http://www.bay12games.com/dwarves/#2014-07-22
07/27/2014 This is a bug fix and optimization release, which is probably something we should get used to for a while, since there is a lot left to do! I*ve tried to make it possible to play in larger worlds again, but there*s also more that can be done.
Major bug fixes
Fixed several large slow-down culprits
Stopped trees from growing through floors
Fixed a problem causing the suspension of constructions (old saves with affected jobs will still need to restart them) (ag)
Fixed a few problems with hospital code causing them to overstock item (ag)
Fixed problem stopping underground fishing (UristDaVinci/Quietust)
Made cultures that oppose intruders more lax when in places controlled by less wary groups (one cause of marketplace knifefights)
Made adventure-mode ambushers somewhat more in tune with their task
Made master soldiers stop reverting back to corresponding regular soldier type
Fixed crash that could occur when looking at adventure log while traveling
Other bug fixes/tweaks
Stopped clearing professions upon achieving master soldier type
Fixed the population cap
Made it possible to detect plantings too late in the season again (Quietust)
Stopped migrants from retaining certain adv/etc. flags harmful to their integration into the fort (making them *hostile*) Note: those from old saves might take off articles of clothing and store them and other strange things, since the integration could not be made complete easily...
Fixed problem with non-entity armies/travelers failing to evaluate nearby creatures properly
Tried to improve prioritization for creatures trying to handle many targets, especially w/ extra senses (caused combat AI paralysis)
Stopped fliers from wanting to jump (and sometimes colliding mid-air)
Added some basic climbing skill to wg/etc. soldiers, esp. thieves
Vermin can escape from non-artifact containers properly (Quietust)
Caravans check weapon type properly for material selection (Quietust)
Diplomats that wanted bodyguards should get them now (Quietust)
Stopped aquarium check from turning off other vermin code (Quietust)
Fixed crash that happened in the arena when doing v-p on a dwarf with a weapon
Creature art value considered properly by civs now (Quietust)
Fixed problem dividing out item milligrams in weapon velocities (UristDaVinci)
Can now melt metal chests (Quietust)
Handled a few problems causing extra/erroneous long patrol thoughts (Quietust)
Made children get full list of default labors upon growing up and respected any existing skills
Stopped migrant historical children from receiving labors
Made underground populations properly respect layer size (the numbers can get very high, but blame the giant under-ocean caves in part)
Stopped hyper-obese digesting dwarves from constantly recalculating insulation/mass data (ag)
Fixed some problems causing certain jobs to check too many items (angavrilov/Quietust)
Allowed egg-laying critters without baby/child state to have viable eggs
Stopped listing dead non-fort animals/etc. as missing
Fixed a rounding error with projectile calculations (Pirate Bob/UristDaVinci)
Adjusted contact area/depth of ammo, max velocity of shooters (Joben)
Fixed a problem causing saplings to grow up 10x as fast as they should
Stopped sparring from being placed in combat reports
Displayed proper key for viewing agreements in civ screen
Stopped dwarves from swiping hospital goods from the caravan
Made the game respect more circumstances whereby medical inventory items are removed (fixing the crutch speed bug, for instance)
Stopped ghosts from being able to realize dreams after they are dead
Fixed problem where tools made from adamantine wafers required the wrong material amounts (Quietust)
Fixed problem with seed initialization for mid-level maps that could cause inconsistency (Quietust)
Fixed broken lack of cage/chain thought for law dwarf (Quietust)
Adjustments to animal people frequencies (see file_changes.txt)
Made king cobra people legless like other snake people
Fixed a problem causing the tortoises not to appear
Made random creature spines connect up properly
Fixed material values for obsidian (UristDaVinci)
Various typos fixed (see file_changes.txt) (thanks to Gorobay for finding most of these)
Re-added elven diplomacy, though it is still unchanged from its first incarnation
07/27/2014 This is a bug fix and optimization release, which is probably something we should get used to for a while, since there is a lot left to do! I*ve tried to make it possible to play in larger worlds again, but there*s also more that can be done.
Major bug fixes
Fixed several large slow-down culprits
Stopped trees from growing through floors
Fixed a problem causing the suspension of constructions (old saves with affected jobs will still need to restart them) (ag)
Fixed a few problems with hospital code causing them to overstock item (ag)
Fixed problem stopping underground fishing (UristDaVinci/Quietust)
Made cultures that oppose intruders more lax when in places controlled by less wary groups (one cause of marketplace knifefights)
Made adventure-mode ambushers somewhat more in tune with their task
Made master soldiers stop reverting back to corresponding regular soldier type
Fixed crash that could occur when looking at adventure log while traveling
Other bug fixes/tweaks
Stopped clearing professions upon achieving master soldier type
Fixed the population cap
Made it possible to detect plantings too late in the season again (Quietust)
Stopped migrants from retaining certain adv/etc. flags harmful to their integration into the fort (making them *hostile*) Note: those from old saves might take off articles of clothing and store them and other strange things, since the integration could not be made complete easily...
Fixed problem with non-entity armies/travelers failing to evaluate nearby creatures properly
Tried to improve prioritization for creatures trying to handle many targets, especially w/ extra senses (caused combat AI paralysis)
Stopped fliers from wanting to jump (and sometimes colliding mid-air)
Added some basic climbing skill to wg/etc. soldiers, esp. thieves
Vermin can escape from non-artifact containers properly (Quietust)
Caravans check weapon type properly for material selection (Quietust)
Diplomats that wanted bodyguards should get them now (Quietust)
Stopped aquarium check from turning off other vermin code (Quietust)
Fixed crash that happened in the arena when doing v-p on a dwarf with a weapon
Creature art value considered properly by civs now (Quietust)
Fixed problem dividing out item milligrams in weapon velocities (UristDaVinci)
Can now melt metal chests (Quietust)
Handled a few problems causing extra/erroneous long patrol thoughts (Quietust)
Made children get full list of default labors upon growing up and respected any existing skills
Stopped migrant historical children from receiving labors
Made underground populations properly respect layer size (the numbers can get very high, but blame the giant under-ocean caves in part)
Stopped hyper-obese digesting dwarves from constantly recalculating insulation/mass data (ag)
Fixed some problems causing certain jobs to check too many items (angavrilov/Quietust)
Allowed egg-laying critters without baby/child state to have viable eggs
Stopped listing dead non-fort animals/etc. as missing
Fixed a rounding error with projectile calculations (Pirate Bob/UristDaVinci)
Adjusted contact area/depth of ammo, max velocity of shooters (Joben)
Fixed a problem causing saplings to grow up 10x as fast as they should
Stopped sparring from being placed in combat reports
Displayed proper key for viewing agreements in civ screen
Stopped dwarves from swiping hospital goods from the caravan
Made the game respect more circumstances whereby medical inventory items are removed (fixing the crutch speed bug, for instance)
Stopped ghosts from being able to realize dreams after they are dead
Fixed problem where tools made from adamantine wafers required the wrong material amounts (Quietust)
Fixed problem with seed initialization for mid-level maps that could cause inconsistency (Quietust)
Fixed broken lack of cage/chain thought for law dwarf (Quietust)
Adjustments to animal people frequencies (see file_changes.txt)
Made king cobra people legless like other snake people
Fixed a problem causing the tortoises not to appear
Made random creature spines connect up properly
Fixed material values for obsidian (UristDaVinci)
Various typos fixed (see file_changes.txt) (thanks to Gorobay for finding most of these)
Re-added elven diplomacy, though it is still unchanged from its first incarnation