DF Version 0.40.12 has been released. This release has some - TopicsExpress



          

DF Version 0.40.12 has been released. 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
Posted on: Wed, 10 Sep 2014 18:57:35 +0000

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