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{{quality|Fine|20:55, 11 March 2014 (UTC)}}{{release notes}}
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{{quality|Fine|20:55, 11 March 2014 (UTC)}}{{release notes}}{{av}}
  
This version, DF '''v0.27.169.32a''', was released on '''October 29, 2007'''. The last update was '''v0.28.181.40d''', released on '''September 8, 2008'''.
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This version, DF '''v0.27.169.32a''', was released on '''October 29th, 2007'''. The last update was '''v0.28.181.40d''', released on '''September 8, 2008'''.
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This page lists the changes in this [[version]] of Dwarf Fortress.  The page links to currently existing pages which list new details from this version.  It also lists pages about entirely new subjects introduced in this version, such as the [[Z-axis]]; articles created or completely changed based off of this version are marked in '''bold'''.
  
This page lists the changes in this [[version]] of Dwarf Fortress. As with all major releases, version 0.27.169.32a broke save compatibility with old versions.
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== General ==
  
== General ==
 
 
With the release of this version, a huge number of changes were introduced.  The central change was the introduction of a Z dimension to the game map; previously, all fortresses were built on a single, two-dimensional plane -- now, fortresses can span dozens of levels.  The layout of terrain on the game map also changed radically, featuring separate distinct stone layers with (mostly) geologically accurate contents, as well as allowing a single fortress to encompass several different biomes.
 
With the release of this version, a huge number of changes were introduced.  The central change was the introduction of a Z dimension to the game map; previously, all fortresses were built on a single, two-dimensional plane -- now, fortresses can span dozens of levels.  The layout of terrain on the game map also changed radically, featuring separate distinct stone layers with (mostly) geologically accurate contents, as well as allowing a single fortress to encompass several different biomes.
  
 
=== Terrain layout ===
 
=== Terrain layout ===
Rather than simply having an "outside" with a river zig-zagging north to south, you now embark on a hilly plot of land and can dig either sideways (into the hillside) or straight down. Availability of map features ([[river]]s, [[chasm]]s, [[magma]], and [[adamantine]]) are now dependent on where you embark, so careful planning is needed in order to make sure you get everything you want. When you uncover a map feature, it is now fully revealed, rather than only revealing tiles visible via line-of-sight.
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Rather than simply having an "outside" with a river zig-zagging north to south, you now embark on a hilly plot of land and can dig either sideways (into the hillside) or straight down. Availability of map features (rivers, chasms, magma, and adamantine) are now dependent on where you embark, so careful planning is needed in order to make sure you get everything you want. When you uncover a map feature, it is now fully revealed, rather than only revealing tiles visible via line-of-sight.
  
 
Map features no longer contain an infinite number of creatures - once their inhabitants are dead, no more will appear, leaving them safe for you to use as you see fit.
 
Map features no longer contain an infinite number of creatures - once their inhabitants are dead, no more will appear, leaving them safe for you to use as you see fit.
  
Water and magma no longer consist of "floods" that expand infinitely - instead, each map tile can contain varying amounts of liquid (from depth 0 to 7) which spread out to adjacent tiles.
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Water and magma no longer consist of "floods" that expand infinitely - instead, each map tile can contain varying amounts of liquid (from depth 0 to 7) which spread out to adjacent tiles. When water and magma combine, they now form [[Obsidian]].
  
 
The stone beneath the surface is now divided into distinct geological layers, each having their own inclusions of minerals and gems. Some layers may even hold [[aquifer]]s, providing you with unlimited amounts of water if you're careful (and nasty flooding if you aren't).
 
The stone beneath the surface is now divided into distinct geological layers, each having their own inclusions of minerals and gems. Some layers may even hold [[aquifer]]s, providing you with unlimited amounts of water if you're careful (and nasty flooding if you aren't).
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=== Materials differences ===
 
=== Materials differences ===
 
* Dozens of new minerals have been added, each having different colors, weights, and values.
 
* Dozens of new minerals have been added, each having different colors, weights, and values.
* Over a hundred new types of [[gem]]s have also been added, giving your dwarves a much wider variety of materials for decorations.
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* Over a hundred new types of gems have also been added, giving your dwarves a much wider variety of materials to enjoy using.
* The surface is now covered in a layer of [[soil]], of which 20 different varieties now exist, including multiple types of [[sand]] which can be gathered to make [[glass]].
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* The surface is now covered in a layer of [[soil]], of which 20 different varieties now exist, including [[sand]] which can be gathered to make [[glass]].
* More [[tree]]s and [[plant]]s have been added, some of which are exclusive to [[good]], [[evil]], or [[savage]] regions.
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* Metals are now defined in the raws, allowing modders to add as many new ones as they wish. Over a dozen new metals and alloys have been added as well.
* [[Metal]]s are now defined in the raws, allowing modders to add as many new ones as they wish. Over a dozen new metals and alloys have been added as well.
 
 
* Steelmaking can now use multiple types of flux - in addition to [[limestone]], you can also use [[chalk]], [[dolomite]], [[calcite]], and [[marble]].
 
* Steelmaking can now use multiple types of flux - in addition to [[limestone]], you can also use [[chalk]], [[dolomite]], [[calcite]], and [[marble]].
* [[Obsidian]] is now created when [[water]] and [[magma]] combine, allowing infinite amounts of stone to be created if your map has infinite supplies of water and magma.
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* [[Obsidian]] is now created when [[water]] and [[magma]] combine, allowing potentially infinite amounts of stone to be created.
* Metal ores are now treated the same as stone, in that you can make them into furniture or crafts, as well as smelt them into metal bars, if you flag them as "available for non-[[economic]] use".
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* Metal ores are now treated the same as stone, in that you can make them into furniture or crafts as well as smelt them into metal bars if you flag them as "available for non-economic use".
 
* Stone, gems, coal, and metal ores now follow the same formula for mining yields - 25% for an unskilled miner, scaling up to 100% for a Legendary miner.
 
* Stone, gems, coal, and metal ores now follow the same formula for mining yields - 25% for an unskilled miner, scaling up to 100% for a Legendary miner.
  
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=== Building differences ===
 
=== Building differences ===
* Caravan [[wagon]]s no longer require an actual [[road]] to be built - instead, they just need an uninterrupted 3-wide wagon-accessible path from the edge of the map to your [[trade depot]]. Additionally, Dwarven caravans also bring wagons now.
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* Caravan wagons no longer require an actual road to be built - instead, they just need an uninterrupted 3-wide wagon-accessible path from the edge of the map to your trade depot. Additionally, Dwarven caravans also bring wagons now.
* Outdoor farming is now possible - most plants gathered from [[shrub]]s now yield seeds, and those seeds can be planted all year round to allow your dwarves to produce a wider variety of food, drinks, clothing, and dyes.
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* Outdoor farming is now possible - most plants gathered from shrubs now yield seeds, and those seeds can be planted all year round to allow your dwarves to produce a wider variety of food, drinks, clothing, and dyes.
 
* Indoor farming is no longer forbidden during winter, and your farm plots no longer need to be rebuilt every year.
 
* Indoor farming is no longer forbidden during winter, and your farm plots no longer need to be rebuilt every year.
* [[Trap]]s can now be placed outdoors, and outdoor [[bridge]]s can now be made to raise or retract.
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* Traps can now be placed outdoors, and outdoor bridges can now be made to raise or retract.
 
* New walls, floors, stairs, and ramps can now be [[constructions|constructed]] in any location you desire, allowing you to build above-ground fortresses as well as replace excavated walls.
 
* New walls, floors, stairs, and ramps can now be [[constructions|constructed]] in any location you desire, allowing you to build above-ground fortresses as well as replace excavated walls.
 
* Water-powered mills have been replaced with machine-powered [[millstone]]s and hand-powered [[quern]]s. Machine power can be gathered from [[windmill]]s and from [[water wheel]]s and transmitted using [[gear assembly|gears]] and [[axle]]s. Machine power can also be used to power [[screw pump]]s, allowing you to move liquids around your fortress in a more controlled manner.
 
* Water-powered mills have been replaced with machine-powered [[millstone]]s and hand-powered [[quern]]s. Machine power can be gathered from [[windmill]]s and from [[water wheel]]s and transmitted using [[gear assembly|gears]] and [[axle]]s. Machine power can also be used to power [[screw pump]]s, allowing you to move liquids around your fortress in a more controlled manner.
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=== Skills and labors ===
 
=== Skills and labors ===
All [[skill]]s now have their own [[labor]] setting - for example, metalsmithing has been split into weaponsmithing, armoring, blacksmithing, and metalcrafting, giving you much finer control over your dwarves. Each skill also now has its own distinct profession, so dwarves specializing in different skills within the same group (e.g. [[butcher]]s and [[wood burner]]s) can now be immediately distinguished in the units list. Additionally, adamantine working no longer requires special skills, instead using your normal metalworking skills, and adamantine extraction is now performed by [[strand extractor]]s.
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All skills now have their own labor setting - for example, metalsmithing has been split into weaponsmithing, armoring, blacksmithing, and metalcrafting, giving you much finer control over your dwarves. Additionally, adamantine working no longer requires special skills, instead using your normal metalworking skills, and adamantine extraction is now performed by [[strand extractor]]s.
  
 
=== Miscellaneous ===
 
=== Miscellaneous ===
*You can now [[embark]] at almost ''any'' location on the world map (with the sole restriction that at least one region tile must be non-mountain and non-ocean), and your fortress can be of varying size (default 6x6, with at least 15 Z-levels of stone underneath). Fortresses can also cover multiple [[biome]]s in order to have access to a wider variety of plants and animals. It is even possible to embark on top of existing sites (Human towns, Elven forest retreats, Goblin towers, [[cave]]s, and [[ruin]]s, but not Dwarven mountain halls), though you will need to deal with the original inhabitants.
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*You can now embark at almost ''any'' location on the world map (with the sole restriction that at least one region tile must be non-mountain and non-ocean), and your fortress can be of varying size (default 6x6, with at least 15 Z-levels of stone underneath). Fortresses can also cover multiple biomes in order to have access to a wider variety of plants and animals.
*Starting goods now include 60 units of alcohol and an [[anvil]] (worth 1000), which can be potentially traded for a wider variety of supplies.
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*Starting goods now include 60 units alcohol and an anvil (worth 1000), which can be potentially traded for a wider variety of supplies.
*The [[Manager]], [[Broker]], [[Bookkeeper]], and [[Sheriff]]/[[Captain of the guard]] are now ''appointed'' from your own population and continue to perform their original labors when they are not busy with their special tasks (approving work orders, trading at the depot, and updating stockpile records). Additionally, a random dwarf will be appointed [[Expedition leader]] on embark and will be promoted to [[Mayor]] once your fortress becomes large enough, and a new Mayor will be elected each year. The [[Baron]] and consort also get promoted to [[Count]] and then [[Duke]] as your fortress grows, rather than being distinct nobles with their own separate room requirements, [[mandate]]s, and [[demand]]s.
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*The Manager, Broker, Bookkeeper, and Sheriff are now ''appointed'' from your own population and can still perform their original labors when they are not busy with their special tasks (approving work orders, trading at the depot, and updating stockpile records). Additionally, a random dwarf will be appointed Expedition Leader on embark and will be promoted to Mayor once your fortress becomes large enough, and a new Mayor will be elected each year. The [[Baron]] also gets promoted to [[Count]] and then [[Duke]] as your fortress grows, rather than being distinct nobles with their own separate room requirements, mandates, and demands.
*[[Guild]]s no longer have distinct leaders, and some guilds have been removed - now, work-deprived miners, masons, carpenters, metalsmiths, jewelers, and craftsdwarves will meet directly with the [[Manager]] who will then relay their requests to the [[Mayor]].
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*Activity zones now permit restricting which areas are allowed for fishing, water sources, sand gathering, ponds, meeting areas, and garbage dumps.
*[[Activity zone]]s now permit restricting which areas are allowed for fishing, water sources, sand gathering, ponds, meeting areas, and garbage dumps.
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*World generation now allows you to specify a ''seed'' value, making it possible for multiple people to generate the exact same world without having to upload it to a file sharing repository.
*World generation now allows you to specify a ''seed'' value, making it possible for multiple people to generate exactly the same world without having to upload it to a file sharing repository.
 
 
*Over a hundred new creatures have been added, including lots of large fish which now populate ponds, rivers, lakes, and oceans.
 
*Over a hundred new creatures have been added, including lots of large fish which now populate ponds, rivers, lakes, and oceans.
*Creatures now have distinct [[personality|personalities]] which affect their behavior in many ways.
 

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