Fuck Yeah, Dwarf Fortress!
huntscartoonfungeon:

My friend was playing Dwarf Fortress and found this so I made him some fanart.

huntscartoonfungeon:

My friend was playing Dwarf Fortress and found this so I made him some fanart.

Released: Dwarf Fortress 0.40.13

Download Links: Windows, Linux, Mac 

09/17/2014

This release fixes some more bugs, old and new. 

Major bug fixes 

  • Fixed item storage crash related to minecart being destroyed
  • Stopped dwarves from trying to clean their own missing or internal body parts
  • Cleared old activities properly so they aren’t considered by dwarves for too long


Other bug fixes/tweaks 

  • Decreased frequency of conversation-skill-building dwarf chats
  • Reworked grazing formula, used fractional exponent to scale properly according to size
  • Made grazing tile selection less top-left biased and made it prefer non-creature’d tiles with denser grass
  • Made butcher jobs for corpses not in piles respect z coordinate of building (Quietust)
  • Handled some issues with subterranean areas being removed through trees
  • Made workshop profile skill checks ignore skill rust
  • Fixed problem with siege operator skill check (Quietust)
  • Stopped a lever linking job from being added if it is already in progress
  • Stopped fort dwarves from throwing their clothes off into a pile during unretire after being visited by adventurer
  • Stopped fort animals from getting clothing during unretire after being visited by adventurer
  • Stopped animals with kills from getting trinkets from corpses
  • Stopped animals from growing attached to and bestowing names on items in their possession
  • Stopped embark screen from setting neighbors with regular sites that happen to have zombies (due to another bug)
  • Made “place item in tomb” job governed by burial instead of item hauling labor
  • Made outside refuse order respect inside/outside instead of above ground/subterranean
  • Stopped inside above ground corpses/corpse pieces from being destroyed periodically
  • Stopped evaporation of inside above ground water from depending on the weather
  • Stopped water items on the ground from being cleanable — they evaporate instead
  • Made water spatter evaporate properly over time
  • Sped up extrasensory detection
  • Sped up tracking of food consumption
  • Re-enabled effects of cave adaptation

Toady One - Bay 12 Games

Old Updates (because I got mired in uni related works) below the fold

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Released: DF 0.40.12 

Download Links: Windows, Linux, Mac 

09/10/2014

This release has some more bug fixes in it, mostly related to healthcare, prisoners and morale. 

Major bug fixes 

  • Made dwarves that fall unconscious while going to rest or sleep location not get stuck on the spot
  • Fixed symptoms of wrestling error that could cause dwarves to freeze in place forever
  • Stopped civs from sending a squad when they failed to find thieves/snatchers to send (led to small sieges in the first year)
  • Allowed recover wounded jobs to bring dwarves to hospital floor if no beds are available
  • Stopped recover wounded jobs from bringing dwarves to non-hospital beds
  • Made caged/chained people request water/food with proper frequency


Other bug fixes/tweaks 

  • Made doctors remove dwarves from traction properly (checks weekly)
  • Made dwarves move/get moved to new hospital more quickly if old hospital is removed
  • Roots function as ramp walls properly now
  • Can cross ramps covered by bridges in adventure mode
  • Made critters that join up with your adventurer stop traveling if they were on a journey
  • Made critters with entity-based army duties unwilling to join adventurers
  • Stopped critters joined with you from considering moving, joining armies and other issues
  • Added ability to repeat, suspend and cancel jobs from unit/job lists
  • Made civ-level nobles attached to locations (e.g. barons) include their site in their name when possible
  • Made dwarves that have been grabbed for chaining/etc. cancel their jobs properly
  • Stopped certain events (like giving birth, resting or getting an artifact mood) from causing a working dwarf to suspend jobs for the whole fort
  • Stopped chained mothers from seeking wandering infants
  • Changed name of chaining/other jobs to include target instead of saying “animal” for everybody
  • Made certain creatures like minotaurs act less civilized (requires LARGE_PREDATOR in raws)
  • Stopped alarm moods from persisting long beyond event itself
  • Made non-soldier adventure companions not default to flight (this could include giant demons, etc.)
  • Stopped companions with stranger-kill ethics from starting no-quarter fights with strangers the party meets
  • Made stranger-kill creatures respect their own prisoners/etc.
  • Stopped adventure mode critters from persisting on outmoded paths when destination has changed
  • Made sure dipscripts were loaded in the same order on different platforms (Quietust)
  • Trading a worthless item for a non-worthless item no longer results in you initiating a robbery
  • Wooden chests brought by elven traders are grown now
  • Seeds that should be edible raw in adv mode are now edible

Toady One - Bay 12 Games

09/09/2014

Mostly weird morale issues today:

  • Made certain creatures like minotaurs act less civilized
  • Stopped alarm moods from persisting long beyond event itself
  • Made non-soldier adventure companions not default to flight (this could include giant demons, etc.)
  • Stopped companions with stranger-kill ethics from starting no-quarter fights with strangers the party meets
  • Made stranger-kill creatures respect their own prisoners/etc.
  • Stopped adventure mode critters from persisting on outmoded paths when destination has changed
  • Made sure dipscripts were loaded in the same order on different platforms (Quietust)

09/08/2014

Additional stuff was done, as listed below:

  • Made critters that join up with your adventurer stop traveling if they were on a journey
  • Made critters with entity-based army duties unwilling to join adventurers
  • Stopped critters joined with you from considering moving, joining armies and other issues
  • Made dwarves move/get moved to new hospital more quickly if old hospital is removed
  • Added ability to repeat, suspend and cancel jobs from unit/job lists

09/07/2014

Mostly to do with prisoner trouble today.

  • Made caged/chained people request water/food with proper frequency
  • Made dwarves that have been grabbed for chaining/etc. cancel their jobs properly
  • Stopped certain events (like giving birth, resting or getting an artifact mood) from causing a working dwarf to suspend jobs for the whole fort
  • Stopped chained mothers from seeking wandering infants
  • Changed name of chaining/other jobs to include target instead of saying “animal” for everybody

09/06/2014

Today I cleaned up one of the causes of erroneous small attacks during the first year, and I also fixed up some more healthcare issues.

  • Stopped civs from sending a squad when they failed to find thieves/snatchers to send
  • Allowed recover wounded jobs to bring dwarves to hospital floor if no beds are available
  • Stopped recover wounded jobs from bringing dwarves to non-hospital beds
  • Made doctors remove dwarves from traction properly (checks weekly)

09/05/2014

Mostly banging my head against various walls, but in the end I stopped some frozen dwarves that had corrupted wrestling information (causing them to die of thirst as they sat and did nothing during drink/eat jobs, for example), and I clarified noble titles to at least explain the odd extra baron etc. you might have in your fort (it’s generally a child that inherited an off-site position).

Toady One - Bay12 Games

09/04/2014

I fixed one of the main stuck-resting-without-getting-help bugs and several smaller issues.

  • Made dwarves that fall unconscious while going to rest or sleep location not get stuck on the spot
  • Roots function as ramp walls properly now
  • Trading a worthless item for a non-worthless item no longer results in you initiating a robbery
  • Can cross ramps covered by bridges in adventure mode
  • Wooden chests brought by elven traders are grown now
  • Seeds that should be edible raw in adv mode are now edible

Toady One - Bay 12 Games

Released: DF 0.40.11 

Download Links: Windows, Linux, Mac 

09/03/2014

Here is the first release for September! As usual, a few bugs like sleep screwups, cowardly companions and wandering children might persist for a while into old saves until the system clears itself out. 

Major bug fixes 

  • Accounted for site populations properly when moving around (stopping doubling in lairs/player forts)
  • Removed the old animal people camp items, as they cause duplication errors and will work with a better overall army framework later
  • Handle some more instances where led creatures could drag their leader into conflicts (a dwarf caging a goblin, for example)
  • Made historical figures react properly to historical undead
  • Made chained animal checks respect z coordinate properly
  • Gave your companions a bit of a courage boost in terms of intervening in conflicts
  • Fixed some problem with resource stockpiles causing shop types to revert on insurrection


Other bug fixes/tweaks 

  • Made dwarf children not seek their mothers when idle, especially in violation of area restrictions
  • Made dwarves prefer claimable rooms to dormitory master beds
  • Stopped uninjured dwarves from sleeping in beds in active hospital zones
  • Tried to make items in markets/homes match races more closely (cannot be completed until later — right now, resources are based on original site owners)
  • Stopped brief necro master-apprentice relationships from forming in towns
  • Stopped other necro tower townish behavior like fake grazing disputes
  • Made sleeping on the floor respect burrow assignments
  • Made strength/agility/tissue layer effects work for gaits (Quietust)
  • Stopped overuse of plant structure tag causing people to say they preferred to eat trees
  • Fixed other issues causing dwarves to be able to prefer the wrong (generated) materials
  • Stopped adventure skill list from overflowing on status screen
  • Discounted rust when listing relevant skill for squad candidate
  • Stopped evaporation of 1/7 liquid when over 7/7 liquid of the same kind
  • Made flying adventurer able to fly over ramps without using them
  • Fixed missing bindings for animal training keys (Quietust)
  • Adjusted firing rate for projectiles again to make them more like the older versions
  • Made adamantine clothing available in arena

Toady One - Bay 12 Games

09/02/2014

Here are some more things:

  • Made chained animal checks respect z coordinate properly
  • Made dwarf children not seek their mothers when idle, especially in violation of area restrictions
  • Stopped brief necro master-apprentice relationships from forming in towns
  • Stopped other necro tower townish behavior like fake grazing disputes
  • Made flying adventurer able to fly over ramps without using them
  • Made strength/agility/tissue layer effects work for gaits (Quietust)
  • Fixed other issues causing dwarves to be able to prefer the wrong (generated) materials
  • Adjusted firing rate for projectiles again to make them more like the older versions
  • Discounted rust when listing relevant skill for squad candidate
  • Made adamantine clothing available in arena

09/01/2014

 The September 2014 report is up and here is a Future of the Fortress reply 

Here is an interview conducted for the Dirty Dwarf and Brain ANT. I’m not sure what the beginning part says, but the rest features Scamps in his tree, a knife being pulled on me (~43:10), and two different people taking photographs of the screen.

Toady One - Bay 12 Games

08/29/2014

Today I messed around with site resource stockpiling code — shops shouldn’t all turn into taverns after insurrections, and there should be more usable equipment around (as opposed to being made for critters of the wrong size), but the underlying problems are difficult and will have to wait until we have post-world-gen trade caravans moving around in an actual way.

Toady One - Bay 12 Games

uwcontrol:

After two years, I’ve finally had a solid month to start working on a new album. There are still a few days left to release some more (6-7 are in the works), but for now, I hope you enjoy it.

As you might notice, the theme is kind of maritimey for those who like building coastal fortresses. I’ve done this on purpose and plan (hopefully) to do a soundtrack for each of the biomes or regions.

I also trust everyone is having as much fun and I am with the new release of Dwarf Fortress. Remember to keep supporting Bay 12 Games here (http://bay12games.com/support.html). Without Zack and Tarn, I would not feel as inspired to work on this.

kattybats:

Today I found out that in the Dwarf Fortress language files ‘vegetable’ is listed as a negative word.

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