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Releases: BenLubar/df-ai

0.44.11-beta1

06 Jul 22:19
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Changes since the previous version

  • Added support for the messenger occupation to the web interface.
  • Fixed incompatibilities caused by DFHack changes. (#46)

0.44.10-r2

22 Jun 03:33
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Changes since the previous version

  • The military will no longer kill-steal from hunters. (#45)

0.44.10-r1

18 May 19:46
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0.44.10-beta1

12 May 05:00
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Changes since the previous version

  • Changed windmill from a furniture type to a room type.

0.44.10-alpha1

07 May 15:24
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0.44.09-r1

05 Apr 07:22
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Note: DFHack 0.44.09-r1 is compatible with Dwarf Fortress 0.44.07 and 0.44.08, including the test Linux build designed to fix bug 10615. Use this version of df-ai and DFHack even if you are on Dwarf Fortress 0.44.07 or 0.44.08.

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0.44.09-alpha1

02 Apr 06:06
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Note: DFHack 0.44.09-alpha1 is compatible with Dwarf Fortress 0.44.07 and 0.44.08, including the test Linux build designed to fix bug 10615. Use this version of df-ai and DFHack even if you are on Dwarf Fortress 0.44.07 or 0.44.08.

Installation instructions

0.44.08-alpha1

29 Mar 20:22
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Note: DFHack 0.44.08-alpha1 is compatible with Dwarf Fortress 0.44.07, including the test Linux build designed to fix bug 10615. Use this version of df-ai and DFHack even if you are on Dwarf Fortress 0.44.07.

Installation instructions

Changes since the previous version

  • Fixed a crash when the AI checked to see if it could use an item that wasn't in the fortress.

0.44.07-alpha1

14 Mar 18:29
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Changes since the previous version

Quality of life

A few quality of life improvements have been made that make it easier to interact with the AI while it is running. Additionally, some repetitive error messages have been fixed, and the AI now waits longer before building large dining rooms.

  • Added the ai abandon command to allow a new fort to be started without disabling lockstep or closing Dwarf Fortress.
  • The infirmary is now also an animal training zone, so the dwarfvet plugin will work.
  • If a mercenary would be added to an empty squad, a citizen will be moved from an existing squad first. Previously, drafting the mercenary would fail.
  • Fixed an error message about not being able to recruit a captain of the guard. The captain of the guard would previously still be recruited through the squad management system.
  • Increased the number of dwarves allowed in the temporary (tiny, in-hallway) dining room from 6 to 9, which will prevent larger dining rooms from being dug before the first migrant wave.
  • Split the report into three pages in weblegends: tasks, population, and stocks.
  • Workshops and furnaces now show information about what items they are missing in the tasks report.

Population report

The population report has been expanded to show additional information, like medical and criminal history.

  • Fixed diplomats like the outpost liaison being shown in the residents section of the population report.
  • The report now shows residents' occupations, such as monster slayer, mercenary, or performer.
  • Added information about crimes to the report.
  • Added health information to the report. The information is currently displayed in a pretty messy format.
  • Expanded squad kill orders in the report to show individual units instead of "kill keas" or "kill various".
  • Split the job list in the population report into active jobs and jobs that are waiting for a worker.

Stocks report

The stocks report has been expanded with a new layout that is easier to read in a browser.

  • Improved formatting of the stocks section of the report. There are now meters and progress bars in browsers that support them, and the data is formatted in a table instead of a list.
  • The total number of an item type in the fortress is now displayed next to the amount available and the goal amount in the report.
  • Subtypes of items like ammo, clothing, and weapons are now tracked individually.
  • Added a description of what is being done to items in the stocks report, or why nothing is being done.

Production management

There are some fixes for bugs that would prevent item production or produce too many of an item, as well as some new safeguards against running out of wood and metal.

  • The stocks module updates more frequently and assigns all manager orders for an update at once instead of waiting a few frames between each assignment.
  • Manager orders that are not started will be cancelled and combined with new manager orders, to reduce the length of the list.
  • Fixed items in hauled bins and barrels being considered "in use".
  • Gloves and boots are now counted individually instead of in pairs.
  • Fixed boots being made using the MakeGloves job, which would cause a large number of gauntlets to be stockpiled, and no boots ever.
  • Anvils are only purchased from trade caravans if each individual anvil is needed, instead of purchasing all anvils if any are needed.
  • Cutting trees will stop waiting after a while and cut additional trees if wood stocks continue to be low.
  • There is no limit on meals and drinks as long as both meals and drinks are stockpiled to at least the "need" level and there are extra food storage containers available.
  • The production of all non-bed wooden items made is suspended if more beds are needed. Previously, only barrels were suspended.

Metal equipment

Metal production is now much more efficient, and the AI will make better choices when selecting a metal to produce equipment from.

  • Fixed alloys that are not going to be used being produced. This most commonly manifested in a fortress full of billon and no copper or silver.
  • Goblinite is now collected and processed. (#20)
  • Metal crossbows and bolts will now be made.
  • Improved the priorities of various metal types when deciding what to use for weapon making.
    • Ammunition uses the most abundant metal, either based on the ingots currently available, or the non-alloy ingots that could be made.
    • Ranged weapons use the lightest metal available, excluding candy.
    • Edged weapons like swords and axes use the metal with the highest shear fracture score. See the material science page on the wiki.
    • Blunt weapons like hammers and maces use the metal with the highest density.

0.44.05-r2 update 1

23 Feb 23:10
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Changes since the previous version

This release fixes manager order queueing on Linux and Mac OS X. Additionally, manager order queueing will handle failure to find the expected order more gracefully on all operating systems. There are no changes other than this bugfix.

For other changes, see the original 0.44.05-r2 release notes.