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It is, and while it helps slightly, the dwarves still loiter.
Thank you for the response, but it does seem strange that all active designations would have to be deactivated to get the desired behavior. This is particularly true, when the last iteration of DF had the desired behavior with the Civilian Alert
Also, none of my tavern patrons seem very interested in going to the burrow. You would think that they would be the first to book it to the burrow as they have no active paths at all (they're standing around).
civ alert was another function (military function) using the burrow as a parameter, and is not implemented (yet) in steam version.
yes they would have to get a certain occupation/target to draw a path as it doesnt interrupt activity (in this case, none).
i admit its fiddly and limiting currently to produce desired outcome of retreat/safety.
my solution is to have my inn within my burrow and to secure part of the surface with a walled perimeter to allow grazing pens and refuse stockpile and trade while burrow is active .
The other change appears to be that some jobs, especially the ones for idle dwarves, no longer respect burrows at all.
Why Toady would have disabled alerts in this release is quite beyond me, and frankly it is rather difficult to properly run a fortress without it. Perhaps there was some sort of communication that I am unacquainted with which describes his reasoning.
We can just wait and hope the devs will fix the burrow issue
As I recall it, all burrows used to be active all of the time. The civilian alert was a special exception; that one burrow could be activated and deactivated at will. I think they just changed the UI so that all burrows can be activate or inactive, rather than just the one. They may not have realized that the alert was actually an interruption as well, to cause everyone to suddenly stop what they were doing and pick a new task inside their burrow. Or perhaps they just considered that to be too much of a direct control over a dwarf’s actions.