It'll be difficult to fix that without additional property information, etc. For instance, if you pick up and then immediately replace a museum piece in adventure mode, and then tell somebody about it, you'll get credit as a Treasure Hunter. There are also various adventure rough edges. For example, you can give a name to your spear or waterskin, but not to the water or food you start with. In order to name an object, use 'I' to interact with it, and it'll be one of the options for appropriate objects. People in adventure mode that are seeking an artifact will list "missing treasure" among their troubles, and you can then inquire further. ![]() You can also reuse existing identities from this menu. To turn off the identity, go back to the "assume an identity" menu and choose the 'x' "no identity" option. You do this from the 'k' conversation menu (if you are already talking to somebody, it'll be hidden in "start new conversation".) If you choose to link your identity to a civilization, you'll be carrying that baggage with you, especially when you are being interrogated by goblin guards, so one should be prudent. In adventure mode, you can assume a cover identity. There will either be 'P'etitions or a diplomacy popup to handle. The interactions with heroes and invading armies are more straightforward. Raids do not bring back non-artifacts or build skills these issues may or may not be addressed in the short-term depending on difficulties that arise. There was a last-minute hiccup with artifacts known to be held by people (rather than stored on sites) these fort-mode missions will be fruitless for the moment the most common instance here is books authored by people that then hang on to them, so don't try to steal their books! It says on the map screen when an artifact is held by somebody, so it should be easy to avoid. There are some rough edges here! Be sure not to send off your commander if you are planning to reorganize your military, as they are the only one with the power to assign new squads and cannot do so while off the map. Sometimes reports are quite lengthy as squads stumble from tavern to tavern you can press enter to skip to the end of the path animation. When squads return, a report will become available a yellow 'R' will appear over on the left margin, and pressing 'r' will let you see it. Squads can also be captured during raids, though typically someone will return to tell the tale. You can either raid a neighbor generally, or send off squads to recover specific artifacts or rescue particular people (in which case, the squads will still bring back other artifacts and prisoners, but focus on the goal.) A squad questing after an artifact will seek out information if the first site doesn't work out, and this might take several months, so be prepared. In fort mode, the 'c' screen which used to list civilizations still does that as a suboption, but its main purpose now is to show the world map and allow you to interact with it. Posted: This is the artifact release, featuring the ability to send your dwarves off to cause trouble in the world, improved kobold sites, cover identities, artifact questers, and a bit of artifact diplomacy. Properly saved freeing hf in relevant historical event (Quietust)įixed a few cases of historical event for identities reporting wrong historical figureĪ real big new update? What's new what's new what's UP Removed incorrect back instruction from burrow naming Stopped designations for removal of ramps/constructions from working on hidden tiles Stopped inaccessible pile tiles from stopping bin/barrel placement throughout pileĪllowed stairs to be carved in ice that is one tile above stone properlyĪdded building item TSK indicator to ground items as well Made returning mercenaries stop petitioning for sanctuary (existing petitions will still be there) ![]() ![]() Stopped creatures from asking for identity when they shouldn't be able to speakįixed problem with companions and other close people not always recognizing your relationship to them ![]() Stopped crash caused by yielding to muggers Made removing first stop of hauling route w/ assigned vehicle not cause issues/crashes Stopped negative artifact location rumors from passing around so much (freezes) Stopped extraneous dwarf mode conversation text generation (freezes) Made attacking giant monsters path to targets properly again Stopped displayed artifacts from duplicating on retirement/offloading of site Over in adventure mode, inappropriate creatures shouldn't yell 'identify yourself' and companions should participate in conflicts as they used to, and some other issues of reputation should be solved, especially among citizens of the starting town. A few of the bad five-second freeze/lag problems caused by the new release have been fixed, and large beasts should move off the edge of the map again. Toady One posted: This is another bug fix release to start the new year.
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