Source: Dwarf Fortress Development Log
A few crash fixes, liaison replacements should work, and you should be offered a barony properly when you hit the triggers.
Source: Dwarf Fortress Development Log
DF Version 0.31.12 has been released.
Source: Dwarf Fortress Development Log
This release is all bug fixes, mainly with equipment and training. The full change list is over on the forum release thread and in the accompanying release_notes.txt. Now it'll be half month-end project and half unburying myself from email etc. I'll probably start out in August with the site sprawl over the world map and keep up with that for as long as it takes to allow adventurer sites and the other things that come out of it.
Source: Dwarf Fortress Development Log
DF Version 0.31.11 has been released.
Source: Dwarf Fortress Development Log
The next release should be ready tomorrow morning if everything goes well. Archery training seems to be working fine now. There are still various equipment bugs, but it's not nearly as bad.
Source: Dwarf Fortress Development Log
Yesterday I messed around a lot with sparring and skill demonstrations and made sure they were moving between them properly, and I balanced out some of the timers and skill increases there. The combat rebalancing had had an effect on sparring injuries, which had already been a bit of a problem (and have historically been a major problem), so I put in some more safeguards there. I also found that anybody that was bleeding modestly would take a dive and decide they needed to be carried off to the hospital, even if the bleeding subsequently stopped. That's fixed now.
Today I took some time to think about the site/population rewrite that's the foundation of a lot of the future developments, mainly having your own sites in adventure mode, having sprawl/rural areas, villain groups, and having more dwarves live around you off-map in dwarf mode. Since I'm aiming for the 22nd or 23rd for the next release, I'm not sure if that rewrite is going to fit or not. I'd like to take some small steps on the dev page each time I release, but this one is larger and it still needs to be done early. If we wind up with some more days of bug fixing and then the site/pop rewrite first thing for the release after the next one, I wouldn't be surprised.
Source: Dwarf Fortress Development Log
I cleaned up a number of training issues today. There was various lingering information that would gum up barracks selection over time, and individual training could interfere with squad barracks selection as well. Some out-of-whack personality effects had far too many soldiers skipping out on their individual practice. Demonstration/training organization has been sped up a great deal, and I fixed another problem with class timers. Civilian jobs should respect attribute growth/maintenance properly now, though we'll have to balance that a bit no doubt. Shell moods are restricted to dwarves with shell fetishes. Goblet/flask construction shouldn't shuffle the metal types anymore.
Source: Dwarf Fortress Development Log
I stopped the main cause of people carrying around three or four weapons, shields, etc. and I freed up equipment that got locked up when a squad with empty positions was disbanded. Fixed a crash on the military ammo screen and another crash/hang on the squad screen. Shell crafts and other shell objects should work for next time. Artifacts made from body parts (shells, bone, etc.) should get the right material.
Source: Dwarf Fortress Development Log
Today I spent quite a bit of time charging arena swordsmen in various armor at crossbow lines, and I'm happier with the results now after a lot of changes. The bolts in the currently released version are more like flying cheese graters or something in that they are light but really flat with a cutting surface, and the contact area changes I had to make to fix that propogated back through everything through a series of other tweaks. By the end, unarmored macemen were much worse off when fighting unarmored swordsmen than during the tests a few days ago, and the tables turn when they are armored, which I suppose is all right, though it's still too stark. I'm going to move on to the ammo assignment/hunter/etc. bugs as well as the perpetual bleeding issues now, and I can come back to combat balance more after the release as problems crop up.