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Editing DF2014:Release information/0.47.01
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==New stuff== | ==New stuff== | ||
− | * | + | *Guilds organize and petition for guildhalls, guild members can do skill demonstrations |
− | *Members of organized religions can petition for | + | *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 | + | *Most aquifers are much slower filling |
− | *Can start with a party in | + | *Can start with a party in adventure mode |
− | *Specify background and starting location and | + | *Specify background and starting location and beliefs in adventure mode (most labor skills still meaningless) |
− | *Can start with specified equipment and | + | *Can start with specified equipment and pets in adventure mode |
*Tactical combat mode for adventurer party | *Tactical combat mode for adventurer party | ||
− | *Adventurer can ride | + | *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 | *Can pet animals in adventure mode | ||
− | *Addition mood information in adventure mode | + | *Addition mood information in adventure mode conversations, (simple) interrogation options, flattery, joke-telling, calming remarks, (very simple) sermons |
− | *Simple | + | *Simple intrigue display with actors and charts discovered in interrogation in adventure mode (in 'Q') |
− | *Divination | + | *Divination shrines with dice and various effects |
− | *Lots of new intermediate | + | *Lots of new intermediate positions (mostly without new mechanics) in entities (chamberlains etc.) |
− | *Alliances against world-ending threats in | + | *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. | *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 | + | *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 | *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 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 | + | *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 | *Dwarves can trigger dig-deep disasters in world generation, with repercussions coming to other sites, including fort mode | ||
− | *Some new | + | *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== | ==Major bug fixes== | ||
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==Other bug fixes/tweaks== | ==Other bug fixes/tweaks== | ||
− | *Changed | + | *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 error where bandit groups would be deleted prematurely in worldgen | ||
*Fixed size issue with certain werecreatures | *Fixed size issue with certain werecreatures | ||
*Fixed bug where only last half of performance sentence was shown | *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 | *Fixed problem where biome and landmass names were sometimes split on the same biome/landmass |