Release Notes

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See readme.txt for general information about the release.
See file_changes.txt for new init/interface information.
See command_line.txt for information on world generation from command lines.
TO BACK UP SAVES:
(1) Copy the relevant region folder in "data/save" to a safe location.
(2) When you want to reuse it, copy that region back to "data/save". Do *NOT* o
verwrite an old folder, as it might leave residual files.
Please *DO* back up saves. Although the game has permanent death and you might
want to play it in that spirit, the game
is also an alpha, and your world might become corrupted by an error. You can al
so make use of the auto save features settable in "data/init/init.txt".

TO USE OLD SAVES WHEN UPDATING VERSIONS:
(0) ***Note that this version of DF is only compatible with saves from 0.40.03+.
***
(1) Unzip the new dwarves into a *NEW* folder.
(2) Copy "data/save" from the old folder into the new folder, or copy over the r
elevant region folders you've saved to "data/save". Keep a backup in case somet
hing is wrong with the new version.
(3) When you start, your world should be accessible and ready to play.
Unzipping the new dwarves into your old folder will work most of the time, but i
f files have changed, it can crash, or worse yet, destroy your saves.

TO CHANGE DISPLAY AND SOUND OPTIONS:
Go to "data/init/init.txt". These options will take effect the next time you st
art the game.

IF YOUR KEYBOARD ISN'T WORKING:
If you can get to the ESC keybindings menu (from the start screen, press ESC and
then 2/8 to scroll to Key Bindings), you can set your key bindings. If your "?
" key on your keyboard doesn't work for help, you can set the keybinding properl
y here. It might not display as a "*". You can set the display up properly in
"data/init/interface.txt" using the display strings at the top of the file.
******************************************************
Release notes for 0.40.24 (January 7, 2015):
Here is another release with fixes. Old saves are compatible, but there will be
some error logs due to minor issues with the old raws. These logs can be ignor
ed, but old saves will still experience problems like blank seed names.
Major bug fixes
(*) Fixed problem causing dwarves to sometimes fail to attack monsters/i
nvaders
(*) Stopped active blocks/parries from rarely freezing adv mode

(*) Stopped certain situations where you could be stuck in the air above
certain tiles
(*) Fixed a few problems with necromancers attacking (and generally bein
g killed by) their zombies
(*) Stopped crash from moving/centering squad menu going out of bounds
(*) Fixed crash involving squads and minimap
(*) Fixed unretire crash that generally triggered when caravan arrived
(*) Stopped dwarf from stressing out over the same wound forever
(*) Stopped certain inaccessible jobs from blocking lower priority ones
Other bug fixes/tweaks
(*) Allowed embarks with x/y dim 1
(*) Made removal of trees check building/bridge/machine stability
(*) Stopped worker chaining to next construction job from choosing suspe
nded one
(*) Tentatively fixed text mode error on OSX (lethosor)
(*) Tentatively fixed broken sound on some linuxes (Baughn)
(*) Fixed problem with water disappearing when it crosses the z=0 bounda
ry
(*) Made certain old civilian weapon assignments clear over time
(*) Made t/q building selector respect stockpile shapes when looking for
closest one
(*) Fixed error with underground pops in small forts not appearing
(*) Stopped mood jobs from going outside of burrows
(*) Capped various combat skill gains per action (Urist Da Vinci)
(*) Stopped "fighting" skill from increasing from trap/projectile attack
s
(*) Stopped random creature proboscis from sometimes messing up poison a
ttacks
(*) Fixed key display issue in bindings screen (lethosor)
(*) Fixed problem with display of kill order status
(*) Made geld indicator appear for pets on animal screen properly
(*) Fixed display problem with agreement conclusion dates
(*) Added error logs for missing materials set to defaults, fixed variou
s raws
(*) Stopped announcement screen date from overrunning title depending on
window size
(*) Differentiated two pain readouts on health screen
(*) Fixed a few empty announcement errors
******************************************************
Release notes for 0.40.23 (December 24, 2014):
A third set of fixes for the job priority release, as well as a fix for the army
"camp forever" problem from July.
Major bug fixes
(*) Fixed cancellation bug with farming jobs
(*) Fixed problem causing camping armies to lose sight of certain goals
once play began
Other bug fixes/tweaks
(*) Stopped situation where channeling dwarf decides to stand on channel
tile
(*) Fixed some raw typos (Gorobay)
******************************************************
Release notes for 0.40.22 (December 21, 2014):

Major bug fixes
(*) Multi-item jobs like artifact moods, forging breastplates and smelti
ng pig iron should work now
Other bug fixes/tweaks
(*) Made toggle marker behave like toggle engraving mouse-wise
******************************************************
Release notes for 0.40.21 (December 19, 2014):
This fixes some large and small problems with yesterday's release. Save corrupt
ion was quite possible, so upgrading is important! You can still bring your old
saves from 0.40.03+ into this new version.
Major bug fixes
(*) Made hauling jobs that chain to other hauling jobs respect job posti
ngs, instead of causing crashes and other horror
(*) Fixed stair/ramp removal
Other bug fixes/tweaks
(*) Made digging look up/down for continuing jobs
(*) Fixed problem with harvest jobs stealing dwarves from each other
******************************************************
Release notes for 0.40.20 (December 18, 2014):
Here is the job priorities release. It should work fine with old saves, though
existing hauling jobs may need to work themselves out for a bit. Further job pr
ioritization work can be done when we get through the framework for start scenar
ios, since we'll better understand how dwarves fit into the fortress at that tim
e.
New stuff
(*) New job selection process where dwarves choose important tasks with
more regularity
(*) Very important jobs can remove dwarves from less important jobs
(*) Ability to prioritize a job so that it gets done immediately
(*) Mining, engraving and other designation jobs can now be prioritized
numerically
(*) Designation jobs can be placed in a "marker only" mode, marker can b
e removed later to start work
(*) Mining jobs can be set to automatically follow veins and clusters
(*) Mining designation can be set to only select visible gems or useful
stone
Major bug fixes
(*) Fixed crash related to armies failing to take over villages
Other bug fixes/tweaks
(*) Hauling jobs that used to need a held container now allow the dwarf
to carry many items without a container
(*) Building jobs can swipe items from hauling jobs if the item is not h
eld
(*) Wall/floor construction and road construction use new skill-free lab
or settings
******************************************************

Release notes for 0.40.19 (November 26, 2014):
Here is another release for November, mostly related to livestock.
New stuff
(*) Added gelding and associated profession/skill/etc.
Other bug fixes/tweaks
(*) Showed animal gender symbols in a few more places
(*) Got rid of mating-at-a-distance
(*) Added drink tab to kitchen screen
(*) Moved all remaining announcements to announcements.txt
(*) Added ability add/remove bp flags to set bp group
(*) Tweaked crowded pasture anger counter
(*) Stopped liaison from inserting own gender into position change news
(*) Added more work-arounds for compiler issue (fixing broken vault weap
ons and other problems)
******************************************************
Release notes for 0.40.18 (November 20, 2014):
The flag changes brought forth a compiler issue on Windows (breaking smelting, f
or example). Hopefully it'll work better now.
******************************************************
Release notes for 0.40.17 (November 19, 2014):
Here is another friendly little release.
Major bug fixes
(*) Fixed collapsing shrines
(*) Fixed army crash/bad behavior near the right/lower edge of the map
(*) Fixed a conversation crash related to uncivilized people/creatures t
rying to sell something in the market
(*) Made people only jump into actual conflicts, rather than animal enco
unters and training events
Other bug fixes/tweaks
(*) Made stress levels drop faster the longer no stressors are applied
(*) Made gathering plants from the ground add to herbalist skill properl
y again
(*) Made plants that grow in winter-spring plantable at all proper times
(Quietust)
(*) Optimized flag checks for non-windows OSs (ag)
(*) Fixed problem deleting stockpile links in the case that stockpile ha
d multiple give/take settings
(*) Fixed blinking behavior for stockpiles/zones vs. ramps/stairs
(*) Fixed blinking behavior for designations vs. anything obscuring them
(*) Fixed double untranslated name in thoughts screen
(*) Fixed elf diplomacy typo
******************************************************
Release notes for 0.40.16 (November 12, 2014):
The purpose of this release is to make stress from long-term separation due to g
oblin snatching less severe and to stop attackers from always winning in post-wo

rld-generation non-player battles. The fix for the latter could not be done cle
anly at this time, so the battle readouts in legends are a little off compared t
o the ones from world-gen, but defenders are very often successful now. I also
fixed some missing aunts/uncles/cousins in the listing of relatives.
******************************************************
Release notes for 0.40.15 (November 5, 2014):
Here's another release with bug fixes and small changes to brighten your day.
Major bug fixes
(*) Made growing trees update cave-in and light information properly
(*) Handled stress counter timing properly in adv mode
(*) Stopped nerve check from bypassing broken parts between thought cent
er and body roots
(*) Stopped part from being pulped if inner nervous tissue is not detach
ed
(*) Made pulped parts bleed properly
(*) Stopped crash from trying to place unit in proper connected componen
t of crowded retired fort
(*) Fixed reversed inside/outside check for outdoor refuse hauling
Other bug fixes/tweaks
(*) Animals that can escape from cages no longer brought by traders
(*) Made reactions try to guess how their containers will be filled to s
top problems with brewing large stacks etc.
(*) Small coin stacks can no longer be stuffed into non-containers
(*) Small coin stacks no longer pass through opponents
(*) Stopped tantrum dwarves from checking burrows for fistfights
(*) Changed tantrum action frequency
(*) Being in an owned site makes bogeyman not an issue
(*) Made ballista arrow heads and ballista arrows have edges
(*) Added ability to trade everything in the depot from either column
(*) Made column widths even in trade view and abbreviated strings differ
ently
(*) Added select visible and select category to bring-to-depot menu
(*) Added totems to crafts tab of bring-to-depot screen
(*) Added a few categories to the kitchen menu
(*) Alphabetized stone and kitchen menus
(*) Added magma-safe indicator to stone menu
(*) Made encrust jobs respect furniture tools
(*) Cannot go into specific encrust menus if selected gem not available
for encrust
(*) Dead dwarves removed from burrow count
(*) Made toggle button update properly when moving unit labor view to no
n-laborer
(*) Fixed a problem causing the right edge of the embark world map to di
sappear, including the cursor
(*) Fixed location of cursor in minimap for resized windows
(*) Made DOES_NOT_EXIST exclude creatures from certain lists properly
(*) Stopped stress reactions from being applied to unintelligent critter
s
(*) Stopped stress reactions of hidden creatures from being announced
(*) Fixed many typos (Gorobay)
(*) Updated description for pulping so it doesn't say "bruised" etc.
(*) Fixed broken artifact thought text
(*) Stopped immortality goal from having a broken display in thoughts
(*) Properly recognized multiple embark minecarts of the same material
(*) Slowed down tantrum/mood/etc. indicators

(*) Stopped zombies from interrupting your sleep to ask if they can help
you with something
(*) Increased default embark points to compensate for more default equip
ment (stepladder etc.)
(*) Allowed deletion of first uniform
(*) Stopped crafts brought by traders from satisfying craft mandates
(*) Made weather init option clear up weather properly instead of just t
urning off the global simulation
******************************************************
Release notes for 0.40.14 (October 25, 2014):
Here is the next release. The focus was not bugs this time, but rather completi
ng the work started on emotions as well as basic fruit harvesting. A note -- ad
ding stepladders to old saves was not possible, so you'll have to wait for a new
world for those. Fallen fruit can still be gathered in old saves using the new
plant gathering zones. Dwarves in old saves have also had their current though
ts wiped clean to make way for the new emotion/circumstance pairs.
New stuff
(*) Dwarf thoughts have been replaced with personality-dependent emotion
/circumstance pairs
(*) Dwarf happiness has been replaced by a longer-term stress level, and
a few new effects have been added
(*) Plant gathering zones can be used to set up fruit harvesting from tr
ees using the new stepladder
(*) Plant gathering zones can also handle the old shrub jobs, and fallen
fruit can also be gathered from zones
(*) Shrubs now have their berries/etc. gathered properly (bean-type plan
ts that only have edible seeds are still an issue)
(*) As a stopgap, farm plot plants yield viable growths out of season up
on harvest
(*) In adventure mode, it is possible to ask about people about yourself
, other people, and how they are feeling
Other bug fixes/tweaks
(*) Stopped IMMOBILE creatures from trying to flee terrain
(*) Fixed problem with fear vs. stating proper opinion
(*) Stopped harvest/plant jobs from being added to farms slated for dest
ruction
(*) Deconstructed farm plot loses items
******************************************************
Release notes for 0.40.13 (September 17, 2014):
This release fixes some more bugs, old and new.
Major bug fixes
(*) Fixed item storage crash related to minecart being destroyed
(*) Stopped dwarves from trying to clean their own missing or internal b
ody parts
(*) Cleared old activities properly so they aren't considered by dwarves
for too long
Other bug fixes/tweaks
(*) Decreased frequency of conversation-skill-building dwarf chats
(*) Reworked grazing formula, used fractional exponent to scale properly
according to size

(*) Made grazing tile selection less top-left biased and made it prefer
non-creature'd tiles with denser grass
(*) Made butcher jobs for corpses not in piles respect z coordinate of b
uilding (Quietust)
(*) Handled some issues with subterranean areas being removed through tr
ees
(*) Made workshop profile skill checks ignore skill rust
(*) Fixed problem with siege operator skill check (Quietust)
(*) Stopped a lever linking job from being added if it is already in pro
gress
(*) Stopped fort dwarves from throwing their clothes off into a pile dur
ing unretire after being visited by adventurer
(*) Stopped fort animals from getting clothing during unretire after bei
ng visited by adventurer
(*) Stopped animals with kills from getting trinkets from corpses
(*) Stopped animals from growing attached to and bestowing names on item
s in their possession
(*) Stopped embark screen from setting neighbors with regular sites that
happen to have zombies (due to another bug)
(*) Made "place item in tomb" job governed by burial instead of item hau
ling labor
(*) Made outside refuse order respect inside/outside instead of above gr
ound/subterranean
(*) Stopped inside above ground corpses/corpse pieces from being destroy
ed periodically
(*) Stopped evaporation of inside above ground water from depending on t
he weather
(*) Stopped water items on the ground from being cleanable -- they evapo
rate instead
(*) Made water spatter evaporate properly over time
(*) Sped up extrasensory detection
(*) Sped up tracking of food consumption
(*) Re-enabled effects of cave adaptation
******************************************************
Release notes for 0.40.12 (September 10, 2014):
This release has some more bug fixes in it, mostly related to healthcare, prison
ers and morale.
Major bug fixes
(*) Made dwarves that fall unconscious while going to rest or sleep loca
tion not get stuck on the spot
(*) Fixed symptoms of wrestling error that could cause dwarves to freeze
in place forever
(*) Stopped civs from sending a squad when they failed to find thieves/s
natchers to send (led to small sieges in the first year)
(*) Allowed recover wounded jobs to bring dwarves to hospital floor if n
o beds are available
(*) Stopped recover wounded jobs from bringing dwarves to non-hospital b
eds
(*) Made caged/chained people request water/food with proper frequency
Other bug fixes/tweaks
(*) Made doctors remove dwarves from traction properly (checks weekly)
(*) Made dwarves move/get moved to new hospital more quickly if old hosp
ital is removed
(*) Roots function as ramp walls properly now
(*) Can cross ramps covered by bridges in adventure mode

(*) Made critters that join up with your adventurer stop traveling if th
ey were on a journey
(*) Made critters with entity-based army duties unwilling to join advent
urers
(*) Stopped critters joined with you from considering moving, joining ar
mies and other issues
(*) Added ability to repeat, suspend and cancel jobs from unit/job lists
(*) Made civ-level nobles attached to locations (e.g. barons) include th
eir site in their name when possible
(*) Made dwarves that have been grabbed for chaining/etc. cancel their j
obs properly
(*) Stopped certain events (like giving birth, resting or getting an art
ifact mood) from causing a working dwarf to suspend jobs for the whole fort
(*) Stopped chained mothers from seeking wandering infants
(*) Changed name of chaining/other jobs to include target instead of say
ing "animal" for everybody
(*) Made certain creatures like minotaurs act less civilized (requires L
ARGE_PREDATOR in raws)
(*) Stopped alarm moods from persisting long beyond event itself
(*) Made non-soldier adventure companions not default to flight (this co
uld include giant demons, etc.)
(*) Stopped companions with stranger-kill ethics from starting no-quarte
r fights with strangers the party meets
(*) Made stranger-kill creatures respect their own prisoners/etc.
(*) Stopped adventure mode critters from persisting on outmoded paths wh
en destination has changed
(*) Made sure dipscripts were loaded in the same order on different plat
forms (Quietust)
(*) Trading a worthless item for a non-worthless item no longer results
in you initiating a robbery
(*) Wooden chests brought by elven traders are grown now
(*) Seeds that should be edible raw in adv mode are now edible
******************************************************
Release notes for 0.40.11 (September 3, 2014):
Here is the first release for September! As usual, a few bugs like sleep screwu
ps, cowardly companions and wandering children might persist for a while into ol
d saves until the system clears itself out.
Major bug fixes
(*) Accounted for site populations properly when moving around (stopping
doubling in lairs/player forts)
(*) Removed the old animal people camp items, as they cause duplication
errors and will work with a better overall army framework later
(*) Handle some more instances where led creatures could drag their lead
er into conflicts (a dwarf caging a goblin, for example)
(*) Made historical figures react properly to historical undead
(*) Made chained animal checks respect z coordinate properly
(*) Gave your companions a bit of a courage boost in terms of intervenin
g in conflicts
(*) Fixed some problem with resource stockpiles causing shop types to re
vert on insurrection
Other bug fixes/tweaks
(*) Made dwarf children not seek their mothers when idle, especially in
violation of area restrictions
(*) Made dwarves prefer claimable rooms to dormitory master beds
(*) Stopped uninjured dwarves from sleeping in beds in active hospital z

ones
(*) Tried to make items in markets/homes match races more closely (canno
t be completed until later -- right now, resources are based on original site ow
ners)
(*) Stopped brief necro master-apprentice relationships from forming in
towns
(*) Stopped other necro tower townish behavior like fake grazing dispute
s
(*) Made sleeping on the floor respect burrow assignments
(*) Made strength/agility/tissue layer effects work for gaits (Quietust)
(*) Stopped overuse of plant structure tag causing people to say they pr
eferred to eat trees
(*) Fixed other issues causing dwarves to be able to prefer the wrong (g
enerated) materials
(*) Stopped adventure skill list from overflowing on status screen
(*) Discounted rust when listing relevant skill for squad candidate
(*) Stopped evaporation of 1/7 liquid when over 7/7 liquid of the same k
ind
(*) Made flying adventurer able to fly over ramps without using them
(*) Fixed missing bindings for animal training keys (Quietust)
(*) Adjusted firing rate for projectiles again to make them more like th
e older versions
(*) Made adamantine clothing available in arena
******************************************************
Release notes for 0.40.10 (August 24, 2014):
Here is another round of fixes. Note that for morale fixes in old saves there c
ould be some persistent alarm data that causes people to continue to run for a b
it, even for a few in-game hours in some cases, so you might need to let things
work themselves out.
Major bug fixes
(*) Fixed crash that could happen when refugee rumors were created
(*) Fixed crash from visiting former player fortress with adventurer if
certain army is present
(*) Fixed crash related to surgery
(*) Fixed crash that happened when it considered certain units in play f
or succession
(*) Stopped a conversation crash from talking to mute creatures about th
eir troubles
(*) Allowed flying/climbing wilderness critters to work their way off th
e map
(*) Fixed problem allow the player to become invisible among many units
even when clearly visible
(*) Made running away in terror/fear respect only valid combat location
information
(*) Made genuine retreat and alarm state more separate from each other (
being alarmed was being equated with flight for morale)
(*) Stopped certain old conflicts from causing alarm
(*) Made people that are attacked briefly have some knowledge of attacke
r's position
(*) Stopped certain jobs from being able to teleport items and engage in
other action-at-a-distance antics
(*) Stopped necromancer towers from doing various inappropriate townish
things that lead to tower proliferation etc.
(*) Fixed some reclaim/unretire bugs involving unavailable seeds
(*) Adjusted projectile firing speed which became broken during wagon fi
x

Other bug fixes/tweaks
(*) Adjusted emotional strain vs. willpower etc. calculation
(*) Made non-extra-sensory creatures also respect z coord of potential t
argets
(*) Fixed a pathing lag associated to mood dwarves not being able to get
to their buildings
(*) Added stockpile option for cut stones
(*) Removed obsolete relieved/drafted thoughts
(*) Made extra-sensory creatures even less perturbable by critters sense
d through layers of rock
(*) Stopped erroneous conflicts between certain hunting creatures
(*) Stopped shared/wrestled items from being used for block/parry
(*) Stopped creatures with multiple attacks like hydra from stacking att
ack modifiers incorrectly
(*) Made attacker always look at target upon initiating attack
(*) Ordered farm plot plant lists by seed availability/name
(*) Lowered cap for wrestle skill gain so it wouldn't be hit triple digi
ts attacking large opponents
(*) Removed double entry of "slabs" from stocks screen
(*) Adjusted 'v' menu location for window height (so it wouldn't overwri
te certain lists, etc.)
(*) Fixed a few typos causing double periods in personality paragraphs
******************************************************
Release notes for 0.40.09 (August 17, 2014):
The cleaning continues with this release! Some notes on poles: For no-pole, yo
u'll need to handle glacier and tundra biomes in one way or another (wider tempe
rature range, remove region requirements, etc.). For instance, to make a valid
no-pole large island, all I needed to do was widen the temperature max/min from
75/25 to 110/-10. This made a few glaciers and tundras scattered around the wor
ld, and it also allowed a few tropical biomes to appear. For no-pole, base temp
eratures of at least 85 make an environment tropical (worlds with poles continue
to use latitude), though 75 works for certain biomes. You should be able to in
put your own temperatures in the txt parameters now without the game applying a
polar shift. No-pole worlds do not yet experience any seasonal temperature vari
ations, and worlds with two poles still have seasons at the same time of year on
either side of the equator until that can be made less confusing.
Major bug fixes
(*) Fixed problem causing domestic underground animals to be placed beyo
nd their number (and then replaced at that new number)
(*) Made people not so eager to jump in on the side of their relatives a
nd friends if the relative/friend is berserk/etc.
(*) Made creatures prefer to flee normally if possible (rather than jump
ing off cliffs etc.)
(*) Stopped liquid flows in confined spaces from sometimes making items
disappear
(*) Made items that froze in ice reappear properly when ice melts
(*) Allowed dwarves interested in marriage to start relationships proper
ly (Quietust)
(*) Removed some vestigial code stopping wagons from moving properly aft
er move/attack speed split
(*) Fixed a wagon AI error that caused them to fail to unload sometimes
(*) Gave wagons the ability to go past each other in certain instances
(*) Made invaders not come back as ghosts
(*) Stopped non-historical dwarves from coming back as ghosts (put in fi
x for old saves that should lay them to rest soon after unpause)

(*) Stopped ghosts from being considered in regular sight code
(*) Fixed the defend burrow order
(*) Allowed items made from gem materials (including large gems) to be s
tored in finished goods pile
(*) Fixed broken logic that made trade good hauling require both trade g
ood hauling and lever operation labors
Other bug fixes/tweaks
(*) Fixed up quarry bush bag job vs. rock nuts
(*) Added appropriate announcements for some additional circumstances un
der which a fort dwarf could assume a civ-level position
(*) Added embark warning if civ is dead
(*) Added optional confirmation window after preparing embark (default:
pops up if points remain)
(*) Printed job after name when following unit
(*) Marked dwarves as "New Arrival" on unit/job screen instead of "No Jo
b" while they are new
(*) Added pole-setting parameters for world gen, allowed north+south pol
e and no-pole options
(*) Fixed an error causing nearby site maps to be offloaded too often
(*) Made hill dwarf sites put animals in pastures properly
(*) Made animals not placed in pasture/waste/yard get placed even if the
ir preferred type isn't available
(*) Fixed some manual typos (Gorobay)
(*) Initialized strict pop cap to 220 if not present in d_init
(*) Made alerts without names show properly as "Alert State #" in squad
mode
(*) Finished updating pineapple raws
(*) Made several export filenames use the format (region)-YYYYY-MM-DD-(e
tc)
(*) Added error for unrecognized CREATURE in entity raw
******************************************************
Release notes for 0.40.08 (August 11, 2014):
A few new errors crept in. Hopefully they will creep out now.
Major bug fixes
(*) Stopped ESC from ending the game when setting up fort or adventurer
(*) Made constructions use materials properly again
******************************************************
Release notes for 0.40.07 (August 10, 2014):
Enjoy another set of bug fixes!
Major bug fixes
(*) Fixed crash that involved promoting certain stops above their route
(*) Removed some stale invasion data preventing further invasions
(*) Stopped dwarves from breeding like animals, technically speaking
(*) Made diplomats search for civ-level land-holders properly
(*) Fixed some path buffering problems that could screw up neighbor list
etc.
(*) Fixed a few problems with undead AI
(*) Stopped sleeping/incapacitated dwarves from doing things
(*) Fixed problem with squad leader assignment in military screen
(*) Made sparring people use their weapons properly
(*) Made unretired forts unhide fully, flowing from surface and all unit

s
Other bug fixes/tweaks
(*) Made masterpiece announcements wait for all item info to be decided
before trying to print item name
(*) Eliminated an OSX key conflict for text deletion
(*) Made install colony jobs respect each other's targets
(*) Made install colony jobs react to missing hive at gather destination
(*) Added another adjustment to designation jobs to help them vs. paths
that became bad
(*) Required animal hauling labor for various jobs
(*) Added new labors for hauling trade goods, pulling levers, removing c
onstructions and hauling water
(*) Attached trap cleaning to clean labor
(*) Made laborless building construct/destroy jobs take furniture haulin
g
(*) Allowed burrows to restrict workshop item search or not (default off
)
(*) Added assigned citizen number to burrow list
(*) Stopped paralyzed injured dwarves from spamming rest cancellation me
ssages
(*) Stopped some CPU-intensive temperature wobble (ag)
(*) Cleaned up the creature pressure plate interface
(*) Made paved roads only need as much material as required by the road
tiles (rather than the whole rectangle)
(*) Made translated name appear properly at the top of the screen when v
iewing creature
(*) Stopped dwarves from liking special items
(*) Fixed a problem with unnamed historical figure statue/figurine item
names and descriptions
(*) Fixed color display problem in civ list
(*) Gave not-you civs range of 30 path-wise for neighbor status on embar
k (towers still 10)
(*) Allowed use of number in burrow names without moving cursor
(*) SDL string question mark should no longer enter as a pipe, and pipe
should be enterable
(*) Respected question mark entry in several places
******************************************************
Release notes for 0.40.06 (August 3, 2014):
Another bug fix release.
Major bug fixes
(*) Fixed a problem causing certain jobs to become stuck when their path
s were interrupted
(*) Stopped dwarves from starting conflicts with led creatures
(*) Stopped led creatures from wandering away from leader
(*) Made buildings with burrows require a connectivity check when search
ing for items
(*) Made dwarves forbid webs that are "accessible" but require pathing t
hrough unexplored areas
(*) Reduced number of automation jobs created
(*) Made some jobs respect fish/vermin amount when producing products
(*) Make potash from lye respects lye stacks
(*) Made jobs requiring several e.g. bones not need many individual stac
ks
(*) Made thread spinning job not use up all of a stack of wool
(*) Stopped decoration job from consuming entire stacks

(*) Stopping using entire stack of meat to bait animal trap
(*) Stopped reactions from consuming way too many raw materials from sta
cks (ag), though reactions that use very small amounts still use at least 1 item
from a stack
(*) Stopped mining of root from removing the tree
Other bug fixes/tweaks
(*) Stopped announcement of theft of hidden reclaimed underground object
s
(*) Stopped birth announcements for hidden creatures and separated wild/
tame animal birth announcements
(*) Stopped hidden/forbidden buildings from being listed in lever link m
enu
(*) Stopped hidden/forbidden buildings from appearing in room list
(*) Stopped hidden items from appearing in military equipment lists
(*) Made trees update indoor/etc. settings properly upon removal
(*) Made building/stockpile menus to respect different window heights
(*) Made hunger/thirst/etc. indicators display properly in travel
(*) Made vision arc display turn off for blinded creatures
(*) Made scarred over wounds to broken functional layers continue to imp
air function
(*) Removed requirement that a creature have a baby/child state to breed
(*) Fixed plant growth consumption preferences (Quietust)
(*) Fixed display of tree roots designated for mining
(*) Fixed reversed display of zone sizing controls
(*) Made random creatures only spit liquid spittle
(*) Fixed state token for mud creature tissues (Quietust)
(*) Stopped traders from bringing unspecified "liquid" from bloodsucking
animals (Quietust)
(*) Fixed problem causing multiple plant listings in stockpile
(*) Made jobs properly cut away pieces of corpses for use (so that reani
mation etc. respects partial use)
(*) Made reactions count up and trim away body component materials prope
rly
(*) Added wound description for partially butchered parts
(*) Made globs stackable
(*) Fixed unretire message on linux/osx
(*) Stopped dwarven forges in world gen sites from using thrones instead
of anvils
(*) Fixed message for being caught in a cloud of vapor/dust (Quietust)
(*) Removed special materials from dwarf prefs
(*) Clarified generated items in stockpiles (can't remove yet)
(*) Fixed adjectives for randomly generated blowdarts/bolts (old saves s
till broken)
(*) Made burrow indicator show over hidden areas
(*) Fixed broken language selection for certain names
(*) Can copy basic item type/subtype with reagent using GET_ITEM_DATA_FR
OM_REAGENT:<reagent token>:NONE
******************************************************
Release notes for 0.40.05 (July 27, 2014):
This is a bug fix and optimization release, which is probably something we shoul
d get used to for a while, since there is a lot left to do! I've tried to make
it possible to play in larger worlds again, but there's also more that can be do
ne.
Major bug fixes
(*) Fixed several large slow-down culprits

(*) Stopped trees from growing through floors
(*) Fixed a problem causing the suspension of constructions (old saves w
ith affected jobs will still need to restart them) (ag)
(*) Fixed a few problems with hospital code causing them to overstock it
em (ag)
(*) Fixed problem stopping underground fishing (UristDaVinci/Quietust)
(*) Made cultures that oppose intruders more lax when in places controll
ed by less wary groups (one cause of marketplace knifefights)
(*) Made adventure-mode ambushers somewhat more in tune with their task
(*) Made master soldiers stop reverting back to corresponding regular so
ldier type
(*) Fixed crash that could occur when looking at adventure log while tra
veling
Other bug fixes/tweaks
(*) Stopped clearing professions upon achieving master soldier type
(*) Fixed the population cap
(*) Made it possible to detect plantings too late in the season again (Q
uietust)
(*) Stopped migrants from retaining certain adv/etc. flags harmful to th
eir integration into the fort (making them 'hostile') Note: those from old save
s might take off articles of clothing and store them and other strange things, s
ince the integration could not be made complete easily...
(*) Fixed problem with non-entity armies/travelers failing to evaluate n
earby creatures properly
(*) Tried to improve prioritization for creatures trying to handle many
targets, especially w/ extra senses (caused combat AI paralysis)
(*) Stopped fliers from wanting to jump (and sometimes colliding mid-air
)
(*) Added some basic climbing skill to wg/etc. soldiers, esp. thieves
(*) Vermin can escape from non-artifact containers properly (Quietust)
(*) Caravans check weapon type properly for material selection (Quietust
)
(*) Diplomats that wanted bodyguards should get them now (Quietust)
(*) Stopped aquarium check from turning off other vermin code (Quietust)
(*) Fixed crash that happened in the arena when doing v-p on a dwarf wit
h a weapon
(*) Creature art value considered properly by civs now (Quietust)
(*) Fixed problem dividing out item milligrams in weapon velocities (Uri
stDaVinci)
(*) Can now melt metal chests (Quietust)
(*) Handled a few problems causing extra/erroneous long patrol thoughts
(Quietust)
(*) Made children get full list of default labors upon growing up and re
spected any existing skills
(*) Stopped migrant historical children from receiving labors
(*) Made underground populations properly respect layer size (the number
s can get very high, but blame the giant under-ocean caves in part)
(*) Stopped hyper-obese digesting dwarves from constantly recalculating
insulation/mass data (ag)
(*) Fixed some problems causing certain jobs to check too many items (an
gavrilov/Quietust)
(*) Allowed egg-laying critters without baby/child state to have viable
eggs
(*) Stopped listing dead non-fort animals/etc. as missing
(*) Fixed a rounding error with projectile calculations (Pirate Bob/Uris
tDaVinci)
(*) Adjusted contact area/depth of ammo, max velocity of shooters (Joben
)
(*) Fixed a problem causing saplings to grow up 10x as fast as they shou

ld
(*) Stopped sparring from being placed in combat reports
(*) Displayed proper key for viewing agreements in civ screen
(*) Stopped dwarves from swiping hospital goods from the caravan
(*) Made the game respect more circumstances whereby medical inventory i
tems are removed (fixing the crutch speed bug, for instance)
(*) Stopped ghosts from being able to realize dreams after they are dead
(*) Fixed problem where tools made from adamantine wafers required the w
rong material amounts (Quietust)
(*) Fixed problem with seed initialization for mid-level maps that could
cause inconsistency (Quietust)
(*) Fixed broken lack of cage/chain thought for law dwarf (Quietust)
(*) Adjustments to animal people frequencies (see file_changes.txt)
(*) Made king cobra people legless like other snake people
(*) Fixed a problem causing the tortoises not to appear
(*) Made random creature spines connect up properly
(*) Fixed material values for obsidian (UristDaVinci)
(*) Various typos fixed (see file_changes.txt) (thanks to Gorobay for fi
nding most of these)
(*) Re-added elven diplomacy, though it is still unchanged from its firs
t incarnation
******************************************************
Release notes for 0.40.04 (July 20, 2014):
This is mainly another crash-fix release, though I was able to handle some other
problems as well. I'm still hoping to get to optimizations (for the third time
in these release notes!), but as usual that depends on stability. As you'll no
te below, a few of the older bugs are gone -- as we continue in this process, I'
ll work fixes for old bugs into the mix.
Major bug fixes
(*) Fixed a crash with pathing for jumps
(*) Fixed a crash related to invading squads attempting to train
(*) Fixed an overpopulation bug for civilized critters and a related one
for site animals
(*) Fixed problem with retired fort uniform settings crashing later visi
ts to the fort
(*) Stopped a crash associated to misplaced books/slabs (root cause rema
ins, added some logs)
(*) Fixed position appointment issue that caused some instability
(*) Tried to make idle code somewhat better about climbing while still g
etting dwarves out from being stuck
(*) People with a weapon should use it with the proper frequency now
Other bug fixes/tweaks
(*) Fixed problem with animal training/taming vs. lingering combat data
(caused job cancel spam and inability to complete jobs)
(*) Stopped nearby objects from being teleported by construction removal
and a related problem with the item loop (ag/Quietust)
(*) Made site finder properly indicate flux layers (Quietust)
(*) Made game better respect existing directory structure in data/save w
hen creating new directories
(*) Made tops of walls appear properly when trees above walls are remove
d
(*) Made strangulation take less time
(*) Enhanced sapling survivability
(*) Fixed a problem that caused vermin to occasionally be generated out
of the loaded area

(*) Fixed a problem that corrupted the information about items on the gr
ound with temperature changes
(*) Fixed some brokenness with climbing AI vs. ledge tops
(*) Fixed a broken instance of chasing opponent AI vs unwalkable spaces
(*) Made climbing have a higher path cost
(*) Made people less likely to climb after a failure
(*) Babies don't start strapped with a knife
******************************************************
Release notes for 0.40.03 (July 13, 2014):
Many more crash issues fixed. Mystery babies and large city walls had a corrupt
ing effect that was not possible to manage, so saves are not compatible yet agai
n. I'll try to keep saves together as we move forward, but there aren't any gua
rantees, especially this early on. If things have settled down on the stability
front, I can finally move on to the optimizations and other issues. We'll see
what happens!
Major bug fixes
(*) Fixed relationship screen crash from certain historial/old-player-fo
rt migrants and adventurer migrants
(*) Fixed adv retirement cloning
(*) Fixed crash when game tries to realize certain low population sites
(*) Fixed crash/corruption problem from large city walls
(*) Fixed crash when asking about site trade partners
(*) Fixed problem causing travelers originating from realized forts/sewe
rs/dungeons to go out of map bounds (caused crashes)
(*) Stopped the babies of the world from appearing in the unit list (and
associated minimap crash)
Other bug fixes/tweaks
(*) Made farm plant list refresh properly with season selection
******************************************************
Release notes for 0.40.02 (July 10, 2014):
It's not DF without save corruption! This release should fix an issue with auto
saves corrupting and causing various crash issues down the line. For this reaso
n 0.40.01 saves are not compatible with this version -- I'm going to try to avoi
d compatibility breaks as we go, but sometimes they happen. I've also fixed the
talk-to-deity crash (closely related to the shout-when-nobody-is-around crash,
also fixed), the blocking crash, and some other bad issues. Due to the save cor
ruption, I didn't get a chance to work on the calendar speed, but assuming this
release works as planned, I should be able to jump into that now.
Major bug fixes
(*) Stopped autosave features from corrupting worlds (thanks to everybod
y that helped sort that out so quickly!)
(*) Made the game not crash when talking to a deity or shouting out in t
he wilderness
(*) Fixed a crash from trying to actively block in the adventure attack
menu
(*) Fixed the size bug where 9 of 10 young critters did not grow up beyo
nd baby size (thanks Urist Da Vinci and so many others for all the work on that!
I'd thank you all properly if I could do the archaeology to figure out how it
was sorted out...)
(*) Fixed a crash that came sometimes when asking about the position of
site forces

(*) Stopped a freeze that happened when swimming in deep water
Other bug fixes/tweaks
(*) Fixed the tracking key in the SDL version so you should be able to d
o that with capital K now
(*) Added the short wait button to the adventurer manual -- you can use
, instead of . to wait for one instant
(*) Made quarry bushes process to an edible leaf properly
(*) Typo when impersonating divine being
******************************************************
Release notes for 0.40.01 (July 7, 2014):
Here is the world activation release! Lots of processes from world generation - birth, invasions, succession, site foundation, and so on -- now operate in the
world after play has begun. Getting all of that to work led to a meandering ro
ute through various pieces of the game, some of which are described below. Asid
e from any bugginess, a lot of it will still feel rough and unfinished as things
bump around.
New stuff
(*) World activation! There are a few things that aren't active, like m
egabeast invasions, but lots of world gen actions made it into the game. Birth,
death (to the extent it wasn't handled before), marriages, site foundation as w
ell as reclaims, basic succession and appointments/etc., invasions, as well as s
ome more detail beyond world gen, like patrols, banditry and animal population h
andling. We still don't have army battles -- the invasions are all successful r
ight now, unless they are locally interfered with by you.
(*) The game advances two weeks before each play -- the calendar there s
till moves slowly when there's a lot of action, as there is in larger worlds, bu
t there are quite a few things I can do soon to speed that up. Due to the speed
of the calendar, new forts in particular also get just two weeks. This'll prob
ably cause some shenanigans with the caravan (or you'll just have to wait a year
in an autumn fort for your first one) until we sort it out.
(*) Fortresses can be retired and unretired. Losing is still fun but if
it doesn't happen when you want, you can put it off for a while. Retired forts
can be conquered (much more easily than they would be if you still controlled t
hem), so don't be surprised if you have to reclaim instead of being able to unre
tire sometimes. You can reclaim forts that didn't make it through world generat
ion.
(*) Site maps for dwarves, elves and goblins. These are very basic, but
they are there, anyway.
(*) Multi-tile trees and lots of new plants. Fruit and flowers. Leaves
that fall in little clouds. I had to put off dwarf mode tree harvesting, but w
e should get to that before long.
(*) Megabeasts/forgotten beasts can attack, destroy and then reside with
in world gen sites like dwarf fortresses.
(*) Various movement changes. Climbing/jumping/sprinting in both modes,
though invaders still require a line of site to use them. Adventure mode has a
stealth rewrite, and some elements of that are present in dwarf mode (it is gen
erally easier to spot thieves and ambushers, and I'll probably need to make them
smarter about finding cover). Movement and combat are separate now. Startled
people climb up the walls of their homes a little too often.
(*) Tracking information in adventure mode. You can pull up a little wi
ndow and see tracks (capital K), and you can also have it describe the freshest
track that isn't yours to more easily stay on a trail (alt K). Tracks are also
part of the regular look command.
(*) Different levels of conflict -- your opponents in adventure mode wil
l be listed with the current status (non-lethal, lethal, no quarter, etc.).

(*) Combat moves take place over a period of time now, and you can do th
ings like catching an opponent's attack -- you have to do that by targeting a gr
ab at the offending part now (reactions used to have a menu, but that was before
combat got more smeared out). You can get information about what attacks your
opponent is doing in the attack menu -- the quality of the information depends o
n your situational awareness skill. You can add adjective modifiers to your att
acks (quick/heavy/etc.) and you can perform more than one attack at a time for a
significant penalty to its force. It might make sense with two adamantine swor
ds or something, twirling them about.
(*) Rumors of incidents can be spread, and the rumors need to be spread
before you gain reputation (good or bad). Killing all of the witnesses to an ev
ent will effectively remove it from play if you don't let them get off the scree
n. People are a little psychic as it regards ongoing conflicts, so that they ca
n make decisions non-stupidly. Your liaison can share rumors with your fort, bu
t I still need to set up the screen for reviewing them after you've seen them th
e first time... not that you can do much with the information.
(*) You can travel through tunnels.
(*) You can get a guide to travel with you to a faraway place -- it stil
l ended up being too cumbersome, so locals continue to be able to tell you the l
ocation of sites, but only within a certain distance of their home town.
(*) In general, conversations have been redone. They no longer have the
ir own screen, but run along with other actions, and there are many more options
.
(*) The mind has been rewritten quite a bit -- people now experience emo
tions according to different circumstances (lots of awkward monologues there), a
nd they consider actions differently. The main outstanding issue is that I didn
't get around to converting existing dwarf mode thoughts, so they sort of exist
concurrently with the new emotions and that needs to be changed. I'll get to th
at before job priorities (which was one of the main shorter-term reasons for the
rewrite). Some dwarves have life-long dreams and it is possible for them to re
cognize that they've accomplished the ones relating to skills and family. They
cannot yet realize their dreams of taking over the world.
(*) The paragraph at the beginning of adventure mode was marginally more
useful, but that slipped a bit at the end as things were tweaked. I think it'l
l still describe certain invasions and abductions, but it needs to be redone.
(*) Lots of new arena options -- not just the conflict state, but you ca
n set the temperature etc. to all sorts of extremes.
(*) Some experiments with procedural items, though the new demon-type si
tes are still quite un-fun now. The knowledge on the slab at the bottom can be
used, but it is probably not worth the trouble.
(*) The stuff I forgot
Bug fixes
(*) I'm sure several old bugs were "fixed" as large portions of the code
was rewritten/removed, but I haven't tried to track exactly which ones. Bug fi
xes will commence in earnest now, and everything will be handled over at the bug
tracker http://www.bay12games.com/dwarves/mantisbt/.
******************************************************
Release notes for 0.34.11 (June 4, 2012):
Major bug fixes
(*) Stopped crash from forbidden or otherwise lost containers in haul jo
bs
(*) Stopped crash from naming routes when no routes are present
(*) Stopped crash from renaming non-squads in the military screen
(*) Stopped adventurer from turning into an underground creature when so
lid ground for placement couldn't be found
(*) Stopped children from having missing/damaged clothing thoughts

Other bug fixes/tweaks
(*) Stopped dwarves from walling/isolating themselves oftentimes
(*) Worker chooses the closest tile instead of preferring tile at the to
p left of each designation job location (they don't use path distance, nor does
this impact global behavior like choosing which designation job is picked overal
l)
(*) Removed ramps near natural waterfalls
(*) Added confirmation for burrow deletion
(*) Added generic armor options (like those in the default uniforms)
(*) Stopped haulers from wandering in loops in certain circumstances
(*) Stopped removed constructions from injuring dwarves
(*) Stopped dwarves from looping between civ/squad equipment if they can
't follow their orders
(*) Allowed dwarves to ride/push minecarts even when they don't have wal
king access to destination
(*) Made dwarves equip items based on clothing layering order (there can
still be conflicts if some items are already worn)
(*) Made dwarves eat from backpacks/drink from waterskins earlier
(*) Made armor objects count for missing clothing thoughts
(*) Made dwarves drop equipment extra equipment more promptly when they
are hungry/thirsty
(*) Stopped empty bags from popping out of minecarts
(*) Cleared kill orders when completed (they can take a few extra clicks
to clear up)
(*) Non-fire-immune creatures will dodge out of hot squares
(*) Fixed extra flashing _ problem when naming routes
(*) Random seeds can now be typed up to the proper number of characters
(*) Auto-assign new baby animals to mother's pasture/pond
(*) Stopped certain game actions from advancing when designations are pl
aced
(*) Added indication of items which are already assigned in specific ite
m assignment on military screen
(*) Stopped objects from being forbidden on enemy deaths if they are ass
ociated to fort military equipment
(*) Made command line world gen exit without forcing a key press confirm
ation
(*) Made command line understand quotes so that parameters with spaces i
n their names can be used
******************************************************
Release notes for 0.34.10 (May 21, 2012):
Major bug fixes
(*) stopped powered rollers from pushing every track cart everywhere
(*) fixed lye/milk bucket storage jobs
(*) stopped them from storing assigned cart that is on a valid trackless
stop
(*) allowed them to store unassigned cart that is on a track
Other bug fixes/tweaks
(*) updated some screens for higher dimensions (if you enlarge in window
ed mode for instance)
(*) wrestles/shared items don't persist when cart moves
******************************************************
Release notes for 0.34.09 (May 17, 2012):

Here are the latest fixes. Note that your furniture stockpiles have some more t
ype options now, and your old piles that had pots enabled will start with all th
e new tool options enabled (you should set them how you want them after you load
it).
Major bug fixes
(*) Fixed various broken bucket jobs
(*) Rollers require power properly now and get carts to speed faster
(*) Stopped injuries from channeling and made objects and the digger mov
e down to the ramp square when appropriate
(*) Stopped picking up of unit-occupied/speeding carts in adv mode
(*) Stopped wheelbarrow from getting stuck on obstacles that are built a
s it is moving
(*) Fixed problem where carts leaving ramps get their velocity throttled
too much (or just outright stopped)
Other bug fixes/tweaks
(*) Stopped salt from spreading to fresh water, made fresh water destroy
stagnant water
(*) Cleaned up stockpile options for tools
(*) Increased output of coke reactions
(*) Made materials for embark tools match definition
(*) Stopped fast travel when riding carts
(*) Fixed scrolling of hauling menu for screen heights greater than 25
(*) Made older saves set new vehicle ids correctly
(*) Fixed busted string when looking at objects on rollers
(*) Fixed typo in white sand density
******************************************************
Release notes for 0.34.08 (May 14, 2012):
Here is a hauling release. I'm sure it has all kinds of interesting issues -- w
e're going to iron out problems for the next few releases without embarking on a
nything major in order to restabilize it. The tile-wise physics causes some odd
ities on its own (items can't be given a meaningful sub-tile width, so they act
a bit strangely if you look at the collisions closely). Dwarves are also a bit
enthusiastic with their new bin/barrel jobs -- when they grab a bin/barrel to lo
ad it up, it might have objects in it, and that might lead to conflicts/false sh
ortages on occasion. We'll have to continue playing around with it. As far as
I can tell, old saves load up fine and have usable minecart/wheelbarrows, so fee
l free to move your data/save folder over to the new version. You'll notice you
r old save stone haulers moving slower -- get some wheelbarrows built at the car
penter's for your stone stockpiles to alleviate that problem.
New stuff
(*) Minecarts can be used to haul things around on carved/constructed tr
acks/bridges ('h'auling to set up routes)
(*) Dwarves can be set to guide, push off, or ride carts that are ready
to move to the next stop
(*) Track stops used to slow/stop cart and/or dump the contents on vehic
le entry, can be disengaged with lever/plate
(*) Pressure plates can be triggered by carts
(*) Rollers can be used to push cart along when powered
(*) Minecarts limited to one per tile in general, various collisions can
occur
(*) Wheelbarrows can be linked to stockpiles in order to move heavy obje
cts (it'll auto-request one for stone stockpiles)
(*) Falling objects can collide with critters
(*) Camera can be attached to unit or item, can be linked to hotkeys fro

m the unit/item screens
Other bug fixes/tweaks
(*) Stockpiles can be linked to workshops, can be set to give to multipl
e piles, can be set to accept items from links only
(*) Hauling jobs will often be combined, using one container
(*) Heavy items harder to haul
(*) Densities/colors updated, based on Uristocrat's data collection thre
ad
(*) Can filter creature names in arena
(*) Mine drop rates tweaked, no longer skill-based
(*) Puzzleboxes/drum makeable
(*) Stopped blinking on bridges
(*) Projectiles using new code (most non-shot/thrown projectiles) can sk
ip/skid on liquid/ground
(*) All flying units use new minecart parabolic flight paths
(*) Many projectiles do not resolve in adventure mode before your turn (
so you can dodge a flying cart by moving away)
(*) Can create/assign to squads from v-p
(*) Squads can be given nicknames from v-p or the military screen
(*) Fixed broken clay stockpile option
******************************************************
Release notes for 0.34.07 (March 30, 2012):
Here is another set of bug fixes. Be warned that some animals had their tiles c
hanged to match the size convention.
Major bug fixes
(*) Stopped crash from some odd creatures transforming into werebeasts
(*) Fixed crash from sites on the edge of the map
(*) Fixed old adv mode save imports
(*) Slab to missing allowed, once missing status has been announced (unl
ess from reclaim, then you can always do it)
(*) Made animated corpses that collapse still count toward putting down
ghosts
(*) Stopped undead from getting werecurses -- generally made animation/g
host/acquired tags count for more
(*) Removed negative clothing thoughts for children
Other bug fixes/tweaks
(*) Stopped people from dropping random crafts/weapons on edge of map ag
ain
(*) People should more consistently bring axes, picks, crossbows, quiver
s, ammo
(*) Temporarily made amulets/backpacks etc. have no layering info (was s
crewing up clothing, will return to it)
(*) Limited number of hunting/vamp crafts
(*) Flux check in site finder should match with text now
(*) Stopped vamps from bragging about their kills
(*) Lists ghost/slab number/burial state in memorial list and stuck anno
unced ghosts without slab item on the very top
(*) Fixed blank memorial names
(*) Husks have more information removed (pasture/pet/some job targeting/
etc)
(*) Opposition to life now overrides peace with wildlife
(*) Stopped dwarves leading animals from going moody
(*) Imported saves from 34.05 and earlier will have eggs that produce ta
me hatchlings

(*) Option between skill/unit based profession setting in d_init
(*) Made initial equipment based on profession setting rather than unit
type
(*) Fixed broken animal overall training scrolling
(*) Mood dwarves no longer ask for "rock bars" and it says "bones" inste
ad of "body parts"
(*) Displayed medical dates correctly (they were a day off)
(*) Season announcement appears with correct date
(*) Correct year will show up on announcement screen
(*) Displayed gender for some items that were showing up as duplicate en
tries
(*) Gender in kill list (duplicate entries again)
(*) Fixed some mannerism pronouns
(*) Various raw fixes (see file_changes) -- highlight is that various un
derground animal men have attacks again
******************************************************
Release notes for 0.34.06 (March 23, 2012):
Here is the next one! The main features are the animal training and clothing ch
anges. You can get at the animal training options from the 'z' animal tab.
New stuff
(*) Each civilization has animal training familiarity based on locale/jo
urneys/domestication
(*) Your site picks up training knowledge as you go
(*) Your civilization picks it up from you if merchants survive
(*) Animals have training status which can deteriorate
(*) Added tools to the arena
(*) Added text site color key for town map export
Major bug fixes
(*) Fixed a save corruption from saving at the moment of trade meetings
(*) Animals that have killed/attacked civ members no longer attack when
trained
(*) Allowed people to pick up their own owned clothes
(*) Stopped sever victims from obsessing over lost clothes
(*) Stopped failed pickup job from keeping item in uniform plan
(*) Pickup equipment spam handled
(*) Workshop clutter changed
Other bug fixes/tweaks
(*) Evil/good trees/shrubs are back
(*) Made ownership lapse for things that have been thrown away -- can ta
ke about 10-20 days
(*) Clothing deterioration in refuse pile
(*) Training jobs for large animals decoupled from kennels -- assign tra
iners in animal screen
(*) Animals being trained wander around less
(*) Allowed selection of war/hunting animals
(*) Stopped young animals from lashing out
(*) Decreased vampire frequency for fort migration
(*) Fixed metal/bone helm artifacts (Quietust)
(*) Fixed problems with socks going on the same foot
(*) Champion can be appointed, fixed various circumstances causing faile
d position activations
(*) Tool weights fixed (at least to align with raws)
(*) Material size respected in standard tool construction jobs
(*) Reintroduced negative thoughts from clothing, nakedness thoughts tak

e a few weeks
(*) Stopped zillions of chat thoughts from being stacked up
(*) Stopped critters from breaking away from being led in an inconsisten
t way
(*) Various string changes for TrueType (will also affect other modes in
hopefully minor ways)
******************************************************
Release notes for 0.34.05 (March 6, 2012):
The necromancer crash was coming up so often in crash reports that I figured now
was a good time for another release. Here it is! Note that any old vanilla sa
ves you move over will have a short error log on load for their broken eyelid ra
ws. This isn't a big deal, and you can either update the body detail plan file
or just leave it. New saves won't have this problem.
Major bug fixes
(*) fixed crash from necromancers in dwarf mode
(*) fixed crash from seed traders that only have access to wool bags
(*) stopped adv mode sleeping from sticking you on rooftops and teleport
ing you outside of castles (underground case not done yet)
(*) removed many effects and secret identity from ghosts (vampirism/lyca
nthropy/necromancer status etc.)
Other bug fixes/tweaks
(*) traded adv mode items will go to backpack/quiver first depending on
type
(*) dwarves won't get unhappy thoughts from dead/rotting relatives if th
eir deaths are not known
(*) made various animals non-threatening (new saves only -- BENIGN tag c
an be added to old save raws, see file_changes.txt)
(*) stopped untowered necromancers from losing their zombie pops in thei
r camps
(*) fixed broken names for bones and other butcher products
(*) removed items from abandoned houses/shops
(*) allowed adv mode abilities/powers to page through targets
(*) vampires no longer blame children/babies
(*) fixed broken companion paging/viewing for large numbers of companion
s
(*) stopped undead cats from adopting dwarves
(*) messed with crabs/horseshoe crab water behavior
(*) disallowed animation of bogeymen (new saves only)
(*) changed mule/muskox color
(*) fixed a few animal descriptions
(*) eyes/eyelids were broken in various ways
(*) tweaked appearance of nearly empty sleep bar
******************************************************
Release notes for 0.34.04 (February 29, 2012):
There was a world gen crash if you exported an image after it was done running t
he history and then tried to offload the world.
******************************************************
Release notes for 0.34.03 (February 28, 2012):
Here is the second set of fixes for the major release. There are still enough p

roblems with the new stuff to warrant continued work there before I move on to o
lder issues, and the next release will probably be within the timeframe of the l
ast two.
Major bug fixes
(*) Fixed crash with historical figure cull vs. wandering groups
(*) Stopped historical figures from starving
(*) Stopped various corruption crashes and weird effects, mainly from ab
orted world gens (nice catch, Lightning4!)
(*) Stopped original population associated to historical figure from scr
ewing up its allegiances
(*) Stopped it from moving criminal leaders with routine civilian moves,
changing their allegiances
(*) Stopped populations from villages/trade partners from migrating into
dungeon outcast groups all at once (one group had 15000!)
(*) Stopped werebeasts from gumming up world gen
(*) Stopped raised corpses from having various allegiances
(*) Vampires that take over sites lose other allegiances
(*) Made soldiers from previous forts clean up military info upon arriva
l at current fort
(*) Stopped ghosts and royal family members and undisguised vampires (as
ide from the king/king's group vamps) from immigrating to fort
(*) Fixed a new bug that completely stopped archery training
(*) SDL version: TrueType crash from long strings (Baughn)
Other bug fixes/tweaks
(*) Changed which entity moves to which sites, mainly so elf pops don't
live in fortresses and vice versa without acclimating to a city first
(*) Set labor list for migrants by default (can turn off in data/d_init.
txt)
(*) Added a tab for other stones in stone list and made stones with a re
action product class list as economic in stone list
(*) Sped up adv mode loading/offloading somewhat, and cleaning should be
a bit faster -- there are still really slow patches that need work
(*) Controlled snatcher number in world gen
(*) Decreased questing rate in world gen
(*) Stopped reraised corpses from bleeding to death
(*) Stopped forbid/melt/traffic/etc. mouse from messing with keyboard
(*) Gave more indication for forbidden workshops
(*) Made forbid/etc. from stocks screen not effect building items when a
pplied to an entire group
(*) Changed ramp names to indicate unusability due to missing walls or l
ack of space above
(*) Sterilized zombies and mummies (only husk-type zombies need the STER
ILE tag)
(*) Cleaned up some botched zombie names (old saves will need to let the
ir zombies fall once and they should be better on reraise)
(*) Made vampires fleeing to site in world gen require pop to fit into
(*) Made vampire cults follow tyrant vampires properly
(*) Vampire nicknames, profession, position names work
(*) Vampires won't try to pin crimes on animals
(*) Can 'g'et items from cabinets and other building furniture in adv mo
de now
(*) Kea will not follow each other so closely when stealing
(*) Fixed busted horseshoe crabs/men
(*) Improved the age name calculator, especially as it regards the domin
ant race after megabeasts are cleared
(*) Changed treasure room quality and item selection
(*) Stopped designation at the bottom of the map from unhiding portions
of it sometimes

(*) Unobscured unit list option from main menu
(*) Stopped world gen group from lingering in memory after bandits becom
e criminals under town
(*) Goblins can have higher pops in their important towns
(*) Applied att change syndrome size modifiers properly (stops weird spe
ed issues with adv blood drinking)
(*) A few other minor tweaks listed in file_changes.txt
(*) SDL version: Highlighting on unit screen fixed for TrueType (Baughn)
(*) SDL version: Turning on playback while recording will no longer reco
rd the previously recorded keys (Baughn)
(*) SDL version: TrueType text will now overwrite properly in some adven
ture mode circumstances (Baughn)
(*) SDL version: Fixed some minor memory leaks (Baughn)
(*) SDL version: Minor stability improvements (Baughn)
(*) SDL version: Fixed some of the spacing issues with TrueType
******************************************************
Release notes for 0.34.02 (February 18, 2012):
The first bugfix release has arrived. Unfortunately, you'll have to restart -even if your save seems fine, it's likely that it is dying a slow death due to c
orrupted buildings. Hopefully a compatibility break won't be necessary again fo
r a while. There are still many new issues to resolve, and I'll be focusing on
those for the next bugfix release(s) before we start to transition over to older
bugs.
New stuff
(*) Generated some default interaction effects for arena use
(*) SDL version: Can repeat commands/macros - default Ctrl+u <number> <c
ommand> (Baughn)
(*) SDL version: Can toggle TrueType - default F12 (Baughn)
Major bug fixes
(*) Save corruption/crash from old forts and some other sites corrected
(*) Fixed conversation crash
(*) Fixed werewolf crash after aborted world generation
(*) Stopped books and other artifacts from duplicating in player invento
ry
(*) Stopped companions from getting hungry/thirsty during travel
(*) Correct ambush frequency in adv mode
(*) Made it possible to remove designation jobs again
Other bug fixes/tweaks
(*) SDL version: various technical fixes (Baughn)
(*) Dwarves will stop walking toward cancelled jobs
(*) Made wagons appear again (Quietust)
(*) Stopped mouse designation from messing with keyboard designation
(*) Stopped lye making from using full water buckets (Quietust)
(*) Made magma/fire safe building materials work properly (Quietust)
(*) Stopped worshippers of certain beings from mentioning it
(*) Cleaned up stone menu (Quietust)
(*) Doors/floodgates display properly after being placed (Quietust)
(*) Stopped glazed items from having cabochon shapes in the glaze
(*) Sped up conversation initialization
(*) Made forge jobs use bar amounts properly (Quietust)
(*) Made automated fisher/kitchen/etc. settings display properly (Quietu
st)
(*) Stopped weird job cancellation numbers for bars/cloth/thread
(*) Various manual/other grammar tweaks

(*) Various broken creature tweaks, notably the giant mosquito epidemic
should end
******************************************************
Release notes for 0.34.01 (February 14, 2012):
Here's the release we've been working on for nearly eleven months. I've tried t
o collect the major changes below, but it won't be a complete list. I hope you
enjoy the game!
New stuff
(*) cities in adventure mode that have various buildings, dungeons, item
s, livestock, etc.
(*) protect your community from secret vampire dwarves or hunt them as a
n adventurer
(*) defend your fort during the full moon or risk a werewolf infestion - hunt/be hunted as an adventurer
(*) face armies of the dead in dwarf mode or visit their necromancers' t
owers and learn their secrets as an adventurer
(*) evil regions where the dead and pieces of the dead can come alive, w
ith evil mists and rain
(*) tombs built in world gen which can be visited in adv mode, either be
neath towns or out in the wilds -- beware the dead!
(*) revamped justice/witness/death notification system in dwarf mode
(*) immigrants to your fortress will now be historical figures whenever
possible, which means more family relationships and history for each one
(*) dropped items/bodies tracked between plays in the wilderness anywher
e in the world
(*) more battlefield information tracked/war dead raisable in world gen
(*) all sponsorship animals and their giant/man versions are in the game
now
(*) various new abilities for creatures (see file_changes.txt for list a
nd syntax)
(*) adventurers can use creature abilities/learned powers and they can b
e tested from the arena
(*) new site travel map to make navigating towns easier
(*) reading/swimming/observer (for traps) relevant in adv mode now
(*) established historical figures can lead bandits
(*) rivers block movement in adv mode travel
(*) eating/drinking required in adv mode
(*) ingested syndromes are now possible
(*) ability to make campfire (from 'g') and warm items at campfire/fire/
magma (from 'I') in adv mode
(*) traps work in adv mode, once spotted they can be ignored
(*) gems now have different cuts
(*) necromancers can write books about various topics (all books are in
their towers as it stands)
(*) moon phase indicator in fort
(*) alphanumeric world gen seeds and some more world gen params (see fil
e_changes.txt)
(*) the legends xml has a lot of new info for historical figures
Major bug fixes
(*) buffer overload from aborted world gen fixed
(*) fixed cave-in-on-embark issue with hidden underground structure, and
a few others
Other bug fixes/tweaks
(*) designations over z levels all at once now possible

(*) unit screen divided into four sections
(*) rivers/pools have ramps now
(*) able to trade portions of stacks in both modes
(*) messed with adv mode currency trading and made items teleport to you
(*) tweaked how fire damage works
(*) made vision work through floor grates and bars properly
(*) fixed some road/bridge problems
(*) crystal glass items possible again
(*) tweaked adventure mode swimming and alt-movement readout (use alt-mo
vement to get into a river you want to cross)
(*) skeletons/zombies replaced by animation effect
(*) demons masquerading as gods will try a little harder
(*) restricted mandates so they'll be more reasonable
(*) stopped blank map from being exported when you back out of detailed
map export
******************************************************
Release notes for 0.31.25 (March 28, 2011):
Major bug fixes
(*)fixed
(*)fixed
(*)fixed
he same time the

crash related to an items vs. temperature optimization
world gen crash that could happen if all the beasts were killed
world gen crash caused when a prisoner escapes from a site at t
last person to arrive at the site commits murder

Other bug fixes/tweaks
(*)made dwarves a little more proactive about seeking a diagnosis for he
alth care that might have been interrupted
(*)cave dragon gets claw attack, loses stance strike skill
******************************************************
Release notes for 0.31.24 (March 27, 2011):
Major bug fixes
(*)stopped bamboo flicker
(*)stopped dwarves from ripping patients out of traction to bring them t
o bed
Other bug fixes/tweaks
(*)made it display traction state in health screen
(*)decreased triggers for cleaning a bit to try to stop paranoid over-cl
eaning of patients
(*)fixed key conflict for clay crafts/statue
(*)corrected NECK_SPINE bodypart token
(*)made rodent man bite use teeth properly
(*)dragon/hydra natural stance skill removed, given claw attack
(*)corrected baby guineafowl to "keets"
******************************************************
Release notes for 0.31.23 (March 26, 2011):
Major bug fixes
(*) Stopped large pots from forgetting their stockpile assignments
(*) Cleaned up some more resting/infinite job issues with hospitals (sur
gery in particular)
(*) Stopped plant regrowth underground from deleting ramps and stairs, a
nd stopped plants underground from regrowing in magma, deep water, and some othe

r situations
(*) Stopped buckets from occasionally becoming filled with many, many un
its of water
(*) Stopped goblin siegers from fighting amongst themselves all the time
Other bug fixes/tweaks
(*) Fixed some issues with natural skills not being applied
(*) Handled some more instances of overstockpiling by the hospital zones
(*) Fixed erroneous interlink between furniture/ammo stockpile interface
s
(*) Made enraged announcement show up for prone-to-rage critters
(*) Some more quick speed tweaks (assorted, but not much: bucket save fr
om 27/28FPS -> 31/32FPS)
(*) Gave rodent men their rodent teeth and added them to the subterranea
n entity definition
(*) Gave reptile men teeth
(*) Changed penguin wings to flippers
(*) Made platypuses amphibious and made them swim underwater
(*) Changed sizes for most giant variants of animals and gave some thoug
ht preference strings to ones that didn't have them
(*) Added missing "mundane" tag to penguins and domestic birds
******************************************************
Release notes for 0.31.22 (March 24, 2011):
Here's the second large bug fix release for 0.31.19.
Major bug fixes
(*) Fixed a linux crash from units leaving the map with a kill order on
them
(*) Fixed a crash from tileless burrows
(*) Fixed adv mode crash on service conversation option
(*) Made healthcare work for dwarves that need crutches
(*) Made healthcare/hospitals handle plaster/casts properly
(*) Stopped creatures from attacking across several Z levels
(*) Stopped hospitals from stocking everything, ignoring the item caps
(*) Stopped pots from storing almost infinite numbers of items
(*) Stopped inaccessible spam from cleaning jobs with soap
(*) Made fish appear in many situation where they were erroneous missing
(old forts will still be off, unfortunately)
(*) Stopped massive lag from certain ghosts
(*) Fixed up bone artifacts
(*) Cleaned up persistent activities and squads that were lingering
(*) Sorted out an issue with combat/training bolts
Other bug fixes/tweaks
(*) Made pots show up in the trade depot list
(*) Better stockpile options for stone, blocks, metal clothing, etc. and
fixed some broken existing options
(*) Cleaned up some issues with glass items
(*) Wooden/bone crossbows specifically selectable from uniform screen no
w
(*) Made migrant hunters recognize their crossbows properly
(*) Changed how skills are applied to job products -- attributes are acc
ounted for properly and skills should work in adv mode now, but you'll notice a
different distribution of qualities in the final product, especially for no/low
skill when differing attributes are involved
(*) Stopped surgery cancellations over patient not resting in some circu
mstances

(*)
(*)
(*)
(*)
(*)

Ungummed up the hauling system from certain stale jobs
Made lavish etc. meals take the proper number of item piles
Made magma forges available more regularly to mood dwarves
Stopped raw processing from including backup files
Fixed some capybara and panda typos and tweaked giraffe and reptile

eggs
(*) Cleaned some trouble with grass regrowth and generic "grass" tiles
(*) Made recentering hotkeys work in other dwarf modes (ones with x curs
ors)
(*) Fixed broken readout for completed jobs in unit health screen
(*) Cleaned up spam from rest jobs from webbed dwarves
(*) Fixed broken key in hospital zone mode
(*) Moved underground camp creatures from civ list and stopped their ite
ms from being counted in fortress wealth
(*) Stopped underground theft announcements in hidden areas from being d
isplayed
(*) Fixed various ugly blank "" names in legends mode
(*) Fixed a random number overflow from creatures with no attacks
New stuff
(*) Sponsored animals included: penguin, platypus, badger, moose, along
with related buddies
(*) Rodent men underground
(*) Invader mounts/monsters have first names
******************************************************
Release notes for 0.31.20/21 (March 6, 2011):
This is the first bug fix release for 0.31.19, where I've focused on new bugs.
The fixes are listed below. It also includes a few sponsored critters (pandas a
nd capybaras), as well as some of their wilder relatives. Pandas are restricted
to bamboo grazing and capybaras can vocalize in adv mode (bark, whistle, etc).
I added a mineral availability parameter that you can set from Create World Now
or from the detailed parameter screen. There are a few more things I can do th
ere, but any extensive rewrite is going to have to wait for 3D veins and mine ma
ps (Release 2 in the schedule). Barring any catastrophes, we'll be moving on to
the old-bug-fixing now.
Major bug fixes
(*) Stopped the game from treating every tool like a container for stock
piles/adv mode
(*) Stopped hive product collection from removing hive building tag
(*) Stopped birds from claiming multiple nest boxes when a nest box is d
econstructed
(*) Fixed crash with unusual egg laying
(*) Made pastured animals spread out more during grazing and allowed pet
s to be grazed
(*) Fixed situation where some stockpiled items were not available to jo
bs (lye, etc.)
Other bug fixes/tweaks
(*) Stopped weird bone-glazing situations
(*) Made llama/alpacas get sheared properly
(*) Stopped dwarves from cleaning up wax cakes in stockpiles
(*) Stopped heroes in world gen from picking fights with dead megabeasts
(*) Stopped various tug-of-war fights over animals by different jobs
(*) Stopped wildlife from claiming nests
(*) Stopped masons from using clay
(*) Fixed up a situation where the same params would not generate the sa

me worlds
(*) Made potters apply their skill to statues etc. properly
(*) Added a clay category to stone stockpiles and cut some inorganics ou
t
(*) Added wax to food stockpiles pressed material category
(*) Added wax goods option to finished goods pile
(*) Made empty pots go to the furniture pile
(*) Made pots available for brewing
(*) Fixed some erroneous names of groups of object in the stocks screen
(*) Made ash glazing use the correct amount of ash (0.31.19 saves might
have half-exhausted piles that act up a bit until they are used)
(*) Stopped extra grass types being stacked on a tile during regrowth
(*) Stopped aboveground grass from growing in tunnels
(*) Stopped "grass" from appearing in some underground areas
(*) Made grass grow back properly in desert etc. areas (0.31.19 saves wi
ll get too much regrowth now)
(*) Stopped grass ramps from flashing in no-varied-ground-tiles mode
(*) Stopped pet/tame vermin from spawning many copies
(*) Reordered the new units in the unit list
(*) Adjusted value of bees
(*) Stopped vermin assignment to pastures
(*) Made pen/pasture interface give status of animals (caged, etc.)
(*) Stopped dwarves from encrusting honeycombs with jewels, etc.
(*) Corrected egg liquid densities/text error
(*) Stopped text export from listing zero population animals
(*) Fixed some issues with red reactions and other jobs not being listed
in the workshops
(*) Allowed object melting and yarn rope jobs from manager
(*) Made it select the active zone properly when you enter activity zone
mode
(*) Made zooming to units go to the proper unit when multiple units are
in the same tile
(*) Cleaned up some pronoun trouble in personality descriptions
(*) Properly initialized banditry information (can cut down on some inap
propriate dwarf/elf banditry)
(*) Deer antlers
(*) Sheep text lines up with there shearability now
(*) Fixed some creature description text and other small raw tweaks (see
file_changes.txt)
(*) See file_changes.txt for new raw tags
New stuff
(*) Sponsored animals included: panda and capybara, along with related b
uddies
(*) Added world-wide mineral availability parameter
******************************************************
Release notes for 0.31.19 (February 16, 2011):
This is the first release of what we once called the Caravan Arc, where we'll be
changing how trade and the economy work. The entire release schedule is up at
http://bay12games.com/dwarves/dev.html. This particular release doesn't have vi
sible changes to trade -- just a lot of world generation infrastructure. People
eat and starve in world gen now, though it doesn't matter afterward. Subsequen
t releases coming up will be making use of these changes during play, but don't
expect too much there this time. There have been many other changes. Seeing mo
st of them will require generating a new world.
There are lots of new domestic animals. We also added giraffes, rhinos, honey b

ees and bumblebees. Bees were the winner of the animal sponsorship drive and th
ey had many associated jobs, so we didn't try to get into the other sponsored be
asts, but we'll be adding those in with every release.
Animals can be placed in pen/pasture zones, and grazing animals will need to gra
ze on grass (they can also eat underground fungus found in many open cave layers
). Pastures should be made large enough to provide ample grass and to prevent a
nimals from being stacked on top of each other. Animals crammed into one place
for too long can become grumpy and violent, but the animals will stay in the pas
tures without much tending (a dwarf may occasionally run over to an animal if it
wanders off the pasture border to walk around something). There is no way to t
rade for hay or animal feed at this time, so don't expect grazing animals in new
forts to survive on glaciers or the deepest deserts. Many deserts have patches
of grass (or succulents) now.
Sheep, llamas and alpacas (and trolls for goblins) can be sheared and the wool c
an be spun into yarn. Chickens and other birds will lay eggs in nest boxes if y
ou place the boxes in accessible areas. You can mill rocknuts into paste and pr
ess the paste for oil (which goes into jugs). Pressing occurs at the new screw
press building.
You can make many of the more clayish soil types into earthenware ceramics now (
and you can make fire clay into stoneware and kaolinite into porcelain). If a f
ort embark location has clay above the aquifer (or any clay if there is no aquif
er), it'll be displayed in the embark readout. I didn't get very far into glazi
ng, but you can ash glaze and tin glaze (with cassiterite). Earthenware jugs ne
ed to be glazed to hold liquids. Stoneware and porcelain jugs don't require gla
ze but can be glazed. You can also make large pots out of various materials, an
d these act like barrels (they are associated to stockpiles in the same way, etc
.).
Honey bees can be collected and kept in artificial hives (which you can make out
of various materials). You'll need one natural hive on your embark location to
get started, but after that you can split the colony into new artificial hives.
The process is fairly automated. You just need to place the hive buildings an
d a beekeeper will do the rest. You can adjust a few settings on each hive to c
ontrol which hives are held for splitting and which are collected. You'll need
to have jugs around to collect honeycombs (the royal jelly holds up the process
otherwise), and you'll need another jug to collect the honey. Wax cakes can onl
y be made into crafts by a wax worker at this time.
The site finder records the best hit in each square now, and you can stop the fi
nder at any time and browse the results. The categories and readout have been c
hanged up a bit. Minerals have been redistributed on the world map, though this
might not be satisfying as I was expecting to get a bit farther with dwarf mode
trade. Adjustments might have to be made there until trade is updated. We'll
see.
Animals and plants occur with more or less contiguous ranges now, respecting bio
me. There are specific grasses. The evil grasses are probably a little extreme
and seizure-inducing. I might throttle that back.
I'm starting the first one to two week bug fix cycle now, so there weren't a lot
of bug fixes for this release, but creatures, items and vegetation don't pick u
p as many contaminants now.
There are new options in the graphical map export from legends mode, and I fixed
a bug there with village maps getting cut off.
For a list of the new tags available for modding (container reagents in reaction

s, etc.) see file_changes.txt or the new stock reactions.
******************************************************
Release notes for 0.31.18 (November 16, 2010):
This one fixes up several crashes and other problems. Maybe most notably, the p
roblem where you'd become a criminal in adventure mode just by going back to a s
tore, the handedness issue with uniform assignments (it might take it a while to
clear out problems in old saves, and I can only state this as confidently as th
e tests I performed), and SDL movie recording.
Major bug fixes
(*)fixed crash from shop signs being placed off map
(*)fixed crash during character generation of human outsiders if you bac
k out of the name menu
(*)fixed crash from trap announcements/reports
(*)fixed world gen crash that arose from creature in secondary entity po
pulation taking over leadership role when caste mods are present
(*)fixed crash from walking off the left or upper edge of the world
(*)corrected misaligned bodypart appearance modifiers on load and result
ing crash in pref screen, origin of misalignment unclear
(*)fixed problem where you are considered a thief after shopping at a st
ore that had previous had its inventory offloaded
(*)made uniform assignments respect handedness
(*)reenabled SDL movie recording
(*)stopped unfinished quests performed by previous characters from stopp
ing nobles from giving new characters quests
Other bug fixes/tweaks
(*)made skill rates copy over to castes correctly
(*)fixed problem that added bogeyman kills to the wrong parts of the kil
l lists
(*)stopped retirement in town when bogeymen are active
(*)stopped unequipable soldier unit types from occasionally appearing in
ambushes/sites/migrants
(*)corrected placement of cauldrons
(*)got rid of size bonus mistakenly applied to opportunity skill rolls a
nd put in the rage penalty it was supposed to be
(*)made master pikemen get proper skill
(*)stopped lair hatch covers from rotting away
(*)added announcement for falling damage
(*)adding retching after initial vomiting
(*)changed metal use for humans/gobs/kobs via existing raw tags
(*)changed a few two-handed weapon sizes
(*)updated dwarf party organization conditions
(*)fixed problem with movie playback showing an extra garbage frame for
each chunk of the movie
(*)changed conversation colors
(*)fixed double adjective in dark fortress
(*)made Elite Bowman name appear correctly (was showing up as blowgunner
), and a few related typos
(*)fixed some other typos
******************************************************
Release notes for 0.31.17 (November 11, 2010):
If you want to try out the improvements to adventure mode, I'd recommend generat
ing a new world with at least 100 years of history. I tried out adventuring in

a world from 0.31.03, and it technically worked, but there wasn't much to do. T
he reason I recommend some history is just to let the beasts get settled a bit,
though it's not strictly required. We haven't gotten threats moving around and
arising during actual play yet, so your worlds will inevitably run out of advent
ure opportunities as you exhaust them, and games tend to be fast-paced and brief
overall once you get the hang of it. This will change during the next few majo
r releases. There's an update to the "Your First Adventurer" manual section tha
t might be worth glancing at even if you have played an adventurer before. Don'
t be surprised if you die learning a few facts about the world.
Major bug fixes
(*)fixed problem with baron not arriving due to stale merchant reports
(*)stopped old jobs/projectiles from tying up items on reclaim
Other bug fixes/tweaks
(*)changed ring/bracelet symbol to make way for adv mode tools
(*)cut kill-bragging to 5 kills
(*)fixed bug through which demon could take over two or more civs in one
year
(*)name change: graveyard -> corpses (since it isn't appropriate for fin
al burial)
(*)stopped occupancy from being erased upon entering adv mode in arena
(*)allowed labors to be toggled by category
(*)added standing order for outdoor vermin refuse
(*)fixed erroneous material bonuses in world gen fights
(*)updated wrestling interface
(*)implemented text for wrestling attacks
(*)changed combat announcement colors and stun/paralyze color to light b
lue from light cyan
(*)toes/fingers protected by armor
(*)elves are now small e's to match their size
(*)different soldier/civilian symbols for human/elf (as with the two dwa
rf symbols)
(*)stopped triggerable vermin groups from becoming visible occasionally
(*)fixed some old problems where input wasn't registering properly on mo
vement, etc.
(*)disabled need to eat/drink in adv mode until we get some more general
work in
(*)various minor adv mode tweaks and fixes
New stuff
(*)added night creatures
(*)added lairs for some creatures
(*)added new travel screen (old worlds might have misplaced moons in the
sky bar)
(*)updated how adv mode sleep works, permission to sleep in buildings
(*)updated character generation
(*)added memorial slabs to dwarf mode
(*)added shops with signs to towns
(*)changed how lower body/head severs work (spinal sever required)
(*)changed how guts popping out works
(*)see file_changes.txt for some new modding tags
(*)can get tasks from most people and report success to anybody friendly
(*)added human castles
(*)made peasants refer you to better quests
(*)added banditry
(*)added aimed attacks, random combat opportunities and the ability to u
se secondary attacks/weapons (both adv mode and dwf mode combat reports)
(*)added (harder) rolling away for dodgers on the ground

******************************************************
Release notes for 0.31.16 (October 4, 2010):
Hopefully this one doesn't have any weird new issues. That bumpy lag should be
gone now, and there are expanded refuse pile options. You can also turn off hav
ing your dwarves track around blood (it starts off in the init). I left it on i
n adventure mode, but you can turn it off there too if you want.
Major bug fixes
(*)got rid of intermittent lag that popped up in 0.31.15
New stuff
(*)added spatter init options (dwarf mode defaults to no walking spread
of spatter)
(*)allowed skull/bone/shell/tooth/horn settings from refuse pile
******************************************************
Release notes for 0.31.15 (October 3, 2010):
The purpose of this release is to restore the missing invasions, and I threw in
some easy fixes on top of it, mostly to the raws.
Major bug fixes
(*)made invasions come again
Other bug fixes/tweaks
(*)lots of raw fixes (see "file changes.txt")
(*)made reactions show the proper building
(*)made LEAVES load the 'character' style tile properly
(*)corrected labor name "soap maker" -> "soap making"
(*)fixed typo in world gen rejection dialog for missing civ definitions
(*)fixed spelling of chinchilla for forgotten beasts (new ones only)
******************************************************
Release notes for 0.31.14 (September 23, 2010):
The main issues here were to handle the new bugs from 0.31.13 which were gumming
things up (broken migration, undiggable adamantine) and to address site sprawl
concerns a bit. To the latter end, there's a new world gen option to limit the
total number of sites and I've added a few options to "Create World Now!" to mak
e use of that. It's not going to be truly satisfying until dwarven sprawl is be
tter defined and there are more things to do with the sprawl in adventure mode a
nd in dwarf mode wars, but overall I don't plan to decrease the amount of sprawl
drastically on default settings once that is handled -- sprawl will likely incr
ease again once memory problems are addressed, there are more things to do with
it, and it shifts more dynamically over long periods of time (improved war, dise
ase, famine, migrations, etc). For now you can control sprawl with the site cap
, with the civilization number, with the savagery, and with the history end year
from the "Create World Now!" menu without much fuss (and the default setting is
much lighter on sprawl than the default in 0.31.13).
Major bug fixes
(*)fixed problems with immigrants having strange unit types and erroneou
s announcements about terrifying forts
(*)allowed raw adamantine to be diggable now by adding a new tag to slad
e for the time being. There is a side effect -- slade in old saves will be digg
able. Add [UNDIGGABLE] to slade in the save's raws in inorganic_stone_mineral.t

xt in your save to fix that. If you choose to dig through the slade, please don
't report any associated bugs. The game likely won't be able to deal with it pr
operly.
Other bug fixes/tweaks
(*)fixed plant text in food preferences and stopped generated forgotten
beasts etc. from being chosen
New stuff
(*)added site cap option to world gen parameters
(*)added beast cap options to world gen parameters
(*)added a few options to "create world now"
******************************************************
Release notes for 0.31.13 (September 15, 2010):
The framework for villages and sprawl is in place, and there are now "entity pop
ulations" which are made up of thousands of critters for which less information
is tracked. As it stands, this amounts to, say, ten times the number of histori
cal figures after world generation has been running for a while, though it can v
ary a lot. These changes have left adventure mode gutted, so don't expect old a
dventure mode saves to retain much information or work all that well. Old dwarf
mode saves should be fine for continued dwarf fortresses. In new worlds, you c
an wander around the new villages, but don't expect anything to be going on. Th
is is the launching pad for what should be the Funification of adventure mode in
the next (non-fix) release, but like many launching pads, it is kind of dull an
d gray.
As for the merits of this release, there are the bug fixes in the lists below.
The game should also be a bit faster. I'm on a new compiler in Windows, which l
ed to a general speed increase, and I also optimized some code for improvements
on all OSs. It's not the end of the story there by a long shot, but it is progr
ess, anyway. World generation itself might be a bit slower overall, since there
's a lot more going on site-wise. This is going to change as we set up relation
ships between the leaders, one way or another, but I can make a medium island wo
rld in around 10 minutes without the memory going totally nuts, and I thought th
at state was fit for release.
There are some side effects to not having any stable relationships between world
gen sites while cutting down on site destructions, like having a site get pilla
ged for the thousandth time and so on, which will iron themselves out later. Fo
r now, it's a bit weird. I also saw a battle with negative numbers of soldiers
but couldn't reproduce the situation, so there are probably additional issues as
well.
The SDL version has the first pass at the experimental TrueType font support tha
t Baughn is working on. It is off by default in init.txt and it only works in t
he 2D print mode. There are lots of justification etc. problems -- you don't ne
ed to report those. Getting those fixed up is part of the process. It's diffic
ult to read in the standard window size, so you might want to limit yourself to
full-screen or a large window with large grid cells when you are trying it out.
Crash fixes
(*)fixed some potential problems with aborting zone placement, though it
's not guaranteed to solve the crash there
Major bug fixes
(*)fixed problem causing dwarves to not sleep in any bed
(*)fixed problem causing dwarves not to respect ownership in sleeping pr

iorities
(*)made cursor center on buildings properly when linking them up to a le
ver etc.
(*)stopped other civilizations from bringing liaisons
(*)stopped building destroyer diplomats/traders from destroying things
(*)made units check the validity of targets more often (counters certain
interrupt spam)
Other bug fixes/tweaks
(*)fixed broken vial making jobs
(*)make rock short swords use the proper material for the final product
(*)made horn silver use the stone template
(*)moved all native metals off of metal template
(*)stopped season counter from resetting to spring after travel in adven
ture mode
******************************************************
Release notes for 0.31.12 (July 25, 2010):
Aside from the major bug fixes listed below, I made skill increases a little fas
ter during training. Part of the problem is with how classes work -- the teache
r and student skills are important, and they can heavily amplify the effects, so
the gains for people without those skills were small. Now it'll be even more e
xtreme that the base rate has increased, so we'll have to see how that plays out
in forts that get good teachers.
If your old fort has a dead liaison, your replacement liaison will be named afte
r one of the standard professions most likely, but they should still perform the
ir job. New worlds should have dead liaisons kicked out completely and get new
liaisons.
Crash fixes
(*)fixed military training crash
(*)fixed a crash during dwarf creation in arena mode after dwarf mode ga
me had been played
(*)fullscreen/windowed mode switch crash fixed (Baughn)
Major bug fixes
(*)fixed new liaison coming when previous liaison is unavailable for any
reason
(*)fixed problem which stopped the liaison from talking about making a b
arony
Other bug fixes/tweaks
(*)adjusted skill rates up a bit on indiv training and demonstrations
(*)made att/skill rate loader treat 0s like NONE instead of the fastest
rate
******************************************************
Release notes for 0.31.11 (July 23, 2010):
Combat was the focus last time, and this time I moved over to equipment and trai
ning. There are a number of bugs left to fix, but a lot of the largest problems
should be cleaned up and training should be somewhat usable now. I wanted to s
hift ammunition over to a default system where it doesn't get tied to particular
squads/hunters (with the old way left as a default for people that want to cont
rol it more), since that remains one of the more annoying things, but I didn't h
ave time to finish it up. Just make sure you have some extra bolts sitting arou

nd, and 'm'-'f' should show you how your squads are doing ammo-wise. Barracks s
hould also probably default to a non-reserved/non-purposed system, though that's
not as bad as ammunition reservation is. In any case, I'll be moving on to the
month-end project and entity populations, though I'll release again sooner if s
omething comes up.
Crash fixes
(*)stopped crash when individual squad members were selected in 's' and
you go back to 's' after leaving
(*)fixed crash moving from ammo assignment creation to material assignme
nt
(*)fixed reclaim crash
(*)fixed text mode crash in SDL version (Baughn)
Major bug fixes
(*)freed up assigned items properly when uniforms are overwritten
(*)freed up equipment properly from empty positions when squad is disban
ded
(*)made civilian jobs respect attributes properly
(*)fixed turtle (vermin) shell crafts/helms/gauntlets/etc.
(*)stopped squad/off-time training activities from persisting when guy g
oes off to eat, do squad orders, die, etc.
(*)made inactive/ordered squads free up their old training activities mo
re quickly
(*)stopped off-time training from gumming up squad training barracks ass
ignment
(*)removed dead/crazy/etc. dwarves from squads
(*)dropped injured dwarves out of their activities properly
(*)stopped bleeding dwarves from thinking they need to jump on the groun
d and be dragged to the hospital
(*)stopped miners/woodcutters coming out of the military from thinking t
hey had a claim to old tools
(*)made people doing off-time training stop if it becomes inappropriate
(kicked out of squad, etc.)
(*)made quota countdown respect reactions again
Other bug fixes/tweaks
(*)stopped body-component-based artifacts from defaulting out to iron fi
gurines
(*)made skill rust display properly on 'v' and made temporary skill loss
conditions not display on military screen
(*)changed rust display for skills
(*)restricted shell moods to dwarves with shell prefs
(*)stopped metal goblet/flask construction jobs from shuffling metal of
product
(*)fixed up idle strings for non-soldiers vs. lingering squad activities
(*)decreased effect of low self-discipline on individual training
(*)sped up training organization
(*)WINDOWEDX/Y values respected when moving to windowed mode from full s
creen (Baughn)
(*)fixed problem with skill demonstration session timer
(*)added timers for sparring and individual combat drills
(*)adjusted sparring pulled shots for recent combat balancing
(*)adjusted skill rates for all practice activities
(*)put forest start biome on humans (for proactive forest clearing)
(*)changed hauling encumbrance speed formula and made hauling build atts
slowly
(*)stopped picks from being available to indiv choice soldiers
(*)required subtype match for armor even under "partial match"
(*)made off-duty archery training occur for indiv choice ranged weapons

(not just crossbow)
(*)cleaned up various raw typos (see file_changes.txt)
(*)fixed a bunch of the "you" announcements in dwarf mode
(*)made counter to stop excessive party attendence work properly
(*)made it set up default ammo profiles for ranged squads
******************************************************
Release notes for 0.31.10 (July 11, 2010):
(*)fixed problem where your units would not recognize the nice people arriving o
n business as their friends
(*)stopped problem where removing a worn object in adv mode could leave you with
two copies
(*)stopped seg-fault at quit in linux if sound wasn't initialized (oliver)
******************************************************
Release notes for 0.31.09 (July 10, 2010):
Lots of combat changes this time. Keep in mind that old saves use the old raws,
so you'll want to copy over at least item_weapon.txt, item_ammo.txt and inorgan
ic_metal.txt to get more of the positive effects. The adventure mode stone-maki
ng ability won't be available in old saves but butchery will be.
Crash fixes
(*)fixed potential crash with container reactions
(*)stopped arena mode from caving in/locking up when you leave control m
ode
Major bug fixes
(*)made material-based random headless beasts killable
(*)stuckin bleeding updated properly
(*)fixed major artery tag when added from creature raw with TL_MAJOR_ART
ERIES (also TL_CONNECTS)
(*)made major artery strike for 25%+ fractures on major artery parts man
datory
(*)amplified effects for announced major artery strikes
(*)fixed swing velocity calculation for weapons
(*)fixed clothing size calculation (messed up shields, gloves, boots)
(*)changed contact area and size for bolts
(*)fixed blowouts in giant creature wrestling
(*)fixed weird skill/profession mixup that stopped marksdwarves from fir
ing on enemies
(*)freed up some ammo that became lost in limbo after squad deletion/amm
o reassignments/etc.
(*)made hunters grab ammo more reliably when they run out or when labor
is changed
(*)fixed reordering of reaction/ore mats and a few other indexing proble
ms between operating systems
Other bug fixes/tweaks
(*)reworded some combat announcements
(*)fixed reaction screen product display error
(*)fixed contact area issue with misc object fighting
(*)changed dodging rules for people mounting a charge defense
(*)fixed problem with edge being disregarded too soon after impact break
s
(*)changed skill effects on firing rate
(*)changed contact area calculations for body parts

(*)various changes to weapon raws
(*)changed edge/impact calculations
(*)metal values changed in raws
(*)fixed problems preventing some gut pop-outs from happening
(*)fixed issue with extra dodge rolls causing shots to become less squar
e
(*)other combat tweaks
(*)obliterated arsenal dwarf (position will still exist in old saves, bu
t won't be used/needed)
(*)extended distance at which hunters are willing to shoot
(*)made hunters return kills under more circumstances
(*)allowed miners/woodcutters to switch immediately to hunt labor withou
t getting confused about crossbow
(*)stopped targeting of benign, far away wilderness creatures after they
see you, unless they are close
(*)force-allowed targeting of kill targets in some cases where it wasn't
permitting it
(*)stopped indiv choice melee/ranged from picking out weapons of the opp
osite type instead of just preferring them
(*)fixed problem with custom workshops blanking out at times (save compa
t iffy here, might have to rebuild shops)
(*)made reaction job interface/automation check inside barrels/etc. (stu
ff manager jobs did right)
(*)changed stuckin chances
New stuff
(*)added cumulative wounds
(*)added adv mode knapping
(*)added adv mode butchery
(*)allowed use of (buildingless) reactions in adv mode
(*)changed adv mode hunger/thirst/drowsiness durations and penalties
(*)start with spear/dagger in adv play now
(*)default dwf start with a few quivers
(*)gave hunters default ammo assignment
SDL Version: Baughn fixed up the macro delay timer, a PPC Mac bug where the scre
en would be yellow and a seg-fault.
******************************************************
Release notes for 0.31.08 (June 19, 2010):
Fixed up the crash with the look command and made backing out of embark warnings
and reclaim selection work.
******************************************************
Release notes for 0.31.07 (June 19, 2010):
Crash fixes
(*)fixed crash when over 200x200 in some screens
(*)fixed crash associated to assigning daggers to dwarven soldiers
(*)fixed a crash on the military screen
Major bug fixes
(*)stopped doctors from picking up and dropping their patients repeatedl
y when it was time to carry them
(*)restricted doctors to using tables and traction benches in hospital z
ones (stalled doctors from old saves will ignore this)
(*)made workers stop taking new jobs if they can and want to eat/drink/s

leep instead
(*)made certain jobs like updating records and partying quittable at any
time due to hunger/thirst/drowsiness
(*)fixed pathfinding problem in special features that were placed within
surrounding liquid layers
(*)allowed options screen from dwarf/adv mode setup
(*)fixed some job overwrite issues
(*)made stockpiles able to take from other stockpiles again
(*)made ownable items like cloaks that are part of uniforms not put sold
iers into pickup/drop loops
(*)made cooking require a non-liquid object to start (prevents liquid fo
od errors, powders okay)
(*)stopped item namers from repeatedly naming their items
(*)changed conditions for feeding/watering of injured dwarves so beds ar
en't required
(*)made militia commander assignment from noble screen respect current s
quad settings properly
(*)stopped removal of squad commanders from noble screen if they have su
bordinates
(*)stopped dwarves from holding multiple positions that lead squads
(*)got rid of some flashing and debris in SDL version
Other bug fixes/tweaks
(*)reduced hunger/thirst/drowsiness skill/speed penalties
(*)made hunger/thirst/drowsiness thoughts occur a bit later in the proce
ss
(*)made alcohol turn into separate liquid objects less often
(*)made non-brewing events that create liquids handle alcohol correctly
(*)stopped clothier from messing up craft shop task listing (and some re
lated issues)
(*)stopped non-locals from announcing their item attachments
(*)fixed traction bench situation on manager screen
(*)added pillar tile to d_init
SDL Version: Baughn improved the curses and 2D output, fixed a text mode display
bug, added keys to change the FPS up/down (default alt-- and alt-=), and likely
some other things.
******************************************************
Release notes for 0.31.06 (June 9, 2010):
Crash fixes
(*) fixed crash on abandon related to having a box/cabinet building assi
gned to somebody
(*) fixed crash from using nearly spent soap bars to clean people
(*) fixed up crash from scrolling over globs in stock screen if certain
fats were present
(*) SDL mode image export crash fixed (Baughn)
(*) fixed cursor position on farm season selection (possible crash)
Major bug fixes
(*) made dwarves that initiate individual training recognize when they a
re no longer doing so properly
(*) stopped dwarves from swapping out their equipment for newly made ite
ms of equal value
(*) stopped dwarves from assigning equipment from caravans or unforbidde
n possessions held by outsiders
also incoming woodcutters/miners/etc.
(*) stopped dwarves from being assigned large equipment

(*) added default trade capacity to creatures to stop near-infinite cara
van goods from being added to certain creatures
(*) fixed material template values causing many natural creatures to be
very squishy and underpowered
Other bug fixes/tweaks
(*) 2D mode colors fixed (Baughn)
(*) curses mode color initialization fixed (Baughn)
(*) sound header fix (Baughn)
(*) fixed temporary pathing problems that came from digging out brook ti
les (negative construction distance etc.)
(*) fixed deletion for zones that have all their tiles removed
(*) fixed problem stopping hospital zones that have some tiles deleted f
rom updating their furniture assignments
(*) removed forest temperature dampening for artificially hot worlds
(*) fixed some duplicate tags and other issues in the raws (see file_cha
nges.txt)
(*) graphical map export should be back in the SDL versions
******************************************************
Release notes for 0.31.05 (June 4, 2010):
There are probably some Baughn SDL version tweaks not listed below.
Crash fixes
(*) SDL graphics mode should work now (Baughn)
(*) creating squads in Linux shouldn't crash the game now
(*) stopped melting items from eventually crashing the game
Major bug fixes
(*) animals/babies no longer try to clean themselves at water sources
(*) stopped losers from keeping their positions at elections (could not
easily repair old saves with this problem though)
(*) fixed problem where ID numbers would be invalid on load after genera
ting a world
(*) adjusted seasonal temperatures (should actually fix the rain bug)
(*) SDL grid sizes no longer stuck on 80x25 if you let intro movies play
(Baughn)
Other bug fixes/tweaks
(*) site finder will advanec without keypresses now
(*) SDL version 2D mode colors are corrected (Baughn)
(*) stopped cursor from skipping over large entries in stocks screen in
SDL versions (Baughn)
(*) ESC no longer quits SDL keybinding screens instead of going up a lev
el (Baughn)
(*) slow SDL unit offloading and other similar problems sped up (Baughn)
New stuff
(*)
expedition
(*)
Baughn)
(*)

immediately runs elections for unappointed, unelected positions like
leader if leader dies
can set held key repetition behavior in SDL versions from init.txt (
SDL version 2D mode now allows zooming (Baughn)

******************************************************
Release notes for 0.31.04 (May 16, 2010):

The main thing here is the new OpenGL code by Svein Ove Aas (Baughn). Especiall
y if you weren't running at maximum framerates even on the title screen, you sho
uld notice a great improvement. There are some modes worth messing around with
in data/init/init.txt -- try "2D" if the game does not work as well as it used t
o (or stick with the legacy version if truly necessary).
You can get at macros with:
Ctrl+r = record
Ctrl+p = play
Ctrl+s = save
Ctrl+l = load
There is a directory data/init/macros for them.
You can use PNGs for (translucent) tilesets, you can resize the window using the
border, you can zoom using the mouse wheel (reset with F10, you can rebind this
to keys if you like) and multiple keys can be bound to one command.
A lot of changes were necessary to get this running, so there are likely to be a
variety of bugs. The legacy version has also been reorganized to make releases
easier, so there could be new bugs even there.
Aside from that, we have some general fixes:
Crash fixes
(*) stopped site finder from eating up a ton of memory (crashing the gam
e on large maps)
Major bug fixes
(*) changed day/night temperature calculations (fixes fish availability
and melting in the rain)
(*) stopped suture and dressing jobs from being repeated over and over o
n healed wounds
Minor changes
(*) made all vermin and smallish outdoor corpse items disappear over tim
e (can be hit after a month for vermin, season for corpse chunks)
(*) changed ranges for adv mode temperature text
(*) made temperature of squares adjacent to lava slightly lower
******************************************************
Release notes for 0.31.03 (April 12, 2010):
I handled some more crashes and the main pathing issue. Undead aren't quite whe
re they need to be yet (skeletons in particular still don't understand how the s
kull and spine should be holding them together), but they are more killable in t
his version. Since they don't make sense in the first place, there's a sort of
hitpoint system for them now that'll get them dead eventually if you don't break
them apart, though punching a skeleton to death takes a long time in this syste
m and maces are still a bit underpowered. The undead HP will be revisited once
the undead have more of a basis in the underlying reality. I'll get to maces et
c. sooner.
Crash fixes
(*) fixed a zone deletion crash (only for zones with buildings in them)
(*) fixed crash in military screen upon switching to item assignment vie
w when no squads were present
(*) fixed crash from copying a schedule cell with fewer orders to one wi

th more
(*) fixed crash from changing alert view while scrolling through a sched
ule cells orders
Major bug fixes
(*) fixed pathing problem (root cause was map generation vs. liquids, wo
uld mess up ramps/channels and more)
(*) stopped missing undead/melted/etc. tissues holding parts from being
severed
New stuff
(*) allowed undead in arena
(*) allowed undead to be killed by accumulated impacts for the time bein
g while they don't make sense
(*) stopped people from trying to wrestle the undead at all
Minor changes
(*) messed with corpse piece colors a bit
(*) fixed "and" spacing in stripe/spot descriptions
(*) fixed nervous mannerism typo
(*) fixed some raw typos (see file_changes.txt)
******************************************************
Release notes for 0.31.02 (April 8, 2010):
Here's the first little update. Things are still settling down after the releas
e, but it looks like I'll be able to work with the new bug tracker and handle th
ings there day by day. There will be a few more of these small releases before
I begin the SDL/Mac/Linux/40d# merge, since there are more crashes and huge prob
lems, but I'm going to start some of the preparation for the merge as well.
Crash fixes
(*) [GRAPHICS:YES] should no longer crash the arena or world generation
(*) fixed training activity crash (from removal of barracks)
(*) fixed crash from doing a large flow-style activity zone
Minor changes
(*) made zone removal still work if flows are corrected (uses rectangles
)
(*) made material projectile breath happen intermittently properly
(*) corrected gorlak color
(*) made blind cave bears eyeless and gave them extravision
(*) fixed broken eyelid relationships
(*) fixed broken child names for goat/unicorn/cave swallow
(*) swapped giant caste names
(*) fixed giant cave spider bite (was blunt)
(*) fixed alligator eye text
(*) made soap bars instead of globs
(*) fixed horn silver environment
(*) added cookability/vermin eating to meat material templates
(*) added cookability/vermin eating to plant leaf/seed materials
******************************************************
Release notes for 0.31.01 (April 1, 2010):
It has been a long journey, and it is ongoing. This release has all of the new
stuff we've been talking about for more than a year, but it is quite buggy. I a
lso still need to do the merge with the OpenGL/Mac/Linux stuff as I mentioned in

the dev log. We have a new bug tracker at http://www.bay12games.com/dwarves/ma
ntisbt/ which we are going to try out. Expect it to be populated over the next
few days with hundreds of issues. All the same, the testers seemed to be able t
o enjoy themselves, so please try everything out and have fun!
******************************************************
Release notes for 0.28.181.40d (September 6, 2008):
I decided to release the current bug fixes since a few of them involve patching
up submitted saves and I wanted to get those out before I'm forced to break save
compatibility for the next version. I'll still be able to look at all previous
ly submitted saves (and any saves submitted against this version), but fixes won
't apply to the saves themselves as the next release won't be able to load them.
Minor Changes
(*) made sparring dwarves work on their selected weapon/unarmed skills r
ather than using their best skills
Bug Fixes:
(*) stopped thrown tantrum items from causing dwarf to become site enemy
(*) resolved shared item conflicts during map offloads
(*) prevented units with shared items (eg stuckins/wrestles) from leavin
g the dwarf mode play area
(*) got rid of world gen crash during succession after death of prolific
long-standing position holders with inbred descendants
(*) fixed crash from human siege campfires
(*) stopped dwarves from taking their current hauled object off to bed w
hen they schedule a rest due to injuries
(*) stopped dwarves from choosing to sleep on top of traps
(*) made adventure mode store transactions respect containment
(*) made combat-produced chunks respect forbid orders
(*) made cats able to carry vermin properly again
(*) got rid of erroneous goblin siege announcement for elves
(*) stopped custom profession names from obscuring recruitment announcem
ents
(*) made forbidden items count toward wealth properly
(*) stopped fell moods from occurring if the fortress race does not drop
a corpse
******************************************************
Release notes for 0.28.181.40c (August 21, 2008):
Coffee'd up and fixed a display thing.
******************************************************
Release notes for 0.28.181.40b (August 21, 2008):
Another one. The partial print for graphics has been changed to a default-no in
it option, so if you weren't having display trouble and had a better framerate,
you should turn it on. It's in data/init/init.txt and it's called "PARTIAL_PRIN
T". It'll probably take a while to resolve issues for everyone else.
Minor Changes:
(*) added an init option for partial screen refreshes (defaults to off)
(*) added windowed/fullscreen grid sizes
Bug Fixes:

(*)
updating
(*)
(*)
glass
(*)
(*)
(*)
(*)
(*)
lants
(*)
truction
(*)
(*)
(*)

stopped designation cursor from leaving a trail when the minimap is
fixed reclaim crash from units holding multigrasp clothing
fixed lockup for glassmaker moods where the glassmaker doesn't like
handled some other potential multigrasp inventory indexing issues
fixed problem potentially capping caravan wagon number at 2
handled new forbid orders vs. butchery, severs and sever-drops
fixed problem with delay on up digging tasks
fixed problem causing single tile mountain civs from using feature p
fixed wagon occupancy problem leaving behind flags that stopped cons
stopped reclaim from creating a second site at the spot
stopped dirt road construction at glacier/stone interface
fixed problem with map export and flashing job markers

******************************************************
Release notes for 0.28.181.40a (August 18, 2008):
Here's another one. Hopefully I can transition to some new features next month,
since I've been handling technical issues and problems for a while now.
Additions:
(*) you can save your embark settings for later use
(*) added note-taking ability for embark screen
(*) added forbid-on-death orders for your corpses, other non-hunted corp
ses, your items and other items
(*) added forbid order for fired projectiles
(*) made dwarves prefer to combine items in existing bags/barrels/bins w
ith init options to govern this behavior
Minor Changes:
(*) made obsidian an economic stone
(*) did some display optimizations
Bug fixes:
(*) fixed problem causing site finder to miss areas of the map when hunt
ing for hidden features and rivers
(*) stopped new kitchen restrictions on contained items from causing noingredient food items
(*) stopped new kitchen restrictions on free item from causing silent ca
ncellations of cook jobs
(*) fixed problem with up/down windows in adv mode for larger grid sizes
(*) changed how fireballs interact with the ground
(*) patched up decorated ammo values a bit
(*) made cageless traps display properly in all circumstances
(*) fixed problem with nobles pushing prices out of the displayable rang
e
(*) handled adventurers retired while sleeping
(*) fixed display mix-up with FPS/GFPS counter in main dwarf screen
(*) fixed problem with cursor scrolling vs. y coord in expanded grids
(*) allowed mouse designations to work below y=23
(*) stopped the one-step key from messing up pausing when in a menu mode
(*) made zombie/skels that die in cages have proper corpses
******************************************************
Release notes for 0.28.181.39f:

More fixes, a bit of work toward armies and caravans, and an expandable view. I
f you want to try different grid dimensions, change the relevant entry [GRID:80:
25] near the top of data/init/init.txt. You'll also have to adjust your window
size or full screen resolution to match if you don't want the new, larger grid t
o be squashed. If you overshoot, it'll stretch them unless you turn black space
on.
Additions:
(*) allowed basic expansion of 80x25 grid
(*) gave world gen refugees entities and realized them as moving groups
on the map after world gen
(*) added notification and history event for reaching summits of peaks a
nd volcanos in adv mode
Minor Changes:
(*) added notification for low migration seasons
(*) added object of worship to religion view in legends
(*) made detailed map export respect new peak heights
(*) locally steepened peaks a bit
(*) added world name to top of history file
Bug Fixes:
(*) fixed crash involving lava pushing objects
(*) stopped many bottomless pits from having their upper portions filled
with lava
(*) made reclaim dwarves start with the proper civilian labors enabled
(*) fixed problem causing just good or just evil params not to function
(*) stopped message spam from pit/pond/chain/cage jobs where the animal
is inaccessible
(*) stopped note entry from conflicting with a few of the keys
(*) made constructed ramps stick around even if you dig out the walls ne
ar them
(*) fixed erroneous upper cap on detailed temperature export values
(*) fixed problem that caused peaks to be raised in flat areas during er
osion
(*) suppressed erroneous "Zeroth" text for non-finalized history collect
ions in dwarf-mode art descriptions
(*) made usable/unusable option appear when metals are selected in weapo
n/armor stockpiles
(*) fixed spacing problem with related hist fig race display
(*) fixed problem with the evil/good conversion of very large subregions
(*) fixed lockup from dragon fire modded civs in world gen army fights
******************************************************
Release notes for 0.28.181.39e:
Another quick patch.
(*) stopped crash in site finder from large x dims
(*) changed designation selection timers (aka lazy miners)
(*) made site finder use embark rectangle size from init options
******************************************************
Release notes for 0.28.181.39d:
This is the third and final fix release, barring any silliness that forces anoth
er quick patch. Here's the complete list of changes:
(*) added init options/world parameters to show map features during emba

rk
(*) added basic site finder to embark
(*) added a few optimizations for rivers and designation job selection
(*) stopped message spam from repeated animal taming job when no food is
available
(*) stopped message spam from caging and other jobs when a dwarf is pick
ed that is already leading another animal
(*) made dwarves cook quarry leaves properly
(*) allowed scrolling and premature stoppage during world generation
(*) added display and other features relating to last seed used by world
gen
(*) added world gen parameter for minimum cave size
(*) stopped people from giving quests to kill themselves
(*) stopped abandoned stores from being stocked
(*) disallowed placement of non-empty bags as container buildings
(*) changed insanity text for animals
(*) fixed some other minor typos
(*) made volcanic shafts that are visible in embark always exit through
the surface
(*) handled some cavein-at-start cases from pits and volcanos
(*) stopped farming restrictions from stopping setting up other seasons
(*) stopped dwarves holding a two-handed weapons from seeking another we
apon if they are set to carry multiple weapons
(*) added races to historical figure list and event text
(*) did more context-based name shortening
(*) added ability for speakers to use first person when talking about hi
storical events
(*) capitalized first names in trading screens
(*) got rid of some erroneous birth date display information
(*) allowed resters to get up once they are not wounded
(*) allowed resters to move again if they've made bad decisions about wh
ere to plop down
(*) added various detailed map export options (elevation, temperature, e
tc.)
(*) made the generator skip more of the minimum reject values if presets
are present
(*) made the generator pop up helpful windows after many rejects and giv
e an option to continue, abort, allow that reject type, or allow all rejects
(*) fixed crash on large 100 volcanism worlds
(*) fixed load crash from nullified items
(*) fixed crash from friendship evaluations when stuck merchant animals
give birth
(*) stopped lockup on artifact creation when 6-7 of the same material ar
e used
(*) fixed region rejections from savagery (civs still reject savage regi
ons)
(*) made params load the post-region count variables properly
(*) added ability to leave notes on the map in dwarf mode
(*) stopped ramp removal from highlighting hidden areas for regular dig
(*) stopped masterwork ammunition used in weapon traps from making creat
ors go insane
(*) stopped removed constructions from removing the floor if another con
structed wall is below them
(*) made viewing historical event artwork in dwarf mode reveal events
(*) stopped double listing of modded MEGABEAST/POWERS in age name
******************************************************
Release notes for 0.28.181.39c:

This is the second fix for the new world generation release. Here's the complet
e list of changes:
(*) fixed problem with pathfinding that caused jobs to be randomly cance
lled
(*) fixed bug stopping fish/turtles from being available during embark s
election/trade
(*) fixed rng issue causing duplicate cave names and other problems
(*) sped up the history export, especially on worlds with lengthy histor
ies
(*) stopped merchants from complaining about depot when there is one the
re
(*) stopped hidden items from making buildings invisible when they are u
sed in constructions
(*) stopped parameter seeds from being set to Various when you abort a r
andomly seeded generation
(*) stopped people from saying RANDOM_DEF_SPHERE when they talk about th
eir megabeast deities
(*) stopped adv mode conversations with paralyzed/ko'd people
(*) controlled long names during trading
(*) moved "Desel All" out of the way in build menu
(*) allowed artifact gloves to be left-handed, based on handedness of cr
eator
(*) changed King's to Royal in advisor title text
******************************************************
Release notes for 0.28.181.39b:
This is the first fix for the new world generation release. Here's the complete
list of changes:
(*) fixed bug causing dwarves and others to sleep forever
(*) fixed a few crashes with maps with Y dimensions larger than X dimens
ions
(*) fixed another world gen crash
(*) fixed bug stopping caves from appearing
(*) fixed bug causing hauling, cleaning and health care professions to d
isappear from labor list
(*) made the escape key work properly when setting world gen parameters
(*) loosened travel restrictions based on enemy seeing the player
(*) changed effects of temperature on food objects
(*) changed creature layout during ambushes
(*) stopped world gen roads from being obstructed by swamps and fixed a
problem with how they handled slopes
(*) stopped world gen animals from starting as drunks
(*) stopped null civ membership from being added to moving megabeasts
(*) changed the text for culled historical parents
(*) fixed problem where tundra rejects were being logged instead of gras
s/hill rejects
(*) fixed some grammar issues with battle summaries
(*) fixed "Peasants" display in status
******************************************************
Release notes for 0.28.181.39a:
Okay, here's the new version. You can do various things with world generation,
though not much has changed with the regular game. If you go into the world gen
eration advanced parameters and start designing/drawing your own world, please k
eep in mind that you'll probably end up getting infinite reject cycles -- you ca
n turn on the reject log in data/init/init.txt to see what's going wrong. Often

times you'll be violating biome restrictions (you can just go through any that y
ou find and 'n'ullify them to solve this problem). As usual, let me know if it
crashes and how to make it crash if it does -- I suspect there are new problems
of all sorts lurking within every part of the game, despite having fixed more th
an 100 bugs for this version.
Save compatibility is a little iffy this time around -- there have been extensiv
e changes to the mid-level maps, so it might get confused about the biome of a p
articular tile... and worse. I haven't noticed anything in limited messing aro
und with old saves, but there will very likely be problems.
******************************************************
Release notes for 0.27.176.38c:
This release should stop the command line crash from non-standard worlds, and it
also has a shot at stopping the site sprawl issue during repeated world generat
ion. A fix for Power PC Macs is still in progress.
******************************************************
Release notes for 0.27.176.38b:
This is the first Mac release. Barring some tragic mistake, this is also the la
st bug fix release before the continuation of the Army Arc. Again, this release
is made up mostly of small changes that people wanted and some bug fixes for th
e worst problems introduced during the last release. See the dev log for a comp
lete list.
******************************************************
Release notes for 0.27.176.38a:
Various little things that people have wanted for a while this time, as well as
many additional bug fixes. See the dev log for a complete list.
******************************************************
Release notes for 0.27.173.38a:
The first army arc release, complete with no armies. It really is mostly founda
tional work, but you'll notice some small changes here and there, more if you pl
ay adventure mode. See the dev log for a complete list.
******************************************************
Release notes for 0.27.169.33g:
A few more fixes, a few new init options and a new interface for bringing items
to the trade depot. See the dev log for a complete list.
******************************************************
Release notes for 0.27.169.33f:
Various fixes people have been waiting for. Fixed the farm problem from 33e, go
blin sieges, mud tracking, made the treeline less annoying, made the missing gem
stones available, and lots of other stuff. See the dev log for a complete list.
******************************************************

Release notes for 0.27.169.33e:
Continuing along with bug fixing.
******************************************************
Release notes for 0.27.169.33d:
Fixed a few of the serious problems (one of the trade crashes, resting injury lo
ops, waterskin filling at wells forever). See the dev log for other minor chang
es.
******************************************************
Release notes for 0.27.169.33c:
Continuing along with bug fixing.
******************************************************
Release notes for 0.27.169.33b:
Various crash and lag fixes again. See the dev log for other minor changes.
******************************************************
Release notes for 0.27.169.33a:
Various crash and lag fixes. There are still lags and crashes, but many of the
major offenders have been handled now. There were also several minor fixes. Se
e the dev log for those.
******************************************************
Release notes for 0.27.169.32a:
Well, it has been a while. That means potential instability, so don't get too a
ttached to your fortresses at this point. I'll be doing subsequent releases mor
e often now as I solve problems. In any case, dwarf mode now has a z-axis and y
ou can make fortresses that span several levels. Fluids behave much more reason
ably, and you can walk across the world in adventure mode in the local view with
out having to step off of an artificial edge. And various other lots more stuff
.
******************************************************
Release notes for 0.23.125.23a:
The backbone of temperature is in now, but there's still a lot to do. I'm not w
orking on it for a while again.
******************************************************
Release notes for 0.22.123.23a:
A bug fix release along with a test-change for the FPS toggling.
******************************************************

Release notes for 0.22.121.23b:
Few more crash bug fixes and several minor changes.
If you are having speed trouble, you can go to init and turn off temperature and
weather to see if that's the issue.
******************************************************
Release notes for 0.22.121.23a:
Here are some fixes for crash problems. I've also added metal bins and more inf
ormation to the sites in the setup screen. I fixed the FPS/black space problems
with the BMP export options and a few other minor problems as well.
There are still potentially serious problems from the temperature and other rece
nt additions. I'm going to continue working on bugs for the time being.
******************************************************
Release notes for 0.22.120.23b:
I'm partly through the temperature rewrite. This release has a lot of bug poten
tial. You should back up your save folders if you are updating from an older ve
rsion.
You can set fire to shrubs as an adventurer using the [g] command when you are s
tanding near one. This is not a permanent command.
The temperature behavior of flows has not been implemented yet. Very hot/cold c
reatures do not change the air temperature yet either. There are a number of fe
atures that are in progress regarding temperature.
The problem with dwarves being stuck outside during the stay-inside order should
be fixed, as well as a number of other bugs. You can now move the cursor quick
ly by using shift + direction.
******************************************************
Release notes for 0.22.120.23a:
Lots of bugs fixed this time around. I caught a lot of the stay-inside problems
, but there are probably some new issues with random jobs now. I'll fix these a
s I hear about them. I'll also correct any additional stay-inside problems as I
hear about them. It should be easier now that more infrastructure is in place.
There's also some creature graphics stuff you can play with. See "raw/graphics/
graphics_example.txt" to mess around with it. You'll also need to set [GRAPHICS
:YES] in "init/init.txt". I only drew a miner picture, and a blobby dwarf thing
, so I don't recommend this unless you are going to draw/use some additional til
es.
******************************************************
Release notes for 0.22.110.23c:
Quick fix for missing color definition problem.
******************************************************

Release notes for 0.22.110.23b:
Quick fix for dyes and a crash bug with inventories in adventure mode.
******************************************************
Release notes for 0.22.110.23a:
There were various cosmetic changes to the game, mainly the addition of dyes and
more art images. The selection of dyes is very limited at present, and only in
volves ground plants. There is a new workshop for this in dwarf mode. You can
use blue mushrooms or import other dyes from human traders. This will be expand
ed later.
******************************************************
Release notes for 0.22.110.22f:
This release is mainly to handle the issues with specific piles. There are a fe
w other bug fixes as well.
******************************************************
Release notes for 0.22.110.22e:
Fixed a save corrupting problem.
******************************************************
Release notes for 0.22.110.22d:
Quick patch for a crash bug from saving furniture piles.
******************************************************
Release notes for 0.22.110.22c:
Aside from fixing some crash bugs, the main change this time is the addition of
specific pile types. You can access these from [q] on existing piles or you can
set them when you are placing piles by selecting "custom settings". Piles now
make claims on bins and barrels. This is displayed as "Cedar Bin <#12>". You c
an use the [q] view for a pile to set the maximum number of bins and barrels it
uses. For now, a pile will only take one extra empty bin/barrel until something
is placed inside, then it will take another until it gets up to the maximum. W
e'll add some other options later. In the [p]ile menu, you can also designate a
number of reserved bins and barrels that will be used by jobs such as distillat
ion before any stockpile gets to claim them.
******************************************************
Release notes for 0.22.110.22a:
I fixed a lot of bugs; see the dev list.
The main change for this version was the rewrite of the inventory system. There
will probably be several compat. issues, as well as various horrible bugs. I'v
e tested and fixed what I've found, but you'll find more. **Back up your old sa
ves before trying this version** The old saves will work with this version, but
you need to be careful with them.

Those that deserve fingers and toes have them in this version. You'll also noti
ce right/left gloves. Creatures lose items now with severs, so you'll lose your
left gauntlet if your left arm is removed, for instance.
Creatures are a bit silly about wear they put on rings and other trinkets. Ring
s will probably pile up on the right thumb for instance, and earrings will pile
up in the right ear. Armor stands will also only store one glove and one boot f
or the time being. This will be sorted out over time.
There aren't any temperature effects despite the residents wearing clothing depe
nding on the average temperature. This will also be handled later.
Finally, there
ale dwarves in
wear clothing
can remove the
comfortable.

aren't any gender links to clothing right now, so you might see m
"dresses" and "skirts". Keep in mind that men all over the world
like this, and that's what is meant by these generic terms. You
items from the entity raw before you play if it makes you feel un

******************************************************
Release notes for 0.22.107.21a:
There will be families and guards in new world towns, concluding the first third
of the Bustling Town Arc.
There's a wait key in adventure mode now (period), as well as some helpful "are
you sure?" prompts.
Various bug fixes -- including the clothing acquirement bug, the shield equipmen
t bug and some ashery bugs.
******************************************************
Release notes for 0.21.104.21c:
I fixed various bugs and implemented other minor changes. See the changes list
for those. Nobles can still demand items involving small creature bones in old
saves, but the preference is no longer generated in new dwarves.
New worlds will see a few cosmetic changes in adventure mode towns (it was not p
ossible to include them in old saves). It's probably not worth generating a new
world for them (and I haven't put up new pregenerated worlds), but the new town
s have some larger cookie-cutter buildings like apartment complexes, and everybo
dy will sleep at night and eat three meals a day from a magic barrel in their ro
om that refills at midnight. Once the caravans and a notion of wealth are in, t
his can all be differentiated properly instead. As we progress along the Bustli
ng Town Arc, it'll eventually be worthwhile to regenerate if you play adventure
mode, but it's not a big deal right now. In old worlds, you might notice some t
hings like merchants taking breaks to wander around or sleeping on the beds in t
he mead hall. They are just trying their best to follow the new schedules witho
ut having a home to go to.
******************************************************
Release notes for 0.21.104.21b:
There's a skeleton of a workshop profile now. It is in progress and undocumente
d. You can select workers to work at the shop either by name or by skill level.
The list is not ordered yet. You can use the mouse on this screen. It's also
written up in a new way that is independent of the 80x25 window to facilitate s

ome more flexibility later on.
Many small fixes (read the dev log).
******************************************************
Release notes for 0.21.104.21a:
This fixes a problem with the export feature, lets you play around with the mous
e when doing designations and cleans up some of the problems with flows and chan
nel-related spam.
******************************************************
Release notes for 0.21.104.19c:
Some highlights include fixing the disappearing bone/shell problem and allowing
engraved wall images to be toggled on and off. The detailing jobs shouldn't shu
t off at random any more.
Some of the issues with cat butchery have been handled.
I did a little bit with consolidating announcments (x2, x3, etc.), but I'll need
more time to do it properly.
Alt-tabbing in full screen might work a little better. Seems to work here is al
l I can say.
Until I make the cleaners smarter, blood disappears at the beginning of every se
ason now.
******************************************************
Release notes for 0.21.104.19a:
Fixed several crash bugs and cleaned up some affected saves. I also found out w
hy named creatures were disappearing sometimes and fixed that, though saves in w
hich the problem is currently active will still see some of it.
Chasming refuse is in, though there will probably be some irregularities of whic
h you'll have the pleasure of informing me.
There were some other changes that might help with sheriff/injury tantrums.
Some of the tree designation clearance problems should be gone.
Trade agreements should work properly.
The thieves that enter the fortress are somewhat easier to detect now.
Depending on how you've bound your keys, you should have the odd hold-down behav
ior only when using a cursor or scrolling now.
******************************************************
Release notes for 0.21.102.19a:
Fixed a couple more crashes and various other errors (see the change log).
Genders are mixed on starting animals now and horses should breed. The unit scr

een will show some other designations beside "No Job" and there it will distingu
ish merchants and diplomats. Water should flow into the cliff face now, at leas
t from new channels.
You can give your units nicknames and profession names now. Do this from the [v
pz] profile using [y] to customize them. In adventure mode, you do it from the
[l]ook + [enter] status view (again [y] to customize). The [y] command appears
onscreen.
Some tantrum issues were fixed. Placing artifact furniture was actually making
them unhappier. Fist fights and beatings still led to a minor version of the ci
vil war bug. These issues have been resolved.
The "Shift + R Menu" instead of "n" for the N key has been resolved, though you
might need to clean up your old files a bit if you are important old ones.
You can toggle between windowed and fullscreen mode using F11 (or whatever key y
ou bind) whenever you like now. Let me know what problems come up with this. I
haven't handled direct minimization from fullscreen, but you can toggle and min
imize from the windowed mode. You can also get rid of the "fullscreen?" box tha
t pops up the beginning in "data\init\init.txt" now.
******************************************************
Release notes for 0.21.101.19d:
Resolved a unit scrambling issue from active saves in adventure mode. You will
no longer turn into the stray dog in town or a random goblin or warthog.
******************************************************
Release notes for 0.21.101.19c:
Fixed a few more crash problems, but the main thing was to hopefully remove some
of the strange mainly adventure mode instability introduced by the last version
. In case this sort of thing persists, please be careful to back up your saves
before trying this one. Worlds that were generated in or even played in the bri
efly-available 0.21.101.19b are likely to be twisted to pieces, especially if yo
u played adventure mode.
******************************************************
Release notes for 0.21.101.19b:
Many more crash fixes, including stopping some of those inflate errors. Those s
aves are still corrupted though.
I've changed how some of the search routines work. I tested it out on several s
aves, but you should keep a copy of yours safe before you try this one just in c
ase, as usual. If you get around to creating a new world, you'll notice a signi
ficant speed increase when the years march up. Some of this also carries over t
o the main game.
Finally, aqueduct behavior has been partially repaired. Building an aqueduct ov
er your chasm should work, but aqueducts over water can randomly drown your fort
ress. If you want to get lava over the river, try a stone bridge instead. If y
ou lava is in a channel next to the bridge, you might need to use a floodgate to
get it over. Bridges over water filled channels probably won't conduct lava pr
operly. I'll get around to fixing the rest of this in time, but there are still

some crash bugs etc. that are higher priority.
******************************************************
Release notes for 0.21.101.19a:
Several crash bugs should be fixed now. Most saves will be recoverable, unless
they have a load inflate error.
******************************************************
Release notes for 0.21.100.19a:
See command_line.txt for information on world generation from command lines.
******************************************************
Release notes for 0.21.95.19c:
Old save farmplots might show "Ft 0/0" for the fertilizer amount. It will updat
e at the beginning of the season.

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