Dwarf Fortress Changelog

What's new in Dwarf Fortress 0.47.05

Feb 1, 2021
  • Here's an interim release - this is a fixer-upper for the old version, and not related at all to the new graphical stuff. This isn't meant to address everything of course, or even most things, and we'll be cleaning up a lot more bugs and issues for the Premium release itself. This one gets rid of some long-standing crashes and also attempts to address most of what we learned from the stress discussion from the forum. There are still a few unmet needs (which don't contribute much to stress, but are an eyesore), and a few outstanding ideas related to winning sieges, ending wars and unattended children, but we'll need larger changes there that are better integrated with the Premium work.
  • It's always a little weird splitting the bug fixes into the two major/minor categories, but especially here, where the stress changes add up to a lot, so the division below is particularly arbitrary on that score.
  • Major bug fixes:
  • (*) Fixed w.g. crash related to dark fortress civs having fixed positions not held by demons
  • (*) Fixed zero-size creature crash
  • (*) Fixed off-site werebirth crash
  • (*) Stopped visitors from siding against fort in any conflict where the fort's tame megabeasts are involved
  • (*) Made cave adaption negative effects less frequent
  • (*) Made people get used to seeing dead bodies
  • (*) Stopped corpse raising, shapeshifting and non-living non-vampire visitors
  • (*) Made basic friendships easier to form for slow-to-love people
  • Other bug fixes/tweaks:
  • (*) Made people that work outside a lot get used to bad weather
  • (*) Made valuable food satisfy good meal thought in addition to preferences
  • (*) Added some additional dwarf chat types to meet some other needs and reduce stress
  • (*) Stopped many minor thoughts from forming memories
  • (*) Removed stress from migrants (e.g. ones from old forts)
  • (*) Vengefulness is no longer stressful (as it was mainly related to defending others from attacking animals)
  • (*) Changed balance of migrant professions
  • (*) Patched one form of military item corruption on load (root cause not identified)
  • (*) Expulsion exception 'child not present' now only applies to minor children
  • (*) Fixed MUNDANE and HAS_ANY_CAN_SWIM for interactions/transformations

New in Dwarf Fortress 0.47.04 (Mar 1, 2020)

  • Our second leap day release! Fixes old and new this time. From the new category, aside from crashes, marriages were being dissolved frequently and friendly visiting experiments were breaking too much furniture. Among the older bugs fixed, we've got the one where people could teleport through walls while fighting or sparring, a loyalty cascade civil war issue, and a creature/item duplication bugs that was corrupting saves.
  • Barring sudden issues, this will be the final bug-fix release before we get the code work started on the graphical version. There's a lot left to fix before that version is ready to be released, and we'll be doing parallel bug fix releases as the graphics stuff progresses.
  • Major bug fixes:
  • Fixed w.g. crash related to society infiltration
  • Fixed w.g. crash related to variable position creation
  • Fixed crash involving misbehaving roads
  • Fixed loyalty cascade due to death of questers etc. that had positive relationships with fort dwarves
  • Stopped charge collisions from teleporting people through walls
  • Fixed save corruption/duplication related to fort/adv retirement
  • Stopped dwarves from silently dissolving their marriages when they make a close friend
  • Stopped large visitors and residents from seeking and destroying buildings even if they do so as invaders
  • Stopped overwide shrines in npc forts from flooding the underground
  • Fixed issue causing broken castle maps
  • Other bug fixes/tweaks:
  • Stopped pantheons of mortal races from frequently having very high numbers of deities
  • Fixed summon effects for small-sized creatures
  • Removed building destroyer/trample/trapavoid from smaller procedural creatures
  • Made divorce thought appear properly
  • Added stone altar building job
  • Fixed broken reunion historical entry
  • Removed various forgotten beast traits from experiments
  • Corrected issue with rumor system
  • Made item creation interactions work harder to select a material if none is provided

New in Dwarf Fortress 0.47.03 (Feb 17, 2020)

  • Here's another bug-fix release, ranging into some older issues as well. There's been some work on the raid crash/corruption problem, though I suspect that is ongoing - hopefully the frequency is lessened. I've also done a few quick changes to socializing and stress, but that's a longer project as well. Dwarves clump now in zones and taverns, which should help with the friendship rate, and I've made the most stressable dwarves a little more fixable. One of the major causes of loyalty spirals/civil wars has been handled, and I did some work with hospital rest and diagnosis problems.
  • Reminder: We'll start coding on the graphical version in a few weeks. We'll still have these bug-fix releases periodically, though there will be an initial gap of some time while I get the core framework done to the point where the artists can use it. But there should be at least one more bug-fix release around the change of the month before that work begins.
  • Major bug fixes:
  • Cleaned up equipment tracking issue for returning fort-mode raiders
  • Made historical spies drop possibly divisive cover identities when arriving as regular fort citizens
  • Stopped patients that have been in traction for a week from requiring diagnosis repeatedly
  • Made dwarves inside hospitals return to rest if rest is cancelled
  • Supported doctor's guildhall to fix broken petitions
  • Fixed freeze related to forbidding doors/hatches
  • Fixed crash related to starting modded fort mode critters with natural skills
  • Stopped crash related to artifacts/books placed on adv pack animals
  • Fixed crash related to deleting zones in adv mode site planning
  • Fixed unretirement crash in adv mode
  • Fixed bug causing you to become a different historical figure when unretiring
  • Fixed w.g. crash related to imprisonment by civilizations that have lost their capitals
  • Other bug fixes/tweaks:
  • Allowed placement of altars in fort mode (they have no specific function yet)
  • Added person-seeking behavior to socialize activity and to jobless milling about in zones
  • Changed stress calculation for high vulnerability personalities
  • Made mummies control tombs more fully so allies couldn't call on zombies to fight themselves
  • Stopped mercenaries from being hired to attack their own forts
  • Fixed problem causing w.g. people to falsely befriend themselves for information
  • Fixed xml log for entities acquiring buildings
  • Fixed xml log for entities breaching the underworld

New in Dwarf Fortress 0.47.02 (Feb 11, 2020)

  • This is the first bug-fix release, focusing on newly introduced problems. Most notably, world gen crashes should happen less often, having babies should cause less trouble, and some adventure mode problems with quests and mounts should be fixed. We'll continue on with this process, working in some older bugs for next time as well.
  • Major bug fixes:
  • Fixed crash from starting in adventure mode as an outsider
  • Fixed world gen crash involving civs attacking ruins that still had livestock
  • Fixed world gen crash involving criminals and arrest
  • Fixed crash from certain description strings
  • Fixed crash involving stressed out wilderness creatures wanting to complain to priests
  • Stopped carried newborns from setting their mothers' paths like riders
  • Stopped flying mount from taking control when it is airborne
  • Fixed broken hearthperson links for adventurers
  • Made animals follow the follow command instead of waiting forever
  • Fixed issues with mount movement after fast travel
  • Other bug fixes/tweaks:
  • Made undead riled up by dwarf raids as with normal civs
  • Starting dwarves pulled from underground cultures no longer start with cave adaptation
  • Stopped non-dwarves from doing w.g. underworld disasters
  • Increased werebeast triggers further to match semi-megabeasts
  • Took quantity into consideration in chargen equipment value
  • Fixed item quality interaction effect range setting
  • Fixed masterpiece quality error in chargen equipment value
  • Allowed legless animal people to pet animals
  • Stopped pets from dropping all packed luggage when they attack
  • Stopped some cases of animals being called recruits after travelling
  • Fixed broken scroll/expand commands in adventurer intrigue log
  • Stopped chargen beliefs from persisting incorrectly when certain options are selected
  • Fixed villain network export from legends (only works for living - no snapshots)
  • Changed Create New World civ number distribution (new numbers suggested by Talvieno)
  • Changed human 'fortress' to 'castle' to avoid confusing with dwarf fortresses
  • Fixed inconsistency in kill name changes
  • Fixed interrogator/conspirator xml
  • Fixed some busted world gen param newlines

New in Dwarf Fortress 0.47.01 (Jan 29, 2020)

  • Here is the villains release! There are various bits we're going to have to loop back around to after the graphics work is complete (see previous lengthy dev log), so perhaps this should be called the first villains release, or more "the guilds and temples and adventurer parties and pets release which also has artifact heists and extensive historical villainy, with lots of new mostly evil magical stuff", ha ha. We will get to the fortress plots beyond artifact heists when we return, as well as the ability for the adventurer to be a villain and to investigate them more effectively.
  • The features are listed below. For fortress mode, the most important new elements that will be commonly encountered are petitions for guildhalls and temples. When enough believers or laboring dwarves are in the fort, you'll receive a petition, and it's up to you if you want to try to build the location for them or not. To satisfy the temple petitions, you must assign a priest (the game will remind you with an announcement when your temple is ready for one, after a certain value threshold is crossed.) The main benefits of guildhalls and priests currently is the ability of guild members to share knowledge, and of priests to give inspiring sermons and comfort stressed-out dwarves.
  • Less commonly, but also important, a villain may target your fortress, especially when you get up to having artifacts they might covet. If you notice an artifact has been stolen in a non-kobold way (the announcements will be different, make sure you have a sheriff to receive the reports), you will be able to interrogate anybody about the crime - witness reports might be useful with a name, or they might just indicate the artifact is missing. Interrogation leads to a report indicator on the left, which you can read in the usual way (with 'r'.) This also opens up the counterintelligence screen, which will keep track of information for you. If you manage to interrogate the handler of any treacherous dwarf, generally on a return visit, you might even get the name of their master, if they have one, or get details of other plots throughout the world, though most of them cannot impact your fort directly (yet.)
  • Dwarves have some more general relationship types now (especially the historical ones, who can arrive as war buddies or athletic rivals), and they can also have multiple lovers or get divorced or have children before they are married.
  • Most aquifers in the fort are now slower filling. You still have to act pretty quickly (this makes them remain useful for wells and other liquid matter), but it is very possible to just wall them off or otherwise deal with the water if you are ready. You can still place a wall on top of shallow water. If you want an old-style aquifer, just embark where there's a "heavy aquifer."
  • Your fort may also be invaded by horrible things if the necromancers or demons have been entertaining themselves.
  • The main new bit in adventure mode is right in the beginning - well, not quite. Don't be fooled by the first character creation screen (which is unchanged), you'll get to the good stuff right after. There are a lot of new options there (starting background, religion, starting site selection, equipment including quality, mounts/pets), including the option to make party members, who can be from different civilization. Mounts greatly speed up travel if everybody has one (make sure the mount is their pet.) If you forget a mount or meet with tragedy, you can claim a new mount generally from the pastures of human cities, or wherever tame animals can be found. You do not have to purchase them currently. Just press 'h' near one (the same key you use to mount and lead animals.) If the wrong party member claims it, that party member can give it to the right one as a gift (a new conversation option which can be applied to anybody.) Pack animals (including many mounts) can also carry items. Press 'p' to place an item on a creature. This can greatly increase your capacity to carry food or treasure. If you claim a pet that is unnamed, you can name them as a conversation option (with the pet.)
  • In adventure mode, if you have judge of intent, you'll be able to see the new readout of your conversation partner's mood/relationship with you (without that skill, you still get some basic info.) You have the ability to interrogate people, using the persuade and intimidate skills, though this is limited now because we didn't get to most evidence. People can confess to schemes, and sometimes that'll even be meaningful, but it's mostly a giant mush of data until we add more structure. But it shouldn't be hard to find some even without proper story/evidence hooks - just go to a nearby castle in a human town, and some portion of the nobles and administrators there will be up to something. But it'll be ultimately unsatisfying until we get to more. As a small note, only confessions of schemes will show up in the new adv mode intrigue view currently (confessions of masters/handlers don't have a proper evidence link yet.) Finally, there were a ton of existing conversation options and most are not linked to the new conversation variables (like confidence and agitation and how much they want to leave.) But you should see them in action if you interrogate, argue about values, flatter, tell jokes or pacify. Additionally, depending on personality, most people slowly loses patience with a conversation no matter what the subject is, unless they are kept entertained. These ephemeral conversation values are reset every two hours, so don't worry if you lose a chance to speak to somebody at a given time.
  • If you want to play with divination dice, you'll need to find a pedestal with some at a shrine. About half of the shrines should have them, though a lot of the smaller road and intersection shrines won't have room and will just have statues. Shrines labeled in text on the travel map have the best chance, since they are large. Temples can also have them in the basement with the relics. To roll dice, make sure they are in your hand and 'I'nteract with them. Rolling should be an option there. Once you do that, the roll announcement has a lot of information. Statues generally give some idea as to whose shrine you are at. Shrines can be both for organized religions or generally to a deity, and both types can have divination traditions.
  • New stuff:
  • Guilds organize and petition for guildhalls, guild members can do skill demonstrations
  • Members of organized religions can petition for temples and priesthood recognition, priests give sermons and comfort stressed dwarves
  • Traitor dwarves, artifact heists, interrogation for crime from the justice screen, counterintelligence readout with organization charts
  • Most aquifers are much slower filling
  • Can start with a party in adventure mode
  • Specify background and starting location and beliefs in adventure mode (most labor skills still meaningless)
  • Can start with specified equipment and pets in adventure mode
  • Tactical combat mode for adventurer party
  • Adventurer can ride mounts, place items on pack animals, lead animals, claim pets, gift pets, and name pets (rider skill matters for melee/ranged rolls currently)
  • Can pet animals in adventure mode
  • Addition mood information in adventure mode conversations, (simple) interrogation options, flattery, joke-telling, calming remarks, (very simple) sermons
  • Simple intrigue display with actors and charts discovered in interrogation in adventure mode (in 'Q')
  • Divination shrines with dice and various effects
  • Lots of new intermediate positions (mostly without new mechanics) in entities (chamberlains etc.)
  • Alliances against world-ending threats in world generation
  • Various villainous activity in world generation, in play off-site, and (more limited) in fort mode, world generation surveillance, interrogation and punishment. Historical plots include theft, sabotage, abduction, assassination, coups, corrupt advancement promises, embezzlement, starting wars, and framing enemies.
  • Romantic relationship changes (multiple lovers, affairs, children outside marriage, divorces, etc.) as well as other relationship changes and details (friendship/rival types, variables like trust, respect and loyalty)
  • Merchant companies, military orders and mercenary companies, craft guilds in world generation
  • Individual mercenaries and companies can upgrade their equipment, and richer world gen people can purchase houses and build up their own city towers
  • Various religious interactions (shrine building, sermons, persecution) in world generation, lots of religious demographics tracking which influences shrine creation, religious sites and sermons influencing membership numbers, holy cities and a few levels of priest
  • Various horrifying new necromancer/mummy/demon/vampire etc. matter - snow-balling zombie invasions, multiple experiment types, intelligent undead lieutenants with new powers, nightmarish summons, spreading evil zones, promises of immortality in villainous plots
  • Dwarves can trigger dig-deep disasters in world generation, with repercussions coming to other sites, including fort mode
  • Some new locations, some map details still in-progress, monasteries, private city towers, guildhalls, merchant counting houses, forts (bandits and mercenaries), castles have returned (basically unchanged), better necromancer towers and simple outlying buildings
  • Major bug fixes:
  • Fixed visitor crash related to broken meetings
  • Fixed crash related to broken crimes and travelers/sent-away dwarves
  • Other bug fixes/tweaks:
  • Changed werecreature trigger condition
  • Bogeyman limited to a few regions and given new powers
  • Fixed error where bandit groups would be deleted prematurely in worldgen
  • Fixed size issue with certain werecreatures
  • Fixed bug where only last half of performance sentence was shown
  • Fixed problem where biome and landmass names were sometimes split on the same biome/landmass

New in Dwarf Fortress 0.44.12 (Jul 9, 2018)

  • Major bug fixes:
  • Fixed crash from corrupted units
  • Made baron elevate to count properly
  • Removed intermittent lag from off-site conceptions and births (added seasonal unit offloading)
  • Made squad orders respect successful site conquest (so new members don't try to reconquer)
  • Other bug fixes/tweaks:
  • Fixed broken display for multiple adventurer agreements
  • Show proper mission text for messengers instead of No Job
  • Made tantruming dwarves cancel activities
  • Controlled how market links are formed somewhat

New in Dwarf Fortress 0.44.10 (May 6, 2018)

  • 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

New in Dwarf Fortress 0.44.09 (Apr 2, 2018)

  • Major bug fixes:
  • Made projectiles and weapon traps work again
  • Other bug fixes/tweaks:
  • Changed w.g. population calculation for conflicts

New in Dwarf Fortress 0.44.08 (Mar 30, 2018)

  • Major bug fixes:
  • Fixed crash from returning certain kinds of contained loot
  • Fixed crash from exploring entity-free site
  • Stopped certain failed tribute raids from staying out forever
  • Stopped certain stolen livestock from being treated like half-citizens
  • Other bug fixes/tweaks:
  • Fixed sieger behavior that caused them to mill around outside for too long
  • Stopped stolen livestock from being attacked after they are named
  • Fixed failure to give half of the one-time tribute items
  • Allowed military tactics as starting skill choice on embark
  • Corrected one-time tribute text
  • Made it produce a proper spoils report if only livestock are stolen

New in Dwarf Fortress 0.44.06 (Mar 12, 2018)

  • Here's the first substantial update to the fortress's world map screen. New raid options are available, and it shouldn't be hard for you to antagonize your neighbors now if that's what you want to do. Use the 'd'etails option when preparing the raid to set what sorts of actions you'd like your raiders to perform. Skills and equipment matter, and skills can be improved during missions. The skill of your best tactician is important (you'll see feedback in the mission report.) If you demand tribute on an ongoing basis and the target site agrees to your demands, you'll receive something like a merchant caravan on an annual basis a few seasons after the initial demand. They'll drop goods off at your depot and depart. These goods can be carried off immediately for storage, but there's a new report so you can look at a complete list of what was delivered; the same is true of spoils from raids.
  • A few notes on the bug fixes below: the identity fixes won't stop bad feelings from existing conflicts in old saves. Also in old saves, distracted animals might still appear to be broken at first, but they should sort themselves out after a bit.
  • New stuff:
  • Can pillage and raze and demand tribute from other sites
  • Dwarves on missions can now can gain skills
  • Military tactics skill is now gained and matters in off-site battles
  • Major bug fixes:
  • Fixed several problems causing the meeting queue to get gummed up
  • Made monster-type critters and non-monster-type critters have proper hostile again
  • Allowed people in the same squad to know each other's identities
  • Made scribe copy job cancel properly to free up materials
  • Fixed calculation of available writing materials in library
  • Other bug fixes/tweaks:
  • Various speed tweaks
  • Made clean job work inside and on outdoor constructions
  • Made clean jobs continue to nearby tiles
  • Made drunkenness make you less private instead of more private and fixed a typo there
  • Made dwarven adventurers experience trances properly
  • Made non-historical populations defend sites post w.g.
  • Made off-site raid stealth success depend on site
  • Fixed broken flags on merchant historical event
  • Stopped dwarves being dragged to cages/chains from trying to clean the floor
  • Stopped live generals from being elevated from zombie populations
  • Stopped animals from developing need for alcohol after experiencing trauma
  • Stopped unintelligent creatures associated to civilizations, like domestic animals, from worshipping gods when given historical status
  • Stopped animals from revealing the location of artifacts to questers
  • Stopped animals from forming grudges and other chat-based relationships
  • Sped up legends loading in high-artifact worlds
  • Stopped rooting around in the dirt from resetting path
  • Fixed issue causing certain older army units from not appearing
  • Fixed a few errors with abstract skill calculation for armies
  • Reconciled bandit's map and in-play valuations of opponent strength to stop aborted ambushes
  • Disallowed certain flying/swimming/visual/projectile/attack moves involving half-stairways
  • Made branches/twigs burning over walls leave behind a floor properly

New in Dwarf Fortress 0.44.05 (Jan 15, 2018)

  • This is another bug fix release to start the new year. A few of the bad five-second freeze/lag problems caused by the new release have been fixed, and large beasts should move off the edge of the map again. Over in adventure mode, inappropriate creatures shouldn't yell 'identify yourself' and companions should participate in conflicts as they used to, and some other issues of reputation should be solved, especially among citizens of the starting town.
  • Major bug fixes:
  • Stopped displayed artifacts from duplicating on retirement/offloading of site
  • Made attacking giant monsters path to targets properly again
  • Stopped extraneous dwarf mode conversation text generation (freezes)
  • Stopped negative artifact location rumors from passing around so much (freezes)
  • Made removing first stop of hauling route w/ assigned vehicle not cause issues/crashes
  • Stopped crash caused by yielding to muggers
  • Stopped creatures from asking for identity when they shouldn't be able to speak
  • Fixed problem with companions and other close people not always recognizing your relationship to them
  • Other bug fixes/tweaks:
  • Made returning mercenaries stop petitioning for sanctuary (existing petitions will still be there)
  • Prevented unirrigated etc. top-left corners etc. from stopping planting in farms
  • Stopped inaccessible pile tiles from stopping bin/barrel placement throughout pile
  • Allowed stairs to be carved in ice that is one tile above stone properly
  • Added building item TSK indicator to ground items as well
  • Stopped designations for removal of ramps/constructions from working on hidden tiles
  • Removed incorrect back instruction from burrow naming
  • Properly saved freeing hf in relevant historical event (Quietust)
  • Fixed a few cases of historical event for identities reporting wrong historical figure
  • Fixed kitchen job hotkeys

New in Dwarf Fortress 0.44.04 (Jan 11, 2018)

  • This is another bug fix release to start the new year. A few of the bad five-second freeze/lag problems caused by the new release have been fixed, and large beasts should move off the edge of the map again. Over in adventure mode, inappropriate creatures shouldn't yell 'identify yourself' and companions should participate in conflicts as they used to, and some other issues of reputation should be solved, especially among citizens of the starting town.
  • Major bug fixes:
  • Stopped displayed artifacts from duplicating on retirement/offloading of site
  • Made attacking giant monsters path to targets properly again
  • Stopped extraneous dwarf mode conversation text generation (freezes)
  • Stopped negative artifact location rumors from passing around so much (freezes)
  • Made removing first stop of hauling route w/ assigned vehicle not cause issues/crashes
  • Stopped crash caused by yielding to muggers
  • Stopped creatures from asking for identity when they shouldn't be able to speak
  • Fixed problem with companions and other close people not always recognizing your relationship to them
  • Other bug fixes/tweaks:
  • Made returning mercenaries stop petitioning for sanctuary (existing petitions will still be there)
  • Prevented unirrigated etc. top-left corners etc. from stopping planting in farms
  • Stopped inaccessible pile tiles from stopping bin/barrel placement throughout pile
  • Allowed stairs to be carved in ice that is one tile above stone properly
  • Added building item TSK indicator to ground items as well
  • Stopped designations for removal of ramps/constructions from working on hidden tiles
  • Removed incorrect back instruction from burrow naming
  • Properly saved freeing hf in relevant historical event (Quietust)
  • Fixed a few cases of historical event for identities reporting wrong historical figure
  • Fixed kitchen job hotkeys

New in Dwarf Fortress 0.44.03 (Dec 29, 2017)

  • Here are some bug fixes to close out the year. Notably, visitors shouldn't arrive in such large numbers so early on, and fewer of them should overstay their welcome (in old saves, people already in transit will arrive, but it should taper off.) Adventure mode commanders etc. should recognize more of your accomplishments properly and not talk about unknown creatures so much, but identities have introduced some non-trivial issues there that we'll have to build through more carefully, and there'll be some ongoing silliness.
  • Major bug fixes:
  • Fixed crash from guide agreements
  • Fixed crash related to off-loaded items coming into play
  • Made agents and roaming questers respect visitor cap
  • Fixed problem causing agents not to check fort for tavern
  • Made fort-visiting questers leave properly
  • Made fort claim certain looted artifacts properly instead of leaving them on edge of map
  • Fixed several cases of "unknown creature" utterances
  • Fixed problem with neighbors not recognizing you, including commander and other quest givers
  • Stopped undisplayed items from lingering on display furniture
  • Made dwarven off-site squads stranded during preparation return to the fort
  • Made 32-bit Mac version recognize new keys
  • Other bug fixes/tweaks:
  • Fixed broken plant indicator on food stockpile
  • Made opinion monologues on performances etc. show text properly
  • Made log show completed kill orders properly

New in Dwarf Fortress 0.44.02 (Nov 24, 2017)

  • Major bug fixes:
  • Fixed world gen crash associated to agents checking on site government after it collapses
  • Other bug fixes/tweaks:
  • Stopped returning pet dogs from petitioning for sanctuary like rescued prisoners
  • Stopped uncontested raids reports from starting at year 0

New in Dwarf Fortress 0.44.01 (Nov 24, 2017)

  • This is the artifact release, featuring the ability to send your dwarves off to cause trouble in the world, improved kobold sites, cover identities, artifact questers, and a bit of artifact diplomacy.
  • In fort mode, the 'c' screen which used to list civilizations still does that as a suboption, but its main purpose now is to show the world map and allow you to interact with it. You can either raid a neighbor generally, or send off squads to recover specific artifacts or rescue particular people (in which case, the squads will still bring back other artifacts and prisoners, but focus on the goal.) A squad questing after an artifact will seek out information if the first site doesn't work out, and this might take several months, so be prepared. Squads can also be captured during raids, though typically someone will return to tell the tale. When squads return, a report will become available; a yellow 'R' will appear over on the left margin, and pressing 'r' will let you see it. Sometimes reports are quite lengthy as squads stumble from tavern to tavern; you can press enter to skip to the end of the path animation.
  • There are some rough edges here! Be sure not to send off your commander if you are planning to reorganize your military, as they are the only one with the power to assign new squads and cannot do so while off the map. There was a last-minute hiccup with artifacts known to be held by people (rather than stored on sites); these fort-mode missions will be fruitless for the moment; the most common instance here is books authored by people that then hang on to them, so don't try to steal their books! It says on the map screen when an artifact is held by somebody, so it should be easy to avoid. Raids do not bring back non-artifacts or build skills; these issues may or may not be addressed in the short-term depending on difficulties that arise.
  • The interactions with heroes and invading armies are more straightforward. There will either be 'P'etitions or a diplomacy popup to handle.
  • In adventure mode, you can assume a cover identity. You do this from the 'k' conversation menu (if you are already talking to somebody, it'll be hidden in "start new conversation".) If you choose to link your identity to a civilization, you'll be carrying that baggage with you, especially when you are being interrogated by goblin guards, so one should be prudent. To turn off the identity, go back to the "assume an identity" menu and choose the 'x' "no identity" option. You can also reuse existing identities from this menu.
  • People in adventure mode that are seeking an artifact will list "missing treasure" among their troubles, and you can then inquire further.
  • In order to name an object, use 'I' to interact with it, and it'll be one of the options for appropriate objects. For example, you can give a name to your spear or waterskin, but not to the water or food you start with.
  • There are also various adventure rough edges. For instance, if you pick up and then immediately replace a museum piece in adventure mode, and then tell somebody about it, you'll get credit as a Treasure Hunter. It'll be difficult to fix that without additional property information, etc. It's also generally hard right now to find artifact quests, as most things are in their proper place and/or not subject to an outside claim. We'll be working with this a bit as we generally work on stabilizing the release.
  • Overall, many of the changes occurred under the hood, in preparation for the myth and magic release, but now the magic release will be able to incorporate artifacts of all kinds without additional delay, so hopefully it was time well spent.
  • As usual, your old saves should work, but please back them up before diving into the new release! It is quite likely that forts will fall into technical ruin as bugs come up and are handled at this early stage. Old forts won't have object additions like the pedestals and display cases, but they should be able to send out raids from the 'c' screen.
  • We will be focusing on the worst bugs (crashes etc.) at first, and then we'll broaden out into other bugs, old and new, and minor suggestions/usability improvements, as well as a general smoothing out of the new features. We're still working on the design side of the first magic release, so we anticipate we'll be doing smaller releases for a while.
  • New stuff:
  • Ability to send out squads to raid sites, rescuing prisoners and recovering artifacts
  • Display cases and pedestals, museum zones, both in forts and other sites
  • Can view the world map w/ rumors from fort mode
  • Artifacts created during worldgen: dwarf moods, named heroic objects, holy relics, heirlooms
  • New artifact events in play and worldgen: questers seek artifacts and ask for or steal them, invaders demand artifacts
  • New historical events associated to the creation of artifacts (used in fort and worldgen)
  • Agents used by civilizations to gather information, can assume cover identities
  • Improved kobold site maps
  • Goblin site denizens demand an identity instead of immediately attacking every stranger
  • More modding control over pets and other animals
  • Adventurer can assume a cover identity at will
  • Adventurer can name their possessions
  • New adventurer reputations related to artifacts
  • New religious activity: monks, pilgrims and prophets
  • Museums and other room types can be added to fort locations like taverns and libraries
  • Various additional data in the XML export
  • Major bug fixes:
  • Fixed weapon trap crash vs. item breakage
  • Fixed bug preventing monster slayers from visiting those forts with monsters to slay
  • Made animated skulls, hair and other bits easier to pulp
  • Made idle and vermin-hunting dwarves come down from trees more successfully
  • Made thirst/hunger and being pushed out of the way less likely to terminate dances
  • Other bug fixes/tweaks:
  • Alphabetized broad stock screen categories
  • Fixed problem with historical bodies not respecting wounds/processing
  • Fixed bug causing religions to worship too many gods, with duplicates
  • Made simple burrow beasts start in caves as possible
  • Fixed broken historical collection linkage with beast attacks during festivals
  • Fixed one instance of broken animal person greetings
  • Stopped natural animals from w.g. rampaging through sites owned by entities at peace with wildlife
  • Took age into account for w.g. fights vs. body size (e.g. proper dragon size)
  • Stopped people from being enough to satisfy a need to see great beasts
  • Made visitors less nervous about going to neutral locations

New in Dwarf Fortress 0.43.05 (Jul 6, 2016)

  • New stuff:
  • 64-bit support, pulling the game from the distant past into the previous decade
  • Major bug fixes:
  • Fixed problem with artistic skill assignment causing world histories to diverge
  • Fixed problem with worldgen trade causing world histories to diverge
  • Other bug fixes/tweaks:
  • Stopped babies/children from competing in w.g. events
  • Made gorlaks able to open doors, stopped desizing of their heads
  • ) Fixed some mem leaks

New in Dwarf Fortress 0.43.04 (Jun 20, 2016)

  • Major bug fixes:
  • Fixed error deciding when patients should be moved
  • Fixed initialization problem with tools causing stone axes to be thought of as ranged
  • Stopped completed work order jobs from checking off every matching order
  • Stopped masterpiece trades in containers from triggering artwork defacement
  • Stopped storage from always failing in the second tavern/library/temple you define
  • Stopped broken crash-prone entry from appearing at the end of the stocks list
  • Other bug fixes/tweaks:
  • Attackers will remove armor from unconscious opponents if it is blocking attacks
  • Made people wear more armor according to their roles again
  • Allowed new citizens with some previously site-wide occupations to be reassigned
  • Allowed some site-wide occupations for dwarves
  • Made combat damage weapon and armors depending on material differences etc.
  • Made dwarves prefer undamaged equipment during the periodic uniform upgrades
  • Allowed strong attacks/shakes to translate some force to joints and parent parts even if blocked by armor
  • Reduced clothing stopping power based on penetration depth
  • Made paper slurries stockpile-able (won't work without updated raws)
  • Fixed problem with adv mode tribute demand check
  • Fixed ghost initial positioning problem
  • Made macros save correctly even if the macro directory is deleted

New in Dwarf Fortress 0.43.03 (May 23, 2016)

  • Major bug fixes:
  • Made customized magma forge jobs use metal instead of making things out of coal
  • Adjusted conflict code to stop taverngoers from joining siegers over petty grievances
  • Fixed material overcount in adv site work menu
  • Other bug fixes/tweaks:
  • Made pain from broken tissues depend on relative part size
  • Made embark profiles load fish properly
  • Made assigning an animal to a restraint remove it from pasture assignments properly
  • Made pasturing jobs respect connectivity in creation and in seeing if they should continue
  • Made dwarves remove animals assigned to pastures from cages/chains that are in the pasture
  • Fixed display error causing creature to be described as gigantic too often
  • Allowed metal mechanisms to be made from the job manager
  • Made dragonfire affect metal items and generally amplified fire effects a bit
  • Stopped veins in large mineral clusters from being improperly restricted
  • Stopped placement issue with minerals that had more than one specific environment
  • Stopped woodcutters from using axes without edges (like training axes)
  • Allowed soil critters to live in wider temperature ranges
  • Fixed problem with temperature checks on certain wilderness populations
  • Made construct mechanisms job show material
  • Made mountain travel restriction not affect other actions
  • Allowed adventure mode divers to move through deep water properly
  • Made placing items on tables remove item from your inventory properly
  • Made improvement reactions increase and apply skill properly
  • Reported site of adventurer masterpieces correctly
  • Stopped manually-set low frame rate cap from being stuck

New in Dwarf Fortress 0.43.02 (May 12, 2016)

  • Major bug fixes:
  • Stopped zone corruption problem from adventure sites (caused crashes)
  • Stopped adventure camps from being aged by the age of the world repeatedly
  • Stopped certain site build orders from skipping the collapse check
  • Stopped prisoners in goblin sites from starting no quarter fights with their rescuers
  • Made people that join you stop personal/shared activities that might interfere them from following you
  • Other bug fixes/tweaks:
  • Stopped felling of trees in the arena, so you wouldn't be teleported to a weird hidden region map
  • Indicated child/baby state of prisoners during look etc.

New in Dwarf Fortress 0.43.01 (May 10, 2016)

  • New stuff:
  • Ability to build up new sites in adv mode, either yourself or by assigning companions
  • Ability to do carpentry in adv mode
  • Ability to chop down trees in adv mode
  • Ability to make stone axes in adv mode
  • Ability to pull branches from trees in adv mode
  • Can put start conditions on work orders (by amount of resources or dependence on other work orders)
  • Can specify materials/images/etc. in work orders
  • Can create work order from profile which is tied to specific workshop
  • Can set maximum number of shops that a general work order can task at once
  • Can set maximum number of general work orders per shop or disallow them by profession or altogether (note: this won't work for active old-save jobs)
  • Allowed perpetual work orders
  • Repeatable work orders, ability to set restart frequencies
  • Major bug fixes:
  • Stopped masterpiece trading from causing artisans to suffer effects of art defacement
  • Other bug fixes/tweaks:
  • Got rid of work order limit of 30 jobs
  • Improved work order filtering (respect partial vs. full results etc.)
  • Stopped work orders from taking more than one slot per workshop
  • Stopped non-citizens from being charged for violating production orders
  • Stopped mother from getting both her and spouse's miscarriage thought
  • Refreshed material list when deleting uniform item
  • XML export now has the exact site rectangle

New in Dwarf Fortress 0.42.06 (Feb 11, 2016)

  • New stuff:
  • Can set specific job material in job details
  • Added jobs to construct the various specific crafts
  • Can specify images in statue, figurine, engraving, decorate jobs to varying degrees
  • Can specify group's symbol at embark
  • Can specify type of decoration
  • Added adv mode bone craft carving with image specification
  • Major bug fixes:
  • Counted exported wealth properly again (old saves will start counting w/ next caravan that leaves)
  • Flour, dye, seeds etc. not dumped out of bags into barrels
  • Allowed captured intelligent non-residents to be chained/caged/pitted again
  • Various useful objects like minecarts and goblets no longer ownable as personal possessions
  • Made ownable objects that aren't worn storeable again
  • Fixed problem causing some surface-underground sites to become disconnected
  • Other bug fixes/tweaks:
  • Allowed travel map to be shown even when you can't travel
  • "Really attack?" gives more information
  • Show adv companions by first name in announcements etc.
  • Used adjectives from physical descriptions for use in adv mode creature designations
  • Stopped premature elevation of wagons to historical status
  • Fixed missing space when reporting success on beast mission

New in Dwarf Fortress 0.42.05 (Jan 18, 2016)

  • New stuff:
  • New hearth orders for killing beasts and fighting outlaws
  • Added a hunter reputation and cleaned up reputation system around beast-slaying
  • Made citizens understand their relationship to bandits and added reputation for protecting people from them
  • A few lizards
  • Major bug fixes:
  • Made drunken dwarves spar properly again
  • Stopped dwarves from carrying mugs forever
  • Stopped adv goblin performance troupes from attacking strangers while traveling
  • Stopped reanimated corpses from being stuck on wrong side of conflicts
  • Gave underground populations zone assignments to stop them from erupting outward
  • Fixed inconsistent underground vegetation generation (which caused underground site maps to generate inconsistently)
  • Fixed various city vegetation clearing routines which were causing holes in the ground above sewers and catacombs
  • Other bug fixes/tweaks:
  • Zombies no longer dodge, parry, block, wrestle or run, and they do charging attacks whenever possible
  • Zombies don't get defense adjustments for body part type and they don't find or stop combat opportunities
  • Reduced zombie strength bonus (old saves will still be strong)
  • Made severing all non-smashed heads put down a zombie (can be reanimated if has working grasp, smashing heads already worked)
  • Made severing/smashing any working grasp put down a headless zombie (can be reanimated if has another working grasp)
  • Neck gets same combat chance adjustment as head
  • Made bandits that run off cancel town harassment goals
  • Bandits camps don't immediately send new armies to re-harass towns
  • Stopped camp bandits from being placed in trees so often
  • Allowed save/load in arena
  • Made creature object load bar page properly
  • Labeled xml encoding as cp437 instead of utf-8

New in Dwarf Fortress 0.42.04 (Dec 27, 2015)

  • New stuff:
  • Giant and person versions of many of the older creatures, including the elephant
  • Vampire purges in world generation to control their overfeeding which was stopping cities from growing
  • Major bug fixes:
  • Allowed dwarves praying at temple dedicated to no particular god to choose prayer target according to need
  • Stopped adv mode goblin animals from fighting gobs and each other
  • Fixed error causing underground sewer dwellers to copy town stockpile, lag-killing certain towns
  • Stopped crash with goblet trading
  • Made retire store away merchants and diplomats and not mark visitors and residents as hostile
  • Made non-military visitors do citizenship petitions properly
  • Fixed broken merchant-elevated-to-liaison that sits at trade depot for entire life
  • Other bug fixes/tweaks:
  • Fixed error with building profiles causing underground bandit leaders to roam streets
  • Vampire guests of various kinds give themselves cover identities (those on-site will still be revealed in old saves)
  • Stopped some position elevation announcements from giving away vampires
  • Removed trade goods from retired sites if living merchant is still present
  • Made animals less afraid of casual relationships
  • Various animal tweaks that came up during the peopling (see file changes.txt)
  • Marked visitors correctly in site text export
  • Fixed a cause of string entry key conflicts
  • Made it list proper subregion when talking about certain adventurer rumor sites instead of subregion where speaker is standing

New in Dwarf Fortress 0.42.03 (Dec 14, 2015)

  • Major bug fixes:
  • Fixed world generation crash from wandering artist writing a book
  • Fixed crash from retiring locations in certain circumstances
  • Fixed crash associated to adventurer sleeping in inn rooms
  • Fixed issue with militia not picking up armor
  • Fixed error causing some instruments in chests to not be played
  • Fixed error causing instruments and drink service to fail in dining rooms
  • Fixed error causing scribes not to use some blank writing materials
  • Fixed error causing overall scribe operation to be stalled by a bad target codex
  • Made training marksdwarves want both combat and training ammunition and fetch stacks appropriately (thanks to ag for analyzing this one)
  • Fixed issue with starting instrument causing it to duplicate
  • Fixed one way for horses to become playable (not sure about dogs/donkeys)
  • Stopped dead/caged commanders from stopping invaders from moving (thanks to vjek for preparing a very useful and funny save)
  • Stopped cats from dying of alcohol poisoning after walking over damp tavern floors and cleaning themselves (reduced effect)
  • Put new caps in place on animals in towns during world generation
  • Stopped bookbinders and string makers from trying to use loose spider webs (thanks to Knight Otu for reminded me about raw tag)
  • Other bug fixes/tweaks:
  • Made the add new task list remember where it was again
  • Tweaked how distance is calculated for certain jobs
  • Stopped certain ramp/channel digging jobs from temporarily disturbing pathing and distance calculations (thanks to Loci for reproducible procedure)
  • Made edible seed-type growths gatherable
  • Stopped wander history spam for adventurer
  • Stopped nobles from other civilizations from making mandates and demands
  • Stopped weapon slayer list from giving away fort vampires
  • Handled some basic shaped conflicts with clothing vs. armor
  • Changed how owned objects are managed with clothing -- might be some trinket drops in old saves
  • Allowed goblets on embark
  • Made modded wood furnace reactions list properly
  • Fixed typo with untitled written content
  • Fixed typo in haunting conversation
  • Fixed several typos in personality/value strings
  • Fixed instrument values in old saves

New in Dwarf Fortress 0.42.01 (Dec 3, 2015)

  • Here is the new version we've been working on all year! The flow of fortress life is quite a bit different now -- specific breaks and parties have been replaced by taverns and performances and needs and inebriation. You can designate a tavern, temple or library from a meeting area zone, bedroom or dining room using the new Assign Location option. The location list ('l') will let you know what sort of furniture and items you need, and you can set tavern keepers, scribes and other occupations there as well. You'll need to set up a drink stockpile and a chest for goblets in taverns for drink service to work properly, but dwarves can still drink without a tavern as before. You can assign multiple rooms/zones to a single location. There's a lot more -- see the feature list below.
  • The bug fix list below is partial. Large chunks of the game were changed, which has a way of making old bugs go away while bringing in new ones to take their place. We'll be focusing on bugs old and new in subsequent releases, starting with crashing saves and moving down the list. The next set of bug-fix releases will be measured on a scale of days and weeks rather than months, as usual.
  • New stuff:
  • Ability to designate taverns, temples and libraries in the fortress
  • Taverns and libraries also exist in adventure mode and world generation
  • Tavern keepers can serve drinks in both modes, goblets can be used by dwarves to drink (in taverns or otherwise)
  • Performances include stories, poetry, music and dance (you can view activity descriptions from the unit/job list)
  • Art forms are randomly generated for each civilization
  • Instruments are now all generated, instruments can be used in both modes
  • Most instruments are constructed from multiple pieces using different materials
  • Personalities and values lead to needs which can be met by various actions in both modes
  • The fort has visitors, residency petitions and eventual citizenship, including non-dwarves
  • Tavern visitors include mercenaries, monster slayers, bandits, diplomats and performers
  • Can set details for clothing/armor jobs to make them for other races that can equip items
  • Monster slayers can petition your fortress to go down and fight monsters once you discover the underground
  • Performance troupes are active in world generation and into play, visiting the fort, can be formed in adventure mode
  • New knowledge system divided into nine branches (though it has very few practical effects so far)
  • Fortress scholars can advance knowledge, form master-apprentice relationships and write down their findings
  • Fortress scribes can copy works in your library
  • Scholars can visit your fortress libraries, bringing knowledge from around the world
  • Devoted historical figures can visit your fortress temples
  • Three forms of writing material: papyrus sheets, paper sheets and parchment sheets
  • Papyrus sheets are made directly from the plant at the farmer's workshop
  • Paper is made from pressed slurries (start at the quern/mill, then go to a screw press)
  • Parchment is made from hide and milk of lime at the tanner's (bake quicklime at a kiln, then make milk of lime at an ashery)
  • Sheets are used to make quires or with rollers to make scrolls -- these are then used for writing
  • Quires can be bound into codices with bindings after they contain writing
  • Dwarves read books in the library (they don't need to be scholars)
  • Values can be passed in writing (both modes) and through adventure mode arguments (uses some conversation skills)
  • Animal people are playable as adventurers, arrive as fort visitors and sometimes live in towns in (playable) populations
  • Children play with toys now, and they can also play make believe, in both modes
  • Personality can be customized/randomized in adventure mode, appearance can be randomized as well
  • Temples can be defiled in both modes, dwarf temples can be assigned to particular gods
  • Adventurer can rent rooms in inns
  • Adventurers can compose new poems, music and dances
  • Adventurers can write material down on empty quires or scrolls
  • Alcohol causes inebriation, erratic behavior, unconsciousness, death
  • Festivals occur in world generation, though we haven't gotten them out of there yet
  • Dwarves will wear trinkets again
  • Major bug fixes:
  • Fixed some army pathing issues
  • Goblins have mounts again
  • Fixed long-standing flow bug with unit occupancy
  • Stopped some issues with brawls escalating to non-lethal
  • Other bug fixes/tweaks:
  • Looking at reaction screen for redded-out reactions in workshop will indicate missing reagents now
  • Fixed inversion problem with half of the child/parent conversation thoughts
  • Lots of historical figures that weren't around from the beginning didn't have deities when they were supposed to
  • Allowed site finder to look for 1x1 sites
  • Human civilizations now have randomized values
  • Added ability to set invasion wave cap size

New in Dwarf Fortress 0.40.24 (Jan 8, 2015)

  • Major bug fixes:
  • Fixed problem causing dwarves to sometimes fail to attack monsters/invaders
  • Stopped active blocks/parries from rarely freezing adv mode
  • Stopped certain situations where you could be stuck in the air above certain tiles
  • Fixed a few problems with necromancers attacking (and generally being killed by) their zombies
  • Stopped crash from moving/centering squad menu going out of bounds
  • Fixed crash involving squads and minimap
  • Fixed unretire crash that generally triggered when caravan arrived
  • Stopped dwarf from stressing out over the same wound forever
  • Stopped certain inaccessible jobs from blocking lower priority ones
  • Other bug fixes/tweaks:
  • Allowed embarks with x/y dim 1
  • Made removal of trees check building/bridge/machine stability
  • Stopped worker chaining to next construction job from choosing suspended one
  • Tentatively fixed text mode error on OSX (lethosor)
  • Tentatively fixed broken sound on some linuxes (Baughn)
  • Fixed problem with water disappearing when it crosses the z=0 boundary
  • Made certain old civilian weapon assignments clear over time
  • Made t/q building selector respect stockpile shapes when looking for closest one
  • Fixed error with underground pops in small forts not appearing
  • Stopped mood jobs from going outside of burrows
  • Capped various combat skill gains per action (Urist Da Vinci)
  • Stopped "fighting" skill from increasing from trap/projectile attacks
  • Stopped random creature proboscis from sometimes messing up poison attacks
  • Fixed key display issue in bindings screen (lethosor)
  • Fixed problem with display of kill order status
  • Made geld indicator appear for pets on animal screen properly
  • Fixed display problem with agreement conclusion dates
  • Added error logs for missing materials set to defaults, fixed various raws
  • Stopped announcement screen date from overrunning title depending on window size
  • Differentiated two pain readouts on health screen
  • Fixed a few empty announcement errors

New in Dwarf Fortress 0.40.23 (Dec 27, 2014)

  • Stopped crash from moving/centering squad menu going out of bounds
  • Fixed crash involving squads and minimap
  • Stopped dwarves from stressing out over the same wound forever
  • Capped various combat skill gains per action (Urist Da Vinci)
  • Stopped "fighting" skill from increasing from trap/projectile attacks
  • Made removal of trees check building/bridge/machine stability
  • Stopped mood jobs from going outside burrows
  • Made t/q building selector respect stockpile shapes when looking for closest one
  • Fixed key display issue in bindings screen (lethosor)
  • Made geld indicator appear for pets on animal screen properly
  • Major bug fixes:
  • Fixed cancellation bug with farming jobs
  • Fixed problem causing camping armies to lose sight of certain goals once play began
  • Other bug fixes/tweaks:
  • Stopped situation where channeling dwarf decides to stand on channel tile
  • Fixed some raw typos (Gorobay)

New in Dwarf Fortress 0.40.22 (Dec 22, 2014)

  • Major bug fixes:
  • Multi-item jobs like artifact moods, forging breastplates and smelting pig iron should work now
  • Made hauling jobs that chain to other hauling jobs respect job postings, instead of causing crashes and other horror
  • Fixed stair/ramp removal
  • Other bug fixes/tweaks:
  • Made toggle marker behave like toggle engraving mouse-wise
  • Made digging look up/down for continuing jobs
  • Fixed problem with harvest jobs stealing dwarves from each other

New in Dwarf Fortress 0.40.21 (Dec 20, 2014)

  • This fixes some large and small problems with yesterday's release. Save corruption was quite possible, so upgrading is important! You can still bring your old saves from 0.40.03+ into this new version.
  • Major bug fixes:
  • Made hauling jobs that chain to other hauling jobs respect job postings, instead of causing crashes and other horror
  • Fixed stair/ramp removal
  • Other bug fixes/tweaks:
  • Made digging look up/down for continuing jobs
  • Fixed problem with harvest jobs stealing dwarves from each other

New in Dwarf Fortress 0.40.20 (Dec 19, 2014)

  • New stuff:
  • New job selection process where dwarves choose important tasks with more regularity
  • Very important jobs can remove dwarves from less important jobs
  • Ability to prioritize a job so that it gets done immediately
  • Mining, engraving and other designation jobs can now be prioritized numerically
  • Designation jobs can be placed in a "marker only" mode, marker can be removed later to start work
  • Mining jobs can be set to automatically follow veins and clusters
  • Mining designation can be set to only select visible gems or useful stone
  • Major bug fixes:
  • Fixed crash related to armies failing to take over villages
  • Other bug fixes/tweaks:
  • Hauling jobs that used to need a held container now allow the dwarf to carry many items without a container
  • Building jobs can swipe items from hauling jobs if the item is not held
  • Wall/floor construction and road construction use new skill-free labor settings

New in Dwarf Fortress 0.40.19 (Nov 27, 2014)

  • New stuff:
  • Added gelding and associated profession/skill/etc.
  • Other bug fixes/tweaks:
  • Showed animal gender symbols in a few more places
  • Got rid of mating-at-a-distance
  • Added drink tab to kitchen screen
  • Moved all remaining announcements to announcements.txt
  • Added ability add/remove bp flags to set bp group
  • Tweaked crowded pasture anger counter
  • Stopped liaison from inserting own gender into position change news
  • Added more work-arounds for compiler issue (fixing broken vault weapons and other problems)

New in Dwarf Fortress 0.40.18 (Nov 21, 2014)

  • The flag changes brought forth a compiler issue on Windows (breaking smelting, for example)

New in Dwarf Fortress 0.40.17 (Nov 20, 2014)

  • Major bug fixes:
  • Fixed collapsing shrines
  • Fixed army crash/bad behavior near the right/lower edge of the map
  • Fixed a conversation crash related to uncivilized people/creatures trying to sell something in the market
  • Made people only jump into actual conflicts, rather than animal encounters and training events
  • Other bug fixes/tweaks:
  • Made stress levels drop faster the longer no stressors are applied
  • Made gathering plants from the ground add to herbalist skill properly again
  • Made plants that grow in winter-spring plantable at all proper times (Quietust)
  • Optimized flag checks for non-windows OSs (ag)
  • Fixed problem deleting stockpile links in the case that stockpile had multiple give/take settings
  • Fixed blinking behavior for stockpiles/zones vs. ramps/stairs
  • Fixed blinking behavior for designations vs. anything obscuring them
  • Fixed double untranslated name in thoughts screen
  • Fixed elf diplomacy typo

New in Dwarf Fortress 0.40.16 (Nov 13, 2014)

  • The purpose of this release is to make stress from long-term separation due to goblin snatching less severe and to stop attackers from always winning in post-world-generation non-player battles. The fix for the latter could not be done cleanly at this time, so the battle readouts in legends are a little off compared to the ones from world-gen, but defenders are very often successful now. I also fixed some missing aunts/uncles/cousins in the listing of relatives.

New in Dwarf Fortress 0.40.15 (Nov 6, 2014)

  • Major bug fixes:
  • Made growing trees update cave-in and light information properly
  • Handled stress counter timing properly in adv mode
  • Stopped nerve check from bypassing broken parts between thought center and body roots
  • Stopped part from being pulped if inner nervous tissue is not detached
  • Made pulped parts bleed properly
  • Stopped crash from trying to place unit in proper connected component of crowded retired fort
  • Fixed reversed inside/outside check for outdoor refuse hauling
  • Other bug fixes/tweaks:
  • Animals that can escape from cages no longer brought by traders
  • Made reactions try to guess how their containers will be filled to stop problems with brewing large stacks etc.
  • Small coin stacks can no longer be stuffed into non-containers
  • Small coin stacks no longer pass through opponents
  • Stopped tantrum dwarves from checking burrows for fistfights
  • Changed tantrum action frequency
  • Being in an owned site makes bogeyman not an issue
  • Made ballista arrow heads and ballista arrows have edges
  • Added ability to trade everything in the depot from either column
  • Made column widths even in trade view and abbreviated strings differently
  • Added select visible and select category to bring-to-depot menu
  • Added totems to crafts tab of bring-to-depot screen
  • Added a few categories to the kitchen menu
  • Alphabetized stone and kitchen menus
  • Added magma-safe indicator to stone menu
  • Made encrust jobs respect furniture tools
  • Cannot go into specific encrust menus if selected gem not available for encrust
  • Dead dwarves removed from burrow count
  • Made toggle button update properly when moving unit labor view to non-laborer
  • Fixed a problem causing the right edge of the embark world map to disappear, including the cursor
  • Fixed location of cursor in minimap for resized windows
  • Made DOES_NOT_EXIST exclude creatures from certain lists properly
  • Stopped stress reactions from being applied to unintelligent critters
  • Stopped stress reactions of hidden creatures from being announced
  • Fixed many typos (Gorobay)
  • Updated description for pulping so it doesn't say "bruised" etc.
  • Fixed broken artifact thought text
  • Stopped immortality goal from having a broken display in thoughts
  • Properly recognized multiple embark minecarts of the same material
  • Slowed down tantrum/mood/etc. indicators
  • Stopped zombies from interrupting your sleep to ask if they can help you with something
  • Increased default embark points to compensate for more default equipment (stepladder etc.)
  • Allowed deletion of first uniform
  • Stopped crafts brought by traders from satisfying craft mandates
  • Made weather init option clear up weather properly instead of just turning off the global simulation

New in Dwarf Fortress 0.40.14 (Oct 27, 2014)

  • Here is the next release. The focus was not bugs this time, but rather completing the work started on emotions as well as basic fruit harvesting. A note -- adding stepladders to old saves was not possible, so you'll have to wait for a new world for those. Fallen fruit can still be gathered in old saves using the new plant gathering zones. Dwarves in old saves have also had their current thoughts wiped clean to make way for the new emotion/circumstance pairs.
  • New stuff:
  • Dwarf thoughts have been replaced with personality-dependent emotion/circumstance pairs
  • Dwarf happiness has been replaced by a longer-term stress level, and a few new effects have been added
  • Plant gathering zones can be used to set up fruit harvesting from trees using the new stepladder
  • Plant gathering zones can also handle the old shrub jobs, and fallen fruit can also be gathered from zones
  • Shrubs now have their berries/etc. gathered properly (bean-type plants that only have edible seeds are still an issue)
  • As a stopgap, farm plot plants yield viable growths out of season upon harvest
  • In adventure mode, it is possible to ask about people about yourself, other people, and how they are feeling
  • Other bug fixes/tweaks:
  • Stopped IMMOBILE creatures from trying to flee terrain
  • Fixed problem with fear vs. stating proper opinion
  • Stopped harvest/plant jobs from being added to farms slated for destruction
  • Deconstructed farm plot loses items
  • Fixes done later:
  • Dead dwarves removed from burrow count
  • Changed tantrum action frequency
  • Stopped tantrum dwarves from checking burrows for fistfights
  • Made ballista arrow heads and ballista arrows have edges
  • Being in an owned site stops initiation of bogeymen attack
  • Stopped crafts brought by traders from satisfying craft mandates
  • Made encrust jobs respect furniture tools
  • Cannot go into dead-end specific encrust menus if selected gem not available for encrust
  • Added totems to crafts tab of bring-to-depot screen
  • Made toggle button update properly when moving unit labor view to non-laborer
  • Stopped immortality goal from having a broken display in thoughts

New in Dwarf Fortress 0.40.13 (Sep 18, 2014)

  • 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

New in Dwarf Fortress 0.40.12 (Sep 11, 2014)

  • 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

New in Dwarf Fortress 0.40.11 (Sep 4, 2014)

  • 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

New in Dwarf Fortress 0.40.10 (Aug 25, 2014)

  • Major bug fixes:
  • Fixed crash that could happen when refugee rumors were created
  • Fixed crash from visiting former player fortress with adventurer if certain army is present
  • Fixed crash related to surgery
  • Fixed crash that happened when it considered certain units in play for succession
  • Stopped a conversation crash from talking to mute creatures about their troubles
  • Allowed flying/climbing wilderness critters to work their way off the map
  • Fixed problem allow the player to become invisible among many units even when clearly visible
  • Made running away in terror/fear respect only valid combat location information
  • Made genuine retreat and alarm state more separate from each other (being alarmed was being equated with flight for morale)
  • Stopped certain old conflicts from causing alarm
  • Made people that are attacked briefly have some knowledge of attacker's position
  • Stopped certain jobs from being able to teleport items and engage in other action-at-a-distance antics
  • Stopped necromancer towers from doing various inappropriate townish things that lead to tower proliferation etc.
  • Fixed some reclaim/unretire bugs involving unavailable seeds
  • Adjusted projectile firing speed which became broken during wagon fix
  • Other bug fixes/tweaks:
  • Adjusted emotional strain vs. willpower etc. calculation
  • Made non-extra-sensory creatures also respect z coord of potential targets
  • Fixed a pathing lag associated to mood dwarves not being able to get to their buildings
  • Added stockpile option for cut stones
  • Removed obsolete relieved/drafted thoughts
  • Made extra-sensory creatures even less perturbable by critters sensed through layers of rock
  • Stopped erroneous conflicts between certain hunting creatures
  • Stopped shared/wrestled items from being used for block/parry
  • Stopped creatures with multiple attacks like hydra from stacking attack modifiers incorrectly
  • Made attacker always look at target upon initiating attack
  • Ordered farm plot plant lists by seed availability/name
  • Lowered cap for wrestle skill gain so it wouldn't be hit triple digits attacking large opponents
  • Removed double entry of "slabs" from stocks screen
  • Adjusted 'v' menu location for window height (so it wouldn't overwrite certain lists, etc.)
  • Fixed a few typos causing double periods in personality paragraphs

New in Dwarf Fortress 0.40.09 (Aug 18, 2014)

  • Major bug fixes:
  • Fixed problem causing domestic underground animals to be placed beyond their number (and then replaced at that new number)
  • Made people not so eager to jump in on the side of their relatives and friends if the relative/friend is berserk/etc.
  • Made creatures prefer to flee normally if possible (rather than jumping off cliffs etc.)
  • Stopped liquid flows in confined spaces from sometimes making items disappear
  • Made items that froze in ice reappear properly when ice melts
  • Allowed dwarves interested in marriage to start relationships properly (Quietust)
  • Removed some vestigial code stopping wagons from moving properly after move/attack speed split
  • Fixed a wagon AI error that caused them to fail to unload sometimes
  • Gave wagons the ability to go past each other in certain instances
  • Made invaders not come back as ghosts
  • Stopped non-historical dwarves from coming back as ghosts (put in fix for old saves that should lay them to rest soon after unpause)
  • Stopped ghosts from being considered in regular sight code
  • Fixed the defend burrow order
  • Allowed items made from gem materials (including large gems) to be stored in finished goods pile
  • Fixed broken logic that made trade good hauling require both trade good hauling and lever operation labors
  • Other bug fixes/tweaks:
  • Fixed up quarry bush bag job vs. rock nuts
  • Added appropriate announcements for some additional circumstances under which a fort dwarf could assume a civ-level position
  • Added embark warning if civ is dead
  • Added optional confirmation window after preparing embark (default: pops up if points remain)
  • Printed job after name when following unit
  • Marked dwarves as "New Arrival" on unit/job screen instead of "No Job" while they are new
  • Added pole-setting parameters for world gen, allowed north+south pole and no-pole options
  • Fixed an error causing nearby site maps to be offloaded too often
  • Made hill dwarf sites put animals in pastures properly
  • Made animals not placed in pasture/waste/yard get placed even if their preferred type isn't available
  • Fixed some manual typos (Gorobay)
  • Initialized strict pop cap to 220 if not present in d_init
  • Made alerts without names show properly as "Alert State #" in squad mode
  • Finished updating pineapple raws
  • Made several export filenames use the format (region)-YYYYY-MM-DD-(etc)
  • Added error for unrecognized CREATURE in entity raw

New in Dwarf Fortress 0.40.08 (Aug 12, 2014)

  • Major bug fixes:
  • Stopped ESC from ending the game when setting up fort or adventurer
  • Made constructions use materials properly again

New in Dwarf Fortress 0.40.07 (Aug 11, 2014)

  • Major bug fixes:
  • Fixed crash that involved promoting certain stops above their route
  • Removed some stale invasion data preventing further invasions
  • Stopped dwarves from breeding like animals, technically speaking
  • Made diplomats search for civ-level land-holders properly
  • Fixed some path buffering problems that could screw up neighbor list etc.
  • Fixed a few problems with undead AI
  • Stopped sleeping/incapacitated dwarves from doing things
  • Fixed problem with squad leader assignment in military screen
  • Made sparring people use their weapons properly
  • Made unretired forts unhide fully, flowing from surface and all units
  • Other bug fixes/tweaks:
  • Made masterpiece announcements wait for all item info to be decided before trying to print item name
  • Eliminated an OSX key conflict for text deletion
  • Made install colony jobs respect each other's targets
  • Made install colony jobs react to missing hive at gather destination
  • Added another adjustment to designation jobs to help them vs. paths that became bad
  • Required animal hauling labor for various jobs
  • Added new labors for hauling trade goods, pulling levers, removing constructions and hauling water
  • Attached trap cleaning to clean labor
  • Made laborless building construct/destroy jobs take furniture hauling
  • Allowed burrows to restrict workshop item search or not (default off)
  • Added assigned citizen number to burrow list
  • Stopped paralyzed injured dwarves from spamming rest cancellation messages
  • Stopped some CPU-intensive temperature wobble (ag)
  • Cleaned up the creature pressure plate interface
  • Made paved roads only need as much material as required by the road tiles (rather than the whole rectangle)
  • Made translated name appear properly at the top of the screen when viewing creature
  • Stopped dwarves from liking special items
  • Fixed a problem with unnamed historical figure statue/figurine item names and descriptions
  • Fixed color display problem in civ list
  • Gave not-you civs range of 30 path-wise for neighbor status on embark (towers still 10)
  • Allowed use of number in burrow names without moving cursor
  • SDL string question mark should no longer enter as a pipe, and pipe should be enterable
  • Respected question mark entry in several places

New in Dwarf Fortress 0.40.06 (Aug 4, 2014)

  • Major bug fixes:
  • Fixed a problem causing certain jobs to become stuck when their paths were interrupted
  • Stopped dwarves from starting conflicts with led creatures
  • Stopped led creatures from wandering away from leader
  • Made buildings with burrows require a connectivity check when searching for items
  • Made dwarves forbid webs that are "accessible" but require pathing through unexplored areas
  • Reduced number of automation jobs created
  • Made some jobs respect fish/vermin amount when producing products
  • Make potash from lye respects lye stacks
  • Made jobs requiring several e.g. bones not need many individual stacks
  • Made thread spinning job not use up all of a stack of wool
  • Stopped decoration job from consuming entire stacks
  • Stopping using entire stack of meat to bait animal trap
  • Stopped reactions from consuming way too many raw materials from stacks (ag), though reactions that use very small amounts still use at least 1 item from a stack
  • Stopped mining of root from removing the tree
  • Other bug fixes/tweaks:
  • Stopped announcement of theft of hidden reclaimed underground objects
  • Stopped birth announcements for hidden creatures and separated wild/tame animal birth announcements
  • Stopped hidden/forbidden buildings from being listed in lever link menu
  • Stopped hidden/forbidden buildings from appearing in room list
  • Stopped hidden items from appearing in military equipment lists
  • Made trees update indoor/etc. settings properly upon removal
  • Made building/stockpile menus to respect different window heights
  • Made hunger/thirst/etc. indicators display properly in travel
  • Made vision arc display turn off for blinded creatures
  • Made scarred over wounds to broken functional layers continue to impair function
  • Removed requirement that a creature have a baby/child state to breed
  • Fixed plant growth consumption preferences (Quietust)
  • Fixed display of tree roots designated for mining
  • Fixed reversed display of zone sizing controls
  • Made random creatures only spit liquid spittle
  • Fixed state token for mud creature tissues (Quietust)
  • Stopped traders from bringing unspecified "liquid" from bloodsucking animals (Quietust)
  • Fixed problem causing multiple plant listings in stockpile
  • Made jobs properly cut away pieces of corpses for use (so that reanimation etc. respects partial use)
  • Made reactions count up and trim away body component materials properly
  • Added wound description for partially butchered parts
  • Made globs stackable
  • Fixed unretire message on linux/osx
  • Stopped dwarven forges in world gen sites from using thrones instead of anvils
  • Fixed message for being caught in a cloud of vapor/dust (Quietust)
  • Removed special materials from dwarf prefs
  • Clarified generated items in stockpiles (can't remove yet)
  • Fixed adjectives for randomly generated blowdarts/bolts (old saves still broken)
  • Made burrow indicator show over hidden areas
  • Fixed broken language selection for certain names
  • Can copy basic item type/subtype with reagent using GET_ITEM_DATA_FROM_REAGENT::NONE

New in Dwarf Fortress 0.40.05 (Jul 28, 2014)

  • Major bug fixes:
  • Fixed several large slow-down culprits
  • Stopped trees from growing through floors
  • Fixed a problem causing the suspension of constructions (old saves with affected jobs will still need to restart them) (ag)
  • Fixed a few problems with hospital code causing them to overstock item (ag)
  • Fixed problem stopping underground fishing (UristDaVinci/Quietust)
  • Made cultures that oppose intruders more lax when in places controlled by less wary groups (one cause of marketplace knifefights)
  • Made adventure-mode ambushers somewhat more in tune with their task
  • Made master soldiers stop reverting back to corresponding regular soldier type
  • Fixed crash that could occur when looking at adventure log while traveling
  • Other bug fixes/tweaks:
  • Stopped clearing professions upon achieving master soldier type
  • Fixed the population cap
  • Made it possible to detect plantings too late in the season again (Quietust)
  • Stopped migrants from retaining certain adv/etc. flags harmful to their integration into the fort (making them 'hostile') Note: those from old saves might take off articles of clothing and store them and other strange things, since the integration could not be made complete easily...
  • Fixed problem with non-entity armies/travelers failing to evaluate nearby creatures properly
  • Tried to improve prioritization for creatures trying to handle many targets, especially w/ extra senses (caused combat AI paralysis)
  • Stopped fliers from wanting to jump (and sometimes colliding mid-air)
  • Added some basic climbing skill to wg/etc. soldiers, esp. thieves
  • Vermin can escape from non-artifact containers properly (Quietust)
  • Caravans check weapon type properly for material selection (Quietust)
  • Diplomats that wanted bodyguards should get them now (Quietust)
  • Stopped aquarium check from turning off other vermin code (Quietust)
  • Fixed crash that happened in the arena when doing v-p on a dwarf with a weapon
  • Creature art value considered properly by civs now (Quietust)
  • Fixed problem dividing out item milligrams in weapon velocities (UristDaVinci)
  • Can now melt metal chests (Quietust)
  • Handled a few problems causing extra/erroneous long patrol thoughts (Quietust)
  • Made children get full list of default labors upon growing up and respected any existing skills
  • Stopped migrant historical children from receiving labors
  • Made underground populations properly respect layer size (the numbers can get very high, but blame the giant under-ocean caves in part)
  • Stopped hyper-obese digesting dwarves from constantly recalculating insulation/mass data (ag)
  • Fixed some problems causing certain jobs to check too many items (angavrilov/Quietust)
  • Allowed egg-laying critters without baby/child state to have viable eggs
  • Stopped listing dead non-fort animals/etc. as missing
  • Fixed a rounding error with projectile calculations (Pirate Bob/UristDaVinci)
  • Adjusted contact area/depth of ammo, max velocity of shooters (Joben)
  • Fixed a problem causing saplings to grow up 10x as fast as they should
  • Stopped sparring from being placed in combat reports
  • Displayed proper key for viewing agreements in civ screen
  • Stopped dwarves from swiping hospital goods from the caravan
  • Made the game respect more circumstances whereby medical inventory items are removed (fixing the crutch speed bug, for instance)
  • Stopped ghosts from being able to realize dreams after they are dead
  • Fixed problem where tools made from adamantine wafers required the wrong material amounts (Quietust)
  • Fixed problem with seed initialization for mid-level maps that could cause inconsistency (Quietust)
  • Fixed broken lack of cage/chain thought for law dwarf (Quietust)
  • Adjustments to animal people frequencies (see file_changes.txt)
  • Made king cobra people legless like other snake people
  • Fixed a problem causing the tortoises not to appear
  • Made random creature spines connect up properly
  • Fixed material values for obsidian (UristDaVinci)
  • Various typos fixed (see file_changes.txt) (thanks to Gorobay for finding most of these)
  • Re-added elven diplomacy, though it is still unchanged from its first incarnation

New in Dwarf Fortress 0.40.04 (Jul 21, 2014)

  • Major bug fixes:
  • Fixed a crash with pathing for jumps
  • Fixed a crash related to invading squads attempting to train
  • Fixed an overpopulation bug for civilized critters and a related one for site animals
  • Fixed problem with retired fort uniform settings crashing later visits to the fort
  • Stopped a crash associated to misplaced books/slabs (root cause remains, added some logs)
  • Fixed position appointment issue that caused some instability
  • Tried to make idle code somewhat better about climbing while still getting dwarves out from being stuck
  • People with a weapon should use it with the proper frequency now
  • Other bug fixes/tweaks:
  • Fixed problem with animal training/taming vs. lingering combat data (caused job cancel spam and inability to complete jobs)
  • Stopped nearby objects from being teleported by construction removal and a related problem with the item loop (ag/Quietust)
  • Made site finder properly indicate flux layers (Quietust)
  • Made game better respect existing directory structure in data/save when creating new directories
  • Made tops of walls appear properly when trees above walls are removed
  • Made strangulation take less time
  • Enhanced sapling survivability
  • Fixed a problem that caused vermin to occasionally be generated out of the loaded area
  • Fixed a problem that corrupted the information about items on the ground with temperature changes
  • Fixed some brokenness with climbing AI vs. ledge tops
  • Fixed a broken instance of chasing opponent AI vs unwalkable spaces
  • Made climbing have a higher path cost
  • Made people less likely to climb after a failure
  • Babies don't start strapped with a knife

New in Dwarf Fortress 0.40.03 (Jul 14, 2014)

  • Many more crash issues fixed. Mystery babies and large city walls had a corrupting effect that was not possible to manage, so saves are not compatible yet again.
  • Major bug fixes:
  • Fixed relationship screen crash from certain historical/old-player-fort migrants and adventurer migrants
  • Fixed adv retirement cloning
  • Fixed crash when game tries to realize certain low population sites
  • Fixed crash/corruption problem from large city walls
  • Fixed crash when asking about site trade partners
  • Fixed problem causing travelers originating from realized forts/sewers/dungeons to go out of map bounds (caused crashes)
  • Stopped the babies of the world from appearing in the unit list (and associated mini-map crash)
  • Other bug fixes/tweaks:
  • Made farm plant list refresh properly with season selection

New in Dwarf Fortress 0.40.02 (Jul 11, 2014)

  • Major bug fixes:
  • Stopped autosave features from corrupting worlds (thanks to everybody that helped sort that out so quickly!)
  • Made the game not crash when talking to a deity or shouting out in the wilderness
  • Fixed a crash from trying to actively block in the adventure attack menu
  • Fixed the size bug where 9 of 10 young critters did not grow up beyond baby size (thanks Urist Da Vinci and so many others for all the work on that! I'd thank you all properly if I could do the archaeology to figure out how it was sorted out...)
  • Fixed a crash that came sometimes when asking about the position of site forces
  • Stopped a freeze that happened when swimming in deep water
  • Other bug fixes/tweaks:
  • Fixed the tracking key in the SDL version so you should be able to do that with capital K now
  • Added the short wait button to the adventurer manual -- you can use , instead of . to wait for one instant
  • Made quarry bushes process to an edible leaf properly
  • Typo when impersonating divine being

New in Dwarf Fortress 0.40.01 (Jul 8, 2014)

  • New stuff:
  • World activation! There are a few things that aren't active, like megabeast invasions, but lots of world gen actions made it into the game. Birth, death (to the extent it wasn't handled before), marriages, site foundation as well as reclaims, basic succession and appointments/etc., invasions, as well as some more detail beyond world gen, like patrols, banditry and animal population handling. We still don't have army battles -- the invasions are all successful right now, unless they are locally interfered with by you.
  • The game advances two weeks before each play -- the calendar there still moves slowly when there's a lot of action, as there is in larger worlds, but there are quite a few things I can do soon to speed that up. Due to the speed of the calendar, new forts in particular also get just two weeks. This'll probably cause some shenanigans with the caravan (or you'll just have to wait a year in an autumn fort for your first one) until we sort it out.
  • Fortresses can be retired and unretired. Losing is still fun but if it doesn't happen when you want, you can put it off for a while. Retired forts can be conquered (much more easily than they would be if you still controlled them), so don't be surprised if you have to reclaim instead of being able to unretire sometimes. You can reclaim forts that didn't make it through world generation.
  • Site maps for dwarves, elves and goblins. These are very basic, but they are there, anyway.
  • Multi-tile trees and lots of new plants. Fruit and flowers. Leaves that fall in little clouds. I had to put off dwarf mode tree harvesting, but we should get to that before long.
  • Megabeasts/forgotten beasts can attack, destroy and then reside within world gen sites like dwarf fortresses.
  • Various movement changes. Climbing/jumping/sprinting in both modes, though invaders still require a line of site to use them. Adventure mode has a stealth rewrite, and some elements of that are present in dwarf mode (it is generally easier to spot thieves and ambushers, and I'll probably need to make them smarter about finding cover). Movement and combat are separate now. Startled people climb up the walls of their homes a little too often.
  • Tracking information in adventure mode. You can pull up a little window and see tracks (capital K), and you can also have it describe the freshest track that isn't yours to more easily stay on a trail (alt K). Tracks are also part of the regular look command.
  • Different levels of conflict -- your opponents in adventure mode will be listed with the current status (non-lethal, lethal, no quarter, etc.).
  • Combat moves take place over a period of time now, and you can do things like catching an opponent's attack -- you have to do that by targeting a grab at the offending part now (reactions used to have a menu, but that was before combat got more smeared out). You can get information about what attacks your opponent is doing in the attack menu -- the quality of the information depends on your situational awareness skill. You can add adjective modifiers to your attacks (quick/heavy/etc.) and you can perform more than one attack at a time for a significant penalty to its force. It might make sense with two adamantine swords or something, twirling them about.
  • Rumors of incidents can be spread, and the rumors need to be spread before you gain reputation (good or bad). Killing all of the witnesses to an event will effectively remove it from play if you don't let them get off the screen. People are a little psychic as it regards ongoing conflicts, so that they can make decisions non-stupidly. Your liaison can share rumors with your fort, but I still need to set up the screen for reviewing them after you've seen them the first time... not that you can do much with the information.
  • You can travel through tunnels.
  • You can get a guide to travel with you to a faraway place -- it still ended up being too cumbersome, so locals continue to be able to tell you the location of sites, but only within a certain distance of their home town.
  • In general, conversations have been redone. They no longer have their own screen, but run along with other actions, and there are many more options.
  • The mind has been rewritten quite a bit -- people now experience emotions according to different circumstances (lots of awkward monologues there), and they consider actions differently. The main outstanding issue is that I didn't get around to converting existing dwarf mode thoughts, so they sort of exist concurrently with the new emotions and that needs to be changed. I'll get to that before job priorities (which was one of the main shorter-term reasons for the rewrite). Some dwarves have life-long dreams and it is possible for them to recognize that they've accomplished the ones relating to skills and family. They cannot yet realize their dreams of taking over the world.
  • The paragraph at the beginning of adventure mode was marginally more useful, but that slipped a bit at the end as things were tweaked. I think it'll still describe certain invasions and abductions, but it needs to be redone.
  • Lots of new arena options -- not just the conflict state, but you can set the temperature etc. to all sorts of extremes.
  • Some experiments with procedural items, though the new demon-type sites are still quite un-fun now. The knowledge on the slab at the bottom can be used, but it is probably not worth the trouble.
  • Bug fixes:
  • I'm sure several old bugs were "fixed" as large portions of the code was rewritten/removed, but I haven't tried to track exactly which ones. Bug fixes will commence in earnest now, and everything will be handled over at the bug tracker.

New in Dwarf Fortress 0.34.11 (Jun 5, 2012)

  • handled child clothing thoughts, hopefully for real this time
  • made soldiers eat from backpacks/drink from waterskins earlier
  • made dwarves pickup items in a more responsible order for armor layering
  • added indication for assigned items in specific item list for military equipment
  • stopped dying enemies from forbidding inventory items associated to fort equipment (like stuck-in weapon)
  • cleaned up a few ways dwarves could come to be holding extra equipment
  • made command line world gen exit without forcing a key press

New in Dwarf Fortress 0.34.10 (May 21, 2012)

  • Major bug fixes:
  • Stopped powered rollers from pushing every track cart everywhere
  • Fixed lye/milk bucket storage jobs
  • Stopped them from storing assigned cart that is on a valid trackless stop
  • Allowed them to store unassigned cart that is on a track
  • Other bug fixes/tweaks:
  • Updated some screens for higher dimensions (if you enlarge in windowed mode for instance)
  • Wrestles/shared items don't persist when cart moves

New in Dwarf Fortress 0.34.09 (May 19, 2012)

  • Major bug fixes:
  • Fixed various broken bucket jobs
  • Rollers require power properly now and get carts to speed faster
  • Stopped injuries from channeling and made objects and the digger move down to the ramp square when appropriate
  • Stopped picking up of unit-occupied/speeding carts in adv mode
  • Stopped wheelbarrow from getting stuck on obstacles that are built as it is moving
  • Fixed problem where carts leaving ramps get their velocity throttled too much (or just outright stopped)
  • Other bug fixes/tweaks:
  • Stopped salt from spreading to fresh water, made fresh water destroy stagnant water
  • Cleaned up stockpile options for tools
  • Increased output of coke reactions
  • Made materials for embark tools match definition
  • Stopped fast travel when riding carts
  • Fixed scrolling of hauling menu for screen heights greater than 25
  • Made older saves set new vehicle ids correctly
  • Fixed busted string when looking at objects on rollers
  • Fixed typo in white sand density

New in Dwarf Fortress 0.34.08 (May 15, 2012)

  • New stuff:
  • Minecarts can be used to haul things around on carved/constructed tracks/bridges ('h'auling to set up routes)
  • Dwarves can be set to guide, push off, or ride carts that are ready to move to the next stop
  • Track stops used to slow/stop cart and/or dump the contents on vehicle entry, can be disengaged with lever/plate
  • Pressure plates can be triggered by carts
  • Rollers can be used to push cart along when powered
  • Minecarts limited to one per tile in general, various collisions can occur
  • Wheelbarrows can be linked to stockpiles in order to move heavy objects (it'll auto-request one for stone stockpiles)
  • Falling objects can collide with critters
  • Camera can be attached to unit or item, can be linked to hotkeys from the unit/item screens
  • Other bug fixes/tweaks:
  • Stockpiles can be linked to workshops, can be set to give to multiple piles, can be set to accept items from links only
  • Hauling jobs will often be combined, using one container
  • Heavy items harder to haul
  • Densities/colors updated, based on Uristocrat's data collection thread
  • Can filter creature names in arena
  • Mine drop rates tweaked, no longer skill-based
  • Puzzleboxes/drum makeable
  • Stopped blinking on bridges
  • Projectiles using new code (most non-shot/thrown projectiles) can skip/skid on liquid/ground
  • All flying units use new minecart parabolic flight paths
  • Many projectiles do not resolve in adventure mode before your turn (so you can dodge a flying cart by moving away)
  • Can create/assign to squads from v-p
  • Squads can be given nicknames from v-p or the military screen
  • Fixed broken clay stockpile option

New in Dwarf Fortress 0.34.07 (Apr 12, 2012)

  • Major bug fixes:
  • Stopped crash from some odd creatures transforming into werebeasts
  • Fixed crash from sites on the edge of the map
  • Fixed old adv mode save imports
  • Slab to missing allowed, once missing status has been announced (unless from reclaim, then you can always do it)
  • Made animated corpses that collapse still count toward putting down ghosts
  • Stopped undead from getting werecurses -- generally made animation/ghost/acquired tags count for more
  • Removed negative clothing thoughts for children
  • Other bug fixes/tweaks:
  • Stopped people from dropping random crafts/weapons on edge of map again
  • People should more consistently bring axes, picks, crossbows, quivers, ammo
  • Temporarily made amulets/backpacks etc. have no layering info (was screwing up clothing, will return to it)
  • Limited number of hunting/vamp crafts
  • Flux check in site finder should match with text now
  • Stopped vamps from bragging about their kills
  • Lists ghost/slab number/burial state in memorial list and stuck announced ghosts without slab item on the very top
  • Fixed blank memorial names
  • Husks have more information removed (pasture/pet/some job targeting/etc)
  • Opposition to life now overrides peace with wildlife
  • Stopped dwarves leading animals from going moody
  • Imported saves from 34.05 and earlier will have eggs that produce tame hatchlings
  • Option between skill/unit based profession setting in d_init
  • Made initial equipment based on profession setting rather than unit type
  • Fixed broken animal overall training scrolling
  • Mood dwarves no longer ask for "rock bars" and it says "bones" instead of "body parts"
  • Displayed medical dates correctly (they were a day off)
  • Season announcement appears with correct date
  • Correct year will show up on announcement screen
  • Displayed gender for some items that were showing up as duplicate entries
  • Gender in kill list (duplicate entries again)
  • Fixed some mannerism pronouns
  • Various raw fixes (see file_changes) -- highlight is that various underground animal men have attacks again

New in Dwarf Fortress 0.34.05 (Mar 20, 2012)

  • Toady One Damaged clothing that gets thrown out in the refuse pile will rot away now.

New in Dwarf Fortress 0.31.05 (Jun 15, 2010)

  • Crash fixes:
  • SDL graphics mode should work now (Baughn)
  • creating squads in Linux shouldn't crash the game now
  • stopped melting items from eventually crashing the game
  • Major bug fixes:
  • animals/babies no longer try to clean themselves at water sources
  • stopped losers from keeping their positions at elections (could not easily repair old saves with this problem though)
  • fixed problem where ID numbers would be invalid on load after generating a world
  • adjusted seasonal temperatures (should actually fix the rain bug)
  • SDL grid sizes no longer stuck on 80x25 if you let intro movies play (Baughn)
  • Other bug fixes/tweaks:
  • site finder will advanec without keypresses now
  • SDL version 2D mode colors are corrected (Baughn)
  • stopped cursor from skipping over large entries in stocks screen in SDL versions (Baughn)
  • ESC no longer quits SDL keybinding screens instead of going up a level (Baughn)
  • slow SDL unit offloading and other similar problems sped up (Baughn)
  • New stuff:
  • immediately runs elections for unappointed, unelected positions like expedition leader if leader dies
  • can set held key repetition behavior in SDL versions from init.txt (Baughn)
  • SDL version 2D mode now allows zooming (Baughn)