http://www.bay12games.com/dwarves/dev_now.html - May 26, 2012 2:32:38 AM - Nov 29, 2004 1:02:43 PM
Legacy Development Log(will not be continued, click download above for new log)
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- 03/28/2010: Still on track here. Scamps learned to fullscreen Dwarf Fortress and he learned that scratching my computer's case is a great way to get attention. Elsewhere in the animal kingdom, Momuz the three-eyed marmot demon fooled the humans into believing she was their skeletal goddess of death, and she took over their civilization after threatening them with violence. The town's local warlord apparently didn't like this arrangement, because he asked me, the elven adventurer, to kill her. I found her sleeping in a little hovel in the early morning and hacked her to death in her sleep, but the humans weren't grateful and tried to kill me! How rude.
- 03/26/2010: Fixed a crash related to vermin getting caught in cobwebs, and another series of crashes related to temperature. The conditions for the different landed nobility to be elevated from your fortress population are in the raws now, as are megabeast and semimegabeast and titan attack conditions. They can be set based on population, exported wealth and created wealth. So, for instance, if you run a low-population fort for whatever reason, you can adjust the numbers. This came up during the course of debugging the landed nobility... and it turned out the liaison was not coming back in subsequent years because the visiting dwarf lost the position upon leaving the map... anyway, that's sorted out.
The current situation is that I expect a (buggy!) Windows release in about a week, with the 40d# merge commencing at that time (or within a few days of the release). This is a bit of a change of plan, since I was originally going to release for all operating systems at once, but I feel like I'm going to get even more bogged down if I don't do it this way and the initial pre-merge release will give us a control to work with in the same way that 40d can be compared to 40d#. The initial merge release shouldn't take too long though, and it will be the top priority aside from the worst catastrophic crashes and things of that nature. I know the merge changes make the game playable for many of you when it otherwise isn't.
- 03/23/2010: The main issue now is a frequent random crash that has appeared that I'd reeeeaaaaally like to have cleaned up -- we caught one of them just now that happened when an old mayor needed to have mandates cancelled after losing an election. There still one that happens in younger forts though. Testers are on their seventeenth version overall, and I imagine it'll be that way for the rest of you as well once I get it sorted out, bandwidth permitting.
"Stands up" spam in the combat log led to weird repetition of previous announcements... all sorts of problems with fluid containers... fixed up some temperature check code that sped things up a bit... lots of cheese/milk job problems fixed...
- 03/20/2010: A bit of distraction from military matters -- they started walking into water 6 of 7 deep if there was an available ramp, then scrambled right back out. Milling jobs were using wooden chests and then calling them wooden bags afterward. "Skeletal" slugmen and other oddities no longer occur (you can still get zombies). I got rid of the snow display during world gen, made scorching areas available again, and added parameters and parameter sets to make worlds that are surrounded by water on all sides for people that like that look.
LargeMediumSmallSmallerPocket
- 03/18/2010: Stopped dwarves from deciding to reverse their uniforms/clothing choices in their minds, thinking about how strange it would be to put your socks on over your shoes, and then dropping everything, including stuff they got on right the first time... various problems with training activities not clearing properly... cleaned up issues with specific bed assignments (to positions within a squad), changed the sleep schedule options around... I also ended up making reclaim civilian, at least for now, since there were too many issues with starting out a bunch of pre-made squads. This also messed up soldier migrants, but I've compensated for that by giving migrants higher and more varied skills in general, including the skills of a former soldier at times.
- 03/14/2010: Let's see... lakes were extending underground... like way underground, causing all sorts of magma trouble. Fixed an arena crash. I just need to fix up the various equipment/training bugs now.