I changed it so that they would only eat purring maggots if they were starving and nothing else were close by. Of course, the issue with this has been dwarves just up and eating the maggot at any point in the process. I went through the purring maggot process from animal trap capture to storing the milk in barrels in a food stockpile. I just need to fix up the various equipment/training bugs now. like way underground, causing all sorts of magma trouble. I've answered some questions over in the List thread. This also messed up soldier migrants, but I've compensated for that by giving migrants higher and more varied skills in general, including the skills of a former soldier at times. I also ended up making reclaim civilian, at least for now, since there were too many issues with starting out a bunch of pre-made squads. cleaned up issues with specific bed assignments (to positions within a squad), changed the sleep schedule options around. various problems with training activities not clearing properly. Stopped dwarves from deciding to reverse their uniforms/clothing choices in their minds, thinking about how strange it would be to put your socks on over your shoes, and then dropping everything, including stuff they got on right the first time. I got rid of the snow display during world gen, made scorching areas available again, and added parameters and parameter sets to make worlds that are surrounded by water on all sides for people that like that look. "Skeletal" slugmen and other oddities no longer occur (you can still get zombies). Milling jobs were using wooden chests and then calling them wooden bags afterward. lots of cheese/milk job problems fixed.Ī bit of distraction from military matters - they started walking into water 6 of 7 deep if there was an available ramp, then scrambled right back out. fixed up some temperature check code that sped things up a bit. all sorts of problems with fluid containers. ![]() "Stands up" spam in the combat log led to weird repetition of previous announcements. Testers are on their seventeenth version overall, and I imagine it'll be that way for the rest of you as well once I get it sorted out, bandwidth permitting. There still one that happens in younger forts though. The main issue now is a frequent random crash that has appeared that I'd reeeeaaaaally like to have cleaned up - we caught one of them just now that happened when an old mayor needed to have mandates cancelled after losing an election. I know the merge changes make the game playable for many of you when it otherwise isn't. The initial merge release shouldn't take too long though, and it will be the top priority aside from the worst catastrophic crashes and things of that nature. This is a bit of a change of plan, since I was originally going to release for all operating systems at once, but I feel like I'm going to get even more bogged down if I don't do it this way and the initial pre-merge release will give us a control to work with in the same way that 40d can be compared to 40d#. The current situation is that I expect a (buggy!) Windows release in about a week, with the 40d# merge commencing at that time (or within a few days of the release). and it turned out the liaison was not coming back in subsequent years because the visiting dwarf lost the position upon leaving the map. This came up during the course of debugging the landed nobility. So, for instance, if you run a low-population fort for whatever reason, you can adjust the numbers. They can be set based on population, exported wealth and created wealth. The conditions for the different landed nobility to be elevated from your fortress population are in the raws now, as are megabeast and semimegabeast and titan attack conditions. I found her sleeping in a little hovel in the early morning and hacked her to death in her sleep, but the humans weren't grateful and tried to kill me! How rude.įixed a crash related to vermin getting caught in cobwebs, and another series of crashes related to temperature. The town's local warlord apparently didn't like this arrangement, because he asked me, the elven adventurer, to kill her. Elsewhere in the animal kingdom, Momuz the three-eyed marmot demon fooled the humans into believing she was their skeletal goddess of death, and she took over their civilization after threatening them with violence. Scamps learned to fullscreen Dwarf Fortress and he learned that scratching my computer's case is a great way to get attention. Legacy Development Log (will not be continued, click download above for new log)
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