Documente Academic
Documente Profesional
Documente Cultură
3 Patch Notes
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- added can_assign_military method for scripts
- changed military status grouping (remove outdated "Champions" and added
"Mercenaries")
- added expulsion related thoughts
- fixed writing nicknames on some Linux distributions
- fixed trying to read itemdef flags for objects not from DF memory
***
- fixed copying need columns
***
- fixed saving focus and need columns
- fixed focus offsets on 32 bits platforms
***
- remade custom role dialog editor
- added belief and goal in roles
- added focus and needs scripting functions
- added focus and needs in the dwarf tool-tip (optional)
- added focus and need columns
- added "Needs" grid view
- added "Needs" dock window for focus and need overview
- removed generated items from preference list and added incomplete tools
- removed duplicate exact item preference when the item has no subtype
- fix flagarrays with invalid size allocating memory
- fix trying to read vectors with absurdly high size
***
- removed memory layouts for DF 0.42.05 and older
- fixed unit list during embark and fortress mode
- fixed "Armor (any)" and "Clothing (any)" preferences
***
- added memory layouts for DF 0.44.12
- fixed crash caused by out of bound stress level
- fixed tool-tip width when the second column is empty
- fixed usage of attribute and attribute_maximum in scripts
- fixed script editor error log
***
- added memory layouts for DF 0.44.11
- added messenger profession (no icon)
- split dwarf tool-tip in two columns
- added options for skills in dwarf tool-tip
- fixed typo in "very unhappy" description
- fixed updater updating files in read-only directories
- fixed default role preference warnings
- fixed writing string to DF memory on Linux (possible rare crashes)
***
- added "see dead body" thought
- fixed happiness thresholds for 0.44.10 (thresholds can now be configured in
game_data.ini for older versions)
***
- added memory layouts for DF 0.44.10
- changed data directory paths and priority (using Qt's standard paths)
- added a "portable" mode that only uses and stores files in the application
directory
- changed settings directory from "UDP Software" to "Dwarf Therapist"
- added a shortcut to the data directory in the file menu
- changed exported custom role extension to dtr (instead of dtp)
- added preference columns
- fixed reading item type on macOS
- fixed writing files as root on macOS (drop root privileges when not read DF
memory)
- fixed unassignable dwarves being assigned to military in multiple selection
- fixed caste detection for modded player race
- fixed some tool names missing their adjective
***
- added memory layouts for DF 0.44.08 and 0.44.09
***
- added memory layouts for DF 0.44.06 and 0.44.07
- added a retry button in the lost connection dialog
- added profession icon for monster slayers
- changed some colored text to be more adapted to the palette in use
- updated links in help menu
***
- load memory layouts and grid views from all search paths instead of the first
existing one only
- fixed a crash when exporting to CSV
- fixed monster slayers being treated like mercenaries (for squad assignment and
visitor filter)
***
- added memory layouts for DF 0.44.04 and 0.44.05 (all platforms)
- added commitment details for sexual orientation (lover vs. marriage, not for
animals)
- added choice for sexual orientation details in the option menu (sex only/simple
orientation/commitment)
- added "Sex" and "Sexual Orientation" grouping (replaces "Gender & Orientation")
- renamed "Social & Cultural" grid view to "Other Skills" and add it in the
default tabs
- fixed sexual orientation
- fixed fake identity not being used for non-vampires
- fixed reading fake identity names and birth date
- fixed a bug when column sets have the same name in the grid view editor
***
- added memory layouts for DF 44.03 (all platforms)
- added support for retina display in osx
***
- added memory layouts for DF 44.02 (Linux 32/64 and OSX 32)
- added new professions (Criminal, Peddler, Prophet, Pilgrim, Monk)
- completed memory layouts for DF 43.05 OSX (material prefix and reaction_class)
- made writing invalid strings on linux safer
- added some new profession icons
- fixed crashing when reading unknown profession
- fixed missing half the common kill counts
- fixed reading/writing invalid data when a dwarf has a reputation but no fake
identity
- fixed ref_type offset on 64 bits platform (fix showing quiver content)
- fixed column width with Qt 5.9.3
- fixed search paths for external files (manual, layouts, game_data.ini, ...)
- cleaned up useless values in memory layouts
***
- added memory layouts for DF 44.02 (Windows 32/64 and OSX 64)
- 64 bits Dwarf-Therapist can now be used with 32 bits Dwarf Fortress (windows and
linux only)
- remove requirement for Windows string offsets
- fix writing string on Linux leaking memory
- replace many uses of skill name with skill "noun"
- make space between paragraphs in dwarf tool-tip thinner
- hide highest moodable skill in dwarf tool-tip when the dwarf already had a mood
***
- added Blacksmith role in default "Roles" grid view
- added memory layout for DF 43.05 on OSX 64 bits
- re-added pdf manual compilation with Latex
- extended "Social" grid view with artistic and scholar skills
- added Paper, Parchment and Paper plant generic preferences in custom role dialog
- added specific preferences for papers, leathers, wools, silks, parchments and
paper plants in custom role dialog
- changed some material names to be closer to DF
- added the ability to use the custom role dialog when not connected to a fortress
(specific preferences are not available until connected to a fortress)
- fixed win32 0.43.05 memory layout
- fixed some widgets not displaying correctly
- fixed art preference name on 64 bits platforms
- fixed "Cloth" preference matching papers
- fixed a crash when using the custom grid view dialog when not connected to a
fortress
***
- added support for 64 bits Dwarf Fortress
- added memory layouts for DF 43.05 (only for Windows 32 bits and 64 bits, and
Linux 64 bits)
- dropped Qt4 support, requires Qt5
- a C++14 compiler is required
- various changes and fixes from Hello71
- fixed random crash when switching tabs
- fixed uncovered legs and body warnings inversion
- fixed reading dwarves during embark when filtering non-citizens
***
- DF 42.06 memory layouts for windows and linux (sv-esk)
- added new jobs for crafting (sv-esk)
- added a global option to abbreviate experience and stress numbers
- added a rust description on the skill column information/tooltips
- fixed uniforms not displaying correctly for miners, woodcutters and hunters (sv-
esk)
- fixed experience formatting
***
- livestock is determined by CAN_LEARN tag, which should allow for setting labor on
modded intelligent creatures
- livestock incoming with a migration wave should appear now
- fixed audience job not showing for dances
- fixed gelding for creatures without LOWERBODY
***
- toggling labors at a group/set level works properly with filters
- right clicking and toggling a set of labors, all selected units are affected
- added support for multiple moodable skills
- replaced the text for group by and filter with icons and tooltips
- added icons to more of the right-click context menus
- changed the filter label and dropdown to a single widget
- added a scroll area to the option's tooltip tab to reduce the overall height of
the options window
- moved all the 'cheating' options to their own section in the general options tab
- fixed many issues with jobs, activities and squad orders not displaying correctly
- fixed labor/flag toggling when selecting all with CTRL-A when both a group and
filter are active
- fixed flag columns incorrectly toggling labors when clicking the group row's
cells
- fixed the right click squad menu on non-squads groups
- fixed how moodable skills are determined (raw base level, not inc. xp to next
level)
- fixed some knowledge descriptions
- OSX fix for crashing on first read (Numerius)
***
- update memory layouts for DF 42.04
- fortress citizens/residents from other races should be visible and can have
labors/squads assigned where applicable (ie. mercenaries can join squads and
citizens can have labor toggled)
- added musical/poetic/dance preferences
- added new emotions
- added new thoughts
- added new jobs for activities, meeting and squad orders/training
- added many new job icons and activity icons
- added grouping by job type, and occupation
- incoming migrants should show up, even if they're not on the map yet
- added basic body part sorting for the equipment column
- added message regarding caged animals to the butcher column
- specific items and general item types should compare correctly for equipment
- added 'chain' to armor names when applicable
- added 'large' and 'small' prefixes to armor when applicable
- added [S] to armor when applicable to indicate shaped
- holding CTRL when using the information dock will prevent the text for updating
***
- initial memory layouts and other configuration for Dwarf Fortress 42.01 and
beyond
***
- moved the gridview controls (grouping, searching, population counts) to their own
toolbar, which can be moved, hidden, etc.
- changed the unit details dock to display skills, attributes, preferences, etc. in
individual dock windows instead of using tables/trees in a splitter.
- updated some thought descriptions
- updated/fixed skill_level functions for scripts and updated the documentation
- added is_female() script function
- removed alchemy from the hauling labours in the default view
***
- added new labors (road building, construction) to the game_data.ini and the
default full labor view
- added global options for showing the roles in skill/labors and hiding non-adults
- added a new feature to override cell background colors for active, pending and
disabled cells in the views on a set or column level
- the row highlight border will show now even when hovering over the row
- grid cells that cannot have the labor toggled (roles, labors) will highlight the
cells in red (eg. children, moods)
- updated the skill columns to give a description of why the labor toggling is
disabled
- also fixes the gelding columns allow to geld when already gelded
- memory tools will only show up in debug mode
- memory layouts for 40.20-24
- fixed an issue where updating a column's color didn't immediately update the
column header's color
- fixed some wording and cleaned up obsolete game_data entries
- fixed some material description in reactions
- fixed the drawing on the skill legend
- fixed a crash on exit when moving between different world saves due to different
weapons existing
- fixed reading the game_data.ini with translations
- fixed an issue where re-connecting could cause DT to crash on exit
- fixed diagnosis required from showing in the health grid when it wasn't required
- fixed unauthorized DT instances quit correctly (Lethosor)
***
***
- 40.19 memory layouts
- added new columns for gelding to default labor views
- added new gelding role (based on shearer)
- fixed domestic creature role preference
***
***
***
- added a new information dock to show the same information as the cell tooltips
- added a grid option to hide the various cell tooltips
- added a new dock to show a summary of worn/missing equipment, with the option to
show/hide material names
- weapon columns and roles now support the specific foreign weapons for particular
worldgens
- updated the default role view to have the same order and colors as the full
labors view
***
***
- fixed multiple issues with scripts where any optional arguments were ignored
(test your scripts!)
- fixes an issue where it was necessary to restart after embarking to see the
fortress name
- fixes an issue where worlds with large amounts of historical figures wouldn't
find vampires (among other things)
- fixes OSX string writing (nicknames, custom professions, etc.)
- fix for an edge case crash with roles when all attributes are hacked to approx.
max level
- fix for the default font (ShiroiKuma)
- more optimizations and clean-up (Hello71)
***
- many optimizations, clean-up and code updates, especially for linux (Hello71)
- compile optimizations and backwards compatibility for QT4 (myk002)
***
- fixes an issue where weapons strapped to the body weren't included in inventory
- fixes an issue where assigning a specific weapon to a squad member wouldn't show
up as a conflict/missing item
***
- added missing recovering wounded labor to the full labors view
***
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***
***
- adjusted preferences to even out roles with many preferences vs those with very
few
- conflicting traits and beliefs are now shown in the dwarf detail pane
(highlighted in red) along with their full descriptions of the conflict
- fixed active squads not showing up
- removed the background colors and used them for the text color in the dwarf
details pane (rust, moodable skill, beliefs, goals) to prevent a rainbow atrocity
- trait cells are now highlighted with a dynamic opacity border (darker means more
conflicts) if they conflict with a cultural belief
- changing the group by now resets the sorting to the group's aggregate values,
rather than keeping the previous sort method
- added a new thought, and support for unknown thoughts
***
***
***
- overhauled role calculations to allow side by side role comparison and better
labor optimization (Thistleknot)
- updated the labor optimizer to use the new role calculations. this also has the
benefit that the optimization plan priorities are now correctly enforced (ie.
higher priority is always assigned jobs first)
- gridview sorting now persists between all views with the same 'group by' set. for
example every view grouped by caste will maintain the same sorting, every view
grouped by migration wave a distinct sorting, etc.
- role cells in the gridviews show the related labors and if they're active or
pending a change. the related labor is determined by finding the labors associated
with the role's skills.
***
***
- children and babies are now determined by their age relative to their caste's
child/baby age specification, instead of relying on the profession name
- age in months is now always calculated, since it's sometimes used for animal
offspring
***
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- the codec file for ibm code page 437 shouldn't be required from now on
- fixed the accent issue on linux (osx as well?)
- fixed a few small remaining memory leaks related to materials and races/castes
- fixed an issue where a unit with an attribute well over the maximum possible was
drawn incorrectly
***
- minor fix for the health legend to allow multiple selections for filtering
***
- docks can be minimized once detached from the main window currently disabled on
linux
- all active syndromes are now displayed, divided into 'buffs' and 'ailments' in
the tooltip
- vampcurse and werecurse won't show in the syndrome list when hiding cursed
creatures
- additional options have been added to choose how to display syndromes in the
tooltips
- an option has been added to ensure that your custom roles appear before any
default roles in the tooltips and details dock
- babies will show their age in months where applicable
- scripts can be used to check for syndromes with d.has_syndrome(syn name or part
of name)
- vampires and werebeasts are highlighted separately from 'other' cursed creatures,
who will have a faded highlight
- multiple scripts can now be applied at the same time
- the filtering has been changed so that all currently active filters are visible
and can be individually removed
- slightly tweaked the noble/cursed highlighting so if a very dark background is
chosen, the text will be a more readable white
- when grouped by age, units with < 10 years are grouped into single years
- an option has been added for caste descriptions (was linked with the caste name)
in tooltips, since some mods' are getting pretty wordy with their castes'
descriptions
- fixed the crash on exit in windows
- fixed copy/pasting script stuff
- if an animal doesn't have a child/baby name, 'offspring'/'baby' is appended to
the race name
- fixed opposed_to_life creatures from showing up in the unit list
***
- fix for possessed (no exp) moods
- fix where the wrong skill was highlighted once an artifact was created, and then
another skill was increased higher
- has_health_issue second parameter is optional
- toggling labors by column incorporates filters now
***
***
***
roles
- role columns now support changing their column text in custom views. previously
the column title had to match the role name.
- osx support
- merged Tareq's osx patch, the memory layout for 34.11 is included, but is missing
the offests for syndromes and the health stuff. still need to update offsets.
- added Tareq's default font code
- user interface
- the dwarf details dock now refreshes after a read (if the dwarf can be found)
- modified the highlight colors in the dwarf details pane (moods, high/low skills
etc.)
- the gradients for nobles, happiness and cursed dwarfs now correctly incorporates
the chosen color's alpha channel
scripts
- exposed the current_job_id() for scripts
- revamped the script ui to show tabs for the various reference tables
- added a job reference table
***
***
- added new default view for labor (resmar's), health, and adjusted animals
- designated some traits to be rated inversely when drawn (ie. high depression raw
trait value is actually bad)
- added more job icons
- fixed a few thought descriptions
- quality of life improvements and new options
- show/hide the gender icon to the left of the names in the views
- show/hide 'buffs' in the dwarf tooltip
- custom gridviews can be set to show animals only
- ctrl or alt + mouse scroll horizontally scrolls views. home/end can also be used
for horizontal scrolling
- expand/collapse all shortcut keys are displayed
new features
- beneficial syndromes (buffs) have been added to the dwarf tooltip. (BETA)
- health information is now available this includes: (BETA)
- a default health view
- health section added to the dwarf details pane
- health legend dock, which allows searching and filtering
- brief tooltip summary with colors/symbols (all optional)
- limit showing wound details based on diagnosis (optional)
- health information for animals (optional)
bug fixes
- selecting multiple preferences filters correctly
- migrants who arrive only to be immediately killed should no longer be showing up
- quickly closing and relaunching another DF game shouldn't break attributes/roles
anymore
- rearranging columns and sets in custom gridviews wouldn't save and/or caused a
crashed
- exporting the current view properly applies any filtering currently on the view
- naming a custom profession caused a crash
- optimize button's style adheres to the rest of the toolbar (show/hide button
text)
other
- optimized the loading of creatures
- optimized material loading
***
***
- fixed the right click menu to assign squads and custom professions
***
- fixed a problem with custom role scripts removing some characters when loading to
edit
- fixed a problem with custom views not showing up for editing in the dock window
***
***
- instead of hiding full squads in the menu, they're shown but disabled
- instead of showing no menu actions at all when no squads are present, a disabled
menu explaining that either the dwarf isn't eligible for military duty, or that no
squads have been created
- squad information is refreshed when right clicking on dwarves, to prevent cases
where players forget to refresh DT after adding/removing squads
- added checks to hopefully prevent the group by from selecting nothing
- the fields in the dwarf details pane will wrap their text now. this stops the
dock from resizing when highlighting a dwarf with long descriptions of job, name,
noble positions, etc.
- fixed cursed dwarves not showing their true names and birth year in the tooltip
- fixed cursed dwarves not showing their fake names correctly
- fixed typos in the game_data file (roles, items, thoughts)
***
Views
- added default trait view
- added alternate social view with related traits which affect the skills
- modified background of default social view columns to be slightly darker
- added text and changed the icon of the 'add new grid view' button to make it more
obvious
- added tooltips to the panes when adding new sets/columns to views
Recent Thoughts
- a dwarf's recent thoughts (most recent first) can be viewed in a dwarf's tooltip,
and the happiness cell's tooltip in the grid
- added an additional dock window to view the population's thoughts with counts and
effects on happiness
Custom Professions
- custom profession icons can now have a background color in addition to an icon
and text
- the default profession icons can be modified by right clicking on them
- custom profession icons or changed default profession icons now show properly in
tooltips, the dwarf pane, etc..
Roles
- roles now use a weighted average of the interpolated skill level and a simulated
rating method which takes into account the dwarf's learning rate for the skill.
- added an option in the defaults to choose the weight for the skill rates relative
to the skill level (only applies with mods with multiple castes)
- roles now use a weighted average of the attribute's value, and it's potential
value
- added an additional weight for attribute's potential relative to the attribute's
value
Attributes
- attributes now show the maximum possible (dwarf specific) in the attribute
tooltip and on the dwarf detail pane
Column Sorting
- columns can be right clicked and the sort method can be changed. this is
exclusively for labor/skill columns at the moment
- the sort type for each column type is saved/loaded when dt quits/starts
- fixed an issue with the sorting where sorting by the first column wouldn't be
remembered after switching tabs
Current Jobs
- the current job now also shows the material being used. when grouping, the groups
are set by the category of job.
- added a few more job icons
- fixed a bug where carve fortification wouldn't show up as a job
Labor Optimizer
- squads can now be excluded from labor optimizations
Skill Legend
- fixed a bug in the skill legend dock causing a crash
- the skill legend now draws with the current cell padding and size
- added a dropdown menu to choose the skill drawing method
***
- added the conflicting skills and special notes for traits to tooltips, details
panel and trait column
- added checks for skills which are losing experience, which are highlighted in
orange in the tooltip and on the details pane
- tweaked the skill/labor column sorting to weight skill rates and skill level
equally
- skills now show raw levels and correct experience in the tooltips
- removed test roles from the defaults
- when a dwarf goes into a mood, the artifact name is hidden until they've actually
completed it
***
***
***
Interface Changes
- the grid now adheres to the cell size/padding set in the options properly
- increased the line thickness of the dirty border so it's more visible
- updated the group by dropdown to show all items rather than only 10
- added options for global font and global tooltip font
Role Changes
- preferences can now be added to roles. these can either be specific things (Oak
trees) or categories (Weapons)
- updated all built in roles to include core/basic preferences.
- when editing/adding roles the currently selected dwarf is shown as an example to
aid in setting weights
Tooltip Changes
- added a set of options to choose what is displayed in the tooltip (hovering over
dwarf)
- replaced the show dabbling skills option with a dropdown to select a minimum
skill level to show
- added gender and profession icons to the dwarf details pane and the tooltips
(tooltip icons can be turned off in the options)
Fixes
- final optimization tweaks and a few important bug fixes to optimizations
- fixed a case where merchants could show up as part of the fortress population
prior to entering the map
- fixed a couple broken default roles
- fixed the missing custom profession properties which weren't being exported
properly
- fixed a bug on some linux systems with the optimizer's std::sort
- fixed most memory leaks (still a few left)
- fixed editing roles not setting the correct default weights
- cursed animals are excluded properly
- merchants who also appear as migrants won't show up anymore
***
### v18.0
***
### v16.0 (DF 34.07 - DF 34.11 Windows SDL & Linux) >>DOWNLOAD<<
***
### v15.3 (DF 34.07 - DF 34.11 Windows SDL & Linux) >>DOWNLOAD<<
***
### v15.2
***
### v15.1
***
### v15.0
***
***
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- added new current job icons (work in progress, i'm not completely satisfied with
them)
- if the cell size is larger than the job/happiness icon, the icon will be centered
rather than stretched
- added icons for happiness with menu option to enable/disable them
- nobles are italicized and marked with the masterwork symbol
- new option to highlight nobles and choose colors
- added color chooser for the curse color when highlighting cursed dwarves
- noble positions added to tooltip and dwarf detail pane
- grid header columns now use the same font as defined for the grid (this may
require it's own font option, i'll wait on feedback)
- the squad list now only shows only the active squads
- tabs/views remember sort and scroll positions (tab/view specific)
- added gradients to current job cells, happiness cells, happiness label
- fixed some text/background contrast issues
- fixed cell padding
- cursed highlighting works on linux now
- added a message to check military screen after adding/removing a squad leader
- see commit log for offset changes
***
***
- fixed labor column sorting when there are no related roles - added swimmer skill
column to military default view
- applied ag's linux patch for nicknames and performance issues on linux
- fixed a bug with modded games (masterwork) showing tame animals as hostile
- added missing linux offsets to layout files
- some squad loading optimization
- fixed a bug on linux regarding the active vs full unit list offsets (they now
have their own separate offsets)
- added missing roles (bowyer, cheesemaker, trapper, small animal dissector, dyer,
fish cleaner, fish dissector, clothier, siege engineer)
- included the fix for conflicting labors (hunting/mining/woodcutting)
- attribute description ranges, and drawing icon (ie. 'strong', 'very strong'..)
are based on caste values now. columns are still sorted on the absolute value,
however the description and the drawing icon (square, number..) are relative to the
caste. essentially this means for modders the descriptions in DT will match those
in game.
- castes, races and reactions are read from memory now to give more accurate and
correct race/reaction descriptions
- you can now CTRL+left click dwarfs to select them, and then toggle multiple
labors at once
- ESC now deselects all currently selected dwarfs
- added an option under roles to show role ratings in labor columns. this
additionally changes the sorting of labor columns to sort by labor enabled and then
role rating so the dwarfs with the labor enabled are still shown on top
- fixed role trait ratings and tweaked accuracy
- migration issues completely resolved now, and grouping by migration wave shows
season and year of arrival/birth
- custom animal views can show animal attributes (ensure your custom view starts
with Animals
- active unit lists are used instead of the full list, which should resolve issues
like kidnapped babies, etc..
***
Roles
- added user interface for custom roles (scripts not supported)
- added top roles in dwarf tooltip (number can be set in options)
- the number of roles in the dwarf detail pane can be set in the options now
- modified the way roles ratings are calculated again. it now rates aspects on more
static/absolute values and then ranks dwarves according to each other. due to this
the mean/stdev/etc. functions are no longer available for scripts as they're no
longer calculated. (thanks to thistleknot, thuvian and dreiche2 for your help on
this)
- more default roles have been added/adjusted
Interface
- all the tables in the dwarf details pane can be re-sized or hidden and settings
are saved
- the population count now displays a breakdown of adults/children/babies including
a tooltip with totals
- sort direction/column for the tables in the dwarf details pane is remembered
- fixed more sorting issues on menus and more menus have tear-off enabled
- fixed some minor drawing issues
- custom professions can now be marked as being a mask. if set as a mask they will
only add labours
- made some adjustments to the progress bar on the bottom and messages
- tweaked trait/skill/role tooltips
- when editing custom views you don't have to find white space to add columns
anymore
- added a tooltip to the version message at the bottom right which shows the path
of the file being used (for those who make copies in the layout folder...)
Weapon Columns
- a new type of column has been added to compare a dwarf's size to the requirements
of weapons to aid in determining which dwarves can use which weapons
- all weapons are read from the raws and are automatically grouped by sizes and
added to their own view
- additionally, if there are 10 or less grouped weapon columns, it will append it
to the military view as well
- an indicator and tooltip is shown for whether or not the dwarf can one-hand, two-
hand or is unable to use the weapons in the group
- individual weapon columns can also be added just like other columns. This doesn't
apply for the grouped columns as they're generated dynamically on load. If there's
enough demand I'll look into making them available
Other/Fixes
- migration waves should be grouping dwarves properly (courtesy of Shishimar)
- added another check for corpse/zombies to ensure they don't show up in DT
- traits are capped at 0 and 100 for those few crazy values that sometimes occur
- if not showing cursed dwarves, the 'drinking blood' job is changed to 'drink'
- added linux layout for 34.07
***
***
- removed the labels for strength, agility, etc. on the dwarf details pane, and
added a new table for attributes similar to traits and skills.
- modified the role rating system, it should be much more accurate now (credit to
Thistleknot)
- added attribute, trait and skills global weights to the options
- after saving options, you are now prompted to read the dwarves again, as most
options require a read.
- added many more default roles
- changed the syntax of custom roles. see the game_data.ini for plenty of examples
- updated all craft related roles to weigh creativity the most
- custom roles have been moved to the dwarf therapist.ini. they should be added
under the [custom_roles] heading
- custom roles can now override a default role column if it is given the same name
- d.skill_mean(id), d.skill_stdev(id), d.trait_mean(id), d.trait_stdev(id) have
been added for scripting purposes
- scripted role columns will now draw correctly as long as the value is between 0
and 100
- all menus when adding columns to custom views can be 'torn off' to aid in adding
many columns at once (click the --- line at the top to tear off)
- fixed changed/missing current jobs
- migrants not on the map yet will show up in DT again
***
- castes are working and additionally they're read from the [CASTE_NAME] raw tag so
modders can utilize the feature (thanks meph!)
- fixed merchants' guards showing up in dt (reported by alagon)
- 'on break' now works properly and is identified with a blue dot, as opposed to
the 'idle' red dot, and groups properly
- the edit script window now works
- slightly darkened some text for readability
- removed the average attribute descriptions
- added skill and attribute reference tables, and sorted traits in the filter
scripts window
- added standard deviation and mean script functions for attributes
- added skill rating function for scripts
- trait columns now draw their values properly (same as attributes)
- added 36 default role columns, with default weights of 1.25 for traits, 0.75 for
skills, and 0.25 for attributes (modifiable in the game_data.ini)
Guide to Roles
Q. How does the weighting work?
A. Weights come in two main categories: individually or globally. Individual
weights are placed on individual aspects (trait, attribute, skill) and give them
value relative to the others in the group. For example, if you wanted strength to
be worth more than agility relative to attributes, you would give strength a higher
weight.
The second category is for the global weights. These are applied to each of the 3
aspect groups (attributes, skills and traits) after individual weights are applied.
Essentially this is like saying, for example: "I would like attributes, in general,
to be worth more than traits".
1/name="Chief Medical"
1/attributes_weight=1.0 (optional weight for the attributes group, if not supplied
will use value in options)
1/skills_weight=1.0 (optional weight for the skills group, if not supplied will use
value in options)
1/traits_weight=1.0 (optional weight for the traits group, if not supplied will use
value in options)
1/attributes/size=3 (number of attributes)
1/attributes/1/id=analytical ability
1/attributes/1/weight=0.5 (optional individual weight)
1/attributes/2/id=memory
1/attributes/3/id=intuition
1/skills/size=1 (number of skills)
1/skills/1/id=60
1/traits/size = 2 (number of traits)
1/traits/1/id=20
1/traits/2/id=23
Notes:
You can look up trait and skill id numbers by opening the script->new script menu.
The right side contains reference tables.
The 1 at the beginning of the line is the role's index or id. The next custom role
added to this list would replace all 1/ at the beginning with 2/.
Note that you should not use scripts that have comparison operators (<, >, >=, =)
and do not put comments in the script. The script should result in a value for each
dwarf.
Role columns allow users to specify which aspects (attributes, traits and skills)
they would like associated with a particular role. these roles can be weighted on
the individual elements, as well as the groups. syntax for creating roles is as
follows:
script is optional and will be used instead of any aspects, so it's either a
script, or aspects.
Examples:
Chief Medical Dwarf with attributes: analytical, memory and intuition, traits:
helpfulness and compassion, and skills: diagnostician
1/name="Chief Medical"
1/attributes="0.25::analytical ability:1.0, memory:1.0, intuition:1.0"
1/skills="0.75::60:1.0"
1/traits="1.25::20:1.0, 23:1.0"
Weak Lawdwarf (hammerer that has less chance to kill)
36/name="Lawdwarf (Weak)"
36/attributes="0.25::-strength,-agility,-endurance"
36/traits="1.25::-1"
36/skills=""
here we use the - to denote that we don't want these aspects, so this will rate the
weakest dwarf, not prone to anger as the best choice for a weak lawdwarf.
all the id numbers can be found in the game_data.ini, or if you create a new script
via the menu, there are tables there as well.
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- fixed issues with mental attributes and their level/ratings not aligning properly
- added offsets for 34.03 and 34.04 and respective files
- updated offsets for mental attributes
***
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BUG FIXES:
* Closes issue 318 - Support for 0.31.21
* Closes issue 319 - 31.21 Windows
* Fixed issue 276 - Job Names Incorrect
BUG FIXES:
* Fixed issue 313 - Stuck loading squads on older versions of Dwarf Fortress
BUG FIXES:
* Fixed issue 297 - Unable to run DT on Ubuntu 10-10
* Fixed issue 298 - Unable to connect DT to DF (ptrace issue)
* Fixed issue 263 - Tabs not showing up
* Fixed issue 247 - No compiling instructions
* Fixed issue 291 - Compilation errors in qt 4.7
* Fixed issue 301 - Ghostly Dwarves appear on DT
* Fixed issue 273 - Window title for Scanner Dialog
* Fixed issue 270 - Cancelling nickname change wipes nickname anyway