IllustratorsLeak
bay12games
bay12games

patreon


Dwarf Fortress 0.44.10 Released

http://www.bay12games.com/dwarves (Click refresh on your browser if it doesn't show up)

Here's our next effort, which should change the general situation regarding the (often inebriated) fortress dwarves and their lack of apparent stress.  Part of this involves a new system of memories, which we'll be improving as we go now.  You'll be able to see these in thought paragraphs as they are remembered, so don't worry if they aren't apparent at first.  There were also other problems with inebriation and overall stress balance; some of the latter will be ongoing, if we've overcorrected, as varied long-term forts are difficult to test, but we'll continue working with it.


I've updated how the adventurer information log works.  It's hopefully a bit more useful for navigation now, when it comes to adventuring and reporting back what has happened.  Old saves might not have everything linked up at first.  Hearing rumors again and so forth should make the log start to work better for them.  You can also cross narrow rivers in travel now (the ones that are jumpable or near jumpable at a sprint.)  Uncrossable rivers will display with double lines in the travel view.


New stuff

(*) Made short and long term memories of emotions and their circumstances


Major bug fixes

(*) Fixed crash relating to religion trying to store holy relic without a temple

(*) Stopped inebriation personality alterations from being permanent


Other bug fixes/tweaks

(*) Balanced stress effects

(*) Allowed nicknaming of all buildings/zones/stockpiles

(*) Can now zoom to item and unit for item inaccessible announcements

(*) Added dwarf-style personality and other information in adventurer description from status screen

(*) Updated adventurer log screen

(*) Allowed adventurer to cross over narrow rivers in travel map

(*) Shows status of single assigned workers in q/t workshop menus

(*) Separated thoughts for seeing somebody die and finding the body

(*) Changed how drunken fistfights work

(*) Side-stepped unit load failure, creating substitute unit upon irreversible corruption

(*) Added check for duplicate items from returning squads and others to avoid crashes/corruption

Comments

Soon: "Turns out that after we implemented the reveries patch a brown female dwarf has taken over the computers of the gamers and demanded them to take them to the save disc section that once held their daughter. Sorry for that."

feh

a MONSTERKILLER hellhole at that!

kyranf

Hey Toady, thanks for all the great work and probably the best game that was ever in development. And i know that im in no position to make request, but i had this idea which could improve the management system a lot. If this is easy to implement and you like this idea, i would love to see it. Following: Make it possible to select 1 or more stockpiles for a condition/ or a ll conditions. Example: I have a stockpile that is giving to the kitchen. Not everything is allowed, because i only want certain things to be cooked. When i make: Cook 20 food, if there is at least 20 cookable items, i will get cancelation spam, because the stockpile is empty but i have 20 cookable items somewhere else (which i dont want to get cooked). So by selecting this stockpile and only counting its content and not everything on stock, could solve this. I think this would give more possibilities and depth to the manager menu (could get awesome for gem management as well)

Gordo Birb

Oh my lord. All of my dwarves are going to be insane immediately upon updating. My fort's a hellhole! Bah, losing is fun!

Kruggsmash

I love being able to cross small rivers in travel mode... any chance we can eat and drink in travel mode as well? Maybe sleep too?

Paul and Anna Spooner


More Creators