There is a new release imminent! Well, except for one tiny little bug. I’m sure it will be fixed any day now…

(Toady One) Various tweaks to how the items in the stores are produced so that they better respect the state of specialization at their origin site. Did some work with market containers. Now I’m working on getting the distribution of item types to be a bit more reasonable – right now, you end up with an awful lot of bone crafts from all the animals that are butchered over the years, so it’ll have to respect the lack of demand for those a bit more than it seems to be doing. Normally this wouldn’t be high enough priority to delay the release, but it’s pushing all of the adventure-useful goods almost entirely out of town.

I wonder if this will break the current “2 legendary stonecrafters give you the income to buy every caravan” economy in fortress mode.

You can’t beat a DF dev blog for awesomeness.

Anyone for starting a pool on how soon the next but-the-UI-is-terrible post?

New Release today. First in 11 months!

Any UI improvement?
/runs and hides

Yeah, you can designate across z-levels. So start a staircase on one level, then finish it 20 levels down. Progress!

I just started futzing with this again in anticipation of the new version. Currently generating a world with the new version but I think I am going to stick with the previous Lazy Newb Pack release until they update it.

Haha, it figures. I’m neck deep in the first real fortress I’ve played in ages and Toady goes and releases a new version to kill it. Bah! :)

Been quite a while since my last 10+ year fortress, but with a new version out I have no choice but to strike the earth.

But first, maybe some checking out the updated adventure mode.

So I’m a little confused as to what took 11 months to build. He added some adventure mode stuff and there are vampires and werewolves now. Umm, ok? What happened to the whole caravan / economy arc thing? What happened to embarking out into the world from your fort? Does anyone actually give a crap about adventure mode? If I wanted to play a roguelike I’d go play one of the 50 better ones out there. DF is for dwarf mode.

I feel the same way, but Toady does what Toady wants. I think he is only passingly interested in the game aspect, it’s the fantasy story engine that gets him up in the morning.

So before I dig into this one are the basic
Mechanics unbroken in the df sense of course

Yes, this version is surprisingly stable (for DF). The only thing holding me back is a lack of Dwarf Therapist.

Does the Dungeon Master work again in the new version yet? I always loved training hordes of ridiculous beasts for use as defensive measures. Best one was the dragon I chained inside a bunker that would act as a flamethrower against invading goblins :)

Yeah I fired up a new fort with phobeus’s package. Everything seems fine but no therapist means I can’t play more than a few seasons.

Sure you can. I never use Therapist. Just don’t be so anal about making sure every dwarf is being 100% productive 100% of the time :P

But seriously, can anyone confirm the Dungeon Master thing? I didn’t see anything about it in the changelog.

Yeah I fired up a new fort with phobeus’s package. Everything seems fine but no therapist means I can’t play more than a few seasons.

I never used Dwarf Therapist or anything like that — just a new tileset.

Dwarf Therapist is out for the new version:
http://www.bay12forums.com/smf/index.php?topic=66525.msg2993318#msg2993318

Definitely check out Dwarf Therapist. It makes managing your dwarf jobs so much easier.

now the only thing holding me back is a new version of Dwarf the Rapist.