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Dwarf Fortress Development Log

Development in 2007 (RSS Feed)

  • 12/28/2007Toady One Okay, Mac Kobold Quest is up, with various outstanding issues. I should be able to start the Army Arc next week. There won't be any relevant game mechanics for you to mess with for a while, but it'll be in progress, anyway.
  • 12/27/2007Toady One There are still some Mac Kobold Quest problems (it keeps crashing on the glDeleteTextures() calls for some reason), but I think I'll post what I've got tomorrow so that the Mac users that happen to be around can identify any other issues. Ignoring the fringes, it seems perfectly playable, and aside from the problems that Kobold Quest is having, I don't see any huge issues on the horizon for the DF port. I should also have my step-by-step plan for the Army Arc ready around tomorrow, with programming commencing next week.
    • resolved crash from getting king in new fortress after previous king becomes unavailable
  • 12/24/2007Toady One I got Matthew Moss's Kobold Quest Mac port mostly up and running on my Mac Mini today. There are a few this and thats to sort out, but if those are handled smoothly I should have a Mac Kobold Quest posted in a few days. A Mac DF would follow that... it doesn't look too complicated once the KQ works out, but there are always hiccups. There are some issues with fullscreen I guess, and the timers work differently so logic and screen refreshes aren't decoupled on the Mac at this point, but I'm not sure that'll be so much of a problem if most Macs can handle the OpenGL. We'll see how it all turns out. I've also been thinking about the exact course that the start of the actual Army Arc will take, and I should be on that after tomorrow as well. There's always some balancing to be done between all the bug fixing and making progress on the game, but I've been working almost entirely on cleanup and tweaks for months now, since well before the October release, so I should probably do some Army Arc to reinvigorate myself.
  • 12/21/2007 Released Dwarf Fortress 0.27.169.33g
  • 12/21/2007Toady One New version up.
    • made human pack animals arrive with trade goods properly
    • fixed problem that caused some entities to not use feature materials properly
    • stopped premature starts on mood construction
    • restricted glass requests for moods
    • fixed problem with constructions and subterranean designations
    • changed order of item types on stocks screen
    • fixed problem with stuck soldiers after wrestling practice
  • 12/20/2007Toady One Okay, the first pass on the new interface for bringing things to the trade depot is done. The typing filter can be a little slow when there are lots of items (I tested it with ~20000). It wasn't that annoying, but I'll look at it again later. Tomorrow I'm going to clean up a few more bugs and put up a release, although there aren't many changes this week.
    • updated the bring-to-depot interface
  • 12/19/2007Toady One That's the last of the odds and ends I had sitting around without a home. The bring-to-depot interface is up next.
    • made dead ambushers show up on the unit screen
    • displayed region folder above game type choices
    • added init option for pause on load
    • allowed embark rectangle to be 2x2
    • allowed embark rectangle size to be set in init
    • made cage/chain lists show relevant building picture instead of a C
    • disallowed certain predators from the intro text
    • tweaked stuck-in removal text
    • gave occupied cage items/buildings different name text
    • made contained trade items fill out the container
    • made world generation results independent of custom name
    • fixed problem with glaciers melting on load
  • 12/18/2007Toady One Another web day. It's all posted now, so I'll be back to normal tomorrow. We're well over 300 bugs again, but it would have been above 400 if I hadn't been doing all this bug fixing recently, so that's good. I'm not sure I would have been able to take that blow to my mind. 400 is a whole lot of bugs. To finish off this week, I'll handle things like the bring-to-depot interface update I had mentioned, as well as some other small bugs. Then it might be time to start in on the Army Arc (while still handling other issue on the side of course).
    • fixed list overflow in depot list
    • changed priorities of idle designations
    • changed vermin/pet names in stocks screen
    • changed leader text in status screen
  • 12/17/2007Toady One Mostly dev pages and other web stuff today. Maybe more of the same tomorrow. Lots of notes have accumulated since the big release in October, and I've got to work through them. I'll post them when I'm all done. I also did some minor changes that came up while I was categorizing things (it was faster to do it than write it down in a few cases). The bug list is back up to 285 and likely to go up more before I can get back to it.
    • Stopped automatic removal of mud in winter.
    • Updated embark race name to support non-dwarves.
    • Fixed gem typo on stocks screen.
  • 12/14/2007 Released Dwarf Fortress 0.27.169.33f
  • 12/14/2007Toady One Made items that are thrown or shot in dwarf mode forbidden, sped up freezing water checks, made various types of items capable of destruction by fire, fixed a burn lag issue, fixed problem that made invader AI turn off, stopped full goblin armies from attacking smaller sites, fixed conflict with migrant projectiles and stranded item code
  • 12/13/2007Toady One Changed how tree line works, corrected idler count vs. meetings, stopped wells/grates/hatches from being built in walls and other obstacles, sped up region information collector, allowed magma buildings to be built after discovering endgame areas, disable mud/blood spreading, made wagon start in selected biome if possible, stopped elves from being pleased with unethical trades, allowed more item types to hauled to the depot, made caravan items respect thread/cloth information for bags and other items, stopped wagon pullers that are also pack animals from being loaded with trade goods, homogenized pullers of a given wagon, stopped production jobs from using dump/melt designated objects, fixed a possible problem with rot locations, cleaned up some of the eat/get provisions code, made ocean waves drop salt water, made silk more susceptible to fire damage, consolidated some map event code, fixed problem with food item descriptions, fixed food ingredient value calculation
  • 12/12/2007Toady One Fixed laced typo, made engravings go away properly upon channel and other dig jobs, handled snow etc. versus construction removal, stopped cancelled smoothing jobs from undesignating tile, stopped dwarves from mining out/removing their own and each other's floor tiles, stopped burned corpses from dropping two skeletons, tweaked dwarf site entrances, made adv mode people talk about surrounding regions again, made adventure mode travel ambushes happen again
  • 12/11/2007Toady One Added tile support for appointed dwarves, fixed a few problems with geological layer creation, added gender check for king consort, fixed cliff indicator key, fixed bottom of magma pools, removed pet info from work animals properly, stopped inappropriate ambush messages from being generated by cage traps, fixed improper above ground designations, fixed problem with food storage barrels being brought to restricted piles, made mayor announcement display the proper unit type
  • 12/08/2007 Released Dwarf Fortress 0.27.169.33e
  • 12/08/2007Toady One Fixed problem with meeting queue skipping, fixed problem with noble queue and complaints, fixed problem with moods involving glass and rough gems, cleaned out demands/mandates when a mayor loses re-election, extended account exemption to leader/sheriff, fixed tile for dead trees being chopped down, made lava warm diagonal squares, fixed more fallowing problems, stopped flashing ramp designations from giving away hidden locations, fixed some job issues with the manager screen, added missing woodworker title, removed ambush state for creatures caught in cage traps, fixed typo in art element descriptions
  • 12/07/2007Toady One Made veins and other rock types collapse downward properly, added a skeletal flag for certain parts that skeletons would want, stopped siege operators from firing at hidden units, stopped unchained dwarves from using beds in jails, fixed problem with cursor on military screen, stopped mandaters from bringing trade goods to depot, fixed icon for blinking trees with fallen leaves, stopped nobles from caring about the rooms of other dwarves if they don't require that room, resolved recover wounded/justice conflict, added note for deceased criminals, stopped self-punishment in justice, fixed various problems with movement involving chains, fixed problem with currency screen lumping together all metal types, made caravans bring proper animals following trade agreements, fixed problem causing trade animals to have trade flags prematurely removed
  • 12/06/2007Toady One Stopped constructions from preserving subterranean status for indoor areas, stopped solidified swamps from starting over volcanos, added liner to volcano wall, stopped automated buildings from generating jobs if they've been claimed by a mood dwarf, made projectiles respect archery targets and reworked some related code
  • 12/05/2007Toady One Fixed abandon crash, handled floor placement for walls constructed below melting liquids, stopped breaks from affecting unrelated body systems, fixed bugs stopping some creatures from attacking others in their square
  • 11/30/2007 Released Dwarf Fortress 0.27.169.33d
  • 11/30/2007Toady One Fixed typo, fixed trap component selection from embark, fixed crash bug on embark item selection screen
  • 11/28/2007Toady One Fixed counteroffer crash
  • 11/27/2007Toady One Fixed rest/drink infinite loop, got rid of some bucket spam and changed how meal/drink request timer resets, fixed some typos, fixed pathing problem with trigger linking, fixed problem with item list updates in embark screen, fixed problem with soldiers filling waterskins at wells with many water objects
  • 11/26/2007Toady One Tweaked depot list sorting
  • 11/23/2007 Released Dwarf Fortress 0.27.169.33c
  • 11/23/2007Toady One Fixed problem with multiple nobles arriving, stopped new entities from using soil for craft material, expanded trade/startup item list
  • 11/22/2007Toady One Added categories to item selection in embark
  • 11/21/2007Toady One Fixed crash bug from saving while somebody is falling down a chasm, made items drop when a ramp is dug out beneath them, handled some typos, stopped dig designations from persisting on caved-in spaces, stopped soldiers from pilfering food from caravans for their backpacks, allowed units that can't find a bed to rest to take eat/drink jobs, added init option for dwarfort.exe priority, stopped farms from resetting earlier seasons to fallow
  • 11/20/2007Toady One Fixed crash bug from equipment check on multi-item holds and some related problems, messed with break code a bit, added some controls on parties
  • 11/19/2007Toady One Allowed diplomats and merchants to escape off the edge from deep/high areas, fixed crash bug on abandon, added trained animals to the animal screen, tracked why units are following certain units more closely, stopped children from tagging along after their parents once they grow up, added short distance search for stay inside order
  • 11/16/2007 Released Dwarf Fortress 0.27.169.33b
  • 11/15/2007Toady One Fixed lag caused by creatures wandering in liquid, tweaked pathfinding, fixed lag associated to wilderness creatures
  • 11/14/2007Toady One Stopped miasma from escaping coffins, stopped floor removal over constructed walls from leaving empty space, stopped channeling a floor over a constructed wall from leaving empty space, fixed some cases of liquid flows not starting up properly, fixed problem with windows and vision, caused some buildings to block vermin, cleaned residual jobs on site saves, stopped buildings from destroying ramps/stairs, fixed connectivity problem from ramp digging, fixed a problem with constructed stair placement, stopped appointment of leader position, gave threadable stones economic status, fixed a few problems with counter offers
  • 11/13/2007Toady One Fixed trap component/anvil metal use issues, stopped live vermin from being eaten all the time, stopped square trampling from removing dig designations, stopped stockpiles from removing liquids on placement
  • 11/12/2007Toady One Fixed crash bug from archery training, fixed a problem with wagon pathing, fixed problem with wagon speed, handled problem with 3D projectile targeting, capped reclaim squad number, stopped vegetation from growing on ramps/stairs, stopped innate swimmers from gaining swim skill, fixed some material typos, stopped 2 mayors from being present at once, fixed a problem with blood hanging in the air, handled problem with caveins involving stairs and ramps
  • 11/09/2007Toady One Fixed scrolling problem on load screen, fixed crash caused by viewing the inventories of additional units, fixed problem with traded armor items not being recognized, fixed problem with moods not getting started, fixed problem with list update on stockpile mode paging, handled some of the problems keeping dwarves stuck on unpathable terrain
  • 11/08/2007Toady One Fixed embark crash in cliff areas, fixed crash caused by seed trade valuation, fixed lockup from dry wells, fixed crash from sewing cloth images, handled a reclaim/adv mode crash, added a bit of text to wells, fixed problem with edge construction restriction, eliminated a tantrum lag/freeze problem
  • 11/06/2007Toady One Fixed problem with fortress advancement
  • 11/01/2007Toady One Fixed a few typos
  • 11/01/2007 Released Dwarf Fortress 0.27.169.33a
  • 10/31/2007Toady One Fixed problem with work quota validations not being saved, fixed various typos, fixed problem with count promotion, made damp stone warning do diagonals, fixed lag from creatures passing each other, fixed problem with smelter metal counts, added fuel notification for smelter, fixed problem with caravan weight calculations involving seeds and animal corpses, fixed problem with walls turning into soil upon being carved into fortifications, tweaked embark warnings, fixed problem with building material temperature checks, fixed problem with cookable raw fish not being recognized once they are brought to the kitchen, handled water table designation on dig, made main layer stones default to unrestricted even if they are economic, fixed problem with blinking designations, automatically freed broker from depot upon merchant departure, added wooden blocks, fixed various forge jobs, fixed problem with creatures not taking fall damage from hitting the bottom of the playable area
  • 10/30/2007Toady One Fixed embark screen abort crash bug, got rid of some duplicate entity links, fixed handling of abandoned fortress migrant entry links and corresponding reclaim crash, fixed displayed affiliation of previous settlers, stopped previous settlers from being in ambush, fixed well crash bug, fixed broken smelter jobs, changed how hidden tiles are displayed, fixed accumulated midmap cleaner
  • 10/29/2007Toady One Fixed spelling of negotiator
  • 10/29/2007 Released Dwarf Fortress 0.27.169.32a
  • 10/28/2007Toady One Tweaked cave populations
  • 10/27/2007Toady One Sped up adventure mode townspeople a bit, handled map allocation problem above town buildings, made inside creatures wander around less often
  • 10/26/2007Toady One Fixed problem with dig job assignment, stopped snow on embark display, added water table to embark display, fixed problem with water table placement, added elevation display to embark, fixed problem with name construction screen, sped up some of the melting code, sped up vision and breathing checks, fixed problem with disappearing weapons in adventure mode, fixed pathing lag from thieves
  • 10/25/2007Toady One Allowed gear assemblies to be hooked to levers and pressure plates, handled freezing liquids vs. machines, added quern and millstone items and associated construction jobs, cleaned up some item/material matching code, added quern and millstone building types, tweaked lava-based buildings, added more wind information, added windmills
  • 10/24/2007Toady One Added option to output world map rejection causes, handled tracking of machine hookups, handled machine collapse, handled machine splits on building destruction, added water wheel buildings, handled machine power calculations, added some machine info to interfaces of relevant buildings, made screw pumps work when powered by a machine
  • 10/23/2007Toady One Added an indication for when it's cleaning up and timed some of it differently, added machine class and corresponding code framework, added gear assembly and hor/vert axle buildings
  • 10/22/2007Toady One Added fluid and creature weight options to pressure plates, tweaked digging, added option to do GL_LINEAR for textures rather than GL_NEAREST, added reaction viewing screen from item and stone restriction screens, fixed problem with reaction product numbers
  • 10/21/2007Toady One Fixed problem causing all aquatic animals to beach, added beaching frequency as a tag for units and vermin, handled vision vs. magma, fixed problem with water on top of oceans and lakes, fixed problem with location of pumped water, added list of uses to stone/metal item screen, tweaked stone inclusion selection, fixed problem with building of gem windows, added some categories for stones in the custom stockpile screen, added option to stop mason and other jobs from consuming selected stone types
  • 10/20/2007Toady One Fixed lockup bug with wilderness creature entry, handled mineral event announcement spam on feature discovery, stopped swamps from draining into chasms and other features, handled glacier/lava map gen issues, fixed problem with metal generation when melting down objects, updated magma forge placement, further specified blamed civ for lost diplomats, added cliff indicator to site placement screen, changed digging behavior for various tiles, changed curves for midmap rivers, improved adv mode movement option text, fixed problem with adv mode building interaction on careful movement, adjusted merchant pack animal arrival positions, tweaked hunter kill drop locations
  • 10/19/2007Toady One Fixed problem with sculpture garden rooms, fixed a vermin deletion problem, cleaned up some problems with beaches, fixed problem with river/ocean wave interaction, fixed problem with ocean edge sourcing, changed default site selection
  • 10/18/2007Toady One Added more information to fishing prohibition notices, fixed conduct meeting job indicator, fixed problem with building selector, fixed problem with reaction fuel use, fixed problem with metal colors, fixed problem with workshop profiles interface, fixed some mem leaks, stopped non-empty barrels from being used for dyer/ashery construction, fixed problem with sand being treated as a food, corrected problem with trade counteroffers
  • 10/17/2007Toady One Made flow pushing occasionally send things diagonally, fixed a few problems with collapsing constructions, fixed problem with site constructions being placed on top of trees and shrubs, handled unit/items vs. freezing liquids, handled various vermin placement issues, added ability to export more detailed world map image
  • 10/16/2007Toady One Added hatch cover and grate items and associated jobs, added hatch/wall grate/floor grate/vertical bars/floor bars buildings, made sure workers are permitted for each building component before attempting to make a building, reset storage counter on newly designated dump items, fixed problem with projectiles vs. floors/ceilings, added spike tag for trap components, adding ability to place upright spears and spikes, added falling damage and corpse impalement for unretracted spike buildings, tweaked edge sinks
  • 10/15/2007Toady One Tweaked merchant start locations, tweaked properties of site undead, fixed more river/lake/ocean join issues, stopped drink job from spamming, tweaked lighting/unhide vs. brooks, changed how multiple starting worlds are displayed, made player start location in town more reasonable, tweaked when it shows the chasm tile, fixed problem with ocean waves/swamp areas disappearing after reclaim, tweaked item shifts on site revisits and fixed a placement problem there
  • 10/14/2007Toady One Fixed some more infighting problems in caves, changed behavior for features/site pop predators, handled key conflicts for the change binding key, stopped sight code from being called occasionally when you are sleeping, stopped z windows from appearing during sleep, added option to stop travel when there are multiple travel options, fixed temperature problem in adv mode, changed cave entrances, fixed crash bug from loading travel map saves, fixed problem with quest giver location in adventure log, fixed problem with skeletal histfigs having their organs, handled problem with lake elevations, fixed problem with lake/mountain boundaries, changed lake formation a bit, handle some river/lake/ocean joining issues, handled river/swamp problem, made fluids display on the minimap properly
  • 10/13/2007Toady One Made seeds survive the rain, made good/evil regions generated before civs, fixed problem with the use of local feature creatures by site civs, fixed dimming of squares in adv mode, made preferences choose among animals more carefully based on temp and biome, did basic falling damage, added finer location information to task log, refined when site names are displayed in adv mode
  • 10/12/2007Toady One Fixed a few problems with engraving jobs, fixed a problem with placing buildings in diagonally accessible areas, altered speed of fish job, fixed problem with damp/hot stone dig cancellations, added map display for choose adv mode civ/site, allowed customization of adv mode names, added a small window for major announcements, fixed problem with traffic designation display, removed redundant job from manager, tweaked startup screen skill selection, tweaked mineral event discovery announcements, fixed problem with building collapse during caveins, handled issue with woodcutter starting professions, added folder name to load game screen, fixed detailing problem in goblin towers
  • 10/11/2007Toady One Fixed problem with building material component selection for bridges that spanned disconnected components, fixed unhide problem with stream beds, handled digging of stream beds, fixed problem with brook discovery, fixed lockup with entering wilderness creatures, fixed problem with crashing waves on tall ocean cliffs, stopped polar oceans from freezing for now, did proper temperature updates for areas that lose subterranean status, fixed problem with peripheral area temperatures in adv mode, messed with cave hallways a bit, dried some swamps around caves, made subterranean creatures get cave placements more often, made semimegabeasts get along better with their cave friends, stopped world map civ indicator from spilling off the edge of the screen, tweaked short distance flood for drinking, added short distance flood for fishing, allowed vermin to occur in larger clusters
  • 10/10/2007Toady One Fixed crash bug on embark, fixed crash bug on site hist fig placement, fixed problem with reclaim map orientation, stopped mineral announcement spam in adventure mode, fixed problem with revisiting old sites and having dry grass lines not match, handled problem with unhide during reclaim mode, fixed problem with building toppler targeting, fixed problem with too many visitor flags being handed out during reclaim, fixed up some targeting with insane creatures, allowed 8 dirs for dig/engrave/etc, corrected problem with season update before placing fortress, made it place initial snow earlier, made subterranean trees/plants grow up in any underground soil after discovery, made ocean waves show through to the higher z level properly, fixed reclaim related crash bug, fixed problem with flour storage in barrels, fixed a problem that occurred at certain brook/river junctions
  • 10/09/2007Toady One Added brooks to world map, added brooks to local maps, fixed crash bug with pond filling jobs, fixed birth text for animals, did placement for wilderness site populations, cleaned up some problems with the farming interface, handled problem with outdoor vs. subterranean crops, allowed viewing of trade agreement details from civ screen, stopped initial wilderness animals from running off too soon, allowed dropping of stuckin/shared items in adv mode, fixed location of contaminants in creature status screen, added a few more things for merchants to say
  • 10/08/2007Toady One Added charcoal as a possible start item, HIDDEN FUN STUFF, added error checking for body tokens in creatures, added creature populations to sites, setup saves so they are self-contained in their own folders, fixed problem with autosaves, refined ocean/lake biomes and added river/pool biomes, changed how fish and swamp vermin work
  • 10/07/2007Toady One Added occasional culling of world-wide features that have been loaded for armies, cleaned up some old site code, smeared out regrowth calls a bit, stopped timeouts on untame vermin that are dropped in ponds, fixed problem with layout of ruin walls, fixed problem with sky flags in ruins, flagged site items as unclaimed for dwarf games, fixed problem that left behind residual data when a construction was removed, changed midmap display for beaches, fixed problem with minimap overrunning its dimensions, made minimap respect hidden features again, changed how rewall jobs handle their attempt timers, added map indicator for rewall removal jobs, updated sky flags and detailing on construction removal, stopped showthrough colors from designations on lower levels, allowed roads/plots/zones to connect in 8 directions, tweaked dirt road placement and associated interface, aligned animal trap code to new vermin definitions, added some information to vermin events to help with their distribution
  • 10/06/2007Toady One Fixed a few interface locations that got shifted out of place, fixed problem measuring weight supported by caravan, stopped hunters from going after non-butcherable critters, forced cheapest items to be selected as default equipment, fixed problem that stopped entities from collecting feature population material information, generalized fly type vermin, allowed vermin to creep out of features, placed swamp vermin more appropriately and allowed vermin three dimensional movement, revised some file i/o code
  • 10/05/2007Toady One Fixed crash bug during building placement, fixed crash bug from offering a contained item to a caravan, fixed display of snowing/bloody/etc. downward ramps, fixed glacier lockup temperature bug, tweaked building interface, changed how unhide code works, changed how trampling ground works, stopped some unclaimed buildings from generating jobs, fixed problem with auto-cleaning of spilled items, fixed problem causing display of hidden detail items and other objects, fixed problem with scroll boundaries
  • 10/04/2007Toady One Updated swimming unit display, did some other swimming/flying display changes, disallowed travel while swimming, added movement option menu in adv mode, changed how often creatures attempt to swim, did swim speeds and skill based speed changes, fixed problem with units moving on a submerged floor, gave creatures the ability to escape terrain danger vertically, fixed problem with farm placement, fixed problem with dangerous terrain escape code, tweaked pool/ocean appearance, got rid of ripples on shallow evaporating water, made grass regrowth work on soil ramps, allowed wagons to pass over low vegetation, removed improper dig designations that occurred during channel digs
  • 10/03/2007Toady One Fixed problem with residual information from adventure mode maps to dwarf mode maps, made some changes to the main view display code, added optional off-z windows to adventure mode
  • 10/02/2007Toady One Fixed a problem with the placement of aquatic creatures, fixed mountain display problem during world generation, tweaked pit/pond interface text, fixed problem with digging out ceilings from below, stopped detailing from giving away wall placements in hidden areas, made activity zone color independent of snow cover, broke up some lines printed in the hidden areas, fixed problem with initialization of temperatures for squares adjacent to magma, fixed crash during getting mouth wet, added option to stay centered in adventure mode, made adventurer starting placement in sites more reasonable, made adventure groups starting together
  • 10/01/2007Toady One Fixed some problems with sky showing through walls, fixed problem with internal biome fetching, fixed up problem with residual triangles from visualizer, added inside/outside displays to look, handled inside designations from constructions, handled rooms vs. inside/outside more carefully, fixed lockup associated to building destroyers, fixed problem with parhing for units stuck on buildings, fixed problem that made grass grow in the mountains, fixed problem with water grabbing job, added thoughts for giving water/food and bed carries, added thoughts for birth/new father/new sibling, fixed problem with item ground flags on site update, stopped certain buildings from turning air and ice into dirt
  • 09/30/2007Toady One Stopped floor digs from dropping stones, stopped soil from dropping soil rocks, fixed pathing error with channel digging, generalized sand to arbitrary soil and rock dust, allowed adv mode grabbing of soil, fixed problem with drinking from murky pools, made chasm/melt designated objects inaccessible to most jobs, fixed fort name display problem on setup screen, fixed problem with item dump locations, fixed problem with cave stairs, stopped over-allocations of lower parts of the map, added temperature indicator for meeting zones, handle problem with migrants stuck on the boundary, fixed some problems with construction placement and allowed roofing
  • 09/29/2007Toady One Made ocean waves interact with channels properly, fixed problem with custom world name display, fixed problem with clearing building sites, fixed up minimap displays on image export and building screens, fixed path finding fails from vermin hunting, fixed soldier station path fail, fixed problem with connectivity and digging channels, stopped non-amphibious wilderness critters from swimming without cause, HIDDEN FUN STUFF, fixed a problem with seeds and command line world generation
  • 09/28/2007Toady One Fixed problem with forest fire temperatures, stopped strange diplomacy window in dwarf-settled town, handled cave collapses vs. newly formed obsidian, init options to disable cave-ins and artifacts, fixed various cave-in issues, handled buildings on melting ice, handled bridges adjacent to melting ice, added dry/dead variations to grassy slopes
  • 09/27/2007Toady One Cleaned up reclaim screen, stopped grass growing up and covering beaches, tweaked vermin event counts, fixed problem with fleeing animals, fixed swamp placement in hot dry areas, fixed some problems with river/swamp interfaces, fixed lockup during wide river generation, handled problem with extra water generation from melting ice floors, handled problems with ocean/lake/river evaporation in hot dry areas, stopped rain and snow from passing through liquids, fixed problem with snow placement on trees, fixed lighting radius check
  • 09/26/2007Toady One Fixed crash on glaciers, fixed problem with swamps melting, fixed lockup from swamps melting, fixed problem with food barrel hauling, fixed problem stopping adventure mode attacks, fixed problem with plant regrowth, made picking a fly out of swarm not destroy the swarm, fixed problem with walking on ice in adventure mode
  • 09/25/2007Toady One Copied over some file code
  • 09/23/2007Toady One Finished cave-ins from disconnections
  • 09/22/2007Toady One Continued cave-in rewrite
  • 09/21/2007Toady One Continued cave-in rewrite
  • 09/20/2007Toady One Started cave-in rewrite
  • 09/19/2007Toady One Added temporary pulse flow pushing for units and items, handled some cases for digging out frozen liquids over other squares, handled another lava vs. glacier issue, allowed basic outdoor farming
  • 09/18/2007Toady One Fixed some issues with melting glaciers, fiddled with evaporation
  • 09/17/2007Toady One Generalized glacier tile types, consolidated river and pool tiles, update block mineral events, added frozen liquid block events, updated glacial map generation, added melting/freezing of liquid flows
  • 09/16/2007Toady One Handled sink flow direction information, handled blood flows versus flow direction, handled display of flows based on direction
  • 09/15/2007Toady One Added some inventory ordering helper info, added unit to unit combat spatter, added environment to unit contamination, handled temporary flow direction information
  • 09/14/2007Toady One Updated some flow code, added viewing of item/unit contaminants, allowed interactions with contaminants, added catatonic state, tweaked the endgame experience a bit
  • 09/13/2007Toady One Handled announcement vs. endgame mats, handled moods vs. endgame mats, improved endgame environments after a fashion
  • 09/12/2007Toady One Set up backing for endgame feature generation, set up endgame feature maps, populated endgame features
  • 09/11/2007Toady One Updated special metal processing industries, fixed problem with fuel search for smelter reactions, fixed up issues with starting stone and metals
  • 09/10/2007Toady One Fixed problem with webs falling into chasms, improved web shapes, added extra ledges and caves to chasms, fixed some problems with magma creatures, stopped cave river creatures from wandering over waterfalls and dying
  • 09/09/2007Toady One Added some helpful information for debugging pathing failures, handled feature attack groupings, handled initial feature attack delay, fixed problem with chasm/pit populations, updated ambush predators
  • 09/08/2007Toady One Added invader toggle in init, gave amphibious/aquatic/flying wilderness creatures better wandering skills, made these creatures follow each other properly, added other support for non-walking movement
  • 09/07/2007Toady One Fixed some problems with inside river generation, fixed a problem causing double loading of site maps, stopped placement of feature populations in bad temperature zones, updated feature irritation, did scheduling of attacks from feature creatures, started feature attack ai update
  • 09/06/2007Toady One Handled some problems with trade good materials, fixed various small immigration bugs, fixed trade agreement crash, fixed problem with river sources, fixed problem with water sourcing
  • 09/05/2007Toady One Made liaison come earlier, made liaison make more robust trade agreements, allowed more item types to be traded, broke up professions to correspond with skills, added new unit types for most job skills and some skill groups, allowed customization of creature personality facet medians and extremes
  • 09/04/2007Toady One Added a few more fortress ratings, updated how baron and other noble nobles work, added some thoughts associated to changing noble/appointment state, updated meetings with nobility, revised how various entity/hist fig links are stored, added personality modifiers for tantrums/insanity/room cleaning/leader complaints
  • 09/03/2007Toady One Fixed bug where all the local rock turned into sky whenever migrant groups were created anywhere in the world, updated dungeon master arrival conditions, handled appointee value in history events, replaced coin mandates with currency info screen, changed point at which economy starts up
  • 09/02/2007Toady One Added a job and settings for unit trading at depot, handled broker/trading update
  • 09/01/2007Toady One Changed initial leader selection, tweaked how rounding works, changed some of the internal fortress ratings, updated how mayor/leader mandates work, updated mayor position
  • 08/31/2007Toady One Handled broker diplomat meetings vs. appointments, handled display of item values vs. new broker appointment, added a few more conversation skills
  • 08/30/2007Toady One Required the manager to validate work orders and added associated job, fixed a problem with encrust work orders, added office requirement for manager based on population, added bookkeeping precision settings, added job for bookkeeper to update stockpile records, updated status/stocks/kitchen screens to reflect record precision, fixed problem with stocks screen counts of stacked items
  • 08/29/2007Toady One Fixed up some issues with complaint meetings, added personality framework
  • 08/28/2007Toady One Handle death/problem with appointees, set initial leader, handled leader replacement/elections, added a few unit types associated to new skills, revised various noble-related code, added some thoughts related to registering complaints, allowed unhappy units to vent at the leader
  • 08/27/2007Toady One Set up framework for appointing administrators, added appointment to noble screen, added various skills for administrators
  • 08/26/2007Toady One Gutted various noble code
  • 08/25/2007Toady One Updated wild animal placement in deserted sites, updated ruin population generation, handled some trouble with visitor designations at dwarf-settled goblin towers, stopped placement of wild animals in the middle of active towns
  • 08/24/2007Toady One Handled give water job update, updated water use from swamps/rivers, updated fishing from swamps/rivers, added standing orders associated to zone vs. non-zone fishing/drinking, added some short distance checks for other water sources
  • 08/23/2007Toady One Cleaned up some of the code, peacefully
  • 08/22/2007Toady One Cleaned up some of the code
  • 08/21/2007Toady One Cleaned up some of the code
  • 08/20/2007Toady One Cleaned up some of the job code
  • 08/19/2007Toady One Gave lakes variable bottom elevations, stopped lakes from draining off the edge of the map, allowed depleted lakes to source from the edge of the map
  • 08/18/2007Toady One Started handling lake elevation issues
  • 08/17/2007Toady One Finished pond filling job, finished pond/pit unit/vermin haul job, fixed pathing problem with ramps
  • 08/16/2007Toady One Continued working with pond jobs
  • 08/15/2007Toady One Made cage assignments respect new pond designations, fixed a problem with designation job pathing, handled pond placement, did interface for pond filling job and creature assignment
  • 08/14/2007Toady One Added support for alt and ctrl keys, finished adv mode swim/fly interface
  • 08/13/2007Toady One Handled 3D swim/fly pathing, handled most of adv mode swim/fly interface
  • 08/12/2007Toady One Handled drowning with new fluids, handled conditions for swimming, added swimming skill
  • 08/11/2007Toady One Added creature raw tags for not eating/drinking/sleeping, added density for materials and creatures, added a few swimming related tags to creatures
  • 08/10/2007Toady One Did some basic code cleanup, did some preliminary work for cave-in revision
  • 08/09/2007Toady One Handled local realization of armies that enter the loaded area during play, created a few historical events associated to migrating groups, handled migrant group member idle behavior, added migrant groups for non-friendly sorts of civs
  • 08/08/2007Toady One Handled army creations for hist figs left behind in the wilderness
  • 08/07/2007Toady One Handled loading of migrant groups in the wilds, handled ambiguities with site vs. army travel destinations in the same square
  • 08/06/2007Toady One Added more precision to migrant group movements, started handling encounters with migrant groups in the wilds
  • 08/05/2007Toady One Revised local location grabbing code
  • 08/04/2007Toady One Handled placement for incoming invaders
  • 08/03/2007Toady One Handle issues with work location tracking vs. new maps, tweaked how initial gate is placed, reworked how activity zones are placed, added idle zones, changed how merchants and diplomats initially approach the outpost
  • 08/02/2007Toady One Allowed wagons to adapt their paths to changing obstacles, fixed problem with wood trading, fixed trading crash bug
  • 08/01/2007Toady One Updated notion of wagonable squares, added display for wagon accessible areas
  • 07/30/2007Toady One Finished rewall
  • 07/29/2007Toady One Handled building suspensions for certain unit occupancy situations, continued rewall
  • 07/28/2007Toady One Taught dwarves to escape from unwalkable squares, continued rewalling
  • 07/27/2007Toady One Continued rewalling, sped up dig allocations, fixed problems with building material distance display
  • 07/26/2007Toady One Continued rewalling, fixed swamp placement problem
  • 07/25/2007Toady One Continued rewalling, fixed problem with location shifts on site save
  • 07/24/2007Toady One Fixed problem with vision and mud pools, fixed problem with loading of subordinate sites, fixed bug causing frozen swamps when wandering in warm areas, allowed display of subordinate sites in midmaps, started rewalling
  • 07/23/2007Toady One Sped up adventure mode lighting and animal pathing
  • 07/22/2007Toady One Handled some site naming issues
  • 07/21/2007Toady One Handled the collapse of bridges left hanging in the air, fixed problem with items hanging in the air after building destruction, allowed dwarves to station at siege engines without firing
  • 07/20/2007Toady One Added option to display flow numbers, added some curving to certain beaches, changed displayed region on site placement screen, handled some amount calcs for liquid to glob conversions, added diagonal movement rate adjustment, imposed a few injury-based travel restrictions, fiddled with some building occupancy issues, fixed problem with doors/windows vs. projectiles/flows/vision
  • 07/19/2007Toady One Added 8 directional movement to dwarf mode, fixed various flow connectivity problems, optimized vegetation temperature effects
  • 07/18/2007Toady One Fixed a problem with entry/exit width for rivers, updated how saving works, added autosave and backup options
  • 07/17/2007Toady One Changed how site discovery works, handled a problem with hidden map squares in adventure mode, changed how snow melting works, gave local river maps smoother curves
  • 07/16/2007Toady One Fixed problem with seashore generation, fixed problem with ocean water sourcing on map edges
  • 07/15/2007Toady One Handled site item placement, handled cobweb and triggerable vermin placement, did some flow optimizations
  • 07/14/2007Toady One Fixed problem with shop inventory purchases, fixed a problem with object locations on site export, handled problem with adventurer placement post-travel, fixed some problems with reclaim
  • 07/13/2007Toady One Added option to set graphics refresh rate, handled some problems with corpse display vs. new sites, fixed item wrestling crash bug
  • 07/12/2007Toady One Update travel restrictions in adv mode, handled creature placement and ambushes
  • 07/11/2007Toady One Did ruin update, started creature placement in updated sites
  • 07/10/2007Toady One Finished dwarf site update, did town update
  • 07/09/2007Toady One Finished cave update, continued dwarf site update
  • 07/08/2007Toady One Finished basic goblin tower update, started dwarf sites, fixed problem with downward ramp display, started cave sites
  • 07/07/2007Toady One Fixed problem with item placement in sites, continued goblin towers, handled elf tree naming
  • 07/06/2007Toady One Set up some infrastructure for placing sites within the new local maps, started the new goblin towers
  • 07/05/2007Toady One Handled several aspectes of the application of seasons to the new local maps, handled temperature changes for mining out channels, handled weather versus the new maps
  • 07/04/2007Toady One Handled saving of some site information that needs to persist for reclaim, handled sky/sun/subterranean flags for mining
  • 07/03/2007Toady One Fixed a problem where exported images had black banding, gutted a lot of vegetation code, fixed problem with bridge walkability and mud tiles, altered vegetation choices based on features, handled regrowing of vegetation based on rainfall/mud amounts
  • 07/01/2007Toady One Handled temperature exchange with magma pumps, handled various fluid source/sink issues, handled magma pumping issue, fixed an issue with cavein boulders, updated outdoor vegetation growth, updated seasonal blood cleaning
  • 06/29/2007Toady One Fixed vermin crash bug, sped up veg code a bit, added vsync options to init, fixed issue with initial random seeds, added basic support for exporting fortress images over multiple z levels, fixed a problem with adv mode map load boundary determination, fixed problem with bridge anchoring
  • 06/28/2007Toady One Fixed problem with king demand initialization, did a bit more with world map tree display, handled some problems with minimap display for abnormal site sizes, restricted use of burning objects in many ways, allowed corpse and body part type specification in refuse piles, added a building coloration to the stocks screen and changed counting
  • 06/27/2007Toady One Changed how berserk dwarves are disassociated from their former entities, made some of the good/evil creature selection more uniform, made merchants verify animal temperature limits before bringing them to a location, changed how certain trees are displayed on the world map, added wood to initial startup items, added wood as a trade item, handled an item placement issue with depots, handled startup wagon placement problem, fixed a minimap display issue
  • 06/26/2007Toady One Fixed problem with storage of non-food globs, fixed problem with look update on z movement of cursor, separated smoothing and engraving options, allowed customization of traffic path costs from init and from designation screen, changed season announcement for appropriate latitudes, allowed customization of dwarf professions/nicknames during setup, added more string entry symbols
  • 06/25/2007Toady One Made some changes to how items rot vs. buildings, changed hist fig finalization and made some of the routines occur later, fixed a problem with room jealousy thoughts, updated who hauls food barrels, added a no pets option in the init for coffin burial, init option to disable input after it recenters on an event
  • 06/24/2007Toady One Fixed a display problem with adversary dialog, handled the nonwealth tag for extra equipment, separated out alcohol material characteristics from those of the plant, added an always on top option for the game window
  • 06/23/2007Toady One Gave exported local images filenames according to fort's translated name, fixed problem with fortress name assignments, more instructions for name entry, made 'q' view show more buildings, handled several digging issues with stairs and ramps, allowed glass pipes and screws, fixed a crashed from price setting, changed how price setting is initialized, added symbol/color customization for trees/saplings/shrubs
  • 06/22/2007Toady One Handled string entry cancellation problem, did an air temperature normalization optimization
  • 06/21/2007Toady One Allowed forbid/dump/melt item designations from look and building item and item description views, changed outdoor idle gate behavior, updated some work location bias information associated to the gate, changed how the secondary randomizer works, messed with hidden squares, changed elevation indicator
  • 06/20/2007Toady One Handled some adv mode issues with blood/vomit/salt water/etc consumption, made contaminants carry between freezing and melting objects, distinguished specific and nonspecific blood materials, allowed filling of waterskins/flasks with various liquids, restricted drinking of salt water, added additional thoughts for disgusting drinks, made drinking from activity zones respect water quality versus thirst, handled announcements of fish running out, handled throwing items in dumping zones
  • 06/19/2007Toady One Added volume control to init file, added volume control screen to options, updated various ground interactions in adv mode
  • 06/15/2007Toady One Fixed problem with bridges and road wealth counting
  • 06/14/2007Toady One Added salinity and stagnant nastiness flags to local water squares, made liquid character flags flow around with liquids
  • 06/12/2007Toady One Further specified peak/volcano names, displayed landmass names during embark
  • 06/11/2007Toady One Added some sleep thoughts, handled some minor ice issues, improved language entry somewhat, added 303 words
  • 06/10/2007Toady One Added feature name display to creature description, fixed problem with capitalization, fixed crash bug with wrestling
  • 06/09/2007Toady One Adding fishing recheck counters, handled seasonal fishing restrictions, did some code cleanup, added init option to keep economy off, clarified "no job" text during meetings, fixed problem with adventure mode phase saving
  • 06/08/2007Toady One Handled drinking from activity zone, added some more information to activity zone placement, added fishing to activity zone options, got the basic fishing job working again, got sand collection working, handled adventure mode sand pickup, fixed adventure mode vomit and mud pickup
  • 06/07/2007Toady One Finished activity zones interface, started cleaning up drink job
  • 06/06/2007Toady One Taught hunters about map areas than the left edge, fixed a bug with cave adaptation counter, started activity zones interface
  • 06/05/2007Toady One Associated cave features more specifically to certain tiles, handled announcements of cave feature discovery, handled some immigration and noble consequences of feature discovery
  • 06/04/2007Toady One Made civilizations use materials/animals from populations residing in local features, taught wilderness creatures and diplomats how to leave the map, changed how magma forge related moods are triggered, handled some issues with animal traps
  • 06/03/2007Toady One Tracked feature population changes over games, fixed problem with tracking units in abandoned and stranded sites, placed initial creatures in magma/water features, allowed evil/good mountains/ocean/lakes
  • 06/02/2007Toady One Associated specific populations to the outdoor river, set up some infrastructure for feature population realization on the local maps, made vermin appear around cave features, ripped out a lot of the drinking code
  • 06/01/2007Toady One Fixed a problem with beach soil layers, handled coloration of ice sculptures, added various stairway tile types based on terrain, made bituminous coal produce 2 coke and lignite 1 coke, made unsupported ramps disappear after digs, fixed a bug that stopped rock craft making, adjusting animal amounts based on map size, added populations to subterranean features, corrected some magma placement issues
  • 05/31/2007Toady One Handled some coloration issues with ramps, changed how sandy soils are distributed and displayed, linked distribution of beach tile types to soil system, added glacial ice walls and ramps and the ability to detail ice
  • 05/30/2007Toady One Fixed subterranean designations for river canyons and chasms, made sky character and color customizable, removed compromised ramps after local map generation, changed adv mode lighting a bit, changed how some local elevation calculations work, placed swampy pools in places where they wouldn't immediately drain, made wilderness creatures and others able to negotiate hills as they wander around, fixed problem with portions of the map it decides to hide, added several ramp tiles for different terrain types, further differentiated between stone and soil wall tiles
  • 05/29/2007Toady One Handled problem with river looping in midmaps, handled problem with rivers popping out of oceans in midmaps, corrected lake elevations on the midmaps, made ground slope to meet rivers, made world map elevations slope a bit more uniformly from the mountains to the ocean
  • 05/28/2007Toady One Fixed problem with chasm placement, updated cave rivers to handle the new mountain tops, updated beaches to new elevations, handled water table leakage issues for cave features, handled some elevation problems for rivers on the world map, handled issue with lake elevations on the world map
  • 05/27/2007Toady One Added civilization selection to the new embark screen, handled reclaim in the new embark screen, allowed resizing of fort area from 144x144 to 768x768 (full map square) during embark (standard is 480x480), handled basic merging of sites if you select an existing one during embark, handled extension of inside features after dig designations, handled a range issue with river elevations, updated pits, pools and chasm to handle the new mountain tops
  • 05/26/2007Toady One Allowed any walkable square on the map to be a fortress site, allowed construction and randomization of fortress names
  • 05/25/2007Toady One Added ability to have custom stockpiles with quality settings, did custom stockpile settings for usable and unusable items, added rotten/unrotten distinction to raw hides in custom stockpile, added plant/animal based checks for custom stockpiles, updated how engravings and smooth walls are displayed
  • 05/24/2007Toady One Messed with depth of soil layers a bit, added text for water table squares, added warning for water table during dig designation, added warning for water flow, made magma heat adjacent squares, added warnings for heated squares, added announcements of mineral events upon discovery, restricted choices for mood metal bars, updated check for jeweler workshop resource availability, added ability to store the new metals in the custom stockpiles, added ability to store specific gem types in custom gem piles
  • 05/23/2007Toady One Finished specific inclusion patterns in the local maps, fixed a few problems with smelter reactions, restricted water table to certain rock types, added soil layers
  • 05/22/2007Toady One Restricted magma-based map features to areas with high volcanic activity, set basic local rock type based on layer info, scrapped old gem events, started specific inclusion patterns in the local maps
  • 05/21/2007Toady One Handled a problem with lake elevations, made worldgen identify landmasses and name islands, set up geological regions and mineral distributions, changed how peaks influence adventure mode vision
  • 05/20/2007Toady One Handled more advanced smelter reactions, added more alloys, fixed up issues with currency, added world map field for volcanic activity, added volcanos to the world map, changed how lakes are stored on the map
  • 05/19/2007Toady One Finished basic metal update, finished basic smelting update, handled reaction loading
  • 05/18/2007Toady One Finished gem update, continued metal update, updated how jobs and work orders are stored
  • 05/17/2007Toady One Gutted hard-coded metals and the gem materials
  • 05/16/2007Toady One Messed around with stone/gem/metal raws
  • 05/15/2007Toady One Handled chasms and elevation, changed minimap display for open areas, fixed problem with foreign entity plant/tree determination, added mountain biome designation, updated rock display code
  • 05/14/2007Toady One Changed how erosion alters river elevations, made swamp placement take new elevations into account, gave rivers more specific elevation information
  • 05/13/2007Toady One Fixed a problem with subterranean designations, fixed problem with allocation of hidden areas, added ramps at appropriate elevation interfaces, fixed a crash bug with liquid pressure, made water table respect elevation changes, flattened out non-mountainous areas, fixed adventure mode lower elevation display issue, updated ore and gems to new elevation system
  • 05/12/2007Toady One Made diplomats seek the gateway properly, made unallocated squares display according to elevation, made animal entry points respect elevation, changed how the elevation sidebar works, changed the way it stores the midlevel map shifts in local squares, fixed some additional display issues with elevated terrain
  • 05/11/2007Toady One Continued elevation changes, fixed map feature related crash bug
  • 05/06/2007Toady One Continued elevation changes
  • 05/05/2007Toady One Made forbidden items handle their current jobs, changed how stone types are stored, started mountain tops and other elevation changes
  • 05/03/2007Toady One Changed pressure calculation, fixed a problem with station locations and pathing
  • 04/29/2007Toady One Handled building sites in shallow water, made cooling magma create walkable surfaces and obstructions properly, stopped gas from entering liquid squares, put waterfall mist back in
  • 04/28/2007Toady One Fiddled with drowning a bit, handled temperature effects from magma, handled water cooling magma, fixed a crash bug involving burning containers in magma, updated some vomit strings, handled looking at water/magma
  • 04/24/2007Toady One Fixed problem with former woodcutter hanging on to axe
  • 04/22/2007Toady One Did some flow optimizations, changed how features are deleted as you move around, did evaporation of low-level flows, got rid of aqueducts, got rid of channels
  • 04/21/2007Toady One Finished well jobs, handled display of active well
  • 04/20/2007Toady One Continued well jobs
  • 04/19/2007Toady One Finished building placement, split road into paved road and dirt road, split windows into glass windows and gem windows, handled well placement, handled mining out a square supporting a well, handled a potential problem with filling waterskins, started handling jobs that use wells
  • 04/18/2007Toady One Continued building placement
  • 04/17/2007Toady One Continued building placement
  • 04/16/2007Toady One Continued building placement
  • 04/15/2007Toady One Made wells require mechanisms and a rope or chain, started rewriting building placement, allowed decorated objects to be used in various jobs
  • 04/14/2007Toady One Fixed a problem with visibility of pools, updated building occupancy, fixed a problem with room evaluations
  • 04/12/2007Toady One Added screw designation to trap components, allowed certain trap components to be made from wood or metal, added a pipe item, allowed construction of wooden and metal pipes, handled screw pump building construction, stopped automated jobs from occurring on buildings targeted for destruction, did basic fluid pumping
  • 04/09/2007Toady One Handled some additional flow issues, did rudimentary water pressure
  • 04/08/2007Toady One Handled cave river water source/sinks, finished cave river placement, did magma pools and magma pipes and lava flow, did chasms
  • 04/07/2007Toady One Added basic water table and filling of open spaces with water, stopped miners from digging directly above a square if they don't have to, added bottomless pits, fixed how falling water is displayed, started cave rivers
  • 04/05/2007Toady One Added abstract cave rivers to world map squares, added feature realization from world map square to midlevel squares, added feature realization from midlevel squares to local areas
  • 04/03/2007Toady One Finished high/low traffic area designations, handled some flow pathing information, handled part of using water like a ramp, did basic structures and save/load for map feature generation
  • 04/01/2007Toady One Sped up a portion of the pathfinding code, started high/low traffic area designations
  • 03/31/2007Toady One Finished basic z dig jobs, made engravers search nearby squares for other engraving jobs, played around with a 3D viewer
  • 03/30/2007Toady One Continued z dig jobs
  • 03/29/2007Toady One Continued z dig jobs
  • 03/27/2007Toady One Continued z dig jobs
  • 03/26/2007Toady One Continued z dig jobs
  • 03/24/2007Toady One Handled flows falling, embedded liquid holding terrain a z level down, updated flow start/stops from buildings like floodgates and digging, started z-based dig jobs
  • 03/23/2007Toady One Started changing how flows work, sped up some vegetation handling routines
  • 03/20/2007Toady One Continued ocean fun time
  • 03/19/2007Toady One Cleaned up and improved pathfinding
  • 03/18/2007Toady One Changed how gem color and rarity works, added various gems, change map text strings, changed map printing routine, started ocean fun time
  • 03/17/2007Toady One Handled local beach placement, handled local maps of river sources, handled local maps of tributaries, handled local maps of river mouths, made some changes to how square types are stored, fiddled with how freezing and drying out work
  • 03/16/2007Toady One Fixed some problems with loop erasure of rivers, made it store names of mountain peaks, made it locate river tributaries and name rivers using flow amounts, changed the world map river graphics, added global information for local river placement, added mid-level information for local river placement, handled local maps for rivers without tributaries or mouths
  • 03/15/2007Toady One Handled entire area offload at the end of a game, handled site loading as you come upon them in adventure mode, handled reclaiming of old sites, added optional indicator of item improvement quality, made historical events less confused about having multiple sites active, handled aging effects on sites, handled placement of sites within their world map squares, made retiring respect the current site location, handled talking to locals in the new sites, handled engraving links to sites
  • 03/14/2007Toady One Made migrant/trade paths work from all directions, made roads continue off the edge of the map in any direction, handled some biome conflict issues with vegetation, added option for good/evil/savage plants and played with evil regions a bit, fiddled with which site variables are permanent, handled saving of site maps as they are moved off of the screen, handle unit and item boundaries for offloading site maps, handled basic creation of new sites coming into the loaded area
  • 03/13/2007Toady One Made wilderness creatures enter from all available edges, changed how it tracks unit associations with wilderness population, made vermin placement respect the new maps, changed how demands check for local materials, changed how light radius is calculated in adventure mode, made swamps respect local variations, added numbers to site names in embark setup screen, changed how rock types are placed, fixed rock inclusions, did gem placement, did metal vein placement
  • 03/12/2007Toady One Fixed problem with schedules caused by new maps, made regions keep track of squares by biome, made regions track certain animal population numbers, added biome designations to plants, changed how off-map local squares are displayed, changed how biome designations work for subterranean creatures
  • 03/11/2007Toady One Handled some site save information, allowed save files to be named independent of id numbers, added ability to set world seed and world name and export these in txt format, allowed use of seed and parameter files in command line world gen, allowed use of numbers in string entry, made it export world gen info along with bmp image, handled local animal populations on map movement
  • 03/09/2007Toady One Fixed a problem with line drawing code
  • 03/08/2007Toady One Stopped unhiding of map from undesignating plants for gathering, gutted compatibility code
  • 03/06/2007Toady One Changed how initial equipment temperatures are calculated, changed how default local temperatures are set as the seasons pass, handled some other environmental temperature changes, altered how conversations center themselves, changed how lighting radius is calculated, handled several other instances of code that assumed that only one map square was loaded
  • 03/04/2007Toady One Changed how mill wheel works, handled temperature calcs for incoming caravans and armies, changed some underlying temperature basics, changed how temperature forbidden terrain works, changed how moss grows, changed how the minimap handles vegetation, changed how fields are altered on creature death
  • 02/22/2007Toady One Changed how the embark screen handles initial biomes
  • 02/20/2007Toady One Changed how fluxes are handled, changed how crystal glass is handled, changed how sharp stones are handled, expanded the available materials for creature glosses and corpses
  • 02/17/2007Toady One Added some settable zoom hotkeys, changed how wilderness populations are handled, changed how moods choosen metals, centered minimap from the start, got rid of fake yellow/green staircases, changed how stone types are stored
  • 02/13/2007Toady One Handled storage of biome info, handled vegetation, allowed setting of gate point, handled placement of initial dwarves
  • 02/12/2007Toady One Tweaked the fortress mode midmap selection somewhat
  • 02/11/2007Toady One Handled initial gate placement, did some work on the new dwarf site generation
  • 02/10/2007Toady One Made dwarf mode use the adventure mode terrain, added local map to start site selector during embark setup, handled many cases of cliff-specific code from dwarf mode
  • 02/08/2007Toady One Worked on offloading sites in pieces as the map shifts around
  • 02/06/2007Toady One Handled the other stranded elements
  • 02/04/2007Toady One Handled location shifts and map offloading for local travel, handled stranded vegetation
  • 02/03/2007Toady One Got mid-level maps working
  • 02/01/2007Toady One Set up some regional information to connect local maps
  • 01/28/2007Toady One Allowed migrants to leave sites on the world map and from dwarf/adventure mode sites
  • 01/27/2007Toady One Made migrants arrive in dwarf mode, made migrants mill around your fortress, changed behavior of mega beast visitors, made more migrants enter from the edges and edge-adjacent ocean shores if migrant numbers are low, made migrants permanently incorporate into host entities if they are able
  • 01/25/2007Toady One Handled realization of abstract hist figs upon visiting them, made migrant groups mingle with site populations, allowed migrant groups to visit sites while the adventurer is there
  • 01/24/2007Toady One Did some storage check optimization, added more entity information to migrants, handled nomadic movement
  • 01/23/2007Toady One Associated abandoned populations to a migrant group at the fortress site, made migrants move around
  • 01/21/2007Toady One Created migrant groups and some associated entity information during world gen, merged adventurer movement and general army movement
  • 01/20/2007Toady One Set up the framework for migrants, did some pre-calculation routines for migrant pathfinding and migrant entry points
  • 01/18/2007 Released Dwarf Fortress 0.23.130.23a
  • 01/18/2007Toady One Fixed problem with food barrels not working once the economy starts
  • 01/16/2007 Released Dwarf Fortress 0.23.125.23b
  • 01/16/2007Toady One Fixed crash bug associated to rain and adventure mode travel
  • 01/16/2007 Released Dwarf Fortress 0.23.125.23a
  • 01/16/2007Toady One Got rid of "rotten" water, tweaked the appeareance and text for molten metals, made building destruction independent of workshop profiles, changed the cleaning blood job description, made depot jobs cancel if the merchants aren't arriving or trading, made dwarves pick food items without caring about barrels, stopped soldiers from grabbing caravan food for backpacks and made some temporary changes to how food is selected, restricted the class of items for which armor skill reduces effective weight, made bridges and aqueducts stop sleep thoughts for the terrain beneath them, changed how trader dialogue is handled, fixed blockage issue that stopped meetings from starting
  • 01/15/2007Toady One Fixed a problem with heat/cold related deaths and notifications, fixed problem with siegers creating campfires
  • 01/14/2007Toady One Stopped eating/drinking of high/low temperature foods, made burning corpses leave behind bones, did melting/boiling/solidifying of items, did melting/boiling of creatures, tweaked the item addition text on setup, removed detailing jobs and designations from new squares with saplings and shrubs, made dwarves that want to rest request meals only if they are actually in bed
  • 01/13/2007Toady One Made external water contaminants evaporate from items and vegetation over time, fiddled with siege campfires, specified type in shield flow blocks
  • 01/12/2007Toady One Did temperature exchange between building items, sped up engraving defacement checks, did temperature exchange between containers and their contents, did temperature transfer from creatures to air when there are large differences, did temperature transfer between creatures and their inventories
  • 01/11/2007Toady One Stopped wet objects from igniting, made rain dampen creatures, items and vegetation
  • 01/10/2007Toady One Stopped ignition in wet or steamed areas, allowed external and bodypart-specific contamination of units, allowed contamination of vegetation, made immersion in water make things wet, made external water contaminants evaporate over time from creatures
  • 01/09/2007Toady One Did some of the temperature transfers for flows, made steam and immersion in water stop active fires
  • 01/08/2007Toady One Fixed a crash bug associated to cooking, fixed some missing text, added some diagnostics for id numbers, stopped children from buying shops, changed missing index file message, made repeat animal training jobs cancel with a message if there are no pupils, stopped happy thoughts from sleeping in beds in amazing dining rooms, allowed setting of population cap, allowed setting of fps cap, added options for pets vs. citizens on coffins, allowed slaughter designation of animals from unit view, fixed problem with adventuring companions not following you down ramps
  • 01/07/2007Toady One Fixed some of the BMP export problems

Current Log
2019 Log
2018 Log
2017 Log
2016 Log
2015 Log
2014 Log
2013 Log
2012 Log
2011 Log
2010 Log
2009 Log
2008 Log
2007 Log
2006 Log
2005 Log
2004 Log

Dwarf Fortress started October 2002, this log was started around the same time as the "back to the dwarf game" thread.