NOTE: The 42.xx update has finally been released after nearly a year. Be prepared for weird shit, broken things, bugs, and crashes galore. If you find a bug, don't bitch about it here, go to http://www.bay12games.com/dwarves/mantisbt and report it.
Previous thread: >>128318298
>Download the basic game here. Current version is Dwarf Fortress 0.42.xx
>Find a bug? Don't tell us! Tell Toady! Complaining in the thread will accomplish nothing.
>Have a question? Check the wiki first:
>Fireden archived threads:
>DFHack (Out of date):
>Starter Pack (Out of date):
>More DF stuff:
>Dwarf Fortress General IRC chat:
(to connect yourself: https://webchat.freenode.net #dwarffortress)
>A bunch of guides to various parts of fort-based living:
https://www.youtube.com/playlist?list=PLD1A3FE72C0DCAC66 (Dated, but good)
Strike the earth!
Here, I made some tiles for the most common furniture, as well.
I also changed the "busts". Their faces are now rounder, and their complexions clearer.
Back to trying to deal with my fire based forgotten beast. That fucker just stand here my rooms on stone trap and burn dorfs what walk nearby. I wonder if I can just ignore it and seal of that area instead trying more FUN.
By modding castes and interactions creatively, it's fully possible to create a special caste of elves, who throw themselves at any non-elf they see, screaming "Amala lale!" before they burst into flames.
But thats not DOLOMITE
Asked about it in previous threads, sadly didn't get an answer. My dwarves suddenly stopped supplying the library chests even though they did it before. I have a shitton of ready scrolls and quires, yet nobody moves them to the library. Rebuilding chests does not help. Please help, because I've got such a shitton of scholars now that I dread about the amnount of missed chances to write good works.
Whatchu got against the best rock, bruv?
So, not sure if any of you folks have tried to claim a site and hold it against competing groups... but this site at least had wave after wave after wave of dorf and elf wrestlers show up, nude, and start to head towards the keep. They ambushed me but didn't actually attack.
I was confused why they weren't showing up until I noticed some enterprising zombie giant cougars and a zombie leopard down at the bridge where the groups can show up, spawncamping the fuckers.
Place was a glorious mess.
I figured they were unrelated to my site-claim competitors until more showed up there later.
So I ran around killing the groups when they showed up, figuring eventually they would stop.
>330+ kills later
>"Is that a fucking horse recruit? What?"
>kill a few more horse+dorf+elf squads while admiring the way the main road through town is paved with corpses now
>playing with them now
>hacking at the guts on dudes
>trying to knock them into each other downrange after sending them flying
>suddenly I notice a special message pop up
>the elf wrestler's lower body slides across the ground, tearing the skin, bruising organs and shit
>It is a gelding blow!
>errrrrkkkk, travel away to save him from bleeding out
>use my gore-encrusted artifact weapon and shield to remove his teeth
>snip his ears and nose off
>remove the tongue
>can't get his limbs to sever
>settle for mangling them
>talk to him after a fresh travel-away-heal trip
>he's bitchy of course that I killed hundreds of his buddies
>whatevs, I killed like a dragon and a roc and a hydra, aight?
>begrudgingly admits I'm kinda awesome for a murderer, and agrees to become a hearthperson
>immediately give him my position as lady of The Mighty Crusher of Rats
>him and his horse entourage crawl and trot over to the keep
>I'm super helpful and open the doors for the horses
>he's crawling around nude in the rodent person chunks and giblets from the previous owners
Nah, I have little real say over it since my group doesn't have a link to a full civ to back it up. Just a placeholder that will get contested constantly and lost easily basically.
Well, his group now, dunno what the difference is when it is left in the hands of someone else in the current version, sometimes it stuck in 40.24 as I recall. Nobody would be cool with me being in charge at this point, I've killed hundreds of people with at least a somewhat legitimate claim to the site now.
Sadly killing hordes of people wanting to claim a site doesn't mean much, otherwise the zombie cougars and leopard would have had a head start on me before I found them.
So killed that flame beast with cave in, off course dorf miner what was doing it had to do it in way to end up in this cave in too.
Maybe I should still honor his stupid sacrifice. Funny eough he fell into my refuse stock pile what was on floor under.
Also somehow I got alot rocks in place where cave in ended.
>main road through town is paved with corpses now
They kept spawning at the bridge to the north or along the road, occasionally in the little side roads to the southwest and north east, but mainly right along this stretch.
I've been trying out DF this past week, assuming it to be a game of legendary difficulty and autism.
But aside from the aggressively mediocre UI where no two menus agree on how menus should work, I haven't seen much challenge.
It would appear that a fortress of the default max population can be fed and boozed with only two working dwarves. The other 5 starters are enough labor to dig, furnish, and equip a fortress of arbitrary size. And my pack of dogs seems more than capable of killing the forgotten beasts and other jerks that have come through, making my death traps redundant.
Which leaves me with 150+ dwarves loafing on my stone couches(after the few thousand button presses required to inform them their shit skills will not be required).
Have I unwittingly started all my games on the newb difficulty setting? Or are the basic resources and logistics really this simple?
Have I just been (un)lucky enough to roll maps with no legitimate threats?
I mostly agree that the game is not that zomghard, but
>war dogs are capable of killing FBs
This is the point where I was sure you're trolling. Unless your FBs are all made out of snow or something you're a filthy liar.
Try digging deeper, you might find something more challenging there.
>a game of legendary difficulty and autism
This is the dumbest DF related meme there is, and it appears that it's only inexperienced players who use it. The only exceptionally challenging element in the game is the UI.
Your fort will get harder challenges than those you mentioned, though. Assuming you have embarked where goblins can reach you, you'll receive siegers, and I guarantee that more than dogs will be needed for those. Then, there are the occational FB's that use webs and fire, making them pretty hard.
>And my pack of dogs seems more than capable of killing the forgotten beasts and other jerks that have come through
>Which leaves me with 150+ dwarves loafing on my stone couches
Why don't you think of something for them to do then?
>(after the few thousand button presses required to inform them their shit skills will not be required)
Well, that's simply your own fault for being a retard.
>Have I just been (un)lucky enough to roll maps with no legitimate threats?
You can literally see how dangerous the part of the map is on which you embark.
>but muh 'gaem is hard' memes
It's not hard, it's hard to get into.
It's extremely easy to get a fort going, especially when you embark in a non-evil zone.
Not actually trolling on the dogs vs beasts.
Only had 3 spawn thus far, one showed up in the caverns and then walked off? Never found it after the initial spawn. Dogs definitely chewed up the other two.
>Or are the basic resources and logistics really this simple?
They are, yes. Especially farming is in dire need of an overhaul. Will happen at some point, possibly when global economy is implemented
in 12 years.
Overpowered traps and the inconsistent menus are known issues as well.
One aspect the game is better in, which largely get lost in fortress mode: creating a rich, dynamic fantasy world with its own history.
If that sounds interesting to you, check out Legends mode (or rather, various 3rd party programs to view the history information) and try adventurer mode. The latter is still much less polished than fortress mode, but depending on your preferences, you will get a lot of enjoyment out of that.
Alternatively, consider fortress mode more of a fortress design mode, and less of a survival thing.
I was like you until I got my first goblin siege of 10 goblins where my fort without army was wiped out.
>And my pack of dogs seems more than capable of killing the forgotten beasts and other jerks that have come through, making my death traps redundant.
You mean werebeast. Those are not same.
>This is the dumbest DF related meme
>but muh 'gaem is hard' memes
What other information do you expect I had to go off of when I lacked first hand experience? We all develop impressions of things based on word of mouth. And the more authoritative sources(wiki, forums) seem to perpetuate these rumors, so a newcomer doesn't have much chance to escape them now do they?
>The only exceptionally challenging element in the game is the UI.
>It's not hard, it's hard to get into.
More or less confirming my educated guesses then, thanks for your responses.
Also, you're kind of a fuckwit m8.
>oh shit adamantine
>designate stairs through the middle of the adamantine pillar
fuck i didnt know the adamantine pillars could be hollow and just lead straight the fuck down to the underworld. i managed to build a wall separating me and the demons so now they're just rampaging through the upper cavern. if i seal off my fort's surface entrance and have a miner tunnel down from the outside to release the demons to the surface will they leave my embark area or just hang around?
>And the more authoritative sources(wiki, forums) seem to perpetuate these rumors
Those state that the game has an immense learning curve, which is true.
That doesn't make getting a simple fort off the ground 'hard'
>Also, you're kind of a fuckwit m8.
Hey, at least I'm not such a retard as to manually change labors, or complain the game is too easy because you embarked on a low savagery/evil location.
But complain some more that 150 dwarves are doing nothing because you yourself instructed them to do just that.
>Those are in aree I'm using and miasa feels tunnels.
>Those are in aree I'm using and miasa feels tunnels.
>miasa feels tunnels
Goddammit Miasa I told you to knock that off and get back to fucking hauling!
miasa feels to inform you nothing aree ever gone from the tunnels of the interwebs
Also finally saw Fury Road, I am disappointed in myself for not having done this before, not df related but awesome as fuck, girlfriend enjoyed it too, which is good, don't gotta figure out where to hide the body now.
Assuming another person is retarded, building straw men based upon that assumption, and then confronting them with wholly imagined faults is what makes you a fuckwit.
Most people have at least a rough idea of what they just spent a bunch of time doing and usually have a reason for doing it.
As an example:
>But complain some more that 150 dwarves are doing nothing because you yourself instructed them to do just that.
I was testing resource consumption.
My complaints were about resource balance.
Only making use of 1 in every 20 workers should be a death sentence in a builder, not leave you with a surplus.
Suffice it to say I was not complaining that units were doing what I ordered them to do. And only a fuckwit could suggest that such was the case.
>Only making use of 1 in every 20 workers should be a death sentence in a builder, not leave you with a surplus.
Well gee, there's your problem!
So... One of my cats just beat a Yeti to unconsciousness. The selfsame Yeti that went straight into my fort to topple every single workshop before maiming my militia commander and leaving. It was uninjured, now it's passed out in a pool of it's own blood next to my entrance. Cat is still unharmed. Interestingly, the Yeti actually ran from it, and the little thing gave chase to whack it some more.
>Zombie nerf update
>5 warriors have been battling a severed head for half a year.
>just a head
>they maxed out every skill fighting this thing
>it is seemingly indestructable
>Ftw during a siege and all feels lost
>and suddenly one of your dwarfs goes nuts!
>mfw terms "master" and "apprentice" are used in relation to pussyass rhymed niggatalking and fanfic writing.
How many writers and poets in history were literal apprentices of other poets, anyway?
>Cave in feel like cheating (and to complicated so far)
"Cheating" implies making the game easier, yet by saying that it feels too complicated, it sounds like you think it's too hard. You're sending conflicting signals here, Anon.
How can you always be so easy to recognise, even when you post without pics?
I don't know, how can you be so hard to recognize?
Am I supposed to be trying to hide who I am?
Actually, scratch my first question, I thought //you// weren't supposed to care who someone is, much like I don't care who the poster behind that particular Anonymous 01/16/16(Sat)16:02:19 No. 128795823 > is.
No, you know what, I'm sorry, that was bitchy of me... here, this is just for you, nobody else look at this ok?
To be fair, everyone can tell who the anon you responded to is as well. He may as well be avatarfagging at this point. He's been posting thinking heads since before the update.
Wiki says no, but I'm doubtful. Everything else in entity_default needs a new world as far as I'm aware.
Trying to get humans to come trade? I did the fix as well, and I'm almost through the first full summer since changing it, and they haven't shown yet. I'll report if they do.
Oh fuck am I retarded then? The thinking heads thing and bitching about recognizing me is kinda familiar but... I just don't think about who the other poster is. I can go over to bay12 and do that if I want, I did it for years on various other boards, it's fun not caring and just postan and bullshitting and answering questions and wondering why this aree has miasa feels tunnels?
This is the official /dfg/ rockfu desu baka senpai
I was looking for pictures of rocks to post at you guys, and I found... well I found something.
Did I kill someone important or was it a fake profession?
>wait, are there other spins that use pacman too?
Some of the written works are truly hilarious. Here we can see the dwarves question the authority of Gabe Newell.
Oh shit look what they have written right now
Truly, the dwarven hivemind is real
Yeah, the way the titles work out is great.
>Mating: My Only Mistake
>Never Underestimate The Screw
>The Students Guide To Mating
>Animal Reproduction: Proper Procedures
>Can The Screw Save The World?
I think it's command line command, perhaps in linux or that masterwork thing.
changed my mind, appears to be a meme.
>command line command
On Arch it's easier to grab a terminal window and run the pac(kage )man(ager) -S(ync) someprogram which will then update your version to the current version in the repositories maintained for Arch versions of software.
Bout time it became a meme... not sure why though... huh, I just realized I've been using it so long that I have no idea how I actually installed it.
I remember using dd to put the iso on a usb stick, mounting it, chrooting to it, then something magical took place I can't quite recall, and I have just been updating to the newest version ever since.
>hes on break
>refuses to make the mechanisms I need and winter is drawing closer
just like real life.
I didn't mean Arch was a meme, I didn't even know it was a Linux Distro. I thought pacman was some meme but it was just explained to me is a manager via >>128815432, so >>128811857 has me confused for a bit.
I tried Linux a few times, it's great being able to download any program you want from one manager but drivers for my wireless either don't exist or I don't know how to install drivers, and it's frustrating to do things as I'm supposed to be a "tech guy" and a programmer.
>he finds it hard to use linux, laughing_whores.jpg
I tried ubuntu, it was neat and all but you couldn't move the freaking "taskbar" - like, part of their design to not be movable, not cool.
That's why I love me some Arch with KDE and muh customization options.
where is the total value of traded goods gone? i can see only the weight
OMG SO FRUSTRATING
So I found an army actually adjacent to a big town it looks like, but if I get too close to them out of travel mode I crash, I think they have tents set up which intersect with trees due to how wooded the area here is.
You need a broker with the appraisal skill. Whichever dwarf went to trade will have gained enough skill, so just exit the trade screen, make him your broker and go back in. Then you'll see the values.
You can get it by
You only gain appraisal the first time you enter the trade screen with each caravan. Every trade just gives a little bit of a random social skill. It doesn't matter though, doing it once gives whichever dwarf you choose enough appraisal.
you probably did something silly like told the workshop to take from a stockpile, but didn't tell it to take from a stockpile with barrels too.
build a new still, see if that fixes it.
I ended up replacing my old dead gt 440 with a gt 730 but nothing I tried was able to fix the tearing in kde 4, switching to plasma fixed it, so it was as good a time as any.
I'm not as big on the -buntu spins, too much extra stuff brought in for nothing really. When I was new and it was easier that was fine but it isn't that hard to get something like arch running with just the stuff you want to have on it.
>Entire military is getting wiped out by a single queen ant woman
THREE MOTHER FUCKING GOD DAMN SHIELDS.
MY ENTIRE MILITARY MANAGED TO BREAK ONE OF HER LEGS, SHE MURDERED THEM WHEN THEY HAD STEEL ARMOR AND SHE JUST HAD A WOOD SPEAR.
you should now know that the whole "three shields" disinfo was adventure mode advice incorrectly applied to fortress mode.
giving your dwarves more than 1 shield in fortress mode guarantees they will bash all the time and basically never make a substantial attack that will damage something. it sounds like thats what happened. all they managed to do was shield bash a bone till it broke. singular. a.
don't listen to the thread automatically. if it sounds too good to be true and it isn't on the wiki or some thread on bay12 then go to arena and test it yourself.
also you probably forgot to assign them cloaks or something if it managed to kill them with a wooden spear. neck shots are only blocked by cloaks.
if you can capture a goblin or some hostile creature then a trained/tamed GCS will shoot webs at it. but honestly, its much easier to just keep it wild and have it shoot at whatever, a pet or dwarves.
40.xx made GCS farms much more finnicky than earlier.
It sounds like the ant woman is the one with three shields, which explains why she is FUCKING INVINCIBLE. They have four arms, and so can carry multiple shields or weapons, though multiweapon fighting isn't currently a thing, so they just use shields.
unless he did something dumb like make the entire squad hammerdwarves or isn't being truthful about their skill then his dwarves would easily lop off some arms. the only way that makes sense to me is if he had equipped 3 shields on each dwarf. because otherwise, 3 shields or not, someone is going to cut off a limb with steel weapons.
If the shields are of high quality and the ant woman has sufficient shield skill, and his military hasn't been practising, it's entirely possible that three shields could pose a nigh-insurmountable defense regardless of the quality of his weapons and armour.
Yea the ant woman had three shields.
SO SHE BLOCKED ALL ATTACKS.
ALL OF THEM
ALL OF THEM
THEY ALL HAD SILK CLOAKS AND STEEL ARMOR.
THEY ALL HAD MIXED UP WEAPONS
SHE JUST MURDERED ALL OF THEM.
First attack was of three low skilled fully decked out in steel armor and weapons, and six marksdwarfs, some of them elite. All of them died.
Second attack was a full squad where I went FUCK THIS BITCH and two ax dwarfs with artifact axes, one ax dwarf with steel battle ax, and three hammer dwarfs, I used a danger room to get them up to level 10 weapon and shield skill.
Right, I see what happened here. Essentially, those low skill dwarves supercharged her shield skill training, and marksdwarves are hard countered by multishielding at the best of times. What you basically did was feed a mook exp until it turned into an endboss.
It probably didn't help that when I got there she had already depopulated the entire cavern and there was just a giant pile of corpses.
Considering that a vile force of darkness just showed up at the perfect moment I am having fun.
I had a bat man do that in one of my forts, the whole cavern was just a miasa feels tunnels and he was running around with like 100 kills on his named blood thorn spear or some silly shit like that.
Ha ha, that worked way better than I thought it would.
So I can't actually get close to the * * * cluster just outside of town without the game just poofing on me which is disappointing because I wanted to check out the army status.
They aren't moving in to town yet though, and it says some refugees fled, but there are still people in the keep.
Then I had an idea.
Stake claim to the site, they all ignore me of course, so now I could do the usual thing: kill them all until my claim is respected...
Bring up the army marching here, get them to join me for rescue, then have them wait sufficiently far enough from the keep that they are no longer in control.
Poof, bloodless victory!
As an experiment I retired there, had to remove the squatters but the old owners were still waiting where I left them, but there was also a goblin thief there.
In what terrain do I have biggest chance of finding Iron Ores?
I've had like 10 last fortresses be only silver/copper, and I'm sick of it!
Been checking out places all over the new world I generated with "prospect all" dfhack command, and its all goddamn tetrahedrite and casserite.
The search continues...
>so easily broken, this does not scare me
am I going to be fucked by fortress defense mod?
27 dwarves / 10 in military
Made a nice new tile for the mugs. Now the night life in DF feels complete.
Now redo Toady's DF melody on a synthie, slow it down and put it in your DF folder.
Record a video of your dwarves dancing in your tavern and upload it as webm with the music you just made as audio.
I feel like a pleb for playing with a graphic pleb but I tried to play vanilla and I just can't do it, so I just downloaded the LNP and will start over again
might as well use DwarfTherapist I guess
Is it much slower than previous versions?
That's annoying. I've been playing DF since around 2006 and it seems like every time I upgrade my PC to run even faster, DF gets a bunch of new functionality that makes it run even slower.
also is there a way to use a graphic pack but still have the vanilla graphics on the world map?
there is a legend for the vanilla graphics in the wiki so it's easier to look up stuff
You're not a pleb for using graphic packs: that's just a matter of taste. Personally, I find ASCII far easier to read than the pixel soups that make up most creature graphic packs.
You are, however, a pleb for using LNP. I bet you even waited before starting up 0.42 just so you could play with it.
Why not try one of the more aesthetically pleasing tilesets like Myne or taffer?
One of the biggest issues people seem to have with vanilla graphics without realizing it is the default color scheme. Try a different one.
Another issue seems to be the large amount of black - there are a couple of still more or less ASCII-like tilesets that add an opaque background: CLA, Grim fortress and jolly bastion IIRC. Although I wouldn't recommend the latter one.
I regret googling Giant Recluse Spiders.
Those things are 4x the size of an adult dwarf!
And they are wandering around my surface, slaughtering my dogs!
So I had a were-rhino scare a year back, and in a moment of terror I walled him off into a rather section of my mines, and too terrified of FUN I abandoned that set of tunnels and started an entirely new one.
After a year I've decided I'm ready to take my old area back from the beast but he is nowhere to be found. I suddenly remember breaking into the cavern shortly before the incident, and peeking in revealed an enormous smattering of corpses.
The cavern is a miasa feels tunnels and beast is nowhere to be found. Im scared.
This asshole killed 4 of my military dorfs. Each time by bitting off head.
They can't all follow simple order to take station or attack creature.
However maybe I could try to make at least one team to be down there on guard duty all time to prevent this.
Still waiting for some monsters made from something more durable.
Its my first year, the spring just barely ended, I didnt even unload my wagon yet!
Quickly turned off woodcutting on a guy, and drafted him into military with an axe.
He rushes for the wagon to pick up the axe, but the Giant Spider ambushes him and interrupts him just before he could grab the axe.
They wrestle a bit, spider trying to bite the dwarf but somehow not penetrating the clothes.
Then the damn giant thing just THREW my dwarf away from wagon, slamming to poor bastard into a tree.
>Time to draft remaining 6 still standing up, and let them have their last stand.
The lucky bastards actually did it!
They bit, punched and kicked the Giant Recluse Spider to death! They tore him apart!
4 dwarves survived, but one is sure to succumb to poison.
>mfw god's name
Time to sacrifice enemies and dwarves
I WILL FEAST ON ITS NAMED SOUL AND RAISE A NEW GENERATION OF MIGRANTS ON ITS FINELY PREPARED MEAT!!!
I think you're lying. It's not even possible for a wooden spear to damage a creature through steel armor. The lack of a single screenshot showing this epic beatdown only heightens my suspicion.
I couldn't bear to waste. Plus its much easier for me me sort by value, pgdn past the masterwork doors and trade everything else. Now I have a glut of masterwork stone doors that can be used for random spots that need doors and I don't want to waste gold/silver.
Throwing Axes are the current fashion of my world, glad to see them catching on.
I usually have a big stockpile just for shitty furniture, and every time it fills up, i pull a lever and smash them away.
Though from what I've heard, having all of them dumped into one single quantum stockpile square is more FPS friendly way to get rid of them.
Read it on the FPS section of df wiki or somewhere.
Yeah I feel you. All my general furniture goes in a big pile with a direct shaft to the surface.
i didnt know it was a good idea to keep the number of items low
how many is too many?
m8 theres probably as many in my tiny little 3x3 stockpile. they're all on a single tile. look up QSP on the wiki.
>how many is too many
More than you need.
Remember that each item that you have is lagging your game just a little bit. The difference between 1 and 50 might not mean anything but the difference between 1000 and 5000 is huge. Don't build furniture you don't need and get rid of furniture you won't use.
I can see in your picture you have a lot of buckets. If your hospital is supplied and you aren't planning on making lots and lots of lye then ask yourself if you really need them?
Bags are understandable. It's hard to settle on a good number of bags to use. Farmers workshops, millstone/querns, glassmakers.. Lots of people use bags. But maybe you want to move your bags somewhere closer to where they will be used?
Here's a direct tip instead of vague strategy advice. Unless you are using magma glass furnaces far away from where you gather sand - disable sandbags in all stockpiles. They will just fill the bags and leave them on the ground where they filled them. If you are smart you'll build your glass workshops in sand areas. So they collect sand right next to the workshop (very small trip) and then the glassmakers pick up the same bags directly next to the workshop. Zero hauling jobs generated.
>Don't build furniture you don't need and get rid of furniture you won't use.
getting rid of extra shit doesn't matter because due to spaghetti code items and units keep existing after they left the area/atom smashed
even caravans with their shit irrimediably contribute to fps death just by entering the map and leaving
the only working option is to abandon/reclaim after destroying as much stuff as possible
I'm fairly certain that they don't cross oceans.
Civilizations definitely don't though.
So I've read that by embarking in such a way that the embark covers a body of water, you create an abstract "bridge" that travelling armies and caravans can use to cross the water.
Does this apply to mountains, as well? Also, does it mean that units who want to cross the "bridge" will be forced to enter your site, even if they have no business there?
This was for the old version (34.11).
You needed only to embark and abandon right away. This would mark the entire tile as "passable" to abstract units.
As all creatures now have to actually travel on the map instead of just checking a flag (or rather, I assume they now have to check a flag on a more detailed level), it probably wouldn't work anymore.
>end of worldgen realize the goblins are surrounding this dwarven civ
>year 2: migrant becomes king
>year 4: two migrants become barons
I already closed the game so I don't have any screen shots of the combat reports, later today I can give screen shots of a single ant woman surrounded by a pile of dwarf corpses and steel gear.
I think the main issue is that instead of putting on the full set of chain mail plate mail gauntlets... they decided to keep on their XXpig tail cloth leggingsXX and then they got stabbed in that area, one or two stabs they go down and get stabbed to death. The bitch managed to get in four attacks for everyone my dwarfs made, and blocked all of them.
You can also just use PerfectWorldDF (http://www.bay12forums.com/smf/index.php?topic=57428.0) to generate a world that doesn't have any areas separated entirely by water.
>year 2: migrant becomes king
>year 4: two migrants become barons
>still pretty new, but AT LAST i have a standing [albeit unarmed and poorly trained] squad ready when the first night creature shows up
>a pack of war dogs keep him busy long enough for ragtag squad of retards to show up
>they pummel him for a bit, or at least long enough for him to transform back into a human (whereupon he immediately donates all of his teeth)
>entire squad infected, only manage to quarantine (via burrows) the ones who can get there on their own. two infected dwarfs are unconscious, and i can't figure out how to move them before they transform
the fuck was i supposed to do? didn't stand a chance when those niggers turned, and they couldn't get to the burrow/hospital of their own volition. nobody seemed interested in moving them, either.
>the fuck was i supposed to do?
Have a militia with armor and weapons. Or just wall yourself up and wait until the werecreature turns back by itself.
On that note, I still think vampires, werecreatures and necromancers, as well as demons personally leading goblins should be a very, very rare thing. As it stands, it's much too mundane and uninteresting by virtue of its frequency alone.
>Have a militia with armor and weapons.
killing it wasn't the problem - it was the fact that there's almost no way to prevent an infection. and if the faggot that's infected can't walk, that's basically GG right there (unless i wall him in where he's sleeping)
>Or just wall yourself up and wait until the werecreature turns back by itself.
that's implying i just wall myself in and ignore all caravans and such. that's not a great solution.
at the moment i could just pull my entrance further back and rely on a hallway of traps, but still, i figured there was surely some way to handle infections once they happen (i realize you can't cure them, but just quarantining is a nightmare)
>it was the fact that there's almost no way to prevent an infection.
My point is - it wouldn't have been a problem if your military was armored with, all over the body (to prevent the werecreature from biting) and armed (to kill it faster to reduce its chances to bite).
Pressed submit too early
>that's implying i just wall myself in and ignore all caravans and such. that's not a great solution.
No, "until the werecreature turns back by itself" implies a incredibly short time, as you have seen with your own eyes. Your battle with the creature took longer than it took it to transform back.
right. so essentially you're repeating yourself - once a couple dorfs get bit, you probably have to abandon the site if they can't get themselves to a burrow.
guess i'm just walling myself in and leaving my trade depot outside.
>right. so essentially you're repeating yourself
Yes. I'm saying the solution is don't get bit in the first place because not getting bitten is fairly simple.
>once a couple dorfs get bit, you probably have to abandon the site if they can't get themselves to a burrow.
No, but you have to take your time and plan carefully. Then you have to do tedious micromanaging.
>there's almost no way to prevent an infection
How about armor and training? Last time I've sent military to actually kill a were, they've been dogpiling the poor thing without ever getting opportunity to strike,
at the moment, there's no way i can get enough armor early enough to deal with the first were______ that shows up (at least in my last 2 saves).
i can, however, just keep everyone indoors and layer traps upon traps in my first hallway.
I hadn't played in a while and I tried starting a masterwork fortress. I accidentally flooded the whole thing building a well haha.
Back when I played a ton, I liked finding gabbro. If I remember it's very heavy, but magma and fire safe. So, it was good for walls and indestructible stuff in general.
>good for walls
Material properties like magma-safety, and weight have no influence on walls. All constructions (walls, floors) are generally impossible to destroy - even wooden ones.
On the other hand, heavy materials are slower to transport, so gabbro is actually a really bad material for a wall.
I specifically remember forgotten beast flinging magma at my walls once and melting it. Maybe it's been to long, but yeah it was always a bitch to carry around.
I tend to love wheelbarrows though, so I kinda mitigated it.
Guess I was miss-informed or something.
>150 citizens in a fort
>got no instruments
>30 fucken musicians and keep coming
>three full squads of mercenaries
>beyond the hard cap already
>30 fucken petitioners still hanging around eating at my food
Will this be ever end?
This is getting ugly, lost 2 militia now. One was from the starting 7. The other was a legendary spinner (nothing of value lost).
At least you don't have an over abundance of children.
You can force those musicians to mine and haul stone, these little shits just sit around all day ruining my FPS and eating up my resources.
Is there an easy way to find and floor up Open Space?
I usually dig up and setup my farms in the first layer, before I dig deeper to stone, so now I have damn were-guys dropping in on me through the roof.
>so now I have damn were-guys dropping in on me through the roof.
It's a special kind of comfy.
The novelty of the tileset inspires me to try out entirely new, bizarro layouts, and since everything looks sweet with these colours, I don't have to sperg about using wood.
So they weren't in full steel? That makes sense then. If you didn't have them replace clothing then they weren't wearing their helms either, which how she would've killed them. Dwarf gets a bone bruise or whatever, passes out from pain, queen autoattacks head until dead, rinse and repeat.
Place 30 tables in the dinning hall, they are 4 different kinds of color because I forgot to dedicate only one type of stone to a mason.
Share your tileset please, i'd like to give it a try.
>- once a couple dorfs get bit, you probably have to abandon the site if they can't get themselves to a burrow.
>Gib dl link or set name pls
Here you go. It currently only exists on my hard drive. Just remember to resave it as a .bmp before using it, since I think that the .png transparency is fucked. Also, remember to set the pillar tile to 255 in d_init.
>nice, but does it randomly shit itself replacing some letters with icons like every other tileset?
Nope. The only tiles I've changed are the wall and floor tiles, the mug tile, the flasks, the most common furniture and the statues. The only one of these that occurs in non-graphical contexts is the floor tile('+'), and this one still resembles a '+'.
>Care to share the color scheme?
Here you go. Just remember that several vanilla colours are sometimes just presented as a single colour in this colour scheme, and that they can be a bit hard to read in some contexts(like when travelling in adv mode).
plebians. just look one level above the above of the ground that has holes
h = hole
- = ground
\ = air
W = level that you are viewing from
the holes will look different from the ground due to how the game renders z levels below your current one
Question regarding advanced world gen:
I never seem to get necromancer towers on them.
From what I know, two things are important:
-The amount of secrets (which I set quite high, 200)
-The amount of humans, of which there are always quite some (often more than dwarves)
Is there something I'm missing?
I always let the world age for 200 years.
wait a second, I'll just get my blanket and tuck myself in
Alright. I really want to get into adv mode, so I started at a dwarven hillock and went outside. I am currently sitting on the trade depot, started talking to a swordsdwarf, and for some reason the game is not accepting any commands besides escape. Help. I really don't wanna restart now that I have finally found the surface.
Well I just randomly mashed buttons and the game snapped out of it. No clue what the fuck that was. I was at the exit of a dwarven hillock in adventure mode, and for some reason the game didn't accept any key inputs besides escape. It was probably my fault iunno
daymn kid, you are gonna be a squad commander someday, just make it out alive
Poor little spiderbros, they're so cowardly I hate killing them. I'm glad I can distinguish them and spitting spiders now so I don't gotta kill THOSE too.
http://spiders.us is a wonderful resource btw.
You don't "have to" kill any spiders, Anon. NO known spider is dangerous to a healthy adult. Everyone suspected to have died from spider bites have had severe health issues, making the spider bite itself just one contributing factor.
Whatsmore, no known spider is aggressive towards humans. If you've ever gotten bitten by a spider, it's either because 1) You provoked it(in which case you had it coming), or 2) It got stuck in your clothes, and bit you out of fear of getting crushed(what idiot doesn't shake his clothes before putting them on, anyway?).
Even the feared black widow is reclusive as fuck, and even it bites you, it's no worse than the bite of a common adder.
Dangerous spiders are a myth.
0.42.05 is out
Here's another one! We're still going to be working through adventure reputation/quest/etc. improvements, so consider this a first stage. Other highlights are the fortress mode sparring and mug-carrying fixes. Enjoy your zombies.
New hearth orders for killing beasts and fighting outlaws
Added a hunter reputation and cleaned up reputation system around beast-slaying
Made citizens understand their relationship to bandits and added reputation for protecting people from them
A few lizards
Major bug fixes
Made drunken dwarves spar properly again
Stopped dwarves from carrying mugs forever
Stopped adv goblin performance troupes from attacking strangers while traveling
Stopped reanimated corpses from being stuck on wrong side of conflicts
Gave underground populations zone assignments to stop them from erupting outward
Fixed inconsistent underground vegetation generation (which caused underground site maps to generate inconsistently)
Fixed various city vegetation clearing routines which were causing holes in the ground above sewers and catacombs
Other bug fixes/tweaks
Zombies no longer dodge, parry, block, wrestle or run, and they do charging attacks whenever possible
Zombies don't get defense adjustments for body part type and they don't find or stop combat opportunities
Reduced zombie strength bonus (old saves will still be strong)
Made severing all non-smashed heads put down a zombie (can be reanimated if has working grasp, smashing heads already worked)
Made severing/smashing any working grasp put down a headless zombie (can be reanimated if has another working grasp)
Neck gets same combat chance adjustment as head
Made bandits that run off cancel town harassment goals
Bandits camps don't immediately send new armies to re-harass towns
Stopped camp bandits from being placed in trees so often
Allowed save/load in arena
Made creature object load bar page properly
Labeled xml encoding as cp437 instead of utf-8
The number of secrets doesn't really matter much. If you want a lot of towers increase the number of civilizations. Human and dwarf civs both have a chance to gen with a god of death, and every god of death has a chance to grant a slab of the secrets of life and death to a creature that is obsessed with its own mortality. So more civs=more death gods=more slabs=more towers.
Unless you crank the civ number up to somethi g absurd you aren't likely to ever reach the cap on secrets that you set, which is the only time increasing the number of secrets will have mattered. It doesn't hurt, it just doesn't do what you're going for.
DOWNLOAD DWARF FORTRESS 0.42.05 (January 17, 2016)
>Lasatta Agoamsan, Plump Helmet Man Lasher is visiting.
>I have six Plump Helmet Men in cages
>minutes after she arrives, another gets decapitated by an obsidian sword trap
I hope she doesn't notice.
Recluses like to hide in hanging clothing, hats, shoes, towels, behind wall hangings, tapestries, screens, anything where the big scary animals wandering around the house won't find them.
Every single recluse bite is a case of them being trapped inside a sleeve or something and some big scary animal attacking them by trying to smash them against the inside of the sleeve with their big hairy meatparts and the spider does the only thing it can do when unable to flee, it bites.
They do not bite quickly, and they will always try to slip away peacefully and hide if they can, but guess what we have around the house... stuff that they can hide behind or in and then we end up with someone getting a recluse bite on their arm or neck or some shit so no, I love spiders, I've posted pictures before with me holding a big beautiful Aurantia Argiopes (writing spider/zigzag spider/black and yellow orb weaver) who was totally and utterly docile and chillax.
Widows tend to hide outside or up in the attic or off in a corner somewhere, I see one out of the way I'm not worried, she can keep killing bugs for me.
When I find a recluse it's always when I am grabbing a jacket or hat or moving something to clean behind it, or happen to catch the little spiderbro walking across the wall towards one.
Here ya go, fixed the transparency for ya, and now I'mma go setup my .05 install!
>continue three year old fort after two weeks of not playing
>can't remember what I was doing, might as well strike the earth
>suddenly a massive brawl in the dining hall
>6 dwarves unconscious but the fighting finally stops
>a bit later fort starts turning green from vomit and my brewer is missing
I am confused.
Normally guts trail behind 2 tiles.
Happily swapping the libgraphics.so from my .04 install to the .05 fixed the libpng shit before it started, oh and here is a regular size version of the aesthetic set with fixed transparency.
I flattened the image then added the alpha layer back, and colored the magenta to it, that didn't work since you put the transparent grey over the pink so it came out green. Then I just selected those colors, put them to new layers and killed their saturation, then doubled them all so they aren't transparent.
>not playing fantasy world simulator v0.42.05
>not drafting anybody without marketable skills to keep safe those that really matter
Nice, thanks. Not that using the .bmp was any trouble, but still, thanks.
Pic kinda related. After half an hour of painful vanilla experience, I finally "fixed" my .42.05 copy.
That's a bit hyperbolic. While spiderbite fatalities are incredibly rare, it's simply not true that healthy people have no risk of death or serious medical emergency from spiderbites. Anyone can have a severe anaphylactic reaction to a bite, and the only way to know beforehand if you will is if you've been envenomated by the species biting you before. Furthermore, recluse spiderbites can cause systemic loxoscelism even in healthy victims, which can be fatal or permanently debilitating.
Don't get me wrong, I'm a friend of spiders. I never kill them, and kept 22 tarantulas for years. (Which, incidentally, taught me that some spiders ARE dangerous to humans; I still can't feel parts of my left thumb after a poecilotheria regalis bite.) I'm just arguing that countering a hyperbolic reaction to spiders with a hyperbolic generalization about them is dishonest. Dangerous spiders aren't a myth, their danger is just exaggerated.
Well, it's handy having the transparency fixed and the colors right too because you had the weird green in there, I find the .png easier to work with too. I dig seeing other people tinkering with the curses sets.
After half an hour of exploring I went down to see how the bandits react since they stay below the keep appropriately now.
It, didn't end well once I got cornered without good combat gear and shit.
I wasn't making a hyperbolic statement about spiders btw, I really do love having them around the house, and I miss the shit out of Mrs. Skarlett, our porch spider, since she kept all the asshole bugs under control all summer.
Happily she left two great big bundles of eggs up under the eaves for this spring!
nah. i'm here to strike the earth and be a dwarf, building dwarf shit and leading dwarves to prosperity.
since toadys focus on adventure mode:
fortress mode has gotten dramatically easier
fortress mode bugs have come up and never addressed
fortress mode updates are always tied into some adventure mode stuff and not updates to the fortress itself.
and for someone who isn't interested IN adventure mode (having played it many times and found it unsatisfying and rudimentary) then the whole things a massive disappointment.
tavern/library/temple was a nice addition but was not really "wait a year for this" nice. it was half as much as I expected. and naturally, the other half was
wastedspent on adventure mode.
which frankly, isn't the game I want to play, have never wanted to play, and if I did I would pick much superior games to play than Dwarf Fortress.
DF does something amazing that no one can replicate despite so, so many attempts. FORTRESS. Not murder-hobo-butcher-knapper-simulator.
wow how cucked are you friend? I really have to pay money to have an opinion? I can't complain about bugs because it was free?
What if I donate? Does that ENTITLE me to an opinion, you little faggot?
What is a fortress without the living breathing active procedurally generated world around it?
I can experience everything df really has to offer from adventurer mode, you're missing out on a huge portion of every world you generate by staying exclusively within a few embark tiles.
adventurer mode doesn't need to be in the game and shouldn't
It's dwarf FORTRESS, adventurer and legends mode are bloat that take away time from making fortress mode good
>one year to add dancing and poetry
This isn't a tech tree or some shit where more is always better.
He spent a year making stuff that has a very minor impact on fortress mode.
Taverns have completely replaced dining halls - they do the same shit as before but are taverns now.
Temples have no special purpose and just meet a new need. Individual temples, nice temples, temples that try to match with the deity they are dedicated to, nothing. All you need is a sufficiently large non specific deity temple. That's it. As long as its large enough (11x11 is sufficient at 100 dwarves for me) then that's fucking it. Some boxes and instruments.
Libraries have introduced two new real jobs and two new location jobs. And they do.. nothing. Nothing! Writing a treaty on screw pumps doesn't make your screw pumps pump faster. Explaining and understanding the dwarvish body does not make anyone a better doctor if they read the book. Its just a black hole for you to dump resources into and get flavor out.
Big fuckin whoop man. He spent a year on something that is nice but isn't substantial. Unless you like adventure mode.
>you are not allowed to criticize dwarf fortress or toady© in this thread
Should I just start hamster posting or are you going to stop being a bitch?
The game is alpha, so you can't expect what a game in a finished state would get in an update. Temples, taverns and libraries create a good framework for Toady to develope these features and flesh them out more. He even wrote in the patch notes that he intends for knowledge to actually mean something in fortress mode.
>365 days for a framework
alright I guess you're just gonna refuse to admit that the update is underwhelming and keep refusing to listen to anyone that disagrees with you.
Have you considered that you are wrong, and also a faggot?
>the dev for this alpha is laying down groundwork
>it doesn't do everything we want it to RIGHT NOW
>therefore it is DUMB and WASTEFUL
Really nigger? He wants the inventions and treatises to matter eventually. For now, it does still make the world more fluffy, and the crunch will come in time.
>I don't share the same vision for this game as the dev team
>therefore they are in the wrong!
>criticizing the best citybuilder that has ever been and will ever be
sure, I realize DF isn't perfect. but toady is doing something that nobody else is doing that's working.
also debating us on what toady should and shouldn't do with his time will never change anything. honestly, you sound like a guy who spent too much time learning how to play before he realized DF isn't a game for him and now you spend all your time complaining about the game and not playing it.
I asked a question.
What is a fortress without the living breathing active procedurally generated world around it?
Do you think it would be better if the game just arbitrarily created historical events and shit for you to hear about?
Do you think it would be better if it just manufactured sieges from thin-air with pastless dummied-in npc foes?
It sounds like your worlds are boring because you generate them without changing anything, looking only at where you can embark, and thus find adventuring in those worlds lacking in some of the craziness and fun others claim to experience.
Of course we're not going to agree completely on what is satisfying, I mean, I'm enjoying basic shit like skilling up my armor user ability by wrestling wolves and wombats and shit so I can run around faster than 0.394 and play msic and chit-chat and shit.
A fortress is somewhere I make so things can happen, to visit, to resupply, to produce artifacts to take and use in the world, to retire at.
I make it to be a part of the world... you seem to want to make it... for what?
Not him. I'm not underwhelmed. I love the new update. I love all the procedurally generated art forms. I love that my idle dwarves actually have shit to do now. I love that I have more reasons to dig and produce, more ways to give my pointless opulence a point. I love that my fort has more interaction with with the outside world. I love that crafts have a use. I even love that children play now. The only thing I don't love about this update are the bugs, and I wouldn't be playing DF if I couldn't live with bugs.
I think maybe you've convinced yourself that dwarf fortress is supposed to be something that it isn't and is never going to be.
Do wardogs ever fucking actually bite things or just scratch things like cats?
Also I recall someone saying wolverines were pussies but my hunter has been completely unable to kill this one, admittedly with wooden bolts. I've taken tons of shit down by just pincushioning them before though but this wolverine just keeps carrying on. Has 4 lines of active wounds and 4 lines of scars and he still beat the shit out of one of my wardogs. Again though, it'd help if they would actually fucking bite.
>What is a fortress without the living breathing active procedurally generated world around it?
I'm honestly curious, did you disappear?
>*chew, chew, chew, nomnomnom*
>Fuck you, it's my chewtoy now!
So you can get fame for killing bandits and run them off, they actually took off after I crippled a couple and tackled one into another.
They started to suffocate while I was walking away, went and talked to the queen living in this hamlet (dorf forts are laggy as shit due to people running up and down to the tavern each time it loads, so I made them build hamlets/towns which are lots of fun) and she tells me I am a protector of the defenseless now.
>tfw realize you play df without fortresses
Oh wait, goblins still make dark fortresses, so there are //some// I guess.
For those who are wondering, that queen ant woman who killed three entire squads died of injures and old age.
She ended up being a Spear master.
How do you set up your taverns? Just some shit dug out of your soil layer, or do you build shit on the surface? Like an elf, or out of proper stone? Or truly dorfy with obsidian everything?
Urist needs to learn things.
I need to install a giant misquito light.
Anything to help.
(deep down I am overjoyed that they are getting a reaction!)
no and if you do your a FUCKING PLEEB
Nah. They might help but overall not really, just a matter of learning the UI and go from there.
This person or people, better known as basketball americans, are faggots and you shouldn't take them seriously.
I'm almost done building a thing to flood an area (im fucking around with levers and whatnot for the first time) and just when I thought I could go ahead... winter
Auxiliary file changes for 0.42.05:
added skink, chameleon, anole and iguana to creature_reptiles
fixed rhino/giraffe description typos
got rid of lizard eggs again, specified it as common lizard zootoca vivipara in note
corrected monitor lizard toes, added tongues and teeth
added leopard gecko toes, tongues and teeth
>implying the lizards are the important stuff
>bandits behave properly now
>they give fame
>criminals lurk underground
>they're actually a challenge
>I just had to fight my way through dozens of rooms full of goblins
>ran from several weaponlords
>still no armor beyond a goblin skull helm and greaves
>roughly equivalent to copper
>my upper and lower body, guts, and left lung are all bruised, lower body torn open
>managed to become an axe lord
>ran from one room that opened into the sewers and had fourty something goblins
>had an epic battle with them jumping across the sewer gap to chase me
>more started pouring out of an area to the north and almost pincer-maneuvered me
>found another open room north and went into it
>fought my way through a few more rooms
>ran from another couple weaponlords
>tfw no armor still
>found access to the sewers with a stray cat wandering in it
>exit the sewers
>covered in blood and vomit
>strap my axe and shield down
>time to find a tavern
Haven't found anything broken yet, but I do have some good news for folks who long for the old days of 34.11 style questing.
Since the goblins I fought my way past were criminals, two of them were nameless dummies, but one was a known histfig and telling the (goblin) lord of this town about it got me enough fame to become a hearthperson (also got me free booze at the bar) and naturally I asked to see what these new duties/tasks Toady mentioned meant.
>figured I'd be told to go find the bandits nearby and clear out the camp
>mfw it's an actual semi-megabeast hunt
Another question about the new version: how much of the improvements will actually show up in a world which was generated in 0.42.02? Just out of curiosity, since I don't expect I'll be trashing this world any time soon.
Found the cyclops, took it down, came back wearing parts of it as armor, normally a semi-megabeast was good for the upgrade to hero, maybe great hero.
That combined with the criminal got me to legendary hero, and I got asked to kill a giantess next.
Hmmm, I'm not sure actually, I don't think they would require a new world to show up but I can't actually say for sure.
No no, one of the goblins I fought through trying to get back to the surface from a temple side-tunnel was a known criminal and got me made a hearthperson.
By comparison another criminal under the keep thought it was lame of me to kill Zolak, so I only got fame from the cyclops from him.
Is there ever going to be a plan to allow easier modding in of civs that aren't the core four/five?
So I thought I would give the new zombies a test run. I went over to the nearest hillock tavern, cleaned the place out of all its drunks and performers, and then took them to the nearest necromancer tower. Its just begun, and I doubt we'll win, but the fact that they actually have a chance at surviving is pretty cool.
Thoughts on the new zombies, friends? Will you miss the near-invincible zombies of yore with high combat skills and enough strength to cave in a steel helm with one punch?
Well, this was an unexpected turn of events. My sword skill was high enough that I was able to 1shot every zombie that came my way, and the horde of inebriated, unarmed dwarves with me distracted them enough for me to avoid getting hurt. One of the drunks even had a silver great axe for some reason, and was bisecting them left and right. In about 15-20 minutes of playing, myself and 19 others were able to defeat every single zombie with only two casualties.
What's more, when we got inside the tower, everyone was really nice and friendly. My companions weren't attacked, and neither was I. When I told the leader that I'd killed a forest titan, she even made me lieutenant.
This is two firsts for me: A necromancer tower captured without becoming a vampire first, and a friendly population of necros that are happy to let me integrate. I really have no idea where to take this from here.
In the past I've encountered non-hostile necros (only as a vampire), but never ones that would interact with me beyond telling me about beasts, bandits, wars, etc.
Which part is the bug? The fact that the chieftess recruited me, or the fact that theyre able to be friendly at all? I don't even know if I want to report it, being a necromancer's lieutenant sounds pretty cool, as long as I keep corpses away from them.
Yay for 42.05.
If everyone keeps going to the temples there will be hardly much need for training the military outside. Could still make them travel over a bridge to the northern one.
101 dwarfs, 77 livestock 15 guest, pleanty of carp and flying creatures. Just wanting to kill the FPS.
Decided to explore a bit after killing the giant, I'll head back when I've found some steel gear or finished my powerup quest (still need a hydra and dragon) though I will need gauntlets since you can't make them right/left handed without dfhack sadly.
Figured I'd climb a peak I noticed near the edge of a range.
I just dig my main dinning hall and call it done. Since it's first on the list, assigning bedrooms to it is quite painless even despite toadese interface. I also place general temple and library right next to it, so that idlers drifting between those three mieeting zones wouldn't clog up the pathfinding.
After taking down a couple of Rocs and picking up some steel gear at a nearby dorf hamlet I went to a town nearby and noticed a new response related to the megabeast slaying, nice touch Toadese.
Ask tavern keepers, they almost always know where EVERYTHING is, and if they don't but suggest someone else, that person is probably standing in the tavern.
There are vampire purges periodically during world-gen, might not be any in the area bothering people.
>I'm a European and all but two of the people I start out knowing are Arabs. This is unsettling.
Calm down Anon, the civilisations in the Toadyverse are just slightly less homogenous than in most other fantasy universes.
At least this fortress is in the best named region for a dwarven fortress I've ever seen.
>helmet snake bro alerted me to a gap in my trans-cavern stairway
ty snake bro, sorry my expedition leader had to cut your head off with a pickaxe
almost had another 'where the FUCK did that forgotten beast come from?' scenario.
>find one of the weird little square shafts where the sewers run out to near the edge of a town
>check down inside to see what night creature is chilling down there
>actually not a goblin or confused werebeast in regular form
>start letting them climb up after me and slamming them back down into the water
It's time to rev up that legend viewer.
It's fucking nothing.
There were only 2 hungry heads in the world and they done nothing. They just settled there and died of old age.
wow that was the easiest fight i've had to deal with
People recognize you as a beast hunter, lords and ladies give kill quests to their hearthspeople like they used to do, but with the new histfig relationships and interactions and shit in place.
Dorfs spar properly.
Criminals and underground populations hang out in their normal areas rather than rushing up to the surface and triggering constant insurrections/murderfests.
Goblin performers recognize that they're not supposed to be at war with everyone.
Bandits run off when you beat them up, and people are grateful when you bust up a robbery.
does vomit fall through grates?
if i grate up my tavern floor will they finally be clean?
I have no idea, but I wouldn't be surprised if you then have 2 piles of vomit, on the grate itself, and on the tile below. Not to mention that this would mean the game has now 2 "item" splatters to track, fucking your FPS further.
If I set a temple for no specific god, I see people crowding in to pray to their specific one. Is there some kind of merit for making a temple for each god/morale debuff for making one big temple?
Also, I see that in the new update I barely have any actual idlers because people spent so much time praying/reading/socializing, and these activities don't count as idling. Dot these activities take priority if I ask my dwarves to do something different? I've noticed that many military dwarves would rather socialize in a tavern than train properly.