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Dwarf fortress combat log
Dwarf fortress combat log









(*) Stopped erroneous conflicts between certain hunting creatures (*) Made extra-sensory creatures even less perturbable by critters sensed through layers of rock (*) Removed obsolete relieved/drafted thoughts (*) Added stockpile option for cut stones (*) Fixed a pathing lag associated to mood dwarves not being able to get to their buildings (*) Made non-extra-sensory creatures also respect z coord of potential targets (*) Adjusted projectile firing speed which became broken during wagon fix (*) Fixed some reclaim/unretire bugs involving unavailable seeds (*) Stopped necromancer towers from doing various inappropriate townish things that lead to tower proliferation etc. (*) Stopped certain jobs from being able to teleport items and engage in other action-at-a-distance antics (*) Made people that are attacked briefly have some knowledge of attacker's position (*) Stopped certain old conflicts from causing alarm (*) Made genuine retreat and alarm state more separate from each other (being alarmed was being equated with flight for morale) (*) Made running away in terror/fear respect only valid combat location information (*) Fixed problem allow the player to become invisible among many units even when clearly visible (*) Allowed flying/climbing wilderness critters to work their way off the map (*) Stopped a conversation crash from talking to mute creatures about their troubles (*) Fixed crash that happened when it considered certain units in play for succession

dwarf fortress combat log

(*) Fixed crash from visiting former player fortress with adventurer if certain army is present (*) Fixed crash that could happen when refugee rumors were created Note that for morale fixes in old saves there could be some persistent alarm data that causes people to continue to run for a bit, even for a few in-game hours in some cases, so you might need to let things work themselves out. The big northern isle is called "The Continents of Right", the one to the east is the "Cyclopean Land" and the other big landmass to the south are the "Continents of Sorcery".Īfter a relatively short time of arguing due to the lack of alcoholic beverages left on the expedition ship, me and my fellow dwarfs decided on paying the cyclops a little visit in hope for a good place to mine, farm and find glory.Release notes for 0.40.10 (August 24, 2014): The whole area is basically divided into 4 continents: Second Note to myself: Think of an explanation for the disappearing native before doing so. Note to myself: Take one of the natives as a captive and put him in a cage for a casual battling now and then to keep up the spirits. The water body that is prevalent is called "The Ocean of Entrancing", which makes my fellow dwarfs fear that they wont get to see any good entertainment here with such sweet and serene names all around us. The area is called "Cereteathira", which would translate to "The Infinite Plane" We managed to find some natives who were quick to learn our language and this are the information that we gathered so far: It's been replaced by 7 new labor settings, 5 unit types, and 6 new skillsīefore settling down we tried to gather as much information as possible about the world we are going to live in. * Unskilled or apprentice doctors can make mistakes when treating a patient or doing surgery

dwarf fortress combat log dwarf fortress combat log

Items in this way aren't split (ala coins or bolts), but rather, they're consumed in pieces Threads are use for sutures (thus, one "thread" item could be used for multiple sutures) and cloth is used for bandages. * All cloth and thread items have associated lengths/areas now. * Patients can use soap/water to clean wounds and grime to reduce infections.

dwarf fortress combat log

* "Eyelids clean the eyes so you don't have to soap them off, but if an eyelid is torn off, I think they might soap the eyes" O What type of various medical information? "unit wounds/status/required treatments/medical history, etc."- Think of it like the bookkeeper​ * Dwarves are more proactive in saving wounded people, and will do what they can in regards to bleeding on the way to the hospital











Dwarf fortress combat log