Dwarf Fortress A moody dwarf made a crown worth over 2 million Urists and the description goes on for around 30 pages |
- A moody dwarf made a crown worth over 2 million Urists and the description goes on for around 30 pages
- Icecrown citadel got nothing on this necromancer's tower
- Count Audum awaits the arrival of a diplomat from a goblin civilization we have been at war with for 3 years. I have captured quite a few sites and survived a few sieges so I wonder how it will go
- Release Legends Viewer 1.20.02
- Swimming/Drowning Research in Adv. Mode
- He's been making charcoal nonstop since year 1 and I just put in a temple.
- Some guests are enjoying the pool (no, but really, is this a problem and how do I help them?)
- Preview Win64 0.47.03 Pack "Caveat Emptor" Edition (Now with TWBT, updated Therapist, and 34.5% fewer error messages!)
- Is this part of the new villains update? What are these sneaky dwarves up to?!
- Text Keeps Disappearing!
- So many locations now - trying to figure out how to prioritize
- Caste based Fortress
- [Modded] The Friendly...gonna doubt that
- Keep your hammerlords happy
- I see the Liberal Arts students have arrived
- A song of magma and catapults.
- Streaming the new update at 8:00pm pst, aiming for maximum !fun!
Posted: 19 Feb 2020 12:10 AM PST
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Icecrown citadel got nothing on this necromancer's tower Posted: 19 Feb 2020 07:54 AM PST
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Posted: 18 Feb 2020 06:20 PM PST
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Release Legends Viewer 1.20.02 Posted: 19 Feb 2020 08:15 AM PST
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Swimming/Drowning Research in Adv. Mode Posted: 19 Feb 2020 08:17 AM PST Swimming ability as well as your overall stats do not change how long your creature will struggle for air before dying. Every test I've done has indicated that after 710 ticks your character will drown. This alone is pretty interesting because since a tick in Adventure mode is 1:1 with reality your character takes about 12 minutes to drown. All of my testing was done on humans, so other races might differ. They were all harmed, and are resting peacefully at the bottom of a local bay near the human capitol. [link] [comments] | ||
He's been making charcoal nonstop since year 1 and I just put in a temple. Posted: 19 Feb 2020 12:37 AM PST
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Some guests are enjoying the pool (no, but really, is this a problem and how do I help them?) Posted: 18 Feb 2020 08:18 PM PST
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Posted: 19 Feb 2020 12:24 AM PST | ||
Is this part of the new villains update? What are these sneaky dwarves up to?! Posted: 18 Feb 2020 08:33 PM PST
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Posted: 19 Feb 2020 03:44 AM PST
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So many locations now - trying to figure out how to prioritize Posted: 19 Feb 2020 07:29 AM PST I'm back to DF after a few years - catching up with many new features. I stopped playing about the time taverns/library/temples were added. I have kept informed -mostly from browsing the subreddit and keeping up with Kruggsmash- but haven't actually played with these features. I used to create multiple meeting areas to spread my dwarves around and make sure they weren't making friends too fast to prevent downward spiral when a dwarf got killed or went crazy. This is outdated right? With all the locations you can create now, how soon do you create each one? Is it a priority at all? I've noticed a few bad thoughts from not being able to worship but apart from that dwarves seems content with the old meeting hall and mugs to drink out of. Am I missing any locations? Excluding location that are meant for animal or work purpose, you can create:
So which, when, why and how do you go about creating those locations? [link] [comments] | ||
Posted: 18 Feb 2020 12:40 PM PST I had the idea of creating a Caste-System in my Fortress. I want my farmers, cleaners, cooks and stoneworkers to live a rather miserable life and my schoolars, soldiers, artists and nobles to live in golden Halls. The lower class should only be tollerated in there, when they are performing lower tasks. Also the high class should get the best food and finest drinks there is and should all have a "lazy" life. Is there anything I should consider in such a Fortress? I am afraid the bad mood of my working class could be unsightly for the higher class... [link] [comments] | ||
[Modded] The Friendly...gonna doubt that Posted: 18 Feb 2020 11:13 PM PST
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Posted: 18 Feb 2020 01:46 PM PST It was a slaughter. I'm still not sure what set him off - I didn't notice this was happening until he was almost dead. Just generally unhappy? In any case, if your masterpiece-iron-armor-clad hammerlord decides it's time to fight, things go really badly for anyone nearby. Three more dwarves died in the hospital a few days later. I didn't have enough coffins prepared, of course, so there were a lot of rotting bodies in the hallways while my masons frantically crafted coffins and had them installed in the crypt. I expect this is going to end with more death. Losing is fun! [link] [comments] | ||
I see the Liberal Arts students have arrived Posted: 18 Feb 2020 02:30 PM PST
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A song of magma and catapults. Posted: 19 Feb 2020 03:41 AM PST With the increased schenanigans of necromansers in the latest version my mind went to the scenario of building a fortress to meet a constant threat of the undead and keep them at bay. My idea for a giant trap is to use magma mist to fry the suckers. By pumping magma to the surface and funneling the undead into corridors between channels filled by said magma, i could then use catapults to throw boulders into the channels to generate magma mist and burn everything to a crisp. Have anyone had any experience throwing stuff into magma using catapults to generate mist? Is magma mist a good way to kill zombies? [link] [comments] | ||
Streaming the new update at 8:00pm pst, aiming for maximum !fun! Posted: 18 Feb 2020 07:18 PM PST
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