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- The report to start May: Bay 12 Report. New stuff 64-bit support, pulling the game from the distant past into the previous decade Major bug fixes Fixed problem with artistic skill assignment causing world histories to diverge Fixed problem with worldgen trade causing world histories to diverge Other bug fixes/tweaks. Two of these students, Aslot Hatedtangle and Stasost Profaneace, were taught the moral lesson poetic form around the year 120. These shadowy groups focus on scouting when they take company-level battle contracts, staying away from most of the danger and offering a tactical bonus to their side's commander.
- This is what has happened with the GMOs food scare in Europe, Africa and many other parts of the world. For example, you can give a name to your spear or waterskin, but not to the water or food you start with. If you have rooms in your inn, people you approve can stay there (there might be room in the inn for the short-term people, but that's uncertain wow Mercenary Mode Race Conversion otherwise they'll stay in a fortress room. Here's the material and image specification release, along with several important bug fixes. In some sense, we've been a bit silly with the additions, as usual, but this is fine.
- It would be possible to weight the event selected with an importance check, but there are complications as usual. The RNG came up with "the Ace Bees" for my first troupe name (you can also pick it yourself but it was a short and sad tale, unfortunately, since I had to kick everybody out of the troupe to test.
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- You can assign rooms and zones to larger locations now. I've adjusted how bone pain works to stop people from giving into pain and going unconscious when their toes are broken.
- During research discussions, if somebody is better at skills associated to the topic and has broader knowledge, the dwarves (or permanent residents) can decide to strike up an arrangement. Various other fixes to squad reports, their injuries, etc. 09/29/2015 Here is a Future of the Fortress reply.
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- Most matter to do with the supernatural is best saved for the magic release, but since there will be a Big Wait for that, adding as well the work on the graphical release, we've been planning. The Occult Coven had a priest there, but their one great house of worship was gone. I think the trickiest part will probably be getting them to handle artifacts held by people, especially moving ones (including your adventurers and that should be coming up after I handle the new rumors and some other issues. This is why scientific consensus matters it is the last line of defence we have against the impressive credentials and sciency-sounding language of those who are really on the lunatic fringe. The old vampire secret identity code wasn't helping since vampires didn't try to hide these types of professions.
- They executed and raised everybody there as zombies. Major bug fixes Fixed problem causing dwarves to sometimes fail to attack monsters/invaders Stopped active blocks/parries from rarely freezing adv mode Stopped certain situations where you could be stuck in the air above certain tiles Fixed a few problems with necromancers. This, of course, was the perfect time for another world gen non-reproducibility bug, which I've been working on for two full days.