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    Wednesday, January 29, 2020

    Dwarf Fortress DevLog 29 January 2020: "Here is the villains release!"

    Dwarf Fortress DevLog 29 January 2020: "Here is the villains release!"


    DevLog 29 January 2020: "Here is the villains release!"

    Posted: 29 Jan 2020 12:37 AM PST

    Villains update is out!! 0.47.01 Im very excited!!!

    Posted: 29 Jan 2020 12:33 AM PST

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    Posted: 29 Jan 2020 06:26 AM PST

    >Downloading the new DF version

    Posted: 29 Jan 2020 07:21 AM PST

    Worldgen Dorfs digging too greedily and too deep...

    Posted: 29 Jan 2020 05:39 AM PST

    Well, spoilers ahead if you really consider reading Legends Mode to be "spoilers".

    A browse of my current world shows some amusing goings on. Now worldgen dwarves can be as greedy as players. And suffer the same consequences. :)

    In the year 35, the Dwarves of the Labyrinthine Armory dug too deep and a brand new civ of goblins lead by the Horse Monster Snusnud Crevicespy emerged from the underworld and quickly set about impaling a lot of dwarves on spikes and waging war against them. They let some dwarves live, but persecuted their religion cruelly and were generally quite mean.

    To this day, the initial site where the Circus was breached is home to no less than 55 clowns. Have fun looking for artifacts there fellow Adventurers! Try to get there before they're all devoured by the resident Forgotten Beast (he's eaten 3 of them so far).

    One interesting thing happened during the initial wars of conquest. The horse monster became best buddies with a Dwarven mercenary (they bonded amidst the horror of combat). That Dwarf would later go on to become the king of the Labyrinthine Armory. Sounds like fodder for a fine Hollywood story.

    It wasn't all war and gloom though. Life in the Dwarven realm went on. They even had time for festivals and wrestling competitions. The king's ex-lover Feb Toweresteem recalls taking part in a competition in the early Autumn of 59. She lost. The winner was the Horse Monster Snusnud Crevicespy. Um. Yeah.

    So anyway, as time went on, the Horse Monster's civilization spread out, taking over half of the Dwarf civ. Things slowed down after a century or so with the arrival of a bunch of humans. They also took over old Dwarven lands. Alas, they were as greedy as the Dwarves, and in the year 210 they let history repeat itself and unleashed the circus all over again.

    The new civ was lead by the Red Diamond Monster Nemen Flimsyfork the Prim. Not one to waste time at wrestling competitions, she went about killing everything she could find as quickly as possible. 436 notable kills. 1504 other kills. All in the year 210.

    Beware of digging too greedily and too deep.

    submitted by /u/Shonai_Dweller
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    I just wanted to start adventuring with the new version, but I stumbled upon a new feature and got a little lost in Legends.

    Posted: 29 Jan 2020 11:23 AM PST

    Kivish Portenthatchet was a dwarf necromancer...

    To test the new version, I created a world of 250 years and wanted to start out as an adventurer. One the race options was Selorkadol's Demon. I chose this option because it seems a new and random thing, and I got a choice of several locations to start from, which means there are "established" populations of this weird race in those places. Before risking starting off as a animated blob of mucus, I wanted to check what "Selorkadol's Demons" even are: What do they look like, who made them, is the creator still alive (and can I kill him for revenge)?


    So I started up Legends and found Kivish Portenthatchet, a female dwarf necromancer. As is to be expected, she became obsessed with her own mortality and sought to extend her life by any means after getting married, and promptly divorced in 116. She learned about the secrets of life and death, became an apprentice, then a master and authored some books.

    In 137, she corrupted her own apprentice, the human necromancer Jath Riteguises and gave him a new fake identity in order to act plots and schemes in Tradedbasins, where she had settled. Here is how she corrupted Jath:

    "Kivish met with Jath and made a threat. The plan worked."

    Simple, effective.

    The same strategy failed, however, on her next target: While attempting to corrupt the "dwarf lost slayer Adil Laborhigh in order to have law enforcement look the other way", "while completely misreading the situation", she made a threat. But Adil "valued the law and refused".

    After this setback, Kivish withdrew to write some more books, until a fateful day in the midspring of 143, when

    "Kivish performed horrible experiments in Ritehatchets."
    "Kivsh changed Ingiz Lanternquakes from a dwarf into an Experiment of Niralkadol."
    "Kivish changed Kulet Basisinked from a dwarf into a Selorkadol's Demon."


    At this point in the story, I wanted to write "History does not record whether Kivish regarded this first experiment as a success or failure, but throughout the spring of 143, the horrible experiments continued". But that is actually wrong! There were failures!


    While a "Selorkadol's Demon" seems to have a relatively benign form (for necromancer creations), being "small three-eyed humanoids with large mandibles and warty black skin", the description of "Experiment of Niralkadol" reads, horrifyingly:

    "A hairy worm. It has thin wings of stretched skin. Its charcoal hair is short and even. This night creature was first created accidentally by Kivish Portenthatchet after horrible experiments gone wrong."

    However, the experiments continued, of course. Among the victims were dwarrows and goblins, because during this time of research and blasphemy, Kivish moved from place to place, likely always in the dead of night after the townsfolk got wind of her foul play. She (and her work) haunted 10 places and created many horrible existences before she was finally imprisoned by The Romantic League in Fednotches.


    To truly comprehend the vileness and depravity of Kivish's dark magic, I looked up her second victim's fate: Kulet was born in 143 in Ritehatchets as the youngest son of parents who died in the year of his birth, 143. Did Kivish kill Kulet's parents and abduct the newborn? It does not seem unlikely. In any case, Kivish wasted no time and turned Kulet in his first year! A month later he was enslaved by The Mythical Realm and was settled in Bronzespattered. 6 years later, as a six-year-old, Kulet fled to Tradedbasins. The next years likely were a few happy ones in his tragic life, judging from the next recorded event:

    "In 150, Kulet and Tobul Romancelance became childhood friends."

    It moves one to tears to read that Kulet with the age of 17 finally forged a friendship after all this hardship in his life. He had truly made it against all odds of being an enslaved orphan turned into an ugly monster. His happiness lasted 9 years.

    "In 159, Kulet was abducted from Tradedbasins by the goblin Ago Doomoranges."

    He was imprisoned by The Poisons of Jumping in Fierceprofane for ten years. Then,

    "The giant cougar Straptunnel the Anguished Executions attacked Kulet."
    "Kulet was struck down by Straptunnel in Fierceprofane."
    "The giant cougar Straptunnel the Anguished Executions devoured Kulet."

    The only consolation is that Kivish, the malefactor and tormentor of Kulet, met her own fate seven years later:

    "In the late summer of 216, Kivish was hacked to pieces by the goblin Tode Doomisland in Tradedbasins."

    submitted by /u/el_micha
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    IM SO HYPE WTF THIS IS AWESOME

    Posted: 29 Jan 2020 08:03 AM PST

    The new update is actually god tier. I'm just in the character creation screen and I feel so happy and hype already what is this feeling send help ahhhhhhhhhhhhhhhhhhhhhhhhhh

    submitted by /u/ThiccOne
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    Dwarf Fortress - Villains 0.47.01 Patch Notes and Features.

    Posted: 29 Jan 2020 09:28 AM PST

    Imagine ordering a drink from this thing.

    Posted: 29 Jan 2020 09:19 AM PST

    I doubt the last update's additions should be classified as "DF2014" in the DF wiki.

    Posted: 29 Jan 2020 10:51 AM PST

    This new version added and changed lots of things, and there is more to come in a future second part of this villain update. Are we going to suff all of this under "DF2014", which is now rather old?

    submitted by /u/Stained_Class
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    Dwarf Fortress 0.47.01 Released (Forum Announcement Thread)

    Posted: 29 Jan 2020 02:24 AM PST

    How gods troll you

    Posted: 29 Jan 2020 10:45 AM PST

    So, I made an extensive underground room, two levels high. In this ennormous space, I put 11 shrines, one for each gods of my civilisation.

    At two occasions, angry dwarves became were-beasts after kicking statues. Two years later, I decided to throw a party to fix my dwarves' moods which was at an all low because of the last war... which included poor oh poor goblin corpses.

    So I prevent my dwarves from touching the workshops and let them go around the fort to pray, read and eat. Then it happened:

    One of the gods who's statue was broken two years ago decided that it would be fun to 'spawn' a troll righ in the middle of the shrine... Nothing is displayed, the game is not paused, I just notice a big pool of blue goo next to my faithful dwarves... on inspection I notice the crying troll, surrounded by believers, punching him to no end.

    I don't know if that was just a troll or a piniata party, but I have absolutely no !!SCIENTIFICAL!! way to explain what happened. I'm not even sure it's a did of the god, I mean... this is "Zasit, the Shove of Conflagrations", god of Minerals, Jewels, Wealth Trade and Fortresses... I have no clue...

    submitted by /u/_PYRO42_
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    A Statue of Our Warchief

    Posted: 28 Jan 2020 09:31 PM PST

    Them mercenaries will do anything for money

    Posted: 29 Jan 2020 06:30 AM PST

    Just downloaded the new update, generated a world, and this was the first thing I found in legends. These elves had a complicated relationship...

    Posted: 29 Jan 2020 01:08 AM PST

    I know where I'll be embarking first this update for maximum FUN!

    Posted: 29 Jan 2020 03:16 AM PST

    Known Worldgen Bug in .47.01

    Posted: 29 Jan 2020 07:24 AM PST

    I've tried to gen a bunch of longer lived worlds and its been fun watching the interaction from the map view, but around the year 700 or so, I get a crash.

    "MOUNTAIN trying to generate musical form without speech or instruments"

    Saw this as a bug on the forums as well. Probably caused by the necro monstrosities joining a civ and trying to create art but they are monsters, not people!

    To avoid, for now I think just keep history length at around 550.

    submitted by /u/awstasiuk
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    Dwarf Fortress 0.47.01, the Villains update is out! Let's stream some fort mode.

    Posted: 29 Jan 2020 11:22 AM PST

    Dungeon Master? (looking at the new raws)

    Posted: 29 Jan 2020 06:57 AM PST

    So this is the the dwarves' entity defaults now

    [POSITION:DUNGEON_MASTER] [NAME:dungeon master:dungeon masters] [SITE] [REQUIRES_MARKET] [NUMBER:1] [RESPONSIBILITY:ESPIONAGE] [RESPONSIBILITY:MANAGE_ANIMALS] [APPOINTED_BY:MAYOR] [REQUIRES_POPULATION:50] [PRECEDENCE:108] [DO_NOT_CULL] [COLOR:0:0:1] [ACCOUNT_EXEMPT] [DUTY_BOUND] [REQUIRED_BOXES:1] [REQUIRED_CABINETS:1] [REQUIRED_RACKS:1] [REQUIRED_STANDS:1] [REQUIRED_OFFICE:250] [REQUIRED_BEDROOM:250] [REQUIRED_DINING:250] 

    I don't see it in the same place (between hammerer and forced administrator) in 44.12's. Is it back? Now with espionage?

    (still waiting on worldgen, but anyone with a fort with the requirements want to comment?)

    submitted by /u/quatch
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    LinuxDwarfPack

    Posted: 29 Jan 2020 05:46 AM PST

    Simple pack for Linux to test the new DF release. Includes:

    - the LNP graphical interface

    - LegendsBrowser

    - basic graphic packs

    Can be downloaded here: LinuxDwarfPack-47.01-r1

    I tested only Fortress and Legends mode, but not all the new features, so expect some of the old key bindings to be wrong + the new settings from init_d are not changeable from the LNP interface yet.

    submitted by /u/McArcady
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    I know that there are no "win" conditions but I think I figured out the closest thing:

    Posted: 29 Jan 2020 09:13 AM PST

    Do a terrifying embark, access the hidden fun stuff, build a thriving expansion to your main fortress within it, and finally retire the fort before suffering FPS death. I can't even begin to imagine how much !!fun!! that would be.

    I mean that's about the maximum amount of !!fun!! that you could cram into one fortress I could come up with. So IMO "winning" the game is maximizing the amount !!fun!! you can suffer create and still thrive.

    What do you think? Is there a better way to "win"?

    submitted by /u/DaRandomGitty2
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    Day 1: My Lion Men murder a bunch of trees. Day 2: Elves want in on this.

    Posted: 28 Jan 2020 01:20 PM PST

    I am getting so hyped by you guys!

    Posted: 29 Jan 2020 11:49 AM PST

    I havent played dorf fortress in a long time, and i just heard from a recommended Kruggsmash video that a new update would come out. So I thought "interresting" and decided to hop on down to the subreddit.

    As said in title, you all make me jittery to just try it out again!

    Welp that it, so i guess I'll hype myself up more in the meantime. I wish you all much fun ^^

    submitted by /u/Thanos_DeGraf
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    Is it just me or did something go wrong

    Posted: 29 Jan 2020 08:50 AM PST

    WillfulAxes: The Fate of Ashes (multiple projects in one)

    Posted: 29 Jan 2020 05:58 AM PST

    BACKGROUND: This is the World of Tempests

    https://imgur.com/a/lsD7TEp

    It is ruled by a Mountain Titan who spent the first 100 years absolutely butchering humans and then the next 150 being worshiped by elves. Who he occasionally smited as well as the occasional human who wanted to be known for slaying a god

    It only had one dwarven civilization which started its history valuing martial prowess and athleticism, but by year 14 lost their capitol to a forgotten beast.

    From there troubles only continued: Each settlement was regularly attacked by different beasts that kept them weakened until only too late! Their neighbors, the elves and goblins, had advanced and spent the next two hundred years raiding the dwarves for slaves and wealth until today: Year 250. Every settlement has been captured and only 10 free dwarves are known to openly exist. They hide in a dark pit they conquered long ago. Living in the shadow of past glory.

    Now a small group of dwarven soldiers(and a medic) have settled in the terrifying lands of the Finger of Meanness where it openly rains globs of mucus that impact the ground so hard they injure anyone who gets hit. The Dwarves have come to this cursed land that has no trees and tendrils and eyeballs squirming from the ground, but they didn't come to rebuild their civilization.

    https://imgur.com/a/mzfqNwK

    No, their are no great glories to relive in truth. These dwarves want to destroy the world.

    Every civilization will be destroyed for the persecution of the dwarves. Their is no future for their species, and they intend to leave this world a hollow shell with them!

    Project Goals:

    -Raze literally every single settlement in the game

    -A fort where every dwarf is a member of the military(seasonally)

    -Creating a separate caste of the mentally ill dwarves since we can't afford to exile them all

    -Carving the entire surface layer(at least the first 5) into our fortress

    -Creating the largest "cave-in" I've heard of: I've seen small ones done to eliminate threats, but I want to see if it is possible to drop, for example, an entire cavern layer into the circus

    -Probably gonna see if I can make a mucus waterfall since it's right there and available!

    Things I want help deciding:

    Should I allow mercenaries, monster slayers, bards and scholars? If so what notably brutal fate should they get to live out since I usually just use them as meat shields and conscripts

    two potential ways to build the fort. So half my biome is a clay desert, and not a single glob of mucus touches the desert, but as soon as you enter the mountain it hits almost constantly!

    So should we build our fort out of the desert, and use the mucus side as a massive trap hall? Or just accept our sticky disgusting fate and build a castle out of this mountain of mucus and tendrils?

    submitted by /u/WarriorofArmok
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