So those of you who have been waiting for the seemingly once a year DF update, the wait is finally over. Update 42 is now out, with a hearty changelog to boot.
So, anyone else gonna be taking a swing at this, or those of you who play waiting for the requisite utilities like DF Hack and Therapist to be updated first?
New stuff
(*) Ability to designate taverns, temples and libraries in the fortress
(*) Taverns and libraries also exist in adventure mode and world generation
(*) Tavern keepers can serve drinks in both modes, goblets can be used by dwarves to drink (in taverns or otherwise)
(*) Performances include stories, poetry, music and dance (you can view activity descriptions from the unit/job list)
(*) Art forms are randomly generated for each civilization
(*) Instruments are now all generated, instruments can be used in both modes
(*) Most instruments are constructed from multiple pieces using different materials
(*) Personalities and values lead to needs which can be met by various actions in both modes
(*) The fort has visitors, residency petitions and eventual citizenship, including non-dwarves
(*) Tavern visitors include mercenaries, monster slayers, bandits, diplomats and performers
(*) Can set details for clothing/armor jobs to make them for other races that can equip items
(*) Monster slayers can petition your fortress to go down and fight monsters once you discover the underground
(*) Performance troupes are active in world generation and into play, visiting the fort, can be formed in adventure mode
(*) New knowledge system divided into nine branches (though it has very few practical effects so far)
(*) Fortress scholars can advance knowledge, form master-apprentice relationships and write down their findings
(*) Fortress scribes can copy works in your library
(*) Scholars can visit your fortress libraries, bringing knowledge from around the world
(*) Devoted historical figures can visit your fortress temples
(*) Three forms of writing material: papyrus sheets, paper sheets and parchment sheets
(*) Papyrus sheets are made directly from the plant at the farmer's workshop
(*) Paper is made from pressed slurries (start at the quern/mill, then go to a screw press)
(*) Parchment is made from hide and milk of lime at the tanner's (bake quicklime at a kiln, then make milk of lime at an ashery)
(*) Sheets are used to make quires or with rollers to make scrolls -- these are then used for writing
(*) Quires can be bound into codices with bindings after they contain writing
(*) Dwarves read books in the library (they don't need to be scholars)
(*) Values can be passed in writing (both modes) and through adventure mode arguments (uses some conversation skills)
(*) Animal people are playable as adventurers, arrive as fort visitors and sometimes live in towns in (playable) populations
(*) Children play with toys now, and they can also play make believe, in both modes
(*) Personality can be customized/randomized in adventure mode, appearance can be randomized as well
(*) Temples can be defiled in both modes, dwarf temples can be assigned to particular gods
(*) Adventurer can rent rooms in inns
(*) Adventurers can compose new poems, music and dances
(*) Adventurers can write material down on empty quires or scrolls
(*) Alcohol causes inebriation, erratic behavior, unconsciousness, death
(*) Festivals occur in world generation, though we haven't gotten them out of there yet
(*) Dwarves will wear trinkets again
Major bug fixes
(*) Fixed some army pathing issues
(*) Goblins have mounts again
(*) Fixed long-standing flow bug with unit occupancy
(*) Stopped some issues with brawls escalating to non-lethal
Other bug fixes/tweaks
(*) Looking at reaction screen for redded-out reactions in workshop will indicate missing reagents now
(*) Fixed inversion problem with half of the child/parent conversation thoughts
(*) Lots of historical figures that weren't around from the beginning didn't have deities when they were supposed to
(*) Allowed site finder to look for 1x1 sites
(*) Human civilizations now have randomized values
(*) Added ability to set invasion wave cap size
(*) Ability to designate taverns, temples and libraries in the fortress
(*) Taverns and libraries also exist in adventure mode and world generation
(*) Tavern keepers can serve drinks in both modes, goblets can be used by dwarves to drink (in taverns or otherwise)
(*) Performances include stories, poetry, music and dance (you can view activity descriptions from the unit/job list)
(*) Art forms are randomly generated for each civilization
(*) Instruments are now all generated, instruments can be used in both modes
(*) Most instruments are constructed from multiple pieces using different materials
(*) Personalities and values lead to needs which can be met by various actions in both modes
(*) The fort has visitors, residency petitions and eventual citizenship, including non-dwarves
(*) Tavern visitors include mercenaries, monster slayers, bandits, diplomats and performers
(*) Can set details for clothing/armor jobs to make them for other races that can equip items
(*) Monster slayers can petition your fortress to go down and fight monsters once you discover the underground
(*) Performance troupes are active in world generation and into play, visiting the fort, can be formed in adventure mode
(*) New knowledge system divided into nine branches (though it has very few practical effects so far)
(*) Fortress scholars can advance knowledge, form master-apprentice relationships and write down their findings
(*) Fortress scribes can copy works in your library
(*) Scholars can visit your fortress libraries, bringing knowledge from around the world
(*) Devoted historical figures can visit your fortress temples
(*) Three forms of writing material: papyrus sheets, paper sheets and parchment sheets
(*) Papyrus sheets are made directly from the plant at the farmer's workshop
(*) Paper is made from pressed slurries (start at the quern/mill, then go to a screw press)
(*) Parchment is made from hide and milk of lime at the tanner's (bake quicklime at a kiln, then make milk of lime at an ashery)
(*) Sheets are used to make quires or with rollers to make scrolls -- these are then used for writing
(*) Quires can be bound into codices with bindings after they contain writing
(*) Dwarves read books in the library (they don't need to be scholars)
(*) Values can be passed in writing (both modes) and through adventure mode arguments (uses some conversation skills)
(*) Animal people are playable as adventurers, arrive as fort visitors and sometimes live in towns in (playable) populations
(*) Children play with toys now, and they can also play make believe, in both modes
(*) Personality can be customized/randomized in adventure mode, appearance can be randomized as well
(*) Temples can be defiled in both modes, dwarf temples can be assigned to particular gods
(*) Adventurer can rent rooms in inns
(*) Adventurers can compose new poems, music and dances
(*) Adventurers can write material down on empty quires or scrolls
(*) Alcohol causes inebriation, erratic behavior, unconsciousness, death
(*) Festivals occur in world generation, though we haven't gotten them out of there yet
(*) Dwarves will wear trinkets again
Major bug fixes
(*) Fixed some army pathing issues
(*) Goblins have mounts again
(*) Fixed long-standing flow bug with unit occupancy
(*) Stopped some issues with brawls escalating to non-lethal
Other bug fixes/tweaks
(*) Looking at reaction screen for redded-out reactions in workshop will indicate missing reagents now
(*) Fixed inversion problem with half of the child/parent conversation thoughts
(*) Lots of historical figures that weren't around from the beginning didn't have deities when they were supposed to
(*) Allowed site finder to look for 1x1 sites
(*) Human civilizations now have randomized values
(*) Added ability to set invasion wave cap size
So, anyone else gonna be taking a swing at this, or those of you who play waiting for the requisite utilities like DF Hack and Therapist to be updated first?