diff --git a/docs/changelog.txt b/docs/changelog.txt index 68e38b9dd..47dcaa58b 100644 --- a/docs/changelog.txt +++ b/docs/changelog.txt @@ -37,27 +37,74 @@ changelog.txt uses a syntax similar to RST, with a few special sequences: ================================================================================ # Future +## New Scripts +- `dwarf-op`: optimizes dwarves for fort-mode work; makes managing labors easier +- `forget-dead-body`: removes emotions associated with seeing a dead body +- `gui/create-tree`: creates a tree at the selected tile +- `linger`: takes over your killer in adventure mode +- `modtools/create-tree`: creates a tree +- `modtools/spawn-liquid`: spawns water or lava at the specified coordinates +- `unretire-anyone`: turns any historical figure into a playable adventurer + ## Fixes +- `bodyswap`: fixed companion list not being updated often enough +- `digfort`: now accounts for z-level changes when calculating maximum y dimension - `embark-assistant`: - fixed bug causing crash on worlds without generated metals (as well as pruning vectors as originally intended). - fixed bug causing mineral matching to fail to cut off at the magma sea, reporting presence of things that aren't (like DF does currently). +- `gui/autogems`: fixed error when no world is loaded +- `gui/companion-order`: + - fixed error when resetting group leaders + - ``leave`` now properly removes companion links +- `gui/create-item`: fixed module support - can now be used from other scripts +- `gui/stamper`: + - stopped "invert" from resetting the designation type + - switched to using DF's designation keybindings instead of custom bindings + - fixed some typos and text overlapping +- `modtools/create-unit`: + - fixed an error associating historical entities with units + - stopped recalculating health to avoid newly-created citizens triggering a "recover wounded" job + - fixed units created in arena mode having blank names + - fixed units created in arena mode having the wrong race and/or interaction effects applied after creating units manually in-game +- `modtools/reaction-product-trigger`: + - fixed an error dealing with reactions in adventure mode + - blocked ``\\BUILDING_ID`` for adventure mode reactions + - fixed ``-clear`` to work without passing other unneeded arguments +- `modtools/reaction-trigger`: + - fixed a bug when determining whether a command was run + - fixed handling of ``-resetPolicy`` +- `stonesense`: + - fixed crash due to wagons and other soul-less creatures +- `tame`: now sets the civ ID of tamed animals (fixes compatibility with `autobutcher`) ## Misc Improvements +- `bodyswap`: added arena mode support +- `combine-drinks`: added more default output, similar to `combine-plants` - `embark-assistant`: - - Changed Waterfall detection to look for level drop rather than just presence. - - Changed matching to take incursions, i.e. parts of other biomes, into consideration when evaluating tiles. This allows for e.g. finding multiple biomes on single tile embarks. - - Changed overlay display to show when incursion surveying is incomplete. - - Changed overlay display to show Evil Weather. + - changed waterfall detection to look for level drop rather than just presence + - changed matching to take incursions, i.e. parts of other biomes, into consideration when evaluating tiles. This allows for e.g. finding multiple biomes on single tile embarks. + - changed overlay display to show when incursion surveying is incomplete + - changed overlay display to show evil weather +- `exportlegends`: added rivers to custom XML export +- `exterminate`: added support for a special ``enemy`` caste +- `modtools/create-unit`: + - added the ability to specify ``\\LOCAL`` for the fort group entity +- `modtools/reaction-trigger`: + - added ``-ignoreWorker``: ignores the worker when selecting the targets + - changed the default behavior to skip inactive/dead units; added ``-dontSkipInactive`` to include creatures that are inactive + - added ``-range``: controls how far elligible targets can be from the workshop + - syndromes now are applied before commands are run, not after + - if both a command and a syndrome are given, the command only runs if the syndrome could be applied - `RemoteFortressReader`: - - added basic framework for controlling and reading the menus in DF, currently only supports the building menu. - - added support for reading item raws. - - added a check for wheather or not the game is currently saving or loading, for utilities to check if it's safe to read from DF. - - guestimate unit facing direction, and position within tiles. - - get unit age. - - get unit wounds. + - added a basic framework for controlling and reading the menus in DF (currently only supports the building menu) + - added support for reading item raws + - added a check for whether or not the game is currently saving or loading, for utilities to check if it's safe to read from DF + - added unit facing direction estimate and position within tiles + - added unit age + - added unit wounds ## Internals -- Fixed some OpenGL build issues with `stonesense` +- `stonesense`: fixed some OpenGL build issues on Linux # 0.44.12-r2