore the missing invasions, and I threw in
some easy fixes on top of it, mostly to the raws.
Major bug fixes
(*)made invasions come again

Other bug fixes/tweaks


(*)lots of raw fixes (see "file changes.txt")
(*)made reactions show the proper building
(*)made LEAVES load the 'character' style tile properly
(*)corrected labor name "soap maker" -> "soap making"
(*)fixed typo in world gen rejection dialog for missing civ definitions
(*)fixed spelling of chinchilla for forgotten beasts (new ones only)
******************************************************
Release notes for 0.31.14 (September 23, 2010):
The main issues here were to handle the new bugs from 0.31.13 which were gumming
things up (broken migration, undiggable adamantine) and to address site sprawl
concerns a bit. To the latter end, there's a new world gen option to limit the
total number of sites and I've added a few options to "Create World Now!" to mak
e use of that. It's not going to be truly satisfying until dwarven sprawl is be
tter defined and there are more things to do with the sprawl in adventure mode a
nd in dwarf mode wars, but overall I don't plan to decrease the amount of sprawl
drastically on default settings once that is handled -- sprawl will likely incr
ease again once memory problems are addressed, there are more things to do with
it, and it shifts more dynamically over long periods of time (improved war, dise
ase, famine, migrations, etc). For now you can control sprawl with the site cap
, with the civilization number, with the savagery, and with the history end year
from the "Create World Now!" menu without much fuss (and the default setting is
much lighter on sprawl than the default in 0.31.13).
Major bug fixes
(*)fixed problems with immigrants having strange unit types and erroneou
s announcements about terrifying forts
(*)allowed raw adamantine to be diggable now by adding a new tag to slad
e for the time being. There is a side effect -- slade in old saves will be digg
able. Add [UNDIGGABLE] to slade in the save's raws in inorganic_stone_mineral.t
xt in your save to fix that. If you choose to dig through the slade, please don
't report any associated bugs. The game likely won't be able to deal with it pr
operly.
Other bug fixes/tweaks
(*)fixed plant text in food preferences and stopped generated forgotten
beasts etc. from being chosen
New stuff
(*)added site cap option to world gen parameters
(*)added beast cap options to world gen parameters
(*)added a few options to "create world now"
******************************************************
Release notes for 0.31.13 (September 15, 2010):
The framework for villages and sprawl is in place, and there are now "entity pop
ulations" which are made up of thousands of critters for which less information
is tracked. As it stands, this amounts to, say, ten times the number of histori
cal figures after world generation has been running for a while, though it can v
ary a lot. These changes have left adventure mode gutted, so don't expect old a
dventure mode saves to retain much information or work all that well. Old dwarf
mode saves should be fine for continued dwarf fortresses. In new worlds, you c
an wander around the new villages, but don't expect anything to be going on. Th
is is the launching pad for what should be the Funification of adventure mode in
the next (non-fix) release, but like many launching pads, it is kind of dull an

d gray.
As for the merits of this release, there are the bug fixes in the lists below.
The game should also be a bit faster. I'm on a new compiler in Windows, which l
ed to a general speed increase, and I also optimized some code for improvements
on all OSs. It's not the end of the story there by a long shot, but it is progr
ess, anyway. World generation itself might be a bit slower overall, since there
's a lot more going on site-wise. This is going to change as we set up relation
ships between the leaders, one way or another, but I can make a medium island wo
rld in around 10 minutes without the memory going totally nuts, and I thought th
at state was fit for release.
There are some side effects to not having any stable relationships between world
gen sites while cutting down on site destructions, like having a site get pilla
ged for the thousandth time and so on, which will iron themselves out later. Fo
r now, it's a bit weird. I also saw a battle with negative numbers of soldiers
but couldn't reproduce the situation, so there are probably additional issues as
well.
The SDL version has the first pass at the experimental TrueType font support tha
t Baughn is working on. It is off by default in init.txt and it only works in t
he 2D print mode. There are lots of justification etc. problems -- you don't ne
ed to report those. Getting those fixed up is part of the process. It's diffic
ult to read in the standard window size, so you might want to limit yourself to
full-screen or a large window with large grid cells when you are trying it out.
Crash fixes
(*)fixed some potential problems with aborting zone placement, though it
's not guaranteed to solve the crash there
Major bug fixes
(*)fixed problem causing dwarves to not sleep in any bed
(*)fixed problem causing dwarves not to respect ownership in sleeping pr
iorities
(*)made cursor center on buildings properly when linking them up to a le
ver etc.
(*)stopped other civilizations from bringing liaisons
(*)stopped building destroyer diplomats/traders from destroying things
(*)made units check the validity of targets more often (counters certain
interrupt spam)
Other bug fixes/tweaks
(*)fixed broken vial making jobs
(*)make rock short swords use the proper material for the final product
(*)made horn silver use the stone template
(*)moved all native metals off of metal template
(*)stopped season counter from resetting to spring after travel in adven
ture mode
******************************************************
Release notes for 0.31.12 (July 25, 2010):
Aside from the major bug fixes listed below, I made skill increases a little fas
ter during training. Part of the problem is with how classes work -- the teache
r and student skills are important, and they can heavily amplify the effects, so
the gains for people without those skills were small. Now it'll be even more e
xtreme that the base rate has increased, so we'll have to see how that plays out
in forts that get good teachers.

If your old fort has a dead liaison, your replacement liaison will be named afte
r one of the standard professions most likely, but they should still perform the
ir job. New worlds should have dead liaisons kicked out completely and get new
liaisons.
Crash fixes
(*)fixed military training crash
(*)fixed a crash during dwarf creation in arena mode after dwarf mode ga
me had been played
(*)fullscreen/windowed mode switch crash fixed (Baughn)
Major bug fixes
(*)fixed new liaison coming when previous liaison is unavailable for any
reason
(*)fixed problem which stopped the liaison from talking about making a b
arony
Other bug fixes/tweaks
(*)adjusted skill rates up a bit on indiv training and demonstrations
(*)made att/skill rate loader treat 0s like NONE instead of the fastest
rate
******************************************************
Release notes for 0.31.11 (July 23, 2010):
Combat was the focus last time, and this time I moved over to equipment and trai
ning. There are a number of bugs left to fix, but a lot of the largest problems
should be cleaned up and training should be somewhat usable now. I wanted to s
hift ammunition over to a default system where it doesn't get tied to particular
squads/hunters (with the old way left as a default for people that want to cont
rol it more), since that remains one of the more annoying things, but I didn't h
ave time to finish it up. Just make sure you have some extra bolts sitting arou
nd, and 'm'-'f' should show you how your squads are doing ammo-wise. Barracks s
hould also probably default to a non-reserved/non-purposed system, though that's
not as bad as ammunition reservation is. In any case, I'll be moving on to the
month-end project and entity populations, though I'll release again sooner if s
omething comes up.
Crash fixes
(*)stopped crash when individual squad members were selected in 's' and
you go back to 's' after leaving
(*)fixed crash moving from ammo assignment creation to material assignme
nt
(*)fixed reclaim crash
(*)fixed text mode crash in SDL version (Baughn)
Major bug fixes
(*)freed up assigned items properly when uniforms are overwritten
(*)freed up equipment properly from empty positions when squad is disban
ded
(*)made civilian jobs respect attributes properly
(*)fixed turtle (vermin) shell crafts/helms/gauntlets/etc.
(*)stopped squad/off-time training activities from persisting when guy g
oes off to eat, do squad orders, die, etc.
(*)made inactive/ordered squads free up their old training activities mo
re quickly
(*)stopped off-time training from gumming up squad training barracks ass
ignment
(*)removed dead/crazy/etc. dwarves from squads

(*)dropped injured dwarves out of their activities properly


(*)stopped bleeding dwarves from thinking they need to jump on the groun
d and be dragged to the hospital
(*)stopped miners/woodcutters coming out of the military from thinking t
hey had a claim to old tools
(*)made people doing off-time training stop if it becomes inappropriate
(kicked out of squad, etc.)
(*)made quota countdown respect reactions again
Other bug fixes/tweaks
(*)stopped body-component-based artifacts from defaulting out to iron fi
gurines
(*)made skill rust display properly on 'v' and made temporary skill loss
conditions not display on military screen
(*)changed rust display for skills
(*)restricted shell moods to dwarves with shell prefs
(*)stopped metal goblet/flask construction jobs from shuffling metal of
product
(*)fixed up idle strings for non-soldiers vs. lingering squad activities
(*)decreased effect of low self-discipline on individual training
(*)sped up training organization
(*)WINDOWEDX/Y values respected when moving to windowed mode from full s
creen (Baughn)
(*)fixed problem with skill demonstration session timer
(*)added timers for sparring and individual combat drills
(*)adjusted sparring pulled shots for recent combat balancing
(*)adjusted skill rates for all practice activities
(*)put forest start biome on humans (for proactive forest clearing)
(*)changed hauling encumbrance speed formula and made hauling build atts
slowly
(*)stopped picks from being available to indiv choice soldiers
(*)required subtype match for armor even under "partial match"
(*)made off-duty archery training occur for indiv choice ranged weapons
(not just crossbow)
(*)cleaned up various raw typos (see file_changes.txt)
(*)fixed a bunch of the "you" announcements in dwarf mode
(*)made counter to stop excessive party attendence work properly
(*)made it set up default ammo profiles for ranged squads
******************************************************
Release notes for 0.31.10 (July 11, 2010):
(*)fixed problem where your units would not recognize the nice people arriving o
n business as their friends
(*)stopped problem where removing a worn object in adv mode could leave you with
two copies
(*)stopped seg-fault at quit in linux if sound wasn't initialized (oliver)
******************************************************
Release notes for 0.31.09 (July 10, 2010):
Lots of combat changes this time. Keep in mind that old saves use the old raws,
so you'll want to copy over at least item_weapon.txt, item_ammo.txt and inorgan
ic_metal.txt to get more of the positive effects. The adventure mode stone-maki
ng ability won't be available in old saves but butchery will be.
Crash fixes
(*)fixed potential crash with container reactions

(*)stopped arena mode from caving in/locking up when you leave control m
ode
Major bug fixes
(*)made material-based random headless beasts killable
(*)stuckin bleeding updated properly
(*)fixed major artery tag when added from creature raw with TL_MAJOR_ART
ERIES (also TL_CONNECTS)
(*)made major artery strike for 25%+ fractures on major artery parts man
datory
(*)amplified effects for announced major artery strikes
(*)fixed swing velocity calculation for weapons
(*)fixed clothing size calculation (messed up shields, gloves, boots)
(*)changed contact area and size for bolts
(*)fixed blowouts in giant creature wrestling
(*)fixed weird skill/profession mixup that stopped marksdwarves from fir
ing on enemies
(*)freed up some ammo that became lost in limbo after squad deletion/amm
o reassignments/etc.
(*)made hunters grab ammo more reliably when they run out or when labor
is changed
(*)fixed reordering of reaction/ore mats and a few other indexing proble
ms between operating systems
Other bug fixes/tweaks
(*)reworded some combat announcements
(*)fixed reaction screen product display error
(*)fixed contact area issue with misc object fighting
(*)changed dodging rules for people mounting a charge defense
(*)fixed problem with edge being disregarded too soon after impact break
s
(*)changed skill effects on firing rate
(*)changed contact area calculations for body parts
(*)various changes to weapon raws
(*)changed edge/impact calculations
(*)metal values changed in raws
(*)fixed problems preventing some gut pop-outs from happening
(*)fixed issue with extra dodge rolls causing shots to become less squar
e
(*)other combat tweaks
(*)obliterated arsenal dwarf (position will still exist in old saves, bu
t won't be used/needed)
(*)extended distance at which hunters are willing to shoot
(*)made hunters return kills under more circumstances
(*)allowed miners/woodcutters to switch immediately to hunt labor withou
t getting confused about crossbow
(*)stopped targeting of benign, far away wilderness creatures after they
see you, unless they are close
(*)force-allowed targeting of kill targets in some cases where it wasn't
permitting it
(*)stopped indiv choice melee/ranged from picking out weapons of the opp
osite type instead of just preferring them
(*)fixed problem with custom workshops blanking out at times (save compa
t iffy here, might have to rebuild shops)
(*)made reaction job interface/automation check inside barrels/etc. (stu
ff manager jobs did right)
(*)changed stuckin chances
New stuff
(*)added cumulative wounds

(*)added adv mode knapping


(*)added adv mode butchery
(*)allowed use of (buildingless) reactions in adv mode
(*)changed adv mode hunger/thirst/drowsiness durations and penalties
(*)start with spear/dagger in adv play now
(*)default dwf start with a few quivers
(*)gave hunters default ammo assignment
SDL Version: Baughn fixed up the macro delay timer, a PPC Mac bug where the scre
en would be yellow and a seg-fault.
******************************************************
Release notes for 0.31.08 (June 19, 2010):
Fixed up the crash with the look command and made backing out of embark warnings
and reclaim selection work.
******************************************************
Release notes for 0.31.07 (June 19, 2010):
Crash fixes
(*)fixed crash when over 200x200 in some screens
(*)fixed crash associated to assigning daggers to dwarven soldiers
(*)fixed a crash on the military screen
Major bug fixes
(*)stopped doctors from picking up and dropping their patients repeatedl
y when it was time to carry them
(*)restricted doctors to using tables and traction benches in hospital z
ones (stalled doctors from old saves will ignore this)
(*)made workers stop taking new jobs if they can and want to eat/drink/s
leep instead
(*)made certain jobs like updating records and partying quittable at any
time due to hunger/thirst/drowsiness
(*)fixed pathfinding problem in special features that were placed within
surrounding liquid layers
(*)allowed options screen from dwarf/adv mode setup
(*)fixed some job overwrite issues
(*)made stockpiles able to take from other stockpiles again
(*)made ownable items like cloaks that are part of uniforms not put sold
iers into pickup/drop loops
(*)made cooking require a non-liquid object to start (prevents liquid fo
od errors, powders okay)
(*)stopped item namers from repeatedly naming their items
(*)changed conditions for feeding/watering of injured dwarves so beds ar
en't required
(*)made militia commander assignment from noble screen respect current s
quad settings properly
(*)stopped removal of squad commanders from noble screen if they have su
bordinates
(*)stopped dwarves from holding multiple positions that lead squads
(*)got rid of some flashing and debris in SDL version
Other bug fixes/tweaks
(*)reduced hunger/thirst/drowsiness skill/speed penalties
(*)made hunger/thirst/drowsiness thoughts occur a bit later in the proce
ss
(*)made alcohol turn into separate liquid objects less often

(*)made non-brewing events that create liquids handle alcohol correctly


(*)stopped clothier from messing up craft shop task listing (and some re
lated issues)
(*)stopped non-locals from announcing their item attachments
(*)fixed traction bench situation on manager screen
(*)added pillar tile to d_init
SDL Version: Baughn improved the curses and 2D output, fixed a text mode display
bug, added keys to change the FPS up/down (default alt-- and alt-=), and likely
some other things.
******************************************************
Release notes for 0.31.06 (June 9, 2010):
Crash fixes
(*) fixed crash on abandon related to having a box/cabinet building assi
gned to somebody
(*) fixed crash from using nearly spent soap bars to clean people
(*) fixed up crash from scrolling over globs in stock screen if certain
fats were present
(*) SDL mode image export crash fixed (Baughn)
(*) fixed cursor position on farm season selection (possible crash)
Major bug fixes
(*) made dwarves that initiate individual training recognize when they a
re no longer doing so properly
(*) stopped dwarves from swapping out their equipment for newly made ite
ms of equal value
(*) stopped dwarves from assigning equipment from caravans or unforbidde
n possessions held by outsiders
also incoming woodcutters/miners/etc.
(*) stopped dwarves from being assigned large equipment
(*) added default trade capacity to creatures to stop near-infinite cara
van goods from being added to certain creatures
(*) fixed material template values causing many natural creatures to be
very squishy and underpowered
Other bug fixes/tweaks
(*) 2D mode colors fixed (Baughn)
(*) curses mode color initialization fixed (Baughn)
(*) sound header fix (Baughn)
(*) fixed temporary pathing problems that came from digging out brook ti
les (negative construction distance etc.)
(*) fixed deletion for zones that have all their tiles removed
(*) fixed problem stopping hospital zones that have some tiles deleted f
rom updating their furniture assignments
(*) removed forest temperature dampening for artificially hot worlds
(*) fixed some duplicate tags and other issues in the raws (see file_cha
nges.txt)
(*) graphical map export should be back in the SDL versions
******************************************************
Release notes for 0.31.05 (June 4, 2010):
There are probably some Baughn SDL version tweaks not listed below.
Crash fixes
(*) SDL graphics mode should work now (Baughn)

(*) creating squads in Linux shouldn't crash the game now


(*) stopped melting items from eventually crashing the game
Major bug fixes
(*) animals/babies no longer try to clean themselves at water sources
(*) stopped losers from keeping their positions at elections (could not
easily repair old saves with this problem though)
(*) fixed problem where ID numbers would be invalid on load after genera
ting a world
(*) adjusted seasonal temperatures (should actually fix the rain bug)
(*) SDL grid sizes no longer stuck on 80x25 if you let intro movies play
(Baughn)
Other bug fixes/tweaks
(*) site finder will advanec without keypresses now
(*) SDL version 2D mode colors are corrected (Baughn)
(*) stopped cursor from skipping over large entries in stocks screen in
SDL versions (Baughn)
(*) ESC no longer quits SDL keybinding screens instead of going up a lev
el (Baughn)
(*) slow SDL unit offloading and other similar problems sped up (Baughn)
New stuff
(*)
expedition
(*)
Baughn)
(*)

immediately runs elections for unappointed, unelected positions like


leader if leader dies
can set held key repetition behavior in SDL versions from init.txt (
SDL version 2D mode now allows zooming (Baughn)

******************************************************
Release notes for 0.31.04 (May 16, 2010):
The main thing here is the new OpenGL code by Svein Ove Aas (Baughn). Especiall
y if you weren't running at maximum framerates even on the title screen, you sho
uld notice a great improvement. There are some modes worth messing around with
in data/init/init.txt -- try "2D" if the game does not work as well as it used t
o (or stick with the legacy version if truly necessary).
You can get at macros with:
Ctrl+r = record
Ctrl+p = play
Ctrl+s = save
Ctrl+l = load
There is a directory data/init/macros for them.
You can use PNGs for (translucent) tilesets, you can resize the window using the
border, you can zoom using the mouse wheel (reset with F10, you can rebind this
to keys if you like) and multiple keys can be bound to one command.
A lot of changes were necessary to get this running, so there are likely to be a
variety of bugs. The legacy version has also been reorganized to make releases
easier, so there could be new bugs even there.
Aside from that, we have some general fixes:
Crash fixes
(*) stopped site finder from eating up a ton of memory (crashing the gam
e on large maps)

Major bug fixes


(*) changed day/night temperature calculations (fixes fish availability
and melting in the rain)
(*) stopped suture and dressing jobs from being repeated over and over o
n healed wounds
Minor changes
(*) made all vermin and smallish outdoor corpse items disappear over tim
e (can be hit after a month for vermin, season for corpse chunks)
(*) changed ranges for adv mode temperature text
(*) made temperature of squares adjacent to lava slightly lower
******************************************************
Release notes for 0.31.03 (April 12, 2010):
I handled some more crashes and the main pathing issue. Undead aren't quite whe
re they need to be yet (skeletons in particular still don't understand how the s
kull and spine should be holding them together), but they are more killable in t
his version. Since they don't make sense in the first place, there's a sort of
hitpoint system for them now that'll get them dead eventually if you don't break
them apart, though punching a skeleton to death takes a long time in this syste
m and maces are still a bit underpowered. The undead HP will be revisited once
the undead have more of a basis in the underlying reality. I'll get to maces et
c. sooner.
Crash fixes
(*) fixed a zone deletion crash (only for zones with buildings in them)
(*) fixed crash in military screen upon switching to item assignment vie
w when no squads were present
(*) fixed crash from copying a schedule cell with fewer orders to one wi
th more
(*) fixed crash from changing alert view while scrolling through a sched
ule cells orders
Major bug fixes
(*) fixed pathing problem (root cause was map generation vs. liquids, wo
uld mess up ramps/channels and more)
(*) stopped missing undead/melted/etc. tissues holding parts from being
severed
New stuff
(*) allowed undead in arena
(*) allowed undead to be killed by accumulated impacts for the time bein
g while they don't make sense
(*) stopped people from trying to wrestle the undead at all
Minor changes
(*) messed with corpse piece colors a bit
(*) fixed "and" spacing in stripe/spot descriptions
(*) fixed nervous mannerism typo
(*) fixed some raw typos (see file_changes.txt)
******************************************************
Release notes for 0.31.02 (April 8, 2010):
Here's the first little update. Things are still settling down after the releas

e, but it looks like I'll be able to work with the new bug tracker and handle th
ings there day by day. There will be a few more of these small releases before
I begin the SDL/Mac/Linux/40d# merge, since there are more crashes and huge prob
lems, but I'm going to start some of the preparation for the merge as well.
Crash fixes
(*) [GRAPHICS:YES] should no longer crash the arena or world generation
(*) fixed training activity crash (from removal of barracks)
(*) fixed crash from doing a large flow-style activity zone
Minor changes
(*) made zone removal still work if flows are corrected (uses rectangles
)
(*) made material projectile breath happen intermittently properly
(*) corrected gorlak color
(*) made blind cave bears eyeless and gave them extravision
(*) fixed broken eyelid relationships
(*) fixed broken child names for goat/unicorn/cave swallow
(*) swapped giant caste names
(*) fixed giant cave spider bite (was blunt)
(*) fixed alligator eye text
(*) made soap bars instead of globs
(*) fixed horn silver environment
(*) added cookability/vermin eating to meat material templates
(*) added cookability/vermin eating to plant leaf/seed materials
******************************************************
Release notes for 0.31.01 (April 1, 2010):
It has been a long journey, and it is ongoing. This release has all of the new
stuff we've been talking about for more than a year, but it is quite buggy. I a
lso still need to do the merge with the OpenGL/Mac/Linux stuff as I mentioned in
the dev log. We have a new bug tracker at http://www.bay12games.com/dwarves/ma
ntisbt/ which we are going to try out. Expect it to be populated over the next
few days with hundreds of issues. All the same, the testers seemed to be able t
o enjoy themselves, so please try everything out and have fun!
******************************************************
Release notes for 0.28.181.40d (September 6, 2008):
I decided to release the current bug fixes since a few of them involve patching
up submitted saves and I wanted to get those out before I'm forced to break save
compatibility for the next version. I'll still be able to look at all previous
ly submitted saves (and any saves submitted against this version), but fixes won
't apply to the saves themselves as the next release won't be able to load them.
Minor Changes
(*) made sparring dwarves work on their selected weapon/unarmed skills r
ather than using their best skills
Bug Fixes:
(*) stopped thrown tantrum items from causing dwarf to become site enemy
(*) resolved shared item conflicts during map offloads
(*) prevented units with shared items (eg stuckins/wrestles) from leavin
g the dwarf mode play area
(*) got rid of world gen crash during succession after death of prolific
long-standing position holders with inbred descendants
(*) fixed crash from human siege campfires

(*) stopped dwarves from taking their current hauled object off to bed w
hen they schedule a rest due to injuries
(*) stopped dwarves from choosing to sleep on top of traps
(*) made adventure mode store transactions respect containment
(*) made combat-produced chunks respect forbid orders
(*) made cats able to carry vermin properly again
(*) got rid of erroneous goblin siege announcement for elves
(*) stopped custom profession names from obscuring recruitment announcem
ents
(*) made forbidden items count toward wealth properly
(*) stopped fell moods from occurring if the fortress race does not drop
a corpse
******************************************************
Release notes for 0.28.181.40c (August 21, 2008):
Coffee'd up and fixed a display thing.
******************************************************
Release notes for 0.28.181.40b (August 21, 2008):
Another one. The partial print for graphics has been changed to a default-no in
it option, so if you weren't having display trouble and had a better framerate,
you should turn it on. It's in data/init/init.txt and it's called "PARTIAL_PRIN
T". It'll probably take a while to resolve issues for everyone else.
Minor Changes:
(*) added an init option for partial screen refreshes (defaults to off)
(*) added windowed/fullscreen grid sizes
Bug Fixes:
(*)
updating
(*)
(*)
glass
(*)
(*)
(*)
(*)
(*)
lants
(*)
truction
(*)
(*)
(*)

stopped designation cursor from leaving a trail when the minimap is


fixed reclaim crash from units holding multigrasp clothing
fixed lockup for glassmaker moods where the glassmaker doesn't like
handled some other potential multigrasp inventory indexing issues
fixed problem potentially capping caravan wagon number at 2
handled new forbid orders vs. butchery, severs and sever-drops
fixed problem with delay on up digging tasks
fixed problem causing single tile mountain civs from using feature p
fixed wagon occupancy problem leaving behind flags that stopped cons
stopped reclaim from creating a second site at the spot
stopped dirt road construction at glacier/stone interface
fixed problem with map export and flashing job markers

******************************************************
Release notes for 0.28.181.40a (August 18, 2008):
Here's another one. Hopefully I can transition to some new features next month,
since I've been handling technical issues and problems for a while now.
Additions:
(*) you can save your embark settings for later use
(*) added note-taking ability for embark screen

(*) added forbid-on-death orders for your corpses, other non-hunted corp
ses, your items and other items
(*) added forbid order for fired projectiles
(*) made dwarves prefer to combine items in existing bags/barrels/bins w
ith init options to govern this behavior
Minor Changes:
(*) made obsidian an economic stone
(*) did some display optimizations
Bug fixes:
(*) fixed problem causing site finder to miss areas of the map when hunt
ing for hidden features and rivers
(*) stopped new kitchen restrictions on contained items from causing noingredient food items
(*) stopped new kitchen restrictions on free item from causing silent ca
ncellations of cook jobs
(*) fixed problem with up/down windows in adv mode for larger grid sizes
(*) changed how fireballs interact with the ground
(*) patched up decorated ammo values a bit
(*) made cageless traps display properly in all circumstances
(*) fixed problem with nobles pushing prices out of the displayable rang
e
(*) handled adventurers retired while sleeping
(*) fixed display mix-up with FPS/GFPS counter in main dwarf screen
(*) fixed problem with cursor scrolling vs. y coord in expanded grids
(*) allowed mouse designations to work below y=23
(*) stopped the one-step key from messing up pausing when in a menu mode
(*) made zombie/skels that die in cages have proper corpses
******************************************************
Release notes for 0.28.181.39f:
More fixes, a bit of work toward armies and caravans, and an expandable view. I
f you want to try different grid dimensions, change the relevant entry [GRID:80:
25] near the top of data/init/init.txt. You'll also have to adjust your window
size or full screen resolution to match if you don't want the new, larger grid t
o be squashed. If you overshoot, it'll stretch them unless you turn black space
on.
Additions:
(*) allowed basic expansion of 80x25 grid
(*) gave world gen refugees entities and realized them as moving groups
on the map after world gen
(*) added notification and history event for reaching summits of peaks a
nd volcanos in adv mode
Minor Changes:
(*) added notification for low migration seasons
(*) added object of worship to religion view in legends
(*) made detailed map export respect new peak heights
(*) locally steepened peaks a bit
(*) added world name to top of history file
Bug Fixes:
(*) fixed crash involving lava pushing objects
(*) stopped many bottomless pits from having their upper portions filled
with lava
(*) made reclaim dwarves start with the proper civilian labors enabled

(*) fixed problem causing just good or just evil params not to function
(*) stopped message spam from pit/pond/chain/cage jobs where the animal
is inaccessible
(*) stopped note entry from conflicting with a few of the keys
(*) made constructed ramps stick around even if you dig out the walls ne
ar them
(*) fixed erroneous upper cap on detailed temperature export values
(*) fixed problem that caused peaks to be raised in flat areas during er
osion
(*) suppressed erroneous "Zeroth" text for non-finalized history collect
ions in dwarf-mode art descriptions
(*) made usable/unusable option appear when metals are selected in weapo
n/armor stockpiles
(*) fixed spacing problem with related hist fig race display
(*) fixed problem with the evil/good conversion of very large subregions
(*) fixed lockup from dragon fire modded civs in world gen army fights
******************************************************
Release notes for 0.28.181.39e:
Another quick patch.
(*) stopped crash in site finder from large x dims
(*) changed designation selection timers (aka lazy miners)
(*) made site finder use embark rectangle size from init options
******************************************************
Release notes for 0.28.181.39d:
This is the third and final fix release, barring any silliness that forces anoth
er quick patch. Here's the complete list of changes:
(*) added init options/world parameters to show map features during emba
rk
(*) added basic site finder to embark
(*) added a few optimizations for rivers and designation job selection
(*) stopped message spam from repeated animal taming job when no food is
available
(*) stopped message spam from caging and other jobs when a dwarf is pick
ed that is already leading another animal
(*) made dwarves cook quarry leaves properly
(*) allowed scrolling and premature stoppage during world generation
(*) added display and other features relating to last seed used by world
gen
(*) added world gen parameter for minimum cave size
(*) stopped people from giving quests to kill themselves
(*) stopped abandoned stores from being stocked
(*) disallowed placement of non-empty bags as container buildings
(*) changed insanity text for animals
(*) fixed some other minor typos
(*) made volcanic shafts that are visible in embark always exit through
the surface
(*) handled some cavein-at-start cases from pits and volcanos
(*) stopped farming restrictions from stopping setting up other seasons
(*) stopped dwarves holding a two-handed weapons from seeking another we
apon if they are set to carry multiple weapons
(*) added races to historical figure list and event text
(*) did more context-based name shortening
(*) added ability for speakers to use first person when talking about hi
storical events

(*) capitalized first names in trading screens


(*) got rid of some erroneous birth date display information
(*) allowed resters to get up once they are not wounded
(*) allowed resters to move again if they've made bad decisions about wh
ere to plop down
(*) added various detailed map export options (elevation, temperature, e
tc.)
(*) made the generator skip more of the minimum reject values if presets
are present
(*) made the generator pop up helpful windows after many rejects and giv
e an option to continue, abort, allow that reject type, or allow all rejects
(*) fixed crash on large 100 volcanism worlds
(*) fixed load crash from nullified items
(*) fixed crash from friendship evaluations when stuck merchant animals
give birth
(*) stopped lockup on artifact creation when 6-7 of the same material ar
e used
(*) fixed region rejections from savagery (civs still reject savage regi
ons)
(*) made params load the post-region count variables properly
(*) added ability to leave notes on the map in dwarf mode
(*) stopped ramp removal from highlighting hidden areas for regular dig
(*) stopped masterwork ammunition used in weapon traps from making creat
ors go insane
(*) stopped removed constructions from removing the floor if another con
structed wall is below them
(*) made viewing historical event artwork in dwarf mode reveal events
(*) stopped double listing of modded MEGABEAST/POWERS in age name
******************************************************
Release notes for 0.28.181.39c:
This is the second fix for the new world generation release. Here's the complet
e list of changes:
(*) fixed problem with pathfinding that caused jobs to be randomly cance
lled
(*) fixed bug stopping fish/turtles from being available during embark s
election/trade
(*) fixed rng issue causing duplicate cave names and other problems
(*) sped up the history export, especially on worlds with lengthy histor
ies
(*) stopped merchants from complaining about depot when there is one the
re
(*) stopped hidden items from making buildings invisible when they are u
sed in constructions
(*) stopped parameter seeds from being set to Various when you abort a r
andomly seeded generation
(*) stopped people from saying RANDOM_DEF_SPHERE when they talk about th
eir megabeast deities
(*) stopped adv mode conversations with paralyzed/ko'd people
(*) controlled long names during trading
(*) moved "Desel All" out of the way in build menu
(*) allowed artifact gloves to be left-handed, based on handedness of cr
eator
(*) changed King's to Royal in advisor title text
******************************************************
Release notes for 0.28.181.39b:

This is the first fix for the new world generation release. Here's the complete
list of changes:
(*) fixed bug causing dwarves and others to sleep forever
(*) fixed a few crashes with maps with Y dimensions larger than X dimens
ions
(*) fixed another world gen crash
(*) fixed bug stopping caves from appearing
(*) fixed bug causing hauling, cleaning and health care professions to d
isappear from labor list
(*) made the escape key work properly when setting world gen parameters
(*) loosened travel restrictions based on enemy seeing the player
(*) changed effects of temperature on food objects
(*) changed creature layout during ambushes
(*) stopped world gen roads from being obstructed by swamps and fixed a
problem with how they handled slopes
(*) stopped world gen animals from starting as drunks
(*) stopped null civ membership from being added to moving megabeasts
(*) changed the text for culled historical parents
(*) fixed problem where tundra rejects were being logged instead of gras
s/hill rejects
(*) fixed some grammar issues with battle summaries
(*) fixed "Peasants" display in status
******************************************************
Release notes for 0.28.181.39a:
Okay, here's the new version. You can do various things with world generation,
though not much has changed with the regular game. If you go into the world gen
eration advanced parameters and start designing/drawing your own world, please k
eep in mind that you'll probably end up getting infinite reject cycles -- you ca
n turn on the reject log in data/init/init.txt to see what's going wrong. Often
times you'll be violating biome restrictions (you can just go through any that y
ou find and 'n'ullify them to solve this problem). As usual, let me know if it
crashes and how to make it crash if it does -- I suspect there are new problems
of all sorts lurking within every part of the game, despite having fixed more th
an 100 bugs for this version.
Save compatibility is a little iffy this time around -- there have been extensiv
e changes to the mid-level maps, so it might get confused about the biome of a p
articular tile... and worse. I haven't noticed anything in limited messing aro
und with old saves, but there will very likely be problems.
******************************************************
Release notes for 0.27.176.38c:
This release should stop the command line crash from non-standard worlds, and it
also has a shot at stopping the site sprawl issue during repeated world generat
ion. A fix for Power PC Macs is still in progress.
******************************************************
Release notes for 0.27.176.38b:
This is the first Mac release. Barring some tragic mistake, this is also the la
st bug fix release before the continuation of the Army Arc. Again, this release
is made up mostly of small changes that people wanted and some bug fixes for th
e worst problems introduced during the last release. See the dev log for a comp

lete list.
******************************************************
Release notes for 0.27.176.38a:
Various little things that people have wanted for a while this time, as well as
many additional bug fixes. See the dev log for a complete list.
******************************************************
Release notes for 0.27.173.38a:
The first army arc release, complete with no armies. It really is mostly founda
tional work, but you'll notice some small changes here and there, more if you pl
ay adventure mode. See the dev log for a complete list.
******************************************************
Release notes for 0.27.169.33g:
A few more fixes, a few new init options and a new interface for bringing items
to the trade depot. See the dev log for a complete list.
******************************************************
Release notes for 0.27.169.33f:
Various fixes people have been waiting for. Fixed the farm problem from 33e, go
blin sieges, mud tracking, made the treeline less annoying, made the missing gem
stones available, and lots of other stuff. See the dev log for a complete list.
******************************************************
Release notes for 0.27.169.33e:
Continuing along with bug fixing.
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Release notes for 0.27.169.33d:
Fixed a few of the serious problems (one of the trade crashes, resting injury lo
ops, waterskin filling at wells forever). See the dev log for other minor chang
es.
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Release notes for 0.27.169.33c:
Continuing along with bug fixing.
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Release notes for 0.27.169.33b:
Various crash and lag fixes again. See the dev log for other minor changes.
******************************************************

Release notes for 0.27.169.33a:


Various crash and lag fixes. There are still lags and crashes, but many of the
major offenders have been handled now. There were also several minor fixes. Se
e the dev log for those.
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Release notes for 0.27.169.32a:
Well, it has been a while. That means potential instability, so don't get too a
ttached to your fortresses at this point. I'll be doing subsequent releases mor
e often now as I solve problems. In any case, dwarf mode now has a z-axis and y
ou can make fortresses that span several levels. Fluids behave much more reason
ably, and you can walk across the world in adventure mode in the local view with
out having to step off of an artificial edge. And various other lots more stuff
.
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Release notes for 0.23.125.23a:
The backbone of temperature is in now, but there's still a lot to do. I'm not w
orking on it for a while again.
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Release notes for 0.22.123.23a:
A bug fix release along with a test-change for the FPS toggling.
******************************************************
Release notes for 0.22.121.23b:
Few more crash bug fixes and several minor changes.
If you are having speed trouble, you can go to init and turn off temperature and
weather to see if that's the issue.
******************************************************
Release notes for 0.22.121.23a:
Here are some fixes for crash problems. I've also added metal bins and more inf
ormation to the sites in the setup screen. I fixed the FPS/black space problems
with the BMP export options and a few other minor problems as well.
There are still potentially serious problems from the temperature and other rece
nt additions. I'm going to continue working on bugs for the time being.
******************************************************
Release notes for 0.22.120.23b:
I'm partly through the temperature rewrite. This release has a lot of bug poten
tial. You should back up your save folders if you are updating from an older ve
rsion.
You can set fire to shrubs as an adventurer using the [g] command when you are s

tanding near one. This is not a permanent command.


The temperature behavior of flows has not been implemented yet. Very hot/cold c
reatures do not change the air temperature yet either. There are a number of fe
atures that are in progress regarding temperature.
The problem with dwarves being stuck outside during the stay-inside order should
be fixed, as well as a number of other bugs. You can now move the cursor quick
ly by using shift + direction.
******************************************************
Release notes for 0.22.120.23a:
Lots of bugs fixed this time around. I caught a lot of the stay-inside problems
, but there are probably some new issues with random jobs now. I'll fix these a
s I hear about them. I'll also correct any additional stay-inside problems as I
hear about them. It should be easier now that more infrastructure is in place.
There's also some creature graphics stuff you can play with. See "raw/graphics/
graphics_example.txt" to mess around with it. You'll also need to set [GRAPHICS
:YES] in "init/init.txt". I only drew a miner picture, and a blobby dwarf thing
, so I don't recommend this unless you are going to draw/use some additional til
es.
******************************************************
Release notes for 0.22.110.23c:
Quick fix for missing color definition problem.
******************************************************
Release notes for 0.22.110.23b:
Quick fix for dyes and a crash bug with inventories in adventure mode.
******************************************************
Release notes for 0.22.110.23a:
There were various cosmetic changes to the game, mainly the addition of dyes and
more art images. The selection of dyes is very limited at present, and only in
volves ground plants. There is a new workshop for this in dwarf mode. You can
use blue mushrooms or import other dyes from human traders. This will be expand
ed later.
******************************************************
Release notes for 0.22.110.22f:
This release is mainly to handle the issues with specific piles. There are a fe
w other bug fixes as well.
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Release notes for 0.22.110.22e:
Fixed a save corrupting problem.

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Release notes for 0.22.110.22d:
Quick patch for a crash bug from saving furniture piles.
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Release notes for 0.22.110.22c:
Aside from fixing some crash bugs, the main change this time is the addition of
specific pile types. You can access these from [q] on existing piles or you can
set them when you are placing piles by selecting "custom settings". Piles now
make claims on bins and barrels. This is displayed as "Cedar Bin <#12>". You c
an use the [q] view for a pile to set the maximum number of bins and barrels it
uses. For now, a pile will only take one extra empty bin/barrel until something
is placed inside, then it will take another until it gets up to the maximum. W
e'll add some other options later. In the [p]ile menu, you can also designate a
number of reserved bins and barrels that will be used by jobs such as distillat
ion before any stockpile gets to claim them.
******************************************************
Release notes for 0.22.110.22a:
I fixed a lot of bugs; see the dev list.
The main change for this version was the rewrite of the inventory system. There
will probably be several compat. issues, as well as various horrible bugs. I'v
e tested and fixed what I've found, but you'll find more. **Back up your old sa
ves before trying this version** The old saves will work with this version, but
you need to be careful with them.
Those that deserve fingers and toes have them in this version. You'll also noti
ce right/left gloves. Creatures lose items now with severs, so you'll lose your
left gauntlet if your left arm is removed, for instance.
Creatures are a bit silly about wear they put on rings and other trinkets. Ring
s will probably pile up on the right thumb for instance, and earrings will pile
up in the right ear. Armor stands will also only store one glove and one boot f
or the time being. This will be sorted out over time.
There aren't any temperature effects despite the residents wearing clothing depe
nding on the average temperature. This will also be handled later.
Finally, there
ale dwarves in
wear clothing
can remove the
comfortable.

aren't any gender links to clothing right now, so you might see m
"dresses" and "skirts". Keep in mind that men all over the world
like this, and that's what is meant by these generic terms. You
items from the entity raw before you play if it makes you feel un

******************************************************
Release notes for 0.22.107.21a:
There will be families and guards in new world towns, concluding the first third
of the Bustling Town Arc.
There's a wait key in adventure mode now (period), as well as some helpful "are
you sure?" prompts.

Various bug fixes -- including the clothing acquirement bug, the shield equipmen
t bug and some ashery bugs.
******************************************************
Release notes for 0.21.104.21c:
I fixed various bugs and implemented other minor changes. See the changes list
for those. Nobles can still demand items involving small creature bones in old
saves, but the preference is no longer generated in new dwarves.
New worlds will see a few cosmetic changes in adventure mode towns (it was not p
ossible to include them in old saves). It's probably not worth generating a new
world for them (and I haven't put up new pregenerated worlds), but the new town
s have some larger cookie-cutter buildings like apartment complexes, and everybo
dy will sleep at night and eat three meals a day from a magic barrel in their ro
om that refills at midnight. Once the caravans and a notion of wealth are in, t
his can all be differentiated properly instead. As we progress along the Bustli
ng Town Arc, it'll eventually be worthwhile to regenerate if you play adventure
mode, but it's not a big deal right now. In old worlds, you might notice some t
hings like merchants taking breaks to wander around or sleeping on the beds in t
he mead hall. They are just trying their best to follow the new schedules witho
ut having a home to go to.
******************************************************
Release notes for 0.21.104.21b:
There's a skeleton of a workshop profile now. It is in progress and undocumente
d. You can select workers to work at the shop either by name or by skill level.
The list is not ordered yet. You can use the mouse on this screen. It's also
written up in a new way that is independent of the 80x25 window to facilitate s
ome more flexibility later on.
Many small fixes (read the dev log).
******************************************************
Release notes for 0.21.104.21a:
This fixes a problem with the export feature, lets you play around with the mous
e when doing designations and cleans up some of the problems with flows and chan
nel-related spam.
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Release notes for 0.21.104.19c:
Some highlights include fixing the disappearing bone/shell problem and allowing
engraved wall images to be toggled on and off. The detailing jobs shouldn't shu
t off at random any more.
Some of the issues with cat butchery have been handled.
I did a little bit with consolidating announcments (x2, x3, etc.), but I'll need
more time to do it properly.
Alt-tabbing in full screen might work a little better. Seems to work here is al
l I can say.

Until I make the cleaners smarter, blood disappears at the beginning of every se
ason now.
******************************************************
Release notes for 0.21.104.19a:
Fixed several crash bugs and cleaned up some affected saves. I also found out w
hy named creatures were disappearing sometimes and fixed that, though saves in w
hich the problem is currently active will still see some of it.
Chasming refuse is in, though there will probably be some irregularities of whic
h you'll have the pleasure of informing me.
There were some other changes that might help with sheriff/injury tantrums.
Some of the tree designation clearance problems should be gone.
Trade agreements should work properly.
The thieves that enter the fortress are somewhat easier to detect now.
Depending on how you've bound your keys, you should have the odd hold-down behav
ior only when using a cursor or scrolling now.
******************************************************
Release notes for 0.21.102.19a:
Fixed a couple more crashes and various other errors (see the change log).
Genders are mixed on starting animals now and horses should breed. The unit scr
een will show some other designations beside "No Job" and there it will distingu
ish merchants and diplomats. Water should flow into the cliff face now, at leas
t from new channels.
You can give your units nicknames and profession names now. Do this from the [v
pz] profile using [y] to customize them. In adventure mode, you do it from the
[l]ook + [enter] status view (again [y] to customize). The [y] command appears
onscreen.
Some tantrum issues were fixed. Placing artifact furniture was actually making
them unhappier. Fist fights and beatings still led to a minor version of the ci
vil war bug. These issues have been resolved.
The "Shift + R Menu" instead of "n" for the N key has been resolved, though you
might need to clean up your old files a bit if you are important old ones.
You can toggle between windowed and fullscreen mode using F11 (or whatever key y
ou bind) whenever you like now. Let me know what problems come up with this. I
haven't handled direct minimization from fullscreen, but you can toggle and min
imize from the windowed mode. You can also get rid of the "fullscreen?" box tha
t pops up the beginning in "data\init\init.txt" now.
******************************************************
Release notes for 0.21.101.19d:
Resolved a unit scrambling issue from active saves in adventure mode. You will

no longer turn into the stray dog in town or a random goblin or warthog.
******************************************************
Release notes for 0.21.101.19c:
Fixed a few more crash problems, but the main thing was to hopefully remove some
of the strange mainly adventure mode instability introduced by the last version
. In case this sort of thing persists, please be careful to back up your saves
before trying this one. Worlds that were generated in or even played in the bri
efly-available 0.21.101.19b are likely to be twisted to pieces, especially if yo
u played adventure mode.
******************************************************
Release notes for 0.21.101.19b:
Many more crash fixes, including stopping some of those inflate errors. Those s
aves are still corrupted though.
I've changed how some of the search routines work. I tested it out on several s
aves, but you should keep a copy of yours safe before you try this one just in c
ase, as usual. If you get around to creating a new world, you'll notice a signi
ficant speed increase when the years march up. Some of this also carries over t
o the main game.
Finally, aqueduct behavior has been partially repaired. Building an aqueduct ov
er your chasm should work, but aqueducts over water can randomly drown your fort
ress. If you want to get lava over the river, try a stone bridge instead. If y
ou lava is in a channel next to the bridge, you might need to use a floodgate to
get it over. Bridges over water filled channels probably won't conduct lava pr
operly. I'll get around to fixing the rest of this in time, but there are still
some crash bugs etc. that are higher priority.
******************************************************
Release notes for 0.21.101.19a:
Several crash bugs should be fixed now. Most saves will be recoverage, unless t
hey have a load inflate error.
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Release notes for 0.21.100.19a:
See command_line.txt for information on world generation from command lines.
******************************************************
Release notes for 0.21.95.19c:
Old save farmplots might show "Ft 0/0" for the fertilizer amount. It will updat
e at the beginning of the season.

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