1 See readme.txt for general information about the release.
2 See file_changes.txt for new init/interface information.
3 See command_line.txt for information on world generation from command lines.
8 (1) Copy the relevant region folder in "data/save" to a safe location.
9 (2) When you want to reuse it, copy that region back to "data/save". Do *NOT* overwrite an old folder, as it might leave residual files.
11 Please *DO* back up saves. Although the game has permanent death and you might want to play it in that spirit, the game
12 is also an alpha, and your world might become corrupted by an error. You can also make use of the auto save features settable in "data/init/init.txt".
16 TO USE OLD SAVES WHEN UPDATING VERSIONS:
18 (0) ***Note that this version of DF is only compatible with saves from 0.34.02+.***
19 (1) Unzip the new dwarves into a *NEW* folder.
20 (2) Copy "data/save" from the old folder into the new folder, or copy over the relevant region folders you've saved to "data/save". Keep a backup in case something is wrong with the new version.
21 (3) When you start, your world should be accessible and ready to play.
23 Unzipping the new dwarves into your old folder will work most of the time, but if files have changed, it can crash, or worse yet, destroy your saves.
27 TO CHANGE DISPLAY AND SOUND OPTIONS:
29 Go to "data/init/init.txt". These options will take effect the next time you start the game.
33 IF YOUR KEYBOARD ISN'T WORKING:
35 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 properly 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.
39 ******************************************************
41 Release notes for 0.34.05 (March 6, 2012):
43 The necromancer crash was coming up so often in crash reports that I figured now was a good time for another release. Here it is! Note that any old vanilla saves you move over will have a short error log on load for their broken eyelid raws. This isn't a big deal, and you can either update the body detail plan file or just leave it. New saves won't have this problem.
46 (*) fixed crash from necromancers in dwarf mode
47 (*) fixed crash from seed traders that only have access to wool bags
48 (*) stopped adv mode sleeping from sticking you on rooftops and teleporting you outside of castles (underground case not done yet)
49 (*) removed many effects and secret identity from ghosts (vampirism/lycanthropy/necromancer status etc.)
51 Other bug fixes/tweaks
52 (*) traded adv mode items will go to backpack/quiver first depending on type
53 (*) dwarves won't get unhappy thoughts from dead/rotting relatives if their deaths are not known
54 (*) made various animals non-threatening (new saves only -- BENIGN tag can be added to old save raws, see file_changes.txt)
55 (*) stopped untowered necromancers from losing their zombie pops in their camps
56 (*) fixed broken names for bones and other butcher products
57 (*) removed items from abandoned houses/shops
58 (*) allowed adv mode abilities/powers to page through targets
59 (*) vampires no longer blame children/babies
60 (*) fixed broken companion paging/viewing for large numbers of companions
61 (*) stopped undead cats from adopting dwarves
62 (*) messed with crabs/horseshoe crab water behavior
63 (*) disallowed animation of bogeymen (new saves only)
64 (*) changed mule/muskox color
65 (*) fixed a few animal descriptions
66 (*) eyes/eyelids were broken in various ways
67 (*) tweaked appearance of nearly empty sleep bar
69 ******************************************************
71 Release notes for 0.34.04 (February 29, 2012):
73 There was a world gen crash if you exported an image after it was done running the history and then tried to offload the world.
75 ******************************************************
77 Release notes for 0.34.03 (February 28, 2012):
79 Here is the second set of fixes for the major release. There are still enough problems with the new stuff to warrant continued work there before I move on to older issues, and the next release will probably be within the timeframe of the last two.
82 (*) Fixed crash with historical figure cull vs. wandering groups
83 (*) Stopped historical figures from starving
84 (*) Stopped various corruption crashes and weird effects, mainly from aborted world gens (nice catch, Lightning4!)
85 (*) Stopped original population associated to historical figure from screwing up its allegiances
86 (*) Stopped it from moving criminal leaders with routine civilian moves, changing their allegiances
87 (*) Stopped populations from villages/trade partners from migrating into dungeon outcast groups all at once (one group had 15000!)
88 (*) Stopped werebeasts from gumming up world gen
89 (*) Stopped raised corpses from having various allegiances
90 (*) Vampires that take over sites lose other allegiances
91 (*) Made soldiers from previous forts clean up military info upon arrival at current fort
92 (*) Stopped ghosts and royal family members and undisguised vampires (aside from the king/king's group vamps) from immigrating to fort
93 (*) Fixed a new bug that completely stopped archery training
94 (*) SDL version: TrueType crash from long strings (Baughn)
96 Other bug fixes/tweaks
97 (*) Changed which entity moves to which sites, mainly so elf pops don't live in fortresses and vice versa without acclimating to a city first
98 (*) Set labor list for migrants by default (can turn off in data/d_init.txt)
99 (*) Added a tab for other stones in stone list and made stones with a reaction product class list as economic in stone list
100 (*) Sped up adv mode loading/offloading somewhat, and cleaning should be a bit faster -- there are still really slow patches that need work
101 (*) Controlled snatcher number in world gen
102 (*) Decreased questing rate in world gen
103 (*) Stopped reraised corpses from bleeding to death
104 (*) Stopped forbid/melt/traffic/etc. mouse from messing with keyboard
105 (*) Gave more indication for forbidden workshops
106 (*) Made forbid/etc. from stocks screen not effect building items when applied to an entire group
107 (*) Changed ramp names to indicate unusability due to missing walls or lack of space above
108 (*) Sterilized zombies and mummies (only husk-type zombies need the STERILE tag)
109 (*) Cleaned up some botched zombie names (old saves will need to let their zombies fall once and they should be better on reraise)
110 (*) Made vampires fleeing to site in world gen require pop to fit into
111 (*) Made vampire cults follow tyrant vampires properly
112 (*) Vampire nicknames, profession, position names work
113 (*) Vampires won't try to pin crimes on animals
114 (*) Can 'g'et items from cabinets and other building furniture in adv mode now
115 (*) Kea will not follow each other so closely when stealing
116 (*) Fixed busted horseshoe crabs/men
117 (*) Improved the age name calculator, especially as it regards the dominant race after megabeasts are cleared
118 (*) Changed treasure room quality and item selection
119 (*) Stopped designation at the bottom of the map from unhiding portions of it sometimes
120 (*) Unobscured unit list option from main menu
121 (*) Stopped world gen group from lingering in memory after bandits become criminals under town
122 (*) Goblins can have higher pops in their important towns
123 (*) Applied att change syndrome size modifiers properly (stops weird speed issues with adv blood drinking)
124 (*) A few other minor tweaks listed in file_changes.txt
125 (*) SDL version: Highlighting on unit screen fixed for TrueType (Baughn)
126 (*) SDL version: Turning on playback while recording will no longer record the previously recorded keys (Baughn)
127 (*) SDL version: TrueType text will now overwrite properly in some adventure mode circumstances (Baughn)
128 (*) SDL version: Fixed some minor memory leaks (Baughn)
129 (*) SDL version: Minor stability improvements (Baughn)
130 (*) SDL version: Fixed some of the spacing issues with TrueType
132 ******************************************************
134 Release notes for 0.34.02 (February 18, 2012):
136 The first bugfix release has arrived. Unfortunately, you'll have to restart -- even if your save seems fine, it's likely that it is dying a slow death due to corrupted buildings. Hopefully a compatibility break won't be necessary again for a while. There are still many new issues to resolve, and I'll be focusing on those for the next bugfix release(s) before we start to transition over to older bugs.
139 (*) Generated some default interaction effects for arena use
140 (*) SDL version: Can repeat commands/macros - default Ctrl+u <number> <command> (Baughn)
141 (*) SDL version: Can toggle TrueType - default F12 (Baughn)
144 (*) Save corruption/crash from old forts and some other sites corrected
145 (*) Fixed conversation crash
146 (*) Fixed werewolf crash after aborted world generation
147 (*) Stopped books and other artifacts from duplicating in player inventory
148 (*) Stopped companions from getting hungry/thirsty during travel
149 (*) Correct ambush frequency in adv mode
150 (*) Made it possible to remove designation jobs again
152 Other bug fixes/tweaks
153 (*) SDL version: various technical fixes (Baughn)
154 (*) Dwarves will stop walking toward cancelled jobs
155 (*) Made wagons appear again (Quietust)
156 (*) Stopped mouse designation from messing with keyboard designation
157 (*) Stopped lye making from using full water buckets (Quietust)
158 (*) Made magma/fire safe building materials work properly (Quietust)
159 (*) Stopped worshippers of certain beings from mentioning it
160 (*) Cleaned up stone menu (Quietust)
161 (*) Doors/floodgates display properly after being placed (Quietust)
162 (*) Stopped glazed items from having cabochon shapes in the glaze
163 (*) Sped up conversation initialization
164 (*) Made forge jobs use bar amounts properly (Quietust)
165 (*) Made automated fisher/kitchen/etc. settings display properly (Quietust)
166 (*) Stopped weird job cancellation numbers for bars/cloth/thread
167 (*) Various manual/other grammar tweaks
168 (*) Various broken creature tweaks, notably the giant mosquito epidemic should end
170 ******************************************************
172 Release notes for 0.34.01 (February 14, 2012):
174 Here's the release we've been working on for nearly eleven months. I've tried to collect the major changes below, but it won't be a complete list. I hope you enjoy the game!
177 (*) cities in adventure mode that have various buildings, dungeons, items, livestock, etc.
178 (*) protect your community from secret vampire dwarves or hunt them as an adventurer
179 (*) defend your fort during the full moon or risk a werewolf infestion -- hunt/be hunted as an adventurer
180 (*) face armies of the dead in dwarf mode or visit their necromancers' towers and learn their secrets as an adventurer
181 (*) evil regions where the dead and pieces of the dead can come alive, with evil mists and rain
182 (*) tombs built in world gen which can be visited in adv mode, either beneath towns or out in the wilds -- beware the dead!
183 (*) revamped justice/witness/death notification system in dwarf mode
184 (*) immigrants to your fortress will now be historical figures whenever possible, which means more family relationships and history for each one
185 (*) dropped items/bodies tracked between plays in the wilderness anywhere in the world
186 (*) more battlefield information tracked/war dead raisable in world gen
187 (*) all sponsorship animals and their giant/man versions are in the game now
188 (*) various new abilities for creatures (see file_changes.txt for list and syntax)
189 (*) adventurers can use creature abilities/learned powers and they can be tested from the arena
190 (*) new site travel map to make navigating towns easier
191 (*) reading/swimming/observer (for traps) relevant in adv mode now
192 (*) established historical figures can lead bandits
193 (*) rivers block movement in adv mode travel
194 (*) eating/drinking required in adv mode
195 (*) ingested syndromes are now possible
196 (*) ability to make campfire (from 'g') and warm items at campfire/fire/magma (from 'I') in adv mode
197 (*) traps work in adv mode, once spotted they can be ignored
198 (*) gems now have different cuts
199 (*) necromancers can write books about various topics (all books are in their towers as it stands)
200 (*) moon phase indicator in fort
201 (*) alphanumeric world gen seeds and some more world gen params (see file_changes.txt)
202 (*) the legends xml has a lot of new info for historical figures
205 (*) buffer overload from aborted world gen fixed
206 (*) fixed cave-in-on-embark issue with hidden underground structure, and a few others
208 Other bug fixes/tweaks
209 (*) designations over z levels all at once now possible
210 (*) unit screen divided into four sections
211 (*) rivers/pools have ramps now
212 (*) able to trade portions of stacks in both modes
213 (*) messed with adv mode currency trading and made items teleport to you
214 (*) tweaked how fire damage works
215 (*) made vision work through floor grates and bars properly
216 (*) fixed some road/bridge problems
217 (*) crystal glass items possible again
218 (*) tweaked adventure mode swimming and alt-movement readout (use alt-movement to get into a river you want to cross)
219 (*) skeletons/zombies replaced by animation effect
220 (*) demons masquerading as gods will try a little harder
221 (*) restricted mandates so they'll be more reasonable
222 (*) stopped blank map from being exported when you back out of detailed map export
224 ******************************************************
226 Release notes for 0.31.25 (March 28, 2011):
229 (*)fixed crash related to an items vs. temperature optimization
230 (*)fixed world gen crash that could happen if all the beasts were killed
231 (*)fixed world gen crash caused when a prisoner escapes from a site at the same time the last person to arrive at the site commits murder
233 Other bug fixes/tweaks
234 (*)made dwarves a little more proactive about seeking a diagnosis for health care that might have been interrupted
235 (*)cave dragon gets claw attack, loses stance strike skill
237 ******************************************************
239 Release notes for 0.31.24 (March 27, 2011):
242 (*)stopped bamboo flicker
243 (*)stopped dwarves from ripping patients out of traction to bring them to bed
245 Other bug fixes/tweaks
246 (*)made it display traction state in health screen
247 (*)decreased triggers for cleaning a bit to try to stop paranoid over-cleaning of patients
248 (*)fixed key conflict for clay crafts/statue
249 (*)corrected NECK_SPINE bodypart token
250 (*)made rodent man bite use teeth properly
251 (*)dragon/hydra natural stance skill removed, given claw attack
252 (*)corrected baby guineafowl to "keets"
254 ******************************************************
256 Release notes for 0.31.23 (March 26, 2011):
259 (*) Stopped large pots from forgetting their stockpile assignments
260 (*) Cleaned up some more resting/infinite job issues with hospitals (surgery in particular)
261 (*) Stopped plant regrowth underground from deleting ramps and stairs, and stopped plants underground from regrowing in magma, deep water, and some other situations
262 (*) Stopped buckets from occasionally becoming filled with many, many units of water
263 (*) Stopped goblin siegers from fighting amongst themselves all the time
265 Other bug fixes/tweaks
266 (*) Fixed some issues with natural skills not being applied
267 (*) Handled some more instances of overstockpiling by the hospital zones
268 (*) Fixed erroneous interlink between furniture/ammo stockpile interfaces
269 (*) Made enraged announcement show up for prone-to-rage critters
270 (*) Some more quick speed tweaks (assorted, but not much: bucket save from 27/28FPS -> 31/32FPS)
271 (*) Gave rodent men their rodent teeth and added them to the subterranean entity definition
272 (*) Gave reptile men teeth
273 (*) Changed penguin wings to flippers
274 (*) Made platypuses amphibious and made them swim underwater
275 (*) Changed sizes for most giant variants of animals and gave some thought preference strings to ones that didn't have them
276 (*) Added missing "mundane" tag to penguins and domestic birds
278 ******************************************************
280 Release notes for 0.31.22 (March 24, 2011):
282 Here's the second large bug fix release for 0.31.19.
285 (*) Fixed a linux crash from units leaving the map with a kill order on them
286 (*) Fixed a crash from tileless burrows
287 (*) Fixed adv mode crash on service conversation option
288 (*) Made healthcare work for dwarves that need crutches
289 (*) Made healthcare/hospitals handle plaster/casts properly
290 (*) Stopped creatures from attacking across several Z levels
291 (*) Stopped hospitals from stocking everything, ignoring the item caps
292 (*) Stopped pots from storing almost infinite numbers of items
293 (*) Stopped inaccessible spam from cleaning jobs with soap
294 (*) Made fish appear in many situation where they were erroneous missing (old forts will still be off, unfortunately)
295 (*) Stopped massive lag from certain ghosts
296 (*) Fixed up bone artifacts
297 (*) Cleaned up persistent activities and squads that were lingering
298 (*) Sorted out an issue with combat/training bolts
300 Other bug fixes/tweaks
301 (*) Made pots show up in the trade depot list
302 (*) Better stockpile options for stone, blocks, metal clothing, etc. and fixed some broken existing options
303 (*) Cleaned up some issues with glass items
304 (*) Wooden/bone crossbows specifically selectable from uniform screen now
305 (*) Made migrant hunters recognize their crossbows properly
306 (*) Changed how skills are applied to job products -- attributes are accounted 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
307 (*) Stopped surgery cancellations over patient not resting in some circumstances
308 (*) Ungummed up the hauling system from certain stale jobs
309 (*) Made lavish etc. meals take the proper number of item piles
310 (*) Made magma forges available more regularly to mood dwarves
311 (*) Stopped raw processing from including backup files
312 (*) Fixed some capybara and panda typos and tweaked giraffe and reptile eggs
313 (*) Cleaned some trouble with grass regrowth and generic "grass" tiles
314 (*) Made recentering hotkeys work in other dwarf modes (ones with x cursors)
315 (*) Fixed broken readout for completed jobs in unit health screen
316 (*) Cleaned up spam from rest jobs from webbed dwarves
317 (*) Fixed broken key in hospital zone mode
318 (*) Moved underground camp creatures from civ list and stopped their items from being counted in fortress wealth
319 (*) Stopped underground theft announcements in hidden areas from being displayed
320 (*) Fixed various ugly blank "" names in legends mode
321 (*) Fixed a random number overflow from creatures with no attacks
324 (*) Sponsored animals included: penguin, platypus, badger, moose, along with related buddies
325 (*) Rodent men underground
326 (*) Invader mounts/monsters have first names
328 ******************************************************
330 Release notes for 0.31.20/21 (March 6, 2011):
332 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 and 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 there, but any extensive rewrite is going to have to wait for 3D veins and mine maps (Release 2 in the schedule). Barring any catastrophes, we'll be moving on to the old-bug-fixing now.
335 (*) Stopped the game from treating every tool like a container for stockpiles/adv mode
336 (*) Stopped hive product collection from removing hive building tag
337 (*) Stopped birds from claiming multiple nest boxes when a nest box is deconstructed
338 (*) Fixed crash with unusual egg laying
339 (*) Made pastured animals spread out more during grazing and allowed pets to be grazed
340 (*) Fixed situation where some stockpiled items were not available to jobs (lye, etc.)
342 Other bug fixes/tweaks
343 (*) Stopped weird bone-glazing situations
344 (*) Made llama/alpacas get sheared properly
345 (*) Stopped dwarves from cleaning up wax cakes in stockpiles
346 (*) Stopped heroes in world gen from picking fights with dead megabeasts
347 (*) Stopped various tug-of-war fights over animals by different jobs
348 (*) Stopped wildlife from claiming nests
349 (*) Stopped masons from using clay
350 (*) Fixed up a situation where the same params would not generate the same worlds
351 (*) Made potters apply their skill to statues etc. properly
352 (*) Added a clay category to stone stockpiles and cut some inorganics out
353 (*) Added wax to food stockpiles pressed material category
354 (*) Added wax goods option to finished goods pile
355 (*) Made empty pots go to the furniture pile
356 (*) Made pots available for brewing
357 (*) Fixed some erroneous names of groups of object in the stocks screen
358 (*) 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)
359 (*) Stopped extra grass types being stacked on a tile during regrowth
360 (*) Stopped aboveground grass from growing in tunnels
361 (*) Stopped "grass" from appearing in some underground areas
362 (*) Made grass grow back properly in desert etc. areas (0.31.19 saves will get too much regrowth now)
363 (*) Stopped grass ramps from flashing in no-varied-ground-tiles mode
364 (*) Stopped pet/tame vermin from spawning many copies
365 (*) Reordered the new units in the unit list
366 (*) Adjusted value of bees
367 (*) Stopped vermin assignment to pastures
368 (*) Made pen/pasture interface give status of animals (caged, etc.)
369 (*) Stopped dwarves from encrusting honeycombs with jewels, etc.
370 (*) Corrected egg liquid densities/text error
371 (*) Stopped text export from listing zero population animals
372 (*) Fixed some issues with red reactions and other jobs not being listed in the workshops
373 (*) Allowed object melting and yarn rope jobs from manager
374 (*) Made it select the active zone properly when you enter activity zone mode
375 (*) Made zooming to units go to the proper unit when multiple units are in the same tile
376 (*) Cleaned up some pronoun trouble in personality descriptions
377 (*) Properly initialized banditry information (can cut down on some inappropriate dwarf/elf banditry)
379 (*) Sheep text lines up with there shearability now
380 (*) Fixed some creature description text and other small raw tweaks (see file_changes.txt)
381 (*) See file_changes.txt for new raw tags
384 (*) Sponsored animals included: panda and capybara, along with related buddies
385 (*) Added world-wide mineral availability parameter
387 ******************************************************
389 Release notes for 0.31.19 (February 16, 2011):
391 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 visible changes to trade -- just a lot of world generation infrastructure. People eat and starve in world gen now, though it doesn't matter afterward. Subsequent 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 most of them will require generating a new world.
393 There are lots of new domestic animals. We also added giraffes, rhinos, honey bees and bumblebees. Bees were the winner of the animal sponsorship drive and they had many associated jobs, so we didn't try to get into the other sponsored beasts, but we'll be adding those in with every release.
395 Animals can be placed in pen/pasture zones, and grazing animals will need to graze 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 animals 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 pastures 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 trade 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.
397 Sheep, llamas and alpacas (and trolls for goblins) can be sheared and the wool can be spun into yarn. Chickens and other birds will lay eggs in nest boxes if you place the boxes in accessible areas. You can mill rocknuts into paste and press the paste for oil (which goes into jugs). Pressing occurs at the new screw press building.
399 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 fort embark location has clay above the aquifer (or any clay if there is no aquifer), it'll be displayed in the embark readout. I didn't get very far into glazing, but you can ash glaze and tin glaze (with cassiterite). Earthenware jugs need to be glazed to hold liquids. Stoneware and porcelain jugs don't require glaze but can be glazed. You can also make large pots out of various materials, and these act like barrels (they are associated to stockpiles in the same way, etc.).
401 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 and a beekeeper will do the rest. You can adjust a few settings on each hive to control 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 only be made into crafts by a wax worker at this time.
403 The site finder records the best hit in each square now, and you can stop the finder at any time and browse the results. The categories and readout have been changed 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.
405 Animals and plants occur with more or less contiguous ranges now, respecting biome. There are specific grasses. The evil grasses are probably a little extreme and seizure-inducing. I might throttle that back.
407 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 up as many contaminants now.
409 There are new options in the graphical map export from legends mode, and I fixed a bug there with village maps getting cut off.
411 For a list of the new tags available for modding (container reagents in reactions, etc.) see file_changes.txt or the new stock reactions.
413 ******************************************************
415 Release notes for 0.31.18 (November 16, 2010):
417 This one fixes up several crashes and other problems. Maybe most notably, the problem where you'd become a criminal in adventure mode just by going back to a store, 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 the tests I performed), and SDL movie recording.
420 (*)fixed crash from shop signs being placed off map
421 (*)fixed crash during character generation of human outsiders if you back out of the name menu
422 (*)fixed crash from trap announcements/reports
423 (*)fixed world gen crash that arose from creature in secondary entity population taking over leadership role when caste mods are present
424 (*)fixed crash from walking off the left or upper edge of the world
425 (*)corrected misaligned bodypart appearance modifiers on load and resulting crash in pref screen, origin of misalignment unclear
426 (*)fixed problem where you are considered a thief after shopping at a store that had previous had its inventory offloaded
427 (*)made uniform assignments respect handedness
428 (*)reenabled SDL movie recording
429 (*)stopped unfinished quests performed by previous characters from stopping nobles from giving new characters quests
431 Other bug fixes/tweaks
432 (*)made skill rates copy over to castes correctly
433 (*)fixed problem that added bogeyman kills to the wrong parts of the kill lists
434 (*)stopped retirement in town when bogeymen are active
435 (*)stopped unequipable soldier unit types from occasionally appearing in ambushes/sites/migrants
436 (*)corrected placement of cauldrons
437 (*)got rid of size bonus mistakenly applied to opportunity skill rolls and put in the rage penalty it was supposed to be
438 (*)made master pikemen get proper skill
439 (*)stopped lair hatch covers from rotting away
440 (*)added announcement for falling damage
441 (*)adding retching after initial vomiting
442 (*)changed metal use for humans/gobs/kobs via existing raw tags
443 (*)changed a few two-handed weapon sizes
444 (*)updated dwarf party organization conditions
445 (*)fixed problem with movie playback showing an extra garbage frame for each chunk of the movie
446 (*)changed conversation colors
447 (*)fixed double adjective in dark fortress
448 (*)made Elite Bowman name appear correctly (was showing up as blowgunner), and a few related typos
449 (*)fixed some other typos
451 ******************************************************
453 Release notes for 0.31.17 (November 11, 2010):
455 If you want to try out the improvements to adventure mode, I'd recommend generating 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. The 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 adventure 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 major releases. There's an update to the "Your First Adventurer" manual section that 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.
458 (*)fixed problem with baron not arriving due to stale merchant reports
459 (*)stopped old jobs/projectiles from tying up items on reclaim
461 Other bug fixes/tweaks
462 (*)changed ring/bracelet symbol to make way for adv mode tools
463 (*)cut kill-bragging to 5 kills
464 (*)fixed bug through which demon could take over two or more civs in one year
465 (*)name change: graveyard -> corpses (since it isn't appropriate for final burial)
466 (*)stopped occupancy from being erased upon entering adv mode in arena
467 (*)allowed labors to be toggled by category
468 (*)added standing order for outdoor vermin refuse
469 (*)fixed erroneous material bonuses in world gen fights
470 (*)updated wrestling interface
471 (*)implemented text for wrestling attacks
472 (*)changed combat announcement colors and stun/paralyze color to light blue from light cyan
473 (*)toes/fingers protected by armor
474 (*)elves are now small e's to match their size
475 (*)different soldier/civilian symbols for human/elf (as with the two dwarf symbols)
476 (*)stopped triggerable vermin groups from becoming visible occasionally
477 (*)fixed some old problems where input wasn't registering properly on movement, etc.
478 (*)disabled need to eat/drink in adv mode until we get some more general work in
479 (*)various minor adv mode tweaks and fixes
482 (*)added night creatures
483 (*)added lairs for some creatures
484 (*)added new travel screen (old worlds might have misplaced moons in the sky bar)
485 (*)updated how adv mode sleep works, permission to sleep in buildings
486 (*)updated character generation
487 (*)added memorial slabs to dwarf mode
488 (*)added shops with signs to towns
489 (*)changed how lower body/head severs work (spinal sever required)
490 (*)changed how guts popping out works
491 (*)see file_changes.txt for some new modding tags
492 (*)can get tasks from most people and report success to anybody friendly
493 (*)added human castles
494 (*)made peasants refer you to better quests
496 (*)added aimed attacks, random combat opportunities and the ability to use secondary attacks/weapons (both adv mode and dwf mode combat reports)
497 (*)added (harder) rolling away for dodgers on the ground
499 ******************************************************
501 Release notes for 0.31.16 (October 4, 2010):
503 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 having your dwarves track around blood (it starts off in the init). I left it on in adventure mode, but you can turn it off there too if you want.
506 (*)got rid of intermittent lag that popped up in 0.31.15
509 (*)added spatter init options (dwarf mode defaults to no walking spread of spatter)
510 (*)allowed skull/bone/shell/tooth/horn settings from refuse pile
512 ******************************************************
514 Release notes for 0.31.15 (October 3, 2010):
516 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.
519 (*)made invasions come again
521 Other bug fixes/tweaks
522 (*)lots of raw fixes (see "file changes.txt")
523 (*)made reactions show the proper building
524 (*)made LEAVES load the 'character' style tile properly
525 (*)corrected labor name "soap maker" -> "soap making"
526 (*)fixed typo in world gen rejection dialog for missing civ definitions
527 (*)fixed spelling of chinchilla for forgotten beasts (new ones only)
529 ******************************************************
531 Release notes for 0.31.14 (September 23, 2010):
533 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 make use of that. It's not going to be truly satisfying until dwarven sprawl is better defined and there are more things to do with the sprawl in adventure mode and 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 increase 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, disease, 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).
536 (*)fixed problems with immigrants having strange unit types and erroneous announcements about terrifying forts
537 (*)allowed raw adamantine to be diggable now by adding a new tag to slade for the time being. There is a side effect -- slade in old saves will be diggable. Add [UNDIGGABLE] to slade in the save's raws in inorganic_stone_mineral.txt 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 properly.
539 Other bug fixes/tweaks
540 (*)fixed plant text in food preferences and stopped generated forgotten beasts etc. from being chosen
543 (*)added site cap option to world gen parameters
544 (*)added beast cap options to world gen parameters
545 (*)added a few options to "create world now"
547 ******************************************************
549 Release notes for 0.31.13 (September 15, 2010):
551 The framework for villages and sprawl is in place, and there are now "entity populations" 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 historical figures after world generation has been running for a while, though it can vary a lot. These changes have left adventure mode gutted, so don't expect old adventure 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 can wander around the new villages, but don't expect anything to be going on. This 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 and gray.
553 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 led 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 progress, 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 relationships between the leaders, one way or another, but I can make a medium island world in around 10 minutes without the memory going totally nuts, and I thought that state was fit for release.
555 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 pillaged for the thousandth time and so on, which will iron themselves out later. For 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.
557 The SDL version has the first pass at the experimental TrueType font support that Baughn is working on. It is off by default in init.txt and it only works in the 2D print mode. There are lots of justification etc. problems -- you don't need to report those. Getting those fixed up is part of the process. It's difficult 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.
560 (*)fixed some potential problems with aborting zone placement, though it's not guaranteed to solve the crash there
563 (*)fixed problem causing dwarves to not sleep in any bed
564 (*)fixed problem causing dwarves not to respect ownership in sleeping priorities
565 (*)made cursor center on buildings properly when linking them up to a lever etc.
566 (*)stopped other civilizations from bringing liaisons
567 (*)stopped building destroyer diplomats/traders from destroying things
568 (*)made units check the validity of targets more often (counters certain interrupt spam)
570 Other bug fixes/tweaks
571 (*)fixed broken vial making jobs
572 (*)make rock short swords use the proper material for the final product
573 (*)made horn silver use the stone template
574 (*)moved all native metals off of metal template
575 (*)stopped season counter from resetting to spring after travel in adventure mode
577 ******************************************************
579 Release notes for 0.31.12 (July 25, 2010):
581 Aside from the major bug fixes listed below, I made skill increases a little faster during training. Part of the problem is with how classes work -- the teacher 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 extreme that the base rate has increased, so we'll have to see how that plays out in forts that get good teachers.
583 If your old fort has a dead liaison, your replacement liaison will be named after one of the standard professions most likely, but they should still perform their job. New worlds should have dead liaisons kicked out completely and get new liaisons.
586 (*)fixed military training crash
587 (*)fixed a crash during dwarf creation in arena mode after dwarf mode game had been played
588 (*)fullscreen/windowed mode switch crash fixed (Baughn)
591 (*)fixed new liaison coming when previous liaison is unavailable for any reason
592 (*)fixed problem which stopped the liaison from talking about making a barony
594 Other bug fixes/tweaks
595 (*)adjusted skill rates up a bit on indiv training and demonstrations
596 (*)made att/skill rate loader treat 0s like NONE instead of the fastest rate
598 ******************************************************
600 Release notes for 0.31.11 (July 23, 2010):
602 Combat was the focus last time, and this time I moved over to equipment and training. 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 shift 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 control it more), since that remains one of the more annoying things, but I didn't have time to finish it up. Just make sure you have some extra bolts sitting around, and 'm'-'f' should show you how your squads are doing ammo-wise. Barracks should 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 something comes up.
605 (*)stopped crash when individual squad members were selected in 's' and you go back to 's' after leaving
606 (*)fixed crash moving from ammo assignment creation to material assignment
607 (*)fixed reclaim crash
608 (*)fixed text mode crash in SDL version (Baughn)
611 (*)freed up assigned items properly when uniforms are overwritten
612 (*)freed up equipment properly from empty positions when squad is disbanded
613 (*)made civilian jobs respect attributes properly
614 (*)fixed turtle (vermin) shell crafts/helms/gauntlets/etc.
615 (*)stopped squad/off-time training activities from persisting when guy goes off to eat, do squad orders, die, etc.
616 (*)made inactive/ordered squads free up their old training activities more quickly
617 (*)stopped off-time training from gumming up squad training barracks assignment
618 (*)removed dead/crazy/etc. dwarves from squads
619 (*)dropped injured dwarves out of their activities properly
620 (*)stopped bleeding dwarves from thinking they need to jump on the ground and be dragged to the hospital
621 (*)stopped miners/woodcutters coming out of the military from thinking they had a claim to old tools
622 (*)made people doing off-time training stop if it becomes inappropriate (kicked out of squad, etc.)
623 (*)made quota countdown respect reactions again
625 Other bug fixes/tweaks
626 (*)stopped body-component-based artifacts from defaulting out to iron figurines
627 (*)made skill rust display properly on 'v' and made temporary skill loss conditions not display on military screen
628 (*)changed rust display for skills
629 (*)restricted shell moods to dwarves with shell prefs
630 (*)stopped metal goblet/flask construction jobs from shuffling metal of product
631 (*)fixed up idle strings for non-soldiers vs. lingering squad activities
632 (*)decreased effect of low self-discipline on individual training
633 (*)sped up training organization
634 (*)WINDOWEDX/Y values respected when moving to windowed mode from full screen (Baughn)
635 (*)fixed problem with skill demonstration session timer
636 (*)added timers for sparring and individual combat drills
637 (*)adjusted sparring pulled shots for recent combat balancing
638 (*)adjusted skill rates for all practice activities
639 (*)put forest start biome on humans (for proactive forest clearing)
640 (*)changed hauling encumbrance speed formula and made hauling build atts slowly
641 (*)stopped picks from being available to indiv choice soldiers
642 (*)required subtype match for armor even under "partial match"
643 (*)made off-duty archery training occur for indiv choice ranged weapons (not just crossbow)
644 (*)cleaned up various raw typos (see file_changes.txt)
645 (*)fixed a bunch of the "you" announcements in dwarf mode
646 (*)made counter to stop excessive party attendence work properly
647 (*)made it set up default ammo profiles for ranged squads
649 ******************************************************
651 Release notes for 0.31.10 (July 11, 2010):
653 (*)fixed problem where your units would not recognize the nice people arriving on business as their friends
654 (*)stopped problem where removing a worn object in adv mode could leave you with two copies
655 (*)stopped seg-fault at quit in linux if sound wasn't initialized (oliver)
657 ******************************************************
659 Release notes for 0.31.09 (July 10, 2010):
661 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 inorganic_metal.txt to get more of the positive effects. The adventure mode stone-making ability won't be available in old saves but butchery will be.
664 (*)fixed potential crash with container reactions
665 (*)stopped arena mode from caving in/locking up when you leave control mode
668 (*)made material-based random headless beasts killable
669 (*)stuckin bleeding updated properly
670 (*)fixed major artery tag when added from creature raw with TL_MAJOR_ARTERIES (also TL_CONNECTS)
671 (*)made major artery strike for 25%+ fractures on major artery parts mandatory
672 (*)amplified effects for announced major artery strikes
673 (*)fixed swing velocity calculation for weapons
674 (*)fixed clothing size calculation (messed up shields, gloves, boots)
675 (*)changed contact area and size for bolts
676 (*)fixed blowouts in giant creature wrestling
677 (*)fixed weird skill/profession mixup that stopped marksdwarves from firing on enemies
678 (*)freed up some ammo that became lost in limbo after squad deletion/ammo reassignments/etc.
679 (*)made hunters grab ammo more reliably when they run out or when labor is changed
680 (*)fixed reordering of reaction/ore mats and a few other indexing problems between operating systems
682 Other bug fixes/tweaks
683 (*)reworded some combat announcements
684 (*)fixed reaction screen product display error
685 (*)fixed contact area issue with misc object fighting
686 (*)changed dodging rules for people mounting a charge defense
687 (*)fixed problem with edge being disregarded too soon after impact breaks
688 (*)changed skill effects on firing rate
689 (*)changed contact area calculations for body parts
690 (*)various changes to weapon raws
691 (*)changed edge/impact calculations
692 (*)metal values changed in raws
693 (*)fixed problems preventing some gut pop-outs from happening
694 (*)fixed issue with extra dodge rolls causing shots to become less square
695 (*)other combat tweaks
696 (*)obliterated arsenal dwarf (position will still exist in old saves, but won't be used/needed)
697 (*)extended distance at which hunters are willing to shoot
698 (*)made hunters return kills under more circumstances
699 (*)allowed miners/woodcutters to switch immediately to hunt labor without getting confused about crossbow
700 (*)stopped targeting of benign, far away wilderness creatures after they see you, unless they are close
701 (*)force-allowed targeting of kill targets in some cases where it wasn't permitting it
702 (*)stopped indiv choice melee/ranged from picking out weapons of the opposite type instead of just preferring them
703 (*)fixed problem with custom workshops blanking out at times (save compat iffy here, might have to rebuild shops)
704 (*)made reaction job interface/automation check inside barrels/etc. (stuff manager jobs did right)
705 (*)changed stuckin chances
708 (*)added cumulative wounds
709 (*)added adv mode knapping
710 (*)added adv mode butchery
711 (*)allowed use of (buildingless) reactions in adv mode
712 (*)changed adv mode hunger/thirst/drowsiness durations and penalties
713 (*)start with spear/dagger in adv play now
714 (*)default dwf start with a few quivers
715 (*)gave hunters default ammo assignment
717 SDL Version: Baughn fixed up the macro delay timer, a PPC Mac bug where the screen would be yellow and a seg-fault.
719 ******************************************************
721 Release notes for 0.31.08 (June 19, 2010):
723 Fixed up the crash with the look command and made backing out of embark warnings and reclaim selection work.
725 ******************************************************
727 Release notes for 0.31.07 (June 19, 2010):
730 (*)fixed crash when over 200x200 in some screens
731 (*)fixed crash associated to assigning daggers to dwarven soldiers
732 (*)fixed a crash on the military screen
735 (*)stopped doctors from picking up and dropping their patients repeatedly when it was time to carry them
736 (*)restricted doctors to using tables and traction benches in hospital zones (stalled doctors from old saves will ignore this)
737 (*)made workers stop taking new jobs if they can and want to eat/drink/sleep instead
738 (*)made certain jobs like updating records and partying quittable at any time due to hunger/thirst/drowsiness
739 (*)fixed pathfinding problem in special features that were placed within surrounding liquid layers
740 (*)allowed options screen from dwarf/adv mode setup
741 (*)fixed some job overwrite issues
742 (*)made stockpiles able to take from other stockpiles again
743 (*)made ownable items like cloaks that are part of uniforms not put soldiers into pickup/drop loops
744 (*)made cooking require a non-liquid object to start (prevents liquid food errors, powders okay)
745 (*)stopped item namers from repeatedly naming their items
746 (*)changed conditions for feeding/watering of injured dwarves so beds aren't required
747 (*)made militia commander assignment from noble screen respect current squad settings properly
748 (*)stopped removal of squad commanders from noble screen if they have subordinates
749 (*)stopped dwarves from holding multiple positions that lead squads
750 (*)got rid of some flashing and debris in SDL version
752 Other bug fixes/tweaks
753 (*)reduced hunger/thirst/drowsiness skill/speed penalties
754 (*)made hunger/thirst/drowsiness thoughts occur a bit later in the process
755 (*)made alcohol turn into separate liquid objects less often
756 (*)made non-brewing events that create liquids handle alcohol correctly
757 (*)stopped clothier from messing up craft shop task listing (and some related issues)
758 (*)stopped non-locals from announcing their item attachments
759 (*)fixed traction bench situation on manager screen
760 (*)added pillar tile to d_init
762 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.
764 ******************************************************
766 Release notes for 0.31.06 (June 9, 2010):
769 (*) fixed crash on abandon related to having a box/cabinet building assigned to somebody
770 (*) fixed crash from using nearly spent soap bars to clean people
771 (*) fixed up crash from scrolling over globs in stock screen if certain fats were present
772 (*) SDL mode image export crash fixed (Baughn)
773 (*) fixed cursor position on farm season selection (possible crash)
776 (*) made dwarves that initiate individual training recognize when they are no longer doing so properly
777 (*) stopped dwarves from swapping out their equipment for newly made items of equal value
778 (*) stopped dwarves from assigning equipment from caravans or unforbidden possessions held by outsiders
779 also incoming woodcutters/miners/etc.
780 (*) stopped dwarves from being assigned large equipment
781 (*) added default trade capacity to creatures to stop near-infinite caravan goods from being added to certain creatures
782 (*) fixed material template values causing many natural creatures to be very squishy and underpowered
784 Other bug fixes/tweaks
785 (*) 2D mode colors fixed (Baughn)
786 (*) curses mode color initialization fixed (Baughn)
787 (*) sound header fix (Baughn)
788 (*) fixed temporary pathing problems that came from digging out brook tiles (negative construction distance etc.)
789 (*) fixed deletion for zones that have all their tiles removed
790 (*) fixed problem stopping hospital zones that have some tiles deleted from updating their furniture assignments
791 (*) removed forest temperature dampening for artificially hot worlds
792 (*) fixed some duplicate tags and other issues in the raws (see file_changes.txt)
793 (*) graphical map export should be back in the SDL versions
795 ******************************************************
797 Release notes for 0.31.05 (June 4, 2010):
799 There are probably some Baughn SDL version tweaks not listed below.
802 (*) SDL graphics mode should work now (Baughn)
803 (*) creating squads in Linux shouldn't crash the game now
804 (*) stopped melting items from eventually crashing the game
807 (*) animals/babies no longer try to clean themselves at water sources
808 (*) stopped losers from keeping their positions at elections (could not easily repair old saves with this problem though)
809 (*) fixed problem where ID numbers would be invalid on load after generating a world
810 (*) adjusted seasonal temperatures (should actually fix the rain bug)
811 (*) SDL grid sizes no longer stuck on 80x25 if you let intro movies play (Baughn)
813 Other bug fixes/tweaks
814 (*) site finder will advanec without keypresses now
815 (*) SDL version 2D mode colors are corrected (Baughn)
816 (*) stopped cursor from skipping over large entries in stocks screen in SDL versions (Baughn)
817 (*) ESC no longer quits SDL keybinding screens instead of going up a level (Baughn)
818 (*) slow SDL unit offloading and other similar problems sped up (Baughn)
821 (*) immediately runs elections for unappointed, unelected positions like expedition leader if leader dies
822 (*) can set held key repetition behavior in SDL versions from init.txt (Baughn)
823 (*) SDL version 2D mode now allows zooming (Baughn)
826 ******************************************************
828 Release notes for 0.31.04 (May 16, 2010):
830 The main thing here is the new OpenGL code by Svein Ove Aas (Baughn). Especially if you weren't running at maximum framerates even on the title screen, you should 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 to (or stick with the legacy version if truly necessary).
832 You can get at macros with:
837 There is a directory data/init/macros for them.
839 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.
841 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.
843 Aside from that, we have some general fixes:
846 (*) stopped site finder from eating up a ton of memory (crashing the game on large maps)
849 (*) changed day/night temperature calculations (fixes fish availability and melting in the rain)
850 (*) stopped suture and dressing jobs from being repeated over and over on healed wounds
853 (*) made all vermin and smallish outdoor corpse items disappear over time (can be hit after a month for vermin, season for corpse chunks)
854 (*) changed ranges for adv mode temperature text
855 (*) made temperature of squares adjacent to lava slightly lower
858 ******************************************************
860 Release notes for 0.31.03 (April 12, 2010):
862 I handled some more crashes and the main pathing issue. Undead aren't quite where they need to be yet (skeletons in particular still don't understand how the skull and spine should be holding them together), but they are more killable in this 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 system 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 etc. sooner.
865 (*) fixed a zone deletion crash (only for zones with buildings in them)
866 (*) fixed crash in military screen upon switching to item assignment view when no squads were present
867 (*) fixed crash from copying a schedule cell with fewer orders to one with more
868 (*) fixed crash from changing alert view while scrolling through a schedule cells orders
871 (*) fixed pathing problem (root cause was map generation vs. liquids, would mess up ramps/channels and more)
872 (*) stopped missing undead/melted/etc. tissues holding parts from being severed
875 (*) allowed undead in arena
876 (*) allowed undead to be killed by accumulated impacts for the time being while they don't make sense
877 (*) stopped people from trying to wrestle the undead at all
880 (*) messed with corpse piece colors a bit
881 (*) fixed "and" spacing in stripe/spot descriptions
882 (*) fixed nervous mannerism typo
883 (*) fixed some raw typos (see file_changes.txt)
885 ******************************************************
887 Release notes for 0.31.02 (April 8, 2010):
889 Here's the first little update. Things are still settling down after the release, but it looks like I'll be able to work with the new bug tracker and handle things 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 problems, but I'm going to start some of the preparation for the merge as well.
892 (*) [GRAPHICS:YES] should no longer crash the arena or world generation
893 (*) fixed training activity crash (from removal of barracks)
894 (*) fixed crash from doing a large flow-style activity zone
897 (*) made zone removal still work if flows are corrected (uses rectangles)
898 (*) made material projectile breath happen intermittently properly
899 (*) corrected gorlak color
900 (*) made blind cave bears eyeless and gave them extravision
901 (*) fixed broken eyelid relationships
902 (*) fixed broken child names for goat/unicorn/cave swallow
903 (*) swapped giant caste names
904 (*) fixed giant cave spider bite (was blunt)
905 (*) fixed alligator eye text
906 (*) made soap bars instead of globs
907 (*) fixed horn silver environment
908 (*) added cookability/vermin eating to meat material templates
909 (*) added cookability/vermin eating to plant leaf/seed materials
911 ******************************************************
913 Release notes for 0.31.01 (April 1, 2010):
915 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 also 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/mantisbt/ 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 to enjoy themselves, so please try everything out and have fun!
917 ******************************************************
919 Release notes for 0.28.181.40d (September 6, 2008):
921 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 previously 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.
924 (*) made sparring dwarves work on their selected weapon/unarmed skills rather than using their best skills
927 (*) stopped thrown tantrum items from causing dwarf to become site enemy
928 (*) resolved shared item conflicts during map offloads
929 (*) prevented units with shared items (eg stuckins/wrestles) from leaving the dwarf mode play area
930 (*) got rid of world gen crash during succession after death of prolific long-standing position holders with inbred descendants
931 (*) fixed crash from human siege campfires
932 (*) stopped dwarves from taking their current hauled object off to bed when they schedule a rest due to injuries
933 (*) stopped dwarves from choosing to sleep on top of traps
934 (*) made adventure mode store transactions respect containment
935 (*) made combat-produced chunks respect forbid orders
936 (*) made cats able to carry vermin properly again
937 (*) got rid of erroneous goblin siege announcement for elves
938 (*) stopped custom profession names from obscuring recruitment announcements
939 (*) made forbidden items count toward wealth properly
940 (*) stopped fell moods from occurring if the fortress race does not drop a corpse
942 ******************************************************
944 Release notes for 0.28.181.40c (August 21, 2008):
946 Coffee'd up and fixed a display thing.
948 ******************************************************
950 Release notes for 0.28.181.40b (August 21, 2008):
952 Another one. The partial print for graphics has been changed to a default-no init 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_PRINT". It'll probably take a while to resolve issues for everyone else.
955 (*) added an init option for partial screen refreshes (defaults to off)
956 (*) added windowed/fullscreen grid sizes
959 (*) stopped designation cursor from leaving a trail when the minimap is updating
960 (*) fixed reclaim crash from units holding multigrasp clothing
961 (*) fixed lockup for glassmaker moods where the glassmaker doesn't like glass
962 (*) handled some other potential multigrasp inventory indexing issues
963 (*) fixed problem potentially capping caravan wagon number at 2
964 (*) handled new forbid orders vs. butchery, severs and sever-drops
965 (*) fixed problem with delay on up digging tasks
966 (*) fixed problem causing single tile mountain civs from using feature plants
967 (*) fixed wagon occupancy problem leaving behind flags that stopped construction
968 (*) stopped reclaim from creating a second site at the spot
969 (*) stopped dirt road construction at glacier/stone interface
970 (*) fixed problem with map export and flashing job markers
972 ******************************************************
974 Release notes for 0.28.181.40a (August 18, 2008):
976 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.
979 (*) you can save your embark settings for later use
980 (*) added note-taking ability for embark screen
981 (*) added forbid-on-death orders for your corpses, other non-hunted corpses, your items and other items
982 (*) added forbid order for fired projectiles
983 (*) made dwarves prefer to combine items in existing bags/barrels/bins with init options to govern this behavior
986 (*) made obsidian an economic stone
987 (*) did some display optimizations
990 (*) fixed problem causing site finder to miss areas of the map when hunting for hidden features and rivers
991 (*) stopped new kitchen restrictions on contained items from causing no-ingredient food items
992 (*) stopped new kitchen restrictions on free item from causing silent cancellations of cook jobs
993 (*) fixed problem with up/down windows in adv mode for larger grid sizes
994 (*) changed how fireballs interact with the ground
995 (*) patched up decorated ammo values a bit
996 (*) made cageless traps display properly in all circumstances
997 (*) fixed problem with nobles pushing prices out of the displayable range
998 (*) handled adventurers retired while sleeping
999 (*) fixed display mix-up with FPS/GFPS counter in main dwarf screen
1000 (*) fixed problem with cursor scrolling vs. y coord in expanded grids
1001 (*) allowed mouse designations to work below y=23
1002 (*) stopped the one-step key from messing up pausing when in a menu mode
1003 (*) made zombie/skels that die in cages have proper corpses
1005 ******************************************************
1007 Release notes for 0.28.181.39f:
1009 More fixes, a bit of work toward armies and caravans, and an expandable view. If 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 to be squashed. If you overshoot, it'll stretch them unless you turn black space on.
1012 (*) allowed basic expansion of 80x25 grid
1013 (*) gave world gen refugees entities and realized them as moving groups on the map after world gen
1014 (*) added notification and history event for reaching summits of peaks and volcanos in adv mode
1017 (*) added notification for low migration seasons
1018 (*) added object of worship to religion view in legends
1019 (*) made detailed map export respect new peak heights
1020 (*) locally steepened peaks a bit
1021 (*) added world name to top of history file
1024 (*) fixed crash involving lava pushing objects
1025 (*) stopped many bottomless pits from having their upper portions filled with lava
1026 (*) made reclaim dwarves start with the proper civilian labors enabled
1027 (*) fixed problem causing just good or just evil params not to function
1028 (*) stopped message spam from pit/pond/chain/cage jobs where the animal is inaccessible
1029 (*) stopped note entry from conflicting with a few of the keys
1030 (*) made constructed ramps stick around even if you dig out the walls near them
1031 (*) fixed erroneous upper cap on detailed temperature export values
1032 (*) fixed problem that caused peaks to be raised in flat areas during erosion
1033 (*) suppressed erroneous "Zeroth" text for non-finalized history collections in dwarf-mode art descriptions
1034 (*) made usable/unusable option appear when metals are selected in weapon/armor stockpiles
1035 (*) fixed spacing problem with related hist fig race display
1036 (*) fixed problem with the evil/good conversion of very large subregions
1037 (*) fixed lockup from dragon fire modded civs in world gen army fights
1039 ******************************************************
1041 Release notes for 0.28.181.39e:
1043 Another quick patch.
1044 (*) stopped crash in site finder from large x dims
1045 (*) changed designation selection timers (aka lazy miners)
1046 (*) made site finder use embark rectangle size from init options
1048 ******************************************************
1050 Release notes for 0.28.181.39d:
1052 This is the third and final fix release, barring any silliness that forces another quick patch. Here's the complete list of changes:
1053 (*) added init options/world parameters to show map features during embark
1054 (*) added basic site finder to embark
1055 (*) added a few optimizations for rivers and designation job selection
1056 (*) stopped message spam from repeated animal taming job when no food is available
1057 (*) stopped message spam from caging and other jobs when a dwarf is picked that is already leading another animal
1058 (*) made dwarves cook quarry leaves properly
1059 (*) allowed scrolling and premature stoppage during world generation
1060 (*) added display and other features relating to last seed used by world gen
1061 (*) added world gen parameter for minimum cave size
1062 (*) stopped people from giving quests to kill themselves
1063 (*) stopped abandoned stores from being stocked
1064 (*) disallowed placement of non-empty bags as container buildings
1065 (*) changed insanity text for animals
1066 (*) fixed some other minor typos
1067 (*) made volcanic shafts that are visible in embark always exit through the surface
1068 (*) handled some cavein-at-start cases from pits and volcanos
1069 (*) stopped farming restrictions from stopping setting up other seasons
1070 (*) stopped dwarves holding a two-handed weapons from seeking another weapon if they are set to carry multiple weapons
1071 (*) added races to historical figure list and event text
1072 (*) did more context-based name shortening
1073 (*) added ability for speakers to use first person when talking about historical events
1074 (*) capitalized first names in trading screens
1075 (*) got rid of some erroneous birth date display information
1076 (*) allowed resters to get up once they are not wounded
1077 (*) allowed resters to move again if they've made bad decisions about where to plop down
1078 (*) added various detailed map export options (elevation, temperature, etc.)
1079 (*) made the generator skip more of the minimum reject values if presets are present
1080 (*) made the generator pop up helpful windows after many rejects and give an option to continue, abort, allow that reject type, or allow all rejects
1081 (*) fixed crash on large 100 volcanism worlds
1082 (*) fixed load crash from nullified items
1083 (*) fixed crash from friendship evaluations when stuck merchant animals give birth
1084 (*) stopped lockup on artifact creation when 6-7 of the same material are used
1085 (*) fixed region rejections from savagery (civs still reject savage regions)
1086 (*) made params load the post-region count variables properly
1087 (*) added ability to leave notes on the map in dwarf mode
1088 (*) stopped ramp removal from highlighting hidden areas for regular dig
1089 (*) stopped masterwork ammunition used in weapon traps from making creators go insane
1090 (*) stopped removed constructions from removing the floor if another constructed wall is below them
1091 (*) made viewing historical event artwork in dwarf mode reveal events
1092 (*) stopped double listing of modded MEGABEAST/POWERS in age name
1094 ******************************************************
1096 Release notes for 0.28.181.39c:
1098 This is the second fix for the new world generation release. Here's the complete list of changes:
1099 (*) fixed problem with pathfinding that caused jobs to be randomly cancelled
1100 (*) fixed bug stopping fish/turtles from being available during embark selection/trade
1101 (*) fixed rng issue causing duplicate cave names and other problems
1102 (*) sped up the history export, especially on worlds with lengthy histories
1103 (*) stopped merchants from complaining about depot when there is one there
1104 (*) stopped hidden items from making buildings invisible when they are used in constructions
1105 (*) stopped parameter seeds from being set to Various when you abort a randomly seeded generation
1106 (*) stopped people from saying RANDOM_DEF_SPHERE when they talk about their megabeast deities
1107 (*) stopped adv mode conversations with paralyzed/ko'd people
1108 (*) controlled long names during trading
1109 (*) moved "Desel All" out of the way in build menu
1110 (*) allowed artifact gloves to be left-handed, based on handedness of creator
1111 (*) changed King's to Royal in advisor title text
1113 ******************************************************
1115 Release notes for 0.28.181.39b:
1117 This is the first fix for the new world generation release. Here's the complete list of changes:
1118 (*) fixed bug causing dwarves and others to sleep forever
1119 (*) fixed a few crashes with maps with Y dimensions larger than X dimensions
1120 (*) fixed another world gen crash
1121 (*) fixed bug stopping caves from appearing
1122 (*) fixed bug causing hauling, cleaning and health care professions to disappear from labor list
1123 (*) made the escape key work properly when setting world gen parameters
1124 (*) loosened travel restrictions based on enemy seeing the player
1125 (*) changed effects of temperature on food objects
1126 (*) changed creature layout during ambushes
1127 (*) stopped world gen roads from being obstructed by swamps and fixed a problem with how they handled slopes
1128 (*) stopped world gen animals from starting as drunks
1129 (*) stopped null civ membership from being added to moving megabeasts
1130 (*) changed the text for culled historical parents
1131 (*) fixed problem where tundra rejects were being logged instead of grass/hill rejects
1132 (*) fixed some grammar issues with battle summaries
1133 (*) fixed "Peasants" display in status
1135 ******************************************************
1137 Release notes for 0.28.181.39a:
1139 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 generation advanced parameters and start designing/drawing your own world, please keep in mind that you'll probably end up getting infinite reject cycles -- you can turn on the reject log in data/init/init.txt to see what's going wrong. Oftentimes you'll be violating biome restrictions (you can just go through any that you 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 than 100 bugs for this version.
1141 Save compatibility is a little iffy this time around -- there have been extensive changes to the mid-level maps, so it might get confused about the biome of a particular tile... and worse. I haven't noticed anything in limited messing around with old saves, but there will very likely be problems.
1143 ******************************************************
1145 Release notes for 0.27.176.38c:
1147 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 generation. A fix for Power PC Macs is still in progress.
1149 ******************************************************
1151 Release notes for 0.27.176.38b:
1153 This is the first Mac release. Barring some tragic mistake, this is also the last 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 the worst problems introduced during the last release. See the dev log for a complete list.
1155 ******************************************************
1157 Release notes for 0.27.176.38a:
1159 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.
1161 ******************************************************
1163 Release notes for 0.27.173.38a:
1165 The first army arc release, complete with no armies. It really is mostly foundational work, but you'll notice some small changes here and there, more if you play adventure mode. See the dev log for a complete list.
1167 ******************************************************
1169 Release notes for 0.27.169.33g:
1171 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.
1173 ******************************************************
1175 Release notes for 0.27.169.33f:
1177 Various fixes people have been waiting for. Fixed the farm problem from 33e, goblin sieges, mud tracking, made the treeline less annoying, made the missing gemstones available, and lots of other stuff. See the dev log for a complete list.
1179 ******************************************************
1181 Release notes for 0.27.169.33e:
1183 Continuing along with bug fixing.
1185 ******************************************************
1187 Release notes for 0.27.169.33d:
1189 Fixed a few of the serious problems (one of the trade crashes, resting injury loops, waterskin filling at wells forever). See the dev log for other minor changes.
1191 ******************************************************
1193 Release notes for 0.27.169.33c:
1195 Continuing along with bug fixing.
1197 ******************************************************
1199 Release notes for 0.27.169.33b:
1201 Various crash and lag fixes again. See the dev log for other minor changes.
1203 ******************************************************
1205 Release notes for 0.27.169.33a:
1207 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. See the dev log for those.
1209 ******************************************************
1211 Release notes for 0.27.169.32a:
1213 Well, it has been a while. That means potential instability, so don't get too attached to your fortresses at this point. I'll be doing subsequent releases more often now as I solve problems. In any case, dwarf mode now has a z-axis and you can make fortresses that span several levels. Fluids behave much more reasonably, and you can walk across the world in adventure mode in the local view without having to step off of an artificial edge. And various other lots more stuff.
1215 ******************************************************
1217 Release notes for 0.23.125.23a:
1219 The backbone of temperature is in now, but there's still a lot to do. I'm not working on it for a while again.
1221 ******************************************************
1223 Release notes for 0.22.123.23a:
1225 A bug fix release along with a test-change for the FPS toggling.
1227 ******************************************************
1229 Release notes for 0.22.121.23b:
1231 Few more crash bug fixes and several minor changes.
1233 If you are having speed trouble, you can go to init and turn off temperature and weather to see if that's the issue.
1235 ******************************************************
1237 Release notes for 0.22.121.23a:
1239 Here are some fixes for crash problems. I've also added metal bins and more information 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.
1241 There are still potentially serious problems from the temperature and other recent additions. I'm going to continue working on bugs for the time being.
1243 ******************************************************
1245 Release notes for 0.22.120.23b:
1247 I'm partly through the temperature rewrite. This release has a lot of bug potential. You should back up your save folders if you are updating from an older version.
1249 You can set fire to shrubs as an adventurer using the [g] command when you are standing near one. This is not a permanent command.
1251 The temperature behavior of flows has not been implemented yet. Very hot/cold creatures do not change the air temperature yet either. There are a number of features that are in progress regarding temperature.
1253 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 quickly by using shift + direction.
1255 ******************************************************
1257 Release notes for 0.22.120.23a:
1259 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 as 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.
1261 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 tiles.
1263 ******************************************************
1265 Release notes for 0.22.110.23c:
1267 Quick fix for missing color definition problem.
1269 ******************************************************
1271 Release notes for 0.22.110.23b:
1273 Quick fix for dyes and a crash bug with inventories in adventure mode.
1275 ******************************************************
1277 Release notes for 0.22.110.23a:
1279 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 involves 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 expanded later.
1281 ******************************************************
1283 Release notes for 0.22.110.22f:
1285 This release is mainly to handle the issues with specific piles. There are a few other bug fixes as well.
1287 ******************************************************
1289 Release notes for 0.22.110.22e:
1291 Fixed a save corrupting problem.
1293 ******************************************************
1295 Release notes for 0.22.110.22d:
1297 Quick patch for a crash bug from saving furniture piles.
1299 ******************************************************
1301 Release notes for 0.22.110.22c:
1303 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 can 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. We'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 distillation before any stockpile gets to claim them.
1305 ******************************************************
1307 Release notes for 0.22.110.22a:
1309 I fixed a lot of bugs; see the dev list.
1311 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've tested and fixed what I've found, but you'll find more. **Back up your old saves before trying this version** The old saves will work with this version, but you need to be careful with them.
1313 Those that deserve fingers and toes have them in this version. You'll also notice right/left gloves. Creatures lose items now with severs, so you'll lose your left gauntlet if your left arm is removed, for instance.
1315 Creatures are a bit silly about wear they put on rings and other trinkets. Rings 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 for the time being. This will be sorted out over time.
1317 There aren't any temperature effects despite the residents wearing clothing depending on the average temperature. This will also be handled later.
1319 Finally, there aren't any gender links to clothing right now, so you might see male dwarves in "dresses" and "skirts". Keep in mind that men all over the world wear clothing like this, and that's what is meant by these generic terms. You can remove the items from the entity raw before you play if it makes you feel uncomfortable.
1321 ******************************************************
1323 Release notes for 0.22.107.21a:
1325 There will be families and guards in new world towns, concluding the first third of the Bustling Town Arc.
1327 There's a wait key in adventure mode now (period), as well as some helpful "are you sure?" prompts.
1329 Various bug fixes -- including the clothing acquirement bug, the shield equipment bug and some ashery bugs.
1331 ******************************************************
1333 Release notes for 0.21.104.21c:
1335 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.
1337 New worlds will see a few cosmetic changes in adventure mode towns (it was not possible 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 towns have some larger cookie-cutter buildings like apartment complexes, and everybody will sleep at night and eat three meals a day from a magic barrel in their room that refills at midnight. Once the caravans and a notion of wealth are in, this can all be differentiated properly instead. As we progress along the Bustling 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 things like merchants taking breaks to wander around or sleeping on the beds in the mead hall. They are just trying their best to follow the new schedules without having a home to go to.
1339 ******************************************************
1341 Release notes for 0.21.104.21b:
1343 There's a skeleton of a workshop profile now. It is in progress and undocumented. 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 some more flexibility later on.
1345 Many small fixes (read the dev log).
1347 ******************************************************
1349 Release notes for 0.21.104.21a:
1351 This fixes a problem with the export feature, lets you play around with the mouse when doing designations and cleans up some of the problems with flows and channel-related spam.
1353 ******************************************************
1355 Release notes for 0.21.104.19c:
1357 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 shut off at random any more.
1359 Some of the issues with cat butchery have been handled.
1361 I did a little bit with consolidating announcments (x2, x3, etc.), but I'll need more time to do it properly.
1363 Alt-tabbing in full screen might work a little better. Seems to work here is all I can say.
1365 Until I make the cleaners smarter, blood disappears at the beginning of every season now.
1367 ******************************************************
1369 Release notes for 0.21.104.19a:
1371 Fixed several crash bugs and cleaned up some affected saves. I also found out why named creatures were disappearing sometimes and fixed that, though saves in which the problem is currently active will still see some of it.
1373 Chasming refuse is in, though there will probably be some irregularities of which you'll have the pleasure of informing me.
1375 There were some other changes that might help with sheriff/injury tantrums.
1377 Some of the tree designation clearance problems should be gone.
1379 Trade agreements should work properly.
1381 The thieves that enter the fortress are somewhat easier to detect now.
1383 Depending on how you've bound your keys, you should have the odd hold-down behavior only when using a cursor or scrolling now.
1385 ******************************************************
1387 Release notes for 0.21.102.19a:
1389 Fixed a couple more crashes and various other errors (see the change log).
1391 Genders are mixed on starting animals now and horses should breed. The unit screen will show some other designations beside "No Job" and there it will distinguish merchants and diplomats. Water should flow into the cliff face now, at least from new channels.
1393 You can give your units nicknames and profession names now. Do this from the [vpz] 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.
1395 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 civil war bug. These issues have been resolved.
1397 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.
1399 You can toggle between windowed and fullscreen mode using F11 (or whatever key you 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 minimize from the windowed mode. You can also get rid of the "fullscreen?" box that pops up the beginning in "data\init\init.txt" now.
1401 ******************************************************
1403 Release notes for 0.21.101.19d:
1405 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.
1407 ******************************************************
1409 Release notes for 0.21.101.19c:
1411 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 briefly-available 0.21.101.19b are likely to be twisted to pieces, especially if you played adventure mode.
1414 ******************************************************
1416 Release notes for 0.21.101.19b:
1418 Many more crash fixes, including stopping some of those inflate errors. Those saves are still corrupted though.
1420 I've changed how some of the search routines work. I tested it out on several saves, but you should keep a copy of yours safe before you try this one just in case, as usual. If you get around to creating a new world, you'll notice a significant speed increase when the years march up. Some of this also carries over to the main game.
1422 Finally, aqueduct behavior has been partially repaired. Building an aqueduct over your chasm should work, but aqueducts over water can randomly drown your fortress. If you want to get lava over the river, try a stone bridge instead. If you 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 properly. I'll get around to fixing the rest of this in time, but there are still some crash bugs etc. that are higher priority.
1424 ******************************************************
1426 Release notes for 0.21.101.19a:
1428 Several crash bugs should be fixed now. Most saves will be recoverage, unless they have a load inflate error.
1430 ******************************************************
1432 Release notes for 0.21.100.19a:
1434 See command_line.txt for information on world generation from command lines.
1436 ******************************************************
1438 Release notes for 0.21.95.19c:
1440 Old save farmplots might show "Ft 0/0" for the fertilizer amount. It will update at the beginning of the season.