FrontPage...Recent Developments(本家)
- smoothed out local landscapes
- added entity tags for a few world constructions
- set up infrastructure for world constructions
- started road network calculations
- made digging out ramp walls update connectivity properly
- gave work dogs and cats names upon adoption
- displayed number of assigned hunting/war beasts during assignment
- fixed up problems with continued designation job selection
- stopped constructions and frozen liquids from floating at the bottom of the chasm
- stopped construction removal from leaving open spaces in ice
- stopped ocean waves from pushing merchant and horses free from wagons
- made carving a fortification unhide adjacent squares
- made freed tombs respect no pet init options
- made pregnancies count toward the baby cap
- made heat/cold damage effects for items work faster
- stopped dungeon master from constantly putting on cloaks
- stopped dwarves continuing training if the building becomes forbidden
- allowed wagons to go through ashes
- hid adventure mode site compass if not in regular mode
- fixed display problem with text viewer scroll bar
- fixed problem with recursive body glosses
- stopped debris on the ground from coloring flashing ramps
- added more explicit job permissions to entity defs and handled some ramifications of that
- made civilians take entity appropriate jobs during world gen and gain skills over time
- allowed people to talk about their professions and kills in a basic way
- added tags to control world gen adventuring behavior of entities
- made world gen hunters contest wild beasts and record kills
- recorded all kills by historical figures during regular play
- allowed viewing of kills in adv mode, dwf mode and legends mode
- added framework for world gen civilian professions and tracking time spent working
- added addition location/state information to certain historical figures and adventurer/followers
- allowed hist figs to hold undead information
- made megabeasts, semimegabeasts and underground feature creatures take on the undead character of their region
- added more kill tracking infrastructure
- let civ adventurers kill mega/semimegabeasts during world generation
- made world generation stopping point depend on era
- made vegetation removal behavior based on entity tags rather than site type
- allowed entities at peace with wildlife to settle in savage areas
- fixed crash from having no items available to bring to the depot
- fixed problem with slaughter job spamming over inaccessible creatures
- improved accessibility checks for various jobs
- fixed problem with the king coming early and not actually showing up
- fixed problem with wagons not unloading at the depot if you have more than one
- made smoothed walls display correctly when designated for dig
- stopped selected embark area from changing when civ is changed
- placed silk cloth in the correct item category during embark
- fixed problem with blank thoughts from old caves
- stopped item names from spilling under point values in embark item list
- made cage occupant list scroll before reaching instructions
- added very small territories around sites in old saves
- cleaned up the era/maps view in legends a bit
- added more variability to selected colors for territory symbols
- fixed problem leading to extra ghost towns
- made entities claim territory during world generation
- associated character/front/back color to entity symbols
- added ability to view historical territory maps from legends
- added framework for civilization territory
- handled various era odds and ends
- fixed a problem that would allow continued designation jobs to mess with other designations
- stopped export restriction mandates from being violated by trader goods (no dwarves were punished, but noble becomes upset by this)
- made soldiers lose inappropriate jobs like training when their squad is put on duty
- stopped journey friendships from influencing leadership selection on embark
- handled an issue with job persistence when a dwarf joins the guard
- added some additional checks for well completion for well jobs
- handled eras in legend mode
- fixed item contaminant adjective spacing and duplicates
- fixed gender swap in legends/relationships display of deities
- fixed problem with infinite rejections in world gen that came from loading custom parameters
- fixed a few problems with adding/deleting world gen parameter sets
- added basic dynamic era naming
- made at peace with wildlife tag apply only to natural creatures, and updated some of those tags
- stopped natural creatures from ambushing adventurers that are at peace with wildlife
- fixed crash bug related to rain destroying webs in evil forests
- fixed problem causing low baby caps to affect population cap
02/24/2008: Released Dwarf Fortress 0.27.176.38c
02/24/2008: Today was mostly spent vainly chasing after the Mac Power PC bug(s), but the 38c release should include a few welcome fixes anyway, assuming the site sprawl stops. I'm not sure if it's related to the infinite rejections that also sprang up. I can't reproduce either problem here, so it's somewhat difficult to hunt down their causes.
- fixed problem with cleaning of site support numbers (possible cause of site sprawl)
- fixed problem with command line generation of non-standard worlds