Thanks for continuing to report bugs on the tracker! This upcoming Canada trip and other circumstances have eaten up more time than expected, so it'll be a few weeks, unfortunately, but I'll dive in as soon as I can! I know the excess visitors in the fort are a problem, and the crashes, unknown creatures, lackluster companion enthusiasm, and artifact duplication are hindering adv mode, at the very least.
As perhaps reported in FotF at some point, stress is on the menu. Not moving on to magic until that's handled -- alcohol might still make people oblivious in the short-term, but we're going to make them reflect on bad things, and also look at the overall stress level from all the minor positive events, etc., until we're more where we want to be.
On invasion frequency: has being able to raid helped? I have a few mixed impressions; more would be welcome.
Morale and
http://www.bay12games.com/dwarves/mantisbt/view.php?id=7161 : it looks like I was in there fixing a lot of issues. It's kind of a catch-all bug report, and the issues I fixed look like they took many, many forms. Saves for current issues would appreciated, with the caveat that the new identity/stranger issues are on the menu, and we might want to get that out of the way first.
I noticed a few changes in the encoding of and whitespaces in plant_new_trees.txt in the latest versions:
- The encoding was changed from "UTF-8" to "Western (Mac OS Roman)". (Actually it probably just removed the encoding declaration and my text editor is defaulting to Western encoding.)
- The indentations were changed from tabs to 4 spaces.
- On line 2687, there were two tags on a single line (but separated by lots of spaces) when they had been on separate lines in previous versions.
It probably doesn't make any difference in gameplay, but if you want it, here's a version that matches the formatting of previous versions perfectly (including the Tab-Space-Tab indentation format for the "SOLID_DENSITY" lines and the line following):
https://www.mediafire.com/file/65lsif2w4bc6e75/DF_v0.44.x%20plant_new_trees%20whitespace%20fixes.zip
Sorry if these are silly things to mention.
Ah, yeah, I'd like to have them all in the same format. I'll use the adjusted file for next time. Thanks!
All was fine. Kept playing. It's still playable, but freezes for a few seconds every few minutes. Possible memory leak? I don't think so, because 30s after opening a new instance of DF just now, I had another semi-hang. It may have something to do with how many pets I have. Never had this happen in any other version and my rig isn't exactly shite. I don't wanna make a bug report unless I'm sure it is a bug and not my rig.
It's quite possible the new release introduced this sort of thing, the way rumors and a few other features work, so it'd be worth checking out.
Raids now are not a challenge at all. Naked unarmed dwarves easily rob anyone. Very rarely anyone is crippled or dies.
Some people say that now we have a great way to get rid of unnecessary dwarves. This is not true. They return again and again.
In addition, they bring dozens of books that are literally created from the air.
To make one sheet of the parchment in the fortress, you need a whole cow skin and other ingredients. And still, books do not consider the value of the components, right?
But any NPC during worldgen can make dozens of books from the air. And when you start the game, there are already thousands of books in the world. And your raiders are pulling them into the fortress. It devalues own book printing.
I do not feel any satisfaction in such an easy way to take away the candies from babies. Not only books, but also any artifacts in general.
Yes. In my science thread, I was able to retrieve all the demon-binding slabs in the world with only 5 completely untrained embark embark dwarves. It was a very young world, though, so that might have something to do with it.
The main problem here is that non-historical populations aren't used in raids yet, and vaults have no historical figures. There were some snags with that, but we'll do it before moving on. Having to very likely fight even one of those beasts will make slabs properly difficult to obtain. The same applies to necro towers and other sites, where most of the potential opponents are non-historical.