Dwarf Fortress
Download Features Screenshots Development Forums Bug Tracker
Threetoe's Stories DF Talk Contact Links Champions Other Games
Dwarf Fortress Development Log

Development in 2006 (RSS Feed)

  • 12/21/2006 Released Dwarf Fortress 0.22.123.23a
  • 12/21/2006Toady One Changed the FPS toggling code, fixed crash bug associated to spreading magma flows
  • 12/18/2006Toady One Stopped non-transparent waterskins/flasks from being colored by contents
  • 12/17/2006Toady One Allowed gender-specific creature names, allowed automated shops to place jobs if jobs of another type are in the shop, added standing orders to shut off automation, stopped roads from converting ground into dirt until they are well underway, stopped dwarves from owning untoward objects, stopped clothing stores from stocking unwearable items, added an exotic clothing store, made dwarves drop stuck-ins if they aren't under attack, made adventure mode creatures pull out stuck-ins, handled some item articles differently, fixed problem where the adventure mode rivers didn't animate, fixed problem that caused overlapping farmplots to spoil harvesting, stopped empty trap message spam from catching live fish, handled trap and siege weapon loading spam, made building construction jobs suspend after most cancellations, stopped pond/aquarium related spam, stopped chained units from storing hauled items, stopped vermin hunting dwarves from choosing inaccessible locations, fixed some pathing issues with milling, added suspension of ill-conceived lever link jobs, stopped eaters and drinkers from continuing to locations that have become inaccessible, fixed a display problem with certain guard names, fixed capitalization problem with nicknames, stopped quivers and backpacks from being sized according to creatures, sized equipment of monster races appropriately, restricted seedless plants from default start equipment, stopped liaison from bringing seeds from seedless plants, stopped butchery of milkable small animals, stopped witness death thought for intelligent creatures watching unintelligent creatures, made the corpses of small animals that die out of water stop teleporting, made the minimap show ice instead of water when relevant, criminalized eating food from shop tables, stopped retirement in towns where adventurer is hated, separated wood burning from smelting, removed dead/insane units from workshop profiles, made units drop stuffed items if the clothing holder is no longer worn
  • 12/16/2006Toady One Fixed problem where buildings like farms and channels would turn into rectangles on reclaim, allowed more customization of stuck-in chance and stopped whips from sticking in wounds, made it remove blood/mud when a bridge is destroyed over terrain that won't support them, stopped channel parents from appearing in look mode, allowed furnaces to clutter, stopped nobles from keeping their non-burial rooms after death, separated out some LOS code and made natural floods blocked by raised bridges and windows, stopped ITEMCORPSE items from being placed in traps, fixed coloring of unloaded cage/stone traps that couldn't find cages/stones
  • 12/16/2006 Released Dwarf Fortress 0.22.121.23b
  • 12/16/2006Toady One Fixed crash bug arising from updating 0.22.120.23b saves to 0.22.121.23a, fixed intro paragraph crash bug that occurred right after world generation, fixed some problems with chasming areas
  • 12/15/2006Toady One Tweaked the startup info a bit, fixed the name of peasants on the status screen, placed king/queen and consort more appropriately on unit screen, made king/queen equipment non-fortress wealth, added alcohol dependence variable for dwarves, fixed problem with steaming sand and dry mud, made haul jobs that have inaccesible drop points cancel, made chasm jobs select reachable destinations, invalidated river areas covered by bridges, stopped chasm jobs from using bridge squares, fixed elf offer wordwrap, stopped viewing of animal thoughts from containers, fixed articles in thief text, allowed currency materials to vary in dwarf mode
  • 12/14/2006 Released Dwarf Fortress 0.22.121.23a
  • 12/14/2006Toady One Fixed crash associated to pulling levers to free animals, made manager to place totem jobs correctly, FPS counter no longer appears in exported maps, black space no longer separates exported maps, added metal bins, added biome and civ trade information to embark screen, stopped strange tundra dirt shifting on season change, fixed problem with overcautious temperature restrictions stopping caravans from appearing
  • 12/11/2006Toady One Fixed crash associated to burning shop tables in adventure mode, fixed problem causing flood gates to crash the game when opened near the magma
  • 12/10/2006 Released Dwarf Fortress 0.22.120.23b
  • 12/10/2006Toady One Made the adventure mode temperature read out depend on the creature, gave the adventurer a temporary ability to set fire to vegetation, added missing cheeses/extracts and ballista arrow heads to stockpiles, fixed a problem where fortresses after the first would use inappropriate wilderness data
  • 12/09/2006Toady One Allowed fixed temperature objects, made dwarves stay inside if the temperature is extreme, restricted wilderness creatures and plants from appearing in unhealthy temperature areas, added heat and cold damage to vegetation, extended the class of objects that can be damaged, fixed problem that cause human trade events to be misinterpreted by histories, made mount/monster/pack animal etc choice respect temperature of target site, made invaders and merchants choose their clothing based on local temperatures, made historical figure change their starting outfits based on their destinations
  • 12/08/2006Toady One Made some of the fire raw information more specific
  • 12/07/2006Toady One Added display for burning units, buildings and items, added burning damage for creature on fire, fixed some temperature inconsistencies that would cause rain to melt glaciers, added an FPS counter
  • 12/06/2006Toady One Fixed problem with offerings allowing caravans to go over their weight limit if trade goods were selected, handled some temperature initialization info
  • 12/05/2006Toady One Fixed a problem where undead sites were not flagged as undead under their civilizations, fixed a crash bug involving pile takes and bins, fixed a problem that caused professions to list more than once in the labor list, changed process plants to vial to a farmer (workshop) job
  • 12/03/2006Toady One Damaged and killed burning vegetation, added the spread of fire along the grass, added more temperature interactions with the environment
  • 12/02/2006Toady One Optimized the weather routine a bit, modified how temperature checks are handled, started on fire, optimized flows a bit
  • 12/01/2006Toady One Cleaned up some of the code and optimized unit offloading, fixed problem with forbidden areas and job pathing, got rid of some dwarf-specific text, fixed problem that caused reject numbers to disappear during world generation, fixed a minor inconsistency with the weapon number for wrestlers, fixed a problem with purchased mules being given storage jobs
  • 11/30/2006Toady One Stopped chained prisoners from looking too far for sleeping places, made sleep/drink jobs handle lost focus points
  • 11/29/2006Toady One Fixed a problem that stopped the manager from ordering silver weapons and adamantine crafts, added fast movement with shift + cursor, fixed a problem with the kidnappers that made them place multiple copies of children in bags and stop walking occasionally, fixed problem that caused a cage-death upon kidnapping resulting in dead baby bodies at kidnap spots
  • 11/26/2006Toady One Made rotting fish stacks drop bones and shells according to their amount, added homeothermy, fixed a problem that stopped shields from absorbing damage passively, added insulation effects from clothing, added temperature transfer between the environment and vegetation
  • 11/25/2006Toady One Added more temperature information to the raws, added temperature transfer between the environment and ground items, did heat and cold damage to creatures
  • 11/24/2006Toady One Added specific temperature information to the map/units/items/vegetation, fixed a problem that cause dwarves to get trapped outside by the stay inside order, added temperature transfer between the environment and creatures
  • 11/23/2006 Released Dwarf Fortress 0.22.120.23a
  • 11/23/2006Toady One Refactored and optimized building printing, made area restrictions uniform, stopped jobs from being assigned to dwarves on dangerous terrain, gave dwarves ordered inside more of a sense of urgency, stopped jobs from being created that violate area restrictions, added some more connectivity checks, fixed a problem that caused web events to trigger repeatedly, changed how the military refill their backpacks with food
  • 11/22/2006Toady One Fixed a problem with indexing of item subtypes upon changes to the raws, added support for item subtypes in a creature raw's ITEMCORPSE, made armor that has no race maker human-sized by default, added support for additional twists on creature tiles, stopped designation of artifacts for melting, stopped artifact component use from driving artisans insane, fixed world scrolling in the title screen, stopped creatures caged next to water squares from being displayed as underwater in the cage, fixed a problem that allowed the undead to have feelings
  • 11/21/2006Toady One Messed around with optional black space padding for the window
  • 11/20/2006Toady One Added some experimental creature tile stuff
  • 11/19/2006Toady One Cleaned up the underlying display code a bit
  • 11/18/2006Toady One Filled in some blank look strings in adventure mode, fixed a problem that made dwarves not know how to empty buckets into barrels, stopped dwarves from emptying lye buckets when they drop them, made dwarves store non-empty buckets in the food pile, fixed problem that caused strange results from leather and cloth trade agreements, made injury state of justice officers affect assignments, made law actions check the status of the violator more often, fixed problem with birth names for certain animals, stopped baby and juvenile animals from breeding, stopped a conflict between channel/well/floodgate building and detailing floors, stopped dwarves with furniture in multiple rooms from counting it more than once in their holdings, made sleeping and unconscious creatures incapable of targeting creatures or spotting ambushers, made lingering ko effects disappear after a good night's sleep, stopped the corpses of caged creatures killed by lava flows from teleporting to the capture location, added plurals to the gem matgloss raws, stopped dwarves that are insane or melancholy from getting artifact moods, stopped projectile corpses from flashing status symbols, made items that aren't yours safe from rot if they are in the trade depot, added a material to the sew image job name, made fortifications display the correct symbol upon dig
  • 11/17/2006Toady One Made dwarves care if you melt down their masterpieces, fixed problem with artifact materials being blank or nonsensical, made dwarves with seriously damaged vital organs wait for rescue instead of attempting to work, mood dwarves now drop hauls when the mood sets in, coins can no longer be decorated, allowed trading of masterpieces for now to handle the bin issues, stopped dwarves from preferring to eat inedible mill products, made piles handle occupied animal traps properly, made the color of buildings match the items where applicable, allowed leather helms again, made stockpiles adjust their max bin/barrel numbers when they are downsized, fixed a problem that made cheese and some other food item names not say they were rotten, made dye jobs only use one unit of dye from a stack, farm plot plant scrolling works properly now for ten or more plants, made cloth stockpile interact with adamantine properly, made dwarves drop hauls when they go to pickup equipment, fixed a problem with cheese amounts, stopped mother with twins from cancelling the first seek infant job to start a second, stopped pets from being trained
  • 11/17/2006 Released Dwarf Fortress 0.22.110.23c
  • 11/16/2006Toady One Fixed a problem that caused the game to exit from a "missing color definition"
  • 11/15/2006 Released Dwarf Fortress 0.22.110.23b
  • 11/15/2006Toady One Fixed crash bug associated to stuffing items into equipment, fixed problem making certain dyes invisible to jobs
  • 11/14/2006 Released Dwarf Fortress 0.22.110.23a
  • 11/14/2006Toady One Made armor then pants determine adventurer color
  • 11/13/2006Toady One Added job to sew images on to clothing in dwarf mode, adding a standing order to force dyed cloth to be used for jobs, cutting raw glass yields a large gem occasionally now
  • 11/12/2006Toady One Added uniforms for the guards in towns
  • 11/11/2006Toady One Allowed items and artifacts to appear on art images, added entity art images and made coins and detailing use them sometimes
  • 11/10/2006Toady One Allowed art images to include depictions of historical figures and historical events
  • 11/09/2006Toady One Allowed extracts to be brought with settlers, fixed problem stopping human merchants from visiting sometimes, food stockpiles will take syrup barrels now
  • 11/08/2006Toady One Fixed a crash bug from stockpile containers being destroyed, fixed problem preventing serious goblin invasions, changed some art image infrastructure and added some more info to shape raws, added shape and color preferences, added shapes to art images
  • 11/07/2006Toady One Added a standing order to control loom automation
  • 11/06/2006Toady One Made thread available before embarking, made civs use dyes, fixed problem with trade goods and cloth/leather requests, added barrels to the furniture stockpile list, stopped certain vague mandates from being made, made dye affect value of objects, made bone/shell armor work correctly with the manager, allowed dwarves to use claimed barrels for cooking with alcohol and other such jobs
  • 11/05/2006Toady One Added some dye plants, upgraded thread and cloth objects so they can store more information, added cloth and thread information for clothing, added dye shop and dyeing of cloth and thread
  • 11/04/2006Toady One Laid some groundwork for dyes, fixed a problem where it would assign the drink value to flour instead of the flour value, fixed world gen crash bug that game from saving a game then immediately creating a world, added color and shape definitions to the raws
  • 11/03/2006 Released Dwarf Fortress 0.22.110.22f
  • 11/03/2006Toady One Made the pathfinding recognize water and lava flows in aqueducts and over bridges, made the dwarves think a little bit harder about running into lava flows in general, added some patching for missing plants in old saves
  • 11/02/2006Toady One Fixed problem where extra seeds were produced by plant stacks devoured in adventure mode, made piles release extra empty bins and barrels, made bone/shell armor require bone carving instead of leatherworking, piles will now claim non-empty bins and barrels from their "take from" piles, allowed the storage of siege ammo and trap components
  • 11/01/2006Toady One Fixed a problem where many jobs requiring at least two components would skip all but the first, gave skeletons back their fingers and apertures, fixed another problem that caused mouths to be poked out, reordered refuse pile types, made piles free unwanted liquid barrels, piles that do not accept sand bags but accept bags will no longer take sand bags, removed electrum from the ore stockpile list
  • 10/31/2006Toady One Stopped dwarves from taking items from bins and barrels that aren't linked to a pile (like trader bins), made all plants appear in the food stockpile list, made bins/barrels unlink from piles when they are selected for the trade depot, piles now claim non-empty bins/barrels that match and won't claim those with contents that don't match
  • 10/29/2006Toady One Fixed a problem that made every creature age four times as fast as they should
  • 10/29/2006 Released Dwarf Fortress 0.22.110.22e
  • 10/29/2006Toady One Fixed save corrupting bug
  • 10/29/2006 Released Dwarf Fortress 0.22.110.22d
  • 10/29/2006Toady One Fixed crash bug caused by saving/loading furniture pile, changed "chest" text
  • 10/29/2006 Released Dwarf Fortress 0.22.110.22c
  • 10/29/2006Toady One Fixed crash bug caused by human caravan arriving without proper wagon definition, tweaked pile mastery
  • 10/28/2006Toady One Finished specific pile types, fixed crash bug caused by economy starting due to shirt/cloak residuals
  • 10/27/2006Toady One Continued specific pile types
  • 10/25/2006Toady One Continued specific pile types
  • 10/24/2006Toady One Continued specific pile types
  • 10/23/2006Toady One Fixed problem where certain migrants didn't have the right equipment, started specific pile types
  • 10/22/2006Toady One Added an aperture flag that stops mouths from being gouged out, gave equipment creatures several extra flags to remove things like bones, cleared path information from units that enter/leave a container, fixed print overwrite during age of myth init, cleaned some init information caused price information to be displayed in adventure mode after a dwarf game, stopped zooming to dead creatures from unit/job screen, fixed problem where aqueducts flood from internal squares, allowed units to leave bags if they aren't being held
  • 10/21/2006 Released Dwarf Fortress 0.22.110.22b
  • 10/21/2006Toady One Fixed problem where you wouldn't get starting animals, fixed a problem with the animal selection screen crashing if there are no animals
  • 10/21/2006 Released Dwarf Fortress 0.22.110.22a
  • 10/21/2006Toady One Fixed save/load/save/load crash in adventure mode, made severs cause inventory drops
  • 10/20/2006Toady One Dwarves wear armor again, dwarves wear and buy clothing again, added clothing and waterskin sales in town
  • 10/18/2006Toady One Continued getting dwarves to wear armor again
  • 10/17/2006Toady One Started getting dwarves to wear armor again
  • 10/15/2006Toady One Fixed problem with leather deficient races and clothing, cleaned up various problems with the new system, made people layer based on local temperature, added rarity to clothings within entity definitions
  • 10/14/2006Toady One Made civs choose their clothing types, made people use the item types associated to their civ in layers
  • 10/13/2006Toady One Allowed pants items to block less than the whole leg, allowed shoe/glove items to have variable lengths up the limb, homogenized the material tokens in the item raws, added layering properties to the item raws, added inventory layering
  • 10/12/2006Toady One Added some new clothing items
  • 10/10/2006Toady One Added left-handed copies of items to old saves, added inventory support for the new items and a wider range of bodies
  • 10/09/2006Toady One Added mouths, changed how latching on works, continued reworking inventories, separated gloves/shoes, added left and right gloves
  • 10/08/2006Toady One Changed shirt and cloaks to armor types, added fingers and toes, fixed some problems with how body construction is handled, added some extra text for ambiguous body parts, started reworking inventories
  • 10/07/2006Toady One Changed how world generation handles inventories, made towns use local materials, fixed another problem with unreasonable mandate items
  • 10/05/2006Toady One Fixed a problem that caused diplomats and guild members to go crazy immediately when there were meeting problems, fixed crash bug from pressing enter on empty inventories, fixed a problem that was stopping cave river overflows
  • 10/04/2006Toady One Added a material placeholder string for armor to distinguish generic leather armor from other armor, stopped nobles from mandating unbuildable weapons and other items, fixed crash bug related to price changes involving flour/leaf/drink prefs, fixed another problem with price scrolling, fixed a problem where unit types that died would come back as nobles
  • 10/03/2006Toady One Fixed value of skull totems, stopped bridging of fortifications, fixed problem with starting clothing being unwearable, fixed bug that stopped leather armor from being equipped, stopped locked/mechanism doors from blocking map square after their destruction, fixed a problem with mechanism doors not blocking off the map properly, fixed spacing problem with leggings and armor in the setup screen
  • 10/02/2006 Released Dwarf Fortress 0.22.107.21a
  • 10/02/2006Toady One Stopped dwarves from grabbing many shields per hand
  • 10/01/2006Toady One Fixed problem with ashery building requirements, fixed ash to potash job, added some intermediate text to save/abandon process, fixed borders/music of load screen after fortress game, added prompt for attacking adventure mode friendlies, added sleep confirmation to adventure mode
  • 09/30/2006Toady One Stopped people from acquiring clothes that won't fit them, fixed a problem with the display of prices, milk is now consumed during cheese making, stopped moods from using raw skins and thread, added families to adventure mode towns, added guards to towns, added intermediate criminal state for theft
  • 09/29/2006Toady One Fixed several problems with raw skins, fixed problem with flows not respecting floodgate/door destruction, stockpiles can no longer be placed on channels, added a wait key to adventure mode, made sleep in adventure mode interrupt upon damage
  • 09/25/2006 Released Dwarf Fortress 0.21.105.21a
  • 09/25/2006Toady One Fixed noble demand overflow, fixed a crash bug involving wilderness creatures
  • 09/25/2006 Released Dwarf Fortress 0.21.104.21c
  • 09/24/2006Toady One Did basic daily schedules for adventure mode civilians
  • 09/23/2006Toady One Fixed problem with squad selection being erratic, handles some issues with hammerer message spam and inappropriate officer assignments, added ash to potash job, fixed metal bridge and aqueduct building not using full amount required
  • 09/22/2006Toady One Fixed problem with people standing on mud trying to drink from walls, fixed problem with artifact creators having trouble with certain jobs, made babies born to wilderness creatures associate properly to their parents, put in a safeguard against a potential problem with wounded river invaders, got rid of demands that are satisfied by default, fixed saved bug with building race information, removed ambusher names from building destruction announcements, stopped tamed wilderness creatures from wandering off the map, made some of the butcher/slaughter terminology more consistent
  • 09/21/2006Toady One Updated noble coin conditions in manual, made farm plot destruction a higher crime without a topple message, handled some erroneous/missing manager screen entries, added an announcement for completed work orders, made fish processing respect amount of incoming stack of raw fish, made thread making respect amount of incoming stack of plants, fixed problem involving cooking with tallow, stopped generating preferences for small creature bones and leather
  • 09/16/2006Toady One Assigned peasants to homes, made large residences in large towns, fixed problem that made merchants stand outside their shops occasionally
  • 09/16/2006 Released Dwarf Fortress 0.21.104.21b
  • 09/15/2006Toady One Fixed spelling of succumb, fixed problem with adventure mode look command and changing z coordinates, stopped travel while carrying store goods, stopped the undead from being tamed, stopped the undead from breeding, added gender to animal screen, made profession change notifications skip nicknames, stopped designation of hidden plants and trees, fixed typo that caused wooden chests to be called bins in certain contexts, made it pause and zoom when a dwarf goes berserk, handled some of the tomb storage spam, made newly added items in setup screen the focus of the list, changed text for plant milling, stopped chasming of artifacts, handled some message spam coming from officers due to injuries and combat, stopped tantruming and injured dwarves from creating party spam, changed item loss message for haul jobs, stopped caged and chained creatures from consolidating pets, stopped adamantine thread extraction from using any ore when assigned from the manager, sheriff and captain of the guard demands were swapped, added message for sheriff promotion, added world name to generation screen, played with coin values
  • 09/12/2006Toady One Fixed drink typo, finished personal workshop interface
  • 09/11/2006Toady One Made it check for living nobles for certain functions, started personal workshop interface
  • 09/10/2006Toady One Made legendary workers count for guild jobs
  • 09/08/2006 Released Dwarf Fortress 0.21.104.21a
  • 09/06/2006Toady One Changed how connected components of map are refreshed, made path finding respect filled channels as blockers, fixed problem with lava channel sourcing, stopped lingering flows into chasms
  • 09/04/2006Toady One Added an experimental mouse interface for designations
  • 09/03/2006Toady One Added notion of mother/father/spouse for historical figures, fixed problem with export map feature on snowy maps
  • 09/02/2006Toady One Laid some groundwork for human town families
  • 09/02/2006 Released Dwarf Fortress 0.21.104.19d
  • 09/02/2006Toady One Fixed problem with super fast workers in uncluttered shops
  • 09/02/2006 Released Dwarf Fortress 0.21.104.19c
  • 09/01/2006Toady One Played with the display code a bit more, put in a little F11 notice on the starting popup window, made it clean blood at the beginning of every season for now, allowed engravings to all look the same and be toggled on and off individually
  • 08/31/2006Toady One Made some progress on alt-tabbing in fullscreen mode
  • 08/30/2006Toady One Played with the display code a bit
  • 08/29/2006Toady One Fiddled with consolidating announcements
  • 08/28/2006Toady One Made reclaim animal genders work properly, fixed starting animal genders for horse/mule, fixed problem with detailing shutting off when nearby jobs are completed, fixed a problem with detail event display in reclaim mode, fixed a problem with sun-sickness happening in windowed areas, made cat adoption turn off butchering designation and associated jobs
  • 08/27/2006Toady One Fixed problem with channel between inside/outside not working properly, fixed problem with disappearing shells/bones/skulls, added a small cushion to clutter amount, made the chasm item haulers less forgetful when they grab the chasm items, made sand collection an item hauler job, enlarged coin stack sizes and decreased coin non-currency value, showed cat adoptee names in animal screen
  • 08/27/2006 Released Dwarf Fortress 0.21.104.19b
  • 08/27/2006Toady One Fixed problem that nullified human caravans, added some code to attempt clear of lingering sieges
  • 08/27/2006 Released Dwarf Fortress 0.21.104.19a
  • 08/27/2006Toady One Added cat butchery, changed how thieves are stored relative to sieges, fixed a problem where certain named creatures would disappear periodically
  • 08/26/2006Toady One Added chasm irritation effects from refuse drops and lava spillage, fixed a problem with ambusher detection, cleaned up some crash prone bits and added more error detection for them, added more standing orders for chasming refuse, added item occupancy verification checks on load, made it only count held keys when linked to cursor and scrolling, fixed problem with fell mood haul not working immediately
  • 08/25/2006Toady One Did some initial changes to how multiple thoughts on the same topic are stored, added chasming of refuse, added chasming of objects designated from stocks screen, fixed a crash bug caused by stopping a melt designation while the job was in progress, fixed problem with snow clearing dig/chop designations, fixed problems with how trade agreements were processed, fixed a crash bug involving dwarves requesting meals
  • 08/24/2006Toady One Added in a patch for some crashing saves related to the channel/farmplot build crash, fixed a crash related to destroying bridges and put in several checks relating to this
  • 08/24/2006 Released Dwarf Fortress 0.21.102.19a
  • 08/23/2006Toady One Emptied all containers before reclaim mode starts and emptied coffers in old active reclaim games (quick fixes), added nicknames and customizeable profession names, fixed a tantrum inducing problem with expensive building admiration, unchaining animals crashed the game if the economy had started, changed how key bindings were saved and loaded to cut out the Shift + R Menu display strings, added ability to toggle between windowed/fullscreen modes, added init option to turn off window/fullscreen prompt, fixed a manifestation of the fist fight and beating death bug, fixed invasion initialization problem when playing multiple games in succession, handled problem with berserk creatures being treated like forest creatures
  • 08/22/2006Toady One Added the likes "bin" plural, made resident-named creatures historical figures, fixed problem with small pet assignment clearance, fixed some inconsistencies in the way temperature was applied, made outdoor seeds default to cook, restricted stock screen in diplomacy if you have no bookkeeper, added some text aside from "No Job" depending on unit type, broke up the "Friendly" designation a bit, mixed genders on starting animals, allowed horse breeding, did lava/magma distinction based on cliff face, put in a quick fix for the double-booze in barrel drink bug, fixed some of the strange manager jobs, fixed problem with jobs being counted for every matching work quota, fixed problem with quotas ignoring newly placed buildings, fixed problem with glass work order jobs queuing up at any furnace, stopped piles from being placed in hidden areas, allowed water to flow into the cliff face
  • 08/21/2006Toady One Fixed a crash bug with placing channels/farmplots
  • 08/21/2006 Released Dwarf Fortress 0.21.101.19d
  • 08/21/2006Toady One Fixed problem with active saves in adventure mode causing unit scramble
  • 08/20/2006 Released Dwarf Fortress 0.21.101.19c
  • 08/20/2006Toady One Fixed up some errors that might solve 101.19b's random creature placement, fixed a crash relating to broken pet information, fixed path finding errors generated by indoor trees growing up in hallways, fixed a problem with retirement not recognizing your site choice
  • 08/20/2006 Released Dwarf Fortress 0.21.101.19b
  • 08/19/2006Toady One Fixed a crash bug involving rotting leaves, fixed flows over aqueducts, fixed a crash bug with flow interactions, fixed load inflate bug related to visiting fortresses in adventure mode (saves remain corrupt), optimized a bunch of search routines
  • 08/19/2006 Released Dwarf Fortress 0.21.101.19a
  • 08/18/2006Toady One Patched up pet save crashes and changed the way pet information is stored, fixed adventure log site view crash, HIDDEN FUN STUFF, HIDDEN FUN STUFF, HIDDEN FUN STUFF
  • 08/17/2006Toady One Patched up some save/load crash issues, fixed some wrestling crash issues and changed how wrestling is stored, made lobsters cookable when dead, fixed the issue with bone jobs not producing output, allowed metal ammunition construction, changed coal terminology, made fertilize job place before planting in the job queue, got rid of "bag chest" job requirement text, added option to adjust key repeat sensitivity, made farming skill increase farm output
  • 08/16/2006Toady One Added interface keys for string entry, added adventurer first name entry
  • 08/16/2006 Released Dwarf Fortress 0.21.100.19a
  • 08/15/2006Toady One Minor adjustment to the load screen positioning, clarified some noble requirements in manual, added a paragraph on roads to the trading section, handled the issue with mothers failing to balance their drink/seek infant jobs, set up command line world generation, added music off/intro off options and put some help in init file, handled dangerous terrain warnings on bridges, added release change info to a technical manual section
  • 08/14/2006Toady One Made the walking wounded that can't find beds stop rest spamming, allowed cancellation of fertilizer jobs, made insane diplomats capable of hunger/thirst, changed wagon bypass announcement slightly, fixed bug with slaughter status on animal screen, clipped some long string in legend selector screens, added the gender symbol to all general unit views, made export option for local maps, made retract the default bridge setting
  • 08/14/2006 Released Dwarf Fortress 0.21.95.19c
  • 08/13/2006Toady One Changed hauling job allocation so that there can be as many haul jobs for each haul type as there are haulers of that type, made key binding key separately defineable, handled connectivity outside for glacial maps and ice areas (at least for the basic changes), added in more interface and control over fertilizing farms, added a little on noise to the sleeping quarters manual section, added note on military self-promotion to manual, fixed problem with good plants being disallowed in farmplots late in the season, updated farm plot interface section of manual.
  • 08/13/2006 Released Dwarf Fortress 0.21.95.19b
  • 08/12/2006Toady One Fixed an issue with name entry on movie save, added current state of door to menu and changed phrasing, marked raw fish as non-cookable properly, made connectivity map work properly outside, fixed crash bug with human diplomat in absence of trade road
  • 08/12/2006 Released Dwarf Fortress 0.21.95.19a
  • 08/12/2006Toady One Restricted artifact pickiness somewhat, fixed issue with floodgate destruction that blocked off map from further building + save patch, reorder adventure lists to put humans first, added more detail to heal status function, made people seek rest when they have a break, made injury bed rest also decrease drowsiness, added thoughts for bed rest/receiving water/receiving food/being carried to bed, made combat interrupt state target, fixed a problem with rest job not initiating after bed carry, made dwarves on thinning ice think properly, rephrased archery target shoot dir
  • 08/11/2006Toady One Added a check for bad elements in the adventure log, prevented maximize system commands from being sent to the window (it doesn't have a maximize box already), fixed problem with human caravans being generated in inaccessible locations and patched saves, stopped dwarven merchants from participating in a number of fortress activities (e.g. pet purchasing), stopped adventurer attacks and stair use after death, staggered initial drowsiness somewhat, added a notification for food jobs on top left and destroyed the offending item, fixed a problem with elven civ caravans not having a pack race and added a patch for saves, fixed messed up coloration in border in textviewers
  • 08/10/2006 Released Dwarf Fortress 0.21.93.19c
  • 08/10/2006Toady One Fixed some errors with build menu, added a patch for 19a civil war saves
  • 08/10/2006 Released Dwarf Fortress 0.21.93.19b
  • 08/10/2006Toady One Stopped equipment pickup while throwing tantrum, allowed world gen to be aborted while it is in progress, fixed a problem with long patrol thoughts accumulating, fixed some manual links, showed instructions for leaving text-typing screens, eating masterpiece no longer causes insanity, fixed a problem with persistent memory of tantrums toward insanity, changed how running away works, made curious beasts more rare, fixed problem with large predator exclusion on peaceful maps
  • 08/09/2006Toady One Moved the interface over to virtual keys, changed interface.txt to new format, fixed a problem with entity link removal code, fixed problem with berserk and tantruming dwarves causing civil wars, disabled options menu and help while movie is playing, disabled movie key on keybindings screen, put throwing back in as a valid adventurer start skill, restricted cat adoptions to locals, fixed a problem with aging not happening sometimes in dwarf mode, fixed a crash bug involving pressing options button from keybindings screen, fixed a problem that allowed you to keep playing after saving by pressing esc after save
  • 08/08/2006 Released Dwarf Fortress 0.21.93.19a
  • 08/06/2006Toady One Did elf and gob translations, changed the title screen a bit
  • 08/05/2006Toady One Made it display specific plant types in adventure mode and sapling types in all modes, HIDDEN FUN STUFF, fixed a bug causing double attacks in adventure mode, changed configuration of play now skills in dwarf mode, added more ip to dwarf setup, fixed snowy door picture, did dwarf translations, tweaked starting movie
  • 08/04/2006Toady One Made creatures and items fall if they end up on air, stopped up-cliff charges, changed text for down-cliff charges, changed text for kill quests a bit, added text for offloading site during region travel, made civ zone assignments follow split item stacks, fixed a bug where merchants discharged debts with foreign currencies, worked on some translations, fixed a problem with ruin placement, fixed a channel crash bug, fixed a problem stopping water from flowing downward
  • 08/03/2006Toady One Tweaked starting equipment for townies, fixed dictionary entry, fixed problem with erroneous masterpiece loss messages, fixed typo with skills in adventure stat screen, made people that join you follow immediately, made projectiles fall instead of hanging in space, fixed a problem with kobold utterances, HIDDEN FUN STUFF, allowed attacking over cliffs and so on, fixed a problem with coin weight, tweaked how dungeon targeting works, tweaked death notice, added items and coins to kob/gob places, added craft items for dwarves to bring, fixed crash bug from rotting bodies, fixed crash bug from channels, moved store items back to proper locations after scattering, allowed announcements during travel, made artifacts show up in artifact list promptly, added some basic placement of stranded nemeses, can seek elf/dwarf leader by asking about capital
  • 08/02/2006Toady One Added very basic ruined civilizations and ruin sites, changed how skeletons and zombies are named, changed how skeletons and zombies are rotted, changed how site discovery works, got rid of lakes that appeared adjacent to oceans, fixed problem with undead passing out from strangling, can no longer pick up stuff not at your z, refined vomit slurry strings a bit
  • 08/01/2006Toady One Added scrolling to body part list in adventure mode status, added container scrolling and selection from item view, fixed a problem with cave generation, fixed wrestling screen typo, fixed a couple of bugs with morale code, fixed problem with leader name associated to coins, added map/info toggle for quests, added continuous verb use everywhere
  • 07/31/2006Toady One Made ramps/stairs blink in adventure mode when covered, made difficult monsters more frequent in caves, added proper predator names to intro text, changed river placement a bit, added counter for unit offload, made quest screen zoom to giver location if quest is done and updated associated text, added some more skill level names, added in hack to cover bp vector in case creature files are changed, added ability to look at building inventories in adventure mode
  • 07/30/2006Toady One Fixed a problem with kill nemesis quests, fixed another problem with kill nemesis quests, fixed problem with site name display at bottom of screen, fixed wrestling typo, nullified injection attacks for skeletons, changed how objects are stored and loaded in region files
  • 07/29/2006Toady One Added manual note on wrestling skill, made it paragraph each historical event in legends, made it shorten in-focus names in legends, added ability to ask about capital, added ability to zoom to capitals and site entity cities, allowed wagonless human caravans to come even if there's no road, changed exertion speed, fixed the use for burial option on coffins, fixed coffin name typo, handled problem with wilderness/dungeon infighting resulting from dwarf mode nemesis conversion going over to adventure mode, weakened the power of grab tears a bit, fixed mining/woodcutter conflict, made curious animals hang onto hauls when under distant threat, fixed a lockup bug with building paths, fixed problems with save/load of tasks and projectiles, fixed crash bug with building destruction
  • 07/28/2006Toady One Did wood chopping manual section, handled new start situation in manual, added melting down instructions, added link to adventure manual, changed item designation table, added some more adventure mode help, made it pick closest quest target, changed how starting skill allocation works, change how att gain works, slowed miner and detailing skill gains
  • 07/27/2006Toady One Forced gender properly on certain creatures, added "no gender" option, fixed error with wrong site name appearing on bottom of screen, fixed problem with drowning, possibly corrected a lockup bug, added equipment quality bonuses to starting soldiers, homogenized load game border, handled long title calls to border drawer, fixed problem with frozen ice inside, changed how input works in typing screens, made available skills in skill selection depend on civ def
  • 07/26/2006Toady One Made sound stop if you skip intro movie, added new shit talking intros, added shit talking based on race and gender, allowed gender selection in char gen, added a hack to create a distribution of skilled soldiers in each civilized location, made it use mount and monster races to spice up site pops a bit, added more varied shit talking, fixed some problems with avian bodies, fixed a targeting problem in adventure mode, allowed travel from elf/dwarf sites, changed which pets are associated to entities, made world gen camera jump around a bit
  • 07/25/2006Toady One Added a workaround for petinfo with null pet and null owner, added a bunch of new words, added some new symbols, repaired some word defs
  • 07/24/2006Toady One Made adventure mode non-predators less aggressive, fixed an occupancy problems with creatures fleeing in the wilderness, added hack counter for special attacks, fixed a problem with fireballs, added a bunch of new creatures and body types, made flying work a little better
  • 07/23/2006Toady One Fixed a problem with snowing turning the cliff face brown, hid job cancellation notices for non-friendlies, disengaged burial from standard haul caps, added a hack to select a neighbor for trading prior to caravans, fixed a problem that made waterfalls suddenly appear in the desert, fixed problem with plants regrowing over rocks, made traps invisible to look command in adventure mode, fixed crash bug with certain names, fixed up some path finding lags, re-added minor path adjustments to alleviate traffic
  • 07/22/2006Toady One Removed some redundant information from coin batches, made incoming pets come with names, made cursor default to tree mode if you start designating outdoors, got rid of erroneous glosses on ores, made taking a job move you out of the noble meeting queue, added a haul check on pickup, broke up haul caps a bit, fixed an erroneous prison freedom thought from being carried to a bed, fixed crash bug with diplomacy request agreements, fixed interface for trade agreements, tweaked how trade agreements work, fixed crash bug from masterpiece theft, fixed problem with cursor position in dig mode, made wrestlers not kill each other during sparring, made sparring stop before breaks occur, made sparring stop before breaks occur, changed name of plant cloth material from cloth to plant fiber, fixed a coloration problem on the civ screen, fixed problem with vegetation loading, got rid of grass regrow in areas without grass, forced subterranean populations properly
  • 07/21/2006Toady One Fixed a problem with item placement in doors, fixed a problem with path building, optimized burial routine, optimized storage routine, fixed a problem with tree cutting and map connectivity, made training cause fewer criticals, fixed mandate material problem, fixed a few problems with meetings
  • 07/20/2006Toady One Gave endgame creatures higher skills, separated the dig and chop commands, made rooms sizeable one more square toward the cliff, did play now for dwarf mode, fixed a problem with artifact race makers not being set, fixed bug with contaminant notifications, fixed bug with contaminant loading, patched up nem cleaning so it won't crash if pointers get a little confused, fixed a crash bug related to people going crazy while in meetings
  • 07/19/2006Toady One Did a test for reclaim mining amounts, did a test for endgame event replacement, added notification to load screen and region import, added penalty for theft
  • 07/18/2006Toady One Made mem-maps clean in between adventures, allowed you to attack benign animals that attack you after being cornered, people can only talk about surroundings or give task if they are locals
  • 07/17/2006Toady One Fixed snow-melt crash bug, made regrow happen over a tighter period of time, regrow only destroys dirt roads during the spring, added a large race check to migrant pet generation, got rid of kobold/goblin diplomats
  • 07/16/2006Toady One Stopped over-exerted creatures from trying to stand, stopped snow from being placed inside buildings, made rain fall on the first available square from the top down, fixed problem with seeds being capped at 200, made surprise during charges less common, made block rolls better against arrows, cleared out spaces in front of doors in case of blockage by swamps or trees, gave demons appropriate names
  • 07/15/2006Toady One Fixed problem with the idler readout, fixed a problem with the item wield readout when multiple items are held in the off-hand, fixed a large problem with item id numbers being duplicated, added continuous play mode to debug, changed how lake formation works
  • 07/14/2006Toady One Made title screen update properly after region export, made mountains respect their boundaries properly when placing sites, fixed a problem that caused skill notifications to appear for incoming migrants, gave wrestlers proper credit for kills, added a bar on the bottom of the screen for travel, added idler count, changed how the unit reaction matrix is handled somewhat, finished title movie
  • 07/13/2006Toady One Added paging instructions to the adventure mode look command, fixed a problem with skeleton head severing giving a skull of a different race, completes conversation if speaker asks you to come closer, stopped logging of evil/good regions in histories, fixed a problem with link selector button on linkless pages, added history figure references to artifact history events properly, highlighted site text if you uncovered a site, fixed problem with burying stray animals, handled entity discovery and coming out of retirement, made a region export notifier screen, added a readout for region finalization, added more cave life, added rivers/chasms/lava to caves
  • 07/12/2006Toady One Added some options for the more command, made the adventure log screen, made entities become listed when you take a quest, adding reaction table based on entity affiliations, added becoming an enemy of the town, added quests to kill enemies of the entity, fixed a bug with projectile and task saving, made minor throat healing occur, fixed occupancy problem from over-exertion, fixed a problem with more scrolling
  • 07/11/2006Toady One Made region information flow use walkability, did talking fun facts, fixed a problem with conversation pausing, set up task infrastructure, finished kill quests, fixed a problem with kobold names and appended names
  • 07/10/2006Toady One Rewrote conversations to support a wider range of behavior, changed how the title screen works to support immediate adventuring, did regional information collection for conversations, hid caves and made them discoverable
  • 07/09/2006Toady One Fixed problem with ballista arrow head construction at the metal smith, added drunks and mayors to the towns, added a mead hall to the town, added keep to town, did some fixes involving hanging unit pointers, started revamping conversations
  • 07/08/2006Toady One Made it use the abstract buildings to construct the actual buildings, added merchants linked to the stores and placed them inside, handled a problem with buildings and rotting of building items, made site ages not start at the beginning of the world, stopped store item rot, fixed map export problem, added notifications for trades that didn't happen, changed a problem with wilderness predators being too skittish in adventure mode, made traps visible in dwarf mode again, made it display craftsworkshop name properly on building placement, removed exertion announcements from dwarf mode, fixed a problem with the unit print stack and ambushers, made undead more resilient to brainlessness, made rendered fat not disappear when it is dropped
  • 07/07/2006Toady One Updated the targeting code, updated creature groupings, finished off the code changed from hist fig associations, created abstract buildings on sites
  • 07/06/2006Toady One Limited the number of followers depending on your overall skill for now, added better defined ties between entities/history figures/sites, added site entities
  • 07/05/2006Toady One Fixed a typo in world-gen, removed load game button from options menu, added world map picture export from world gen, disabled room making outside, added world map picture export from legends, fixed erroneous squad message when merchant bodyguard leaves, fixed problem with siege engine display, fixed horrible horrible bug with merchants, fixed problem with export value tabulation, fixed issue with trade agreements
  • 07/04/2006Toady One Fixed a potential problem with charge counter-attacks, stopped look command from working in invisible areas, delayed site offloading until you actually move on travel screen, fixed twisting overriding wrestling, added random wilderness creatures occasionally to square visits, show more than ko info for other creatures, changed how animals react in adventure mode
  • 07/03/2006Toady One Fixed a crash bug with levers, did viewing of current wrestling in creature status, completed interface for wrestling, fixed crash bug with critter save, fixed another grab-tear bug, made enemy wrestlers smarter, fixed a few wrestling bugs, added stamina
  • 07/02/2006Toady One Can now select things to look at in adventure mode, can look at detail events in adventure mode, made new general references to be used for art substrates, gave art titles and set up art substrate info, adding count of history figure art work, gave artwork dates, adding tracking of which artwork the player has seen, added viewing of discovered art images in legends, fixed a problem with grab tears, added capitalization functions, capitalized native names, capitalized translated names
  • 07/01/2006Toady One Made the only thing on the region map that is discovered all points viewable from your beginning subregion, dimmed yellow properly in low light, prints what profession is needed to construct/destroy buildings in Q/T view, finished the local material check function, added subterranean flag everywhere that needs it and fixed up some sky view flags, added disturbable swarms of vermin, added cobwebs, set up rotting and critter air counters better, made certain items sitting on a site rot over time
  • 06/30/2006Toady One Added megabeast attacks on fortresses, made it schedule megabeast attacks periodically after the count has arrived, changed squad preferences for people that join the guard so they won't complain about active duty and they'll sleep in beds
  • 06/29/2006Toady One Made it tell you what item a monster is attacking with if it has one, added entities to the legends display screen
  • 06/28/2006Toady One Added art image chunks, made old art images use the new image chunks, did proper save/load and cleaning of art image chunks, fixed failure to display killcause from brain damage propulsion deaths
  • 06/27/2006Toady One Made dwarves abandoning a site stay alive in an army outside, distinguished adventurers in the legends by color and a phrase, added active slayer sentences in legends, hid slay history events until the slayer brags or dies, fixed a bug with nemesis unit ids, fixed problem with world unit chunk ids not loading properly, fixed problem with quitting while visiting a wilderness square, handled quitting in region mode, fixed grammar problem in shit-talking, shows ? next to historical events
  • 06/26/2006Toady One Added new type of detailing for intentional artwork placement, gave detail events craft qualities and art images, made character displayed by detail events dependent on art image, stopped trees from appearing on rocks and blocking the river crossings, fixed another blank name problem with slayers, made non-important people shut up, added hidden historical events for ended dwarf games
  • 06/25/2006Toady One Added classes for art images/elements/properties, gave id numbers to history events, fixed a problem with the abuse of player bodies, changed how item improvements are stored
  • 06/24/2006Toady One Made projectiles respect floors and ceilings, made grab-tearers finish their grab tear before they can bite another part, you can now attack people through stairs and ramps, cleared out squares near non-cliff cave entrances, fixed bug with inside rivers disappearing on glacial maps, fixed booze name display in startup screen, fixed problem with start date, stopped placing trees on edge blocking incoming units, made vomit land on ice instead of passing through, fixed problem with occupancy after sleeping
  • 06/23/2006Toady One Can no longer talk to hostile or non-speaking creatures, made henchmen id numbers clear properly upon leaving site, allowed fire/throw attempt at any square
  • 06/22/2006Toady One Traps are invisible in adventure mode if you are not a resident, traps affect adventurer and do not affect residents, diplomats no longer trigger pressure plates, did slayer names for non-speaking creatures, did of/the names for advanced slayers, fixed problem with ramp exit location being incorrect, fixed a print bug that made items seem to disappear in caves, changed how non-speaking creatures handle shit-talking, disabled many adventure options after death, made autumn colors not overwrite the brown map parchment
  • 06/21/2006Toady One Did mega-beast placement, did better nuisance civ placement, did semi-mega-beast placement, added natural toughness/weakness to creatures independent of size, added maps for non-cliff caves, made fireflies visible from far away in the dark, made picking up vermin erase the corresponding vermin event
  • 06/20/2006Toady One Did kobold names, changed shit-talking for kobolds and in general, added a few hundred new caves to non-mountainous areas
  • 06/19/2006Toady One Changed how evil pictures are stored, did evil region corruption, did evil region names, made undead evil regions, did subregion decreases from evil/savage kills, got rid of duplicate populations, good regions added
  • 06/18/2006Toady One Added debug defines for skill ip and region revealing, when you visit square it places you in the center, added random wilderness encounters and made them obey activity periods, added savage encounters, tweaked map generation some more
  • 06/17/2006Toady One Items will no longer be placed in small components on the map, fixed lock bug caused by having more than 20 followers, did adventure mode seasons, fixed campfire look text, saved more information on site, fixed bug with announcements in region travel, fixed save bug with adventure variables, fixed another save bug with some vectors
  • 06/16/2006Toady One Made it ground you immediately upon sleep, creatures are no longer placed in very small components, added more directory creation calls, fixed a problem with original cave settings in town, made henchmen travel with you again, added creature version numbers, fixed problem where caravans disappear on save, made fake map squares print normally again, fixed a problem with the building cursor focusing on channels incorrectly, fixed problem with storage mixing in the initial outpost layout
  • 06/15/2006Toady One Fixed crash bug with civ screen and nems, fixed crash bug with unit chunks not cleaning properly, made nems load on site even if dead, changed corpse name printing code, fixed legend options menu, made civ adventurers start in own civ again, made save/load work during travel, made memmap save the actual map, fixed bug with items in containers disappearing, made rock events less frequent on smaller maps, fixed problem with sapling colors, fixed display problem with twilight and dark rock, made detailed rock only occur in reasonable places, can no longer see through floors
  • 06/14/2006Toady One Made a new class of dlevel map where it doesn't change orientation or separate, did flood fill dlevel for non-dwarf maps, did basic evil fortress maps, did basic cave map, did basic detailed cave map
  • 06/13/2006Toady One Made tree/shrub number functions, made events for trees/shrubs, handled season and location issues with the plants, added a bunch of new creatures, made square map create take face coords, fixed problem with vegetation in release mode
  • 06/12/2006Toady One Made river not appear in fake squares if it isn't there, made the biome/veg dependent region printer, made the minimap respect the biome, made fake map squares respect the biome, got started on vegetation events
  • 06/11/2006Toady One Made wet/dry seasons, took humidity into consideration for temperature variations, created salinity field based on oceans, added more realistic biomes, made creatures and trees respect new biomes, made region print respect the new system, did sand correction on region and local maps, made sure old biome was respected in deforested squares
  • 06/10/2006Toady One Made tundras and glaciers less common, tweaked entity placement, added the tree density function, made sites directed, made tree biomes, stopped cave pop from appearing away from caves, made region tree display reflect season
  • 06/09/2006Toady One Fixed a retirement crash bug, fixed a bug with world unit chunk id not being properly set, fixed bug with quitting lame caves, fixed problem with unit chunks not saving their id numbers, made map water depend on region, made dwarf mode snow melt in the absence of rain as well
  • 06/08/2006Toady One Made civ leaders and other figures appear at the beginning, made nems put their invs into play properly, did diplomat nem conversion, made active games offload nems first, did army nem conversion, did adventure mode nem conversion, did caravan nem conversion
  • 06/07/2006Toady One Made civ start locations respect savagery more, reduced map rejects by forcing edges early, made rivers start more evenly, cut out some plot arc stuff
  • 06/06/2006Toady One Finished making corpses pointer free, made history gen civ placement check for subregions more carefully, changed how population grow works
  • 06/05/2006Toady One Restricted offloading of in-play nemeses, added unit chunk saving at various times, got rid of function that collects nem by unit ptr, fixed some small nem issues, made archinfo unit ptr independent, made diplomacy events unit ptr independent, made artist references unit ptr independent, made creators unit ptr independent, started corpse conversion to pointer free system
  • 06/04/2006Toady One Did inventory conversions for leaving units, made unit deletion scrap the associated nemesis, linked nems to their holders in travel, linked nems to hist figs and units by id, handled site export of nems, took care of some item and artifact export issues, did save/load of unit chunks, did chunk cleaning, handled deletion of artifacts
  • 06/03/2006Toady One Set up resource pile infrastructure, changed a lot of civilizations to entities in the code, fixed problem with trade good handling, added first level unit transfer function, kept going with armies
  • 06/02/2006Toady One Changed populace to be a list of nems only, made unit chunk class, assigned unit chunk ids, made all of the start dwarves nemeses, only important nems glow, started adding resources, fixed a typo in squad activation text from V P
  • 06/01/2006Toady One Worked on the opening miner movie some more, verified that human bow crash bug is gone, made set_appropriate_def() respect civindex, got rid of civilizationst
  • 05/31/2006Toady One Started opening movies, got rid of plural of plural, got rid of repeats in names, specified the cave name type on its own, killing nobles discourages incomers more powerfully than normal death
  • 05/30/2006Toady One Did basic language selectors from civ defs as well as many default names, added many new words, symbols and translations
  • 05/29/2006Toady One Put similiar skills together on the startup screen, made container contents trigger export mandates properly, fixed leaves name display bug, set up alphanumeric qwerty interface file, fixed animal training distance bug, made woodcutting require axes, put smelting objects back in, fixed problem with animal thieves
  • 05/28/2006Toady One Did zoom and selection from squad view, adjusted the ordering on the unitjob screen, made soldiers stop their breaks when activated, made soldiers at the top of the military screen, made the commander persist during promotion, allowed weapon selection from the military screen, fixed font division problem, redrew the fullscreen font properly, did standing orders help, fixed display problem with farm interface scrolling, did the buildjob help, fixed a problem with the setup interface, did farmplot help, did depot help, did shop help, did lever help, did siege help, did channel help, did door help, did animal trap help, did rack/stand help, did room help, did professions help, did soldier prefs help, did squad help, did military help and the manual, fixed some horse/mule flags, fixed happy to be freed overoccurrence, got rid of leading spaces in text viewer, added consort distinction
  • 05/27/2006Toady One Did builditem help, did clutter help, did building placement help, did civlist help, did designation help, did nobles help, did unit profile help, did look help, did roomlist help, did stockpiles help, did the job/unit list help, did the manager screen help, did the wages screen help, did accounts help, did status help, did status subscreen helps, stopped labor selections for certain creatures, added in racial names for professions more uniformly, gave buildings racemaker info, can now cycle through units when in viewunit mode, cannot view animal/enemy profiles now, added squad activation from V P, created the noble table, improved text viewer scrolling, got rid of erroneous combat messages, made demon arrival depend on amount of adamantine mined rather than mandates
  • 05/26/2006Toady One Added glacier and desert map effects, color coded starting words, finished all of the interface bindings and the init file for them
  • 05/25/2006Toady One Fixed a typo with river growth, finished basic loop erase algorithm for rivers, started map generation based on region fields
  • 05/24/2006Toady One Corrected the moon phases, did travel cloud viewing, did dwarf mode weather approximation, did peak selection and changed mountain display, made subterranean flag alter temp readings, finished redoing dwarf seasonal effects, fixed fat disappearance problem, made more start items arrive in barrels, added wagon start up, added mules and horses, added multiple wagons
  • 05/23/2006Toady One Fixed some problems between adventure and dwarf mode timing, added an extra map check for mountain start regions, did weather grabbing function, did the phases of the moon, added adventure mode cloud/fog/moon/stars visibility and lighting affects, did temperature, added snow counter, did weather strings
  • 05/22/2006Toady One Set default site to temperate, did prevailing winds and rain shadows, did fronts and cloud formation, did daily winds
  • 05/21/2006Toady One Added 16 new designation bits, added sleeping to adventure mode, added open to sun flag, added new vermin, added biome flags, made creatures appear by biome, added visiting any map square during travel, did some more key bindings, did some manual tables, added secondary scrolling to text viewers
  • 05/20/2006Toady One Reorganized populace structure, did specific populace types, added dragons and kobolds to the world map, made the season timer fit days better, added day/night lighting, added day/night notices, did eyes in the dark, added date/time button, timed drowsiness properly in adv mode
  • 05/19/2006Toady One Did adventure mode travel lighting, allowed entry into any site on the map, did ramps, added multiple site support to region travel, did some more interface keys, added unit colors to unit screen
  • 05/18/2006Toady One Added symbol support to the dictionary program, finished the basic legends screen, did some work on adventure travel
  • 05/17/2006Toady One Finished a rough version of the dictionary program, put in the new language stuff, changed the title screen around a little, made the map colors of civilizations depend on the civ looking
  • 05/16/2006Toady One Added scrolling to text viewer, wrote up the mining section, wrote up the water section, wrote up the food section, wrote up the living quarters section, wrote up the crafts section, wrote up the storage section, wrote up the trading section, wrote up the defense section, did many interface keys, did main dwarf mode section, did reclaim manual
  • 05/15/2006Toady One HIDDEN FUN STUFF, HIDDEN FUN STUFF, made reclaimers set up a depot out front with their objects if possible, made acquaintances based on id number, made bone and shell improvements work again, fixed bug with grab tears, reorganized the new reqs and bloats, started the manual in earnest
  • 05/14/2006Toady One HIDDEN FUN STUFF, added history event for reclaiming site, finished basic fortress reclamation
  • 05/13/2006Toady One HIDDEN FUN STUFF, fixed a couple of crash bugs
  • 05/12/2006Toady One Made people removed from the royal/castle guard when they are deactivated, stopped soldiers from going to parties, floodgate building construction requires miners, added option to attack any adjacent creature, added further color coding to mandates, added start sites location selection, made history generation respect start sites, HIDDEN FUN STUFF
  • 05/11/2006Toady One Added different kinds of shops, fixed a crash bug with coin batches, made hist fig based coin batches, added money chest and exchange table to stores, added trading with currency
  • 05/10/2006Toady One Eating and drinking environment objects, added rock item, added picking up rocks, sand and mud, made vermin come in numbers, added vermin colonies, added picking up vermin, added impalement outside the cave, added eating of live vermin, added pickup out of containers, fixed some problems with bartering, optimized civzone milling in adventure mode
  • 05/09/2006Toady One Did fertilizer, fixed bug with fortification carving, got rid of drafted thought in the case of a siege, only pet animals will be buried now, improved presentation of the building list, improved the caging interface, can swap with subords in adventure mode, it won't place items on closed doors now, fixed problem with window demands and gem windows, made lower spine injuries work correctly, made people stop taking jobs when they are under attack
  • 05/08/2006Toady One Optimized the health routine, played with the timers
  • 05/07/2006Toady One Did the diverse furnaces (including lava ones), made buckets pour into barrels again, finished ashery, finished kiln, fixed problem with meeting building references not being deleted, made fat go into barrels, fixed problem with empty bags staying in barrels, did fat rendering, did soap making, ordered dwarves by rank in assignment screen, fixed adventure mode autumn tree colors, fixed spring-up location of farm plants
  • 05/06/2006Toady One Added parties, made mercenaries appear in town, stopped large items from being shuffled over time in dungeons, added slaughter of live animals, made glosses on bones and shells display again, fixed problem with unique tomb assignment, stopped animals from creating artifacts, started up the ash industries, overhauled the building construction interface
  • 05/05/2006Toady One Did some speed optimizations, capped seed production, toggled jobs that fail to assign, optimized dig/detail job assignment, can no longer select animals you've sold in the cage list, added more tomb gradations, fixed prisoner eat job bug, did basic adventure bartering screen
  • 05/04/2006Toady One Fixed small part damage problem
  • 05/03/2006Toady One Fixed a few king offer value bugs, fixed build path bug, fixed bug with king arrival items, made empty barrels go to furniture pile, fixed bug with syrup making, fixed some problems with chained prisoners, fixed prisoner drink job bug, made prisoner happiness thought, fixed crash bug with manager, decreased damage done to small parts by attacks
  • 05/02/2006Toady One Fixed crash bug with trigger refs not being deleted, tweaked royal guard numbers, fixed crash bug with rotting items
  • 05/01/2006Toady One Fixed bug with prison terms being way too long, made throat damage less severe, turned off stockpile printing in adventure mode, changed nemesis healing, tweaked cloth production for merchants, updated nerve/bp flag check for damage in more places, fixed crash bug from jobsetter not being init'd in adventure mode and dying on save, changed retire text if you are dead, ended traffic jams
  • 04/30/2006Toady One Fixed crash bug with abandoning the game right when merchants are leaving with animals in cages, fixed error with severity of sheriff beatings, fixed problem with setting barracks furniture permits, made baby snatchers only go for intelligent children, increased influx sizes, fixed crash bug with well/statue/etc. building mastery not clearing properly, fixed bug with squad stations, fixed problem with purchase prices, fixed problem wearing things out of containers, fixed save bug that duplicated item ids, fixed bug with travel locations not being generated when loading an active adventurer
  • 04/29/2006Toady One Removed shit talking counter on export, fixed crash bug with second outpost, put in debug auto-saves, made sparring accidents much less common, fixed problem with artifact history crashes, made gobs on site have weapons, fixed a bug with off-site items being put into play, fixed melt object crash bug, saved melt designate and pilecheck vectors, fixed archer crash bug, fixed crash bug with exported animals
  • 04/28/2006Toady One Finished basic history infrastructure, updated artifact stories to history events, made nemeses stay dead, slayers become nemeses now, added enemy speech framework, fixed a crash bug with price setting, fixed two crash bugs with artifacts, optimized adventure mode speed
  • 04/27/2006Toady One Fixed a problem with way too many nems being generated, continued histories
  • 04/26/2006Toady One Continued histories
  • 04/25/2006Toady One Fixed food save bug, made sharp stone required for stone weapons, fixed a bug where pets started with clothes, fixed save bug with artifacts, added the startup map, added multiple site support on world map
  • 04/24/2006Toady One Altered the permits system, fixed problem with bone/shell use, started OO'ing histories, fixed a bug with door display, fixed the bug where the cursor displays on load, cheapest civ objects picked for startup
  • 04/23/2006Toady One Fixed some nemesis save bugs, did retirement, fixed drinkarea bug, fixed bug with trap loading requests, added the savagery field
  • 04/22/2006Toady One Added arrow to building interface, fixed bug with fishing (live/dead jobs swapped) this also fixed the problem with wandering turtles, floodgate initial state was open, fixed bug with lack of sites being generated on the map, added some more features to map gen interface, fixed hidden map bug in town, fixed a bug that made matglosses not transfer to constructed items, set door initial status to closed, fixed a bug with rotting corpses in dungeon conversion, worked on populace saving, fixed projectile crash bug, changed how nemeses are saved on sites
  • 04/21/2006Toady One Fixed three save bugs, fixed a bug with the smelter, fixed a bug with charcoal name, put the town homes and stores back in, fixed crash bug with projectiles, fixed problem with storage, fixed block square display bug, fixed save bug with job id numbers, fixed crash bug from storage job cancellation
  • 04/20/2006Toady One Made world generation less tedious, fixed crash bug with item/building destructor
  • 04/19/2006Toady One Finished building interface fixes, fixed a problem with adventure mode frame rates
  • 04/18/2006Toady One Cleaned up some save/load problems with the civ defs and OO stuff in general, started building interface fixes
  • 04/17/2006Toady One Made shields not generate if no free grasps, added set_craftquality() virtual function for items, added set_damage() virtual function for items, set up the basic civ def files, continued civ defs, made weapons/armor/clothing available at start up
  • 03/30/2006Toady One Continued civ defs
  • 03/29/2006Toady One Continued civ defs
  • 03/28/2006Toady One Continued civ defs
  • 03/27/2006Toady One Continued civ defs
  • 03/26/2006Toady One Continued civ defs
  • 03/25/2006Toady One Fixed bug with hit rolls
  • 03/24/2006Toady One Continued civ defs
  • 03/23/2006Toady One Continued civ defs
  • 03/22/2006Toady One Continued civ defs
  • 03/21/2006Toady One Tweaked some combat text
  • 03/20/2006Toady One Continued civ defs
  • 03/19/2006Toady One Continued civ defs
  • 03/18/2006Toady One Continued civ defs
  • 03/17/2006Toady One Continued civ defs
  • 03/16/2006Toady One Continued civ defs
  • 03/15/2006Toady One Went through all the civ indices and fixed them up, started civ defs
  • 03/14/2006Toady One Finished OO'ing buildings
  • 03/13/2006Toady One Continued OO'ing buildings
  • 03/12/2006Toady One Continued OO'ing buildings
  • 03/11/2006Toady One Continued OO'ing buildings
  • 03/10/2006Toady One Continued OO'ing buildings
  • 03/09/2006Toady One Continued OO'ing buildings
  • 03/08/2006Toady One Finished OO'ing items, started OO'ing buildings
  • 03/07/2006Toady One Finished OO'ing projectiles
  • 03/06/2006Toady One Made linked list template class, OO'd jobs, continued OO'ing items, started OO'ing projectiles
  • 03/05/2006Toady One Continued OO'ing items
  • 03/04/2006Toady One Continued OO'ing items
  • 03/03/2006Toady One Continued OO'ing items
  • 03/02/2006Toady One Continued OO'ing items
  • 03/01/2006Toady One Continued OO'ing items
  • 02/28/2006Toady One Continued OO'ing items
  • 02/27/2006Toady One Fixed a problem with nemeses and artifacts being saved at both the site and region level, moved over the new vector, moved over the new enabler, moved over the new RNG, moved over new streams, continued OO'ing items
  • 01/12/2006Toady One Continued OO'ing items
  • 01/11/2006Toady One Continued OO'ing items
  • 01/10/2006Toady One Continued OO'ing items
  • 01/08/2006Toady One Continued OO'ing items

Current 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.