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    Thursday, February 13, 2020

    Dwarf Fortress Starter Pack Preview: 0.47.02-r01, with graphics, Therapist, and DFHack alpha!

    Dwarf Fortress Starter Pack Preview: 0.47.02-r01, with graphics, Therapist, and DFHack alpha!


    Starter Pack Preview: 0.47.02-r01, with graphics, Therapist, and DFHack alpha!

    Posted: 13 Feb 2020 04:30 AM PST

    [Kruggsmash] The Word of Gods: A Journey in Divination

    Posted: 13 Feb 2020 11:14 AM PST

    Don't keep your well next to the waterfall!

    Posted: 12 Feb 2020 10:03 PM PST

    I learned something new again.

    I made a waterfall through the middle of my fort and it drained down to a reservoir underneath. Next to it were a few wells that tap into that reservoir. The water came from a brook on the surface.

    Well.

    I just learned about spring floods. Every spring when the brook thawed the waterfall would provide more water than the reservoir overflow prevention drain could handle and some water would spill out on the fortress floor. The water would then push around nearby dwarfs and some of them would fall down the wells.

    At least I had a gate for draining the well so I could retrieve them, but it took me a while to figure out how they got there.

    submitted by /u/Nailbar
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    The Ettin attacking my fortress is naked, but carrying four artifacts. Three of them are short swords, the fourth is a toy hammer.

    Posted: 13 Feb 2020 08:57 AM PST

    DevLog 13 February 2020: "I did get some stuff done the last few days as we now head toward the next fix release."

    Posted: 13 Feb 2020 01:51 AM PST

    Very interesting migrants

    Posted: 12 Feb 2020 10:03 PM PST

    Necromancer, Mummy and Lieutenant SCIENCE!

    Posted: 13 Feb 2020 04:46 AM PST

    [[Necromancer Powers]]

    *Summon Bogeymen

    A shapeshifting bogeyman is summoned in a random location nearby. All bogeymen have the Transform power, which lets them turn into animals of various size and types. They vanish after a certain amount of time has passed.

    *Summon Nightmare

    Randomly generated creatures, they are talented in most combat skills, and vanish after a certain amount of time has padded.

    *Raise Lieutenant

    Sentient beings of a certain body mass or part can be raised as undead lieutenants. They can be raised multiple times by different necromancers or by the same should they fall in battle. Hostilities, loyalties, adventurer status is preserved, so killing and raising your companions yourself or your enemies is not advised.

    *Create Ghoul

    The ability to infect people with ghouldom during history generation. I have not figured out a way for ghoulish necromancers to create ghouls in adventure mode, perhaps through biting? Ghouls are opposed to life and attack/infect all living creatures who aren't ghoul through bites. They still retain their sentience and can still bleed to death, but they maintain their gear, abilities, are immune to drowning, do not tire, and have extra vision.

    [[Disturbed Dead Powers]]

    Mummies have nothing special excluding their curse, but do have different lieutenant names and power sets. They cannot have bogeymen or nightmare powers.

    [[Lieutenant Powers]]

    Lieutenants seem to usually posses up to 1~3, but rarely up to 6 powers on one strain. Most powers can be used on yourself, which offers limited utility like vampire self bleeding or self propulsion to escape grapples. You can acquire different or same powers with different cool downs if you're raised multiple times by different strains of necromancy.

    *Paralyze

    On the next tick, paralyzes a living being who is not immune to being paralyzed for short time. One of the most powerful lieutenant powers, this can be a cause of instant death. It's useful against singular targets who are still susceptible to paralysis.

    *Vanish

    You immediately enter stealth, but can still be attacked by extra vision entities. No way of attacking back for players other than throwing items or relying on AI companions with extra vision, even if you do see them with vampire powers. One of the most powerful lieutenant powers, this makes you invincible against enemies without extra vision. While many of the more powerful foes have it, it's useful against crowds of still living creatures. Also impossible to counter abasing without extra vision AI companions on adventure mode.

    *Blind

    Blinds the target for a short time. Doesn't work on creatures with extra vision. A inferior version of vanish, but can still be your downfall if you adventure alone and don't have extra vision.

    *Propel Away

    Applies a certain amount of force to launch a target away from you. Do note that this does not work on targets with a lot of weight. Grappled foes are immediately freed, which can be used to your advantage if you launch yourself, even if that means you end up on the same square. This can be used to lock a enemy away from you, or push them into a crowd or undesirable location. The force is enough to seriously injure lighter beings when they make impact. This power can spell game over for smaller parties or individuals.

    *Sicken

    Causes the target to be nauseous and vomit. While creatures without the ability to vomit won't be hampered by this, those that do will be inconvenienced by vomiting, wasting some of their action ticks.

    *Suffocate

    Causes the target to be winded. The duration isn't long, and some foes don't need air, but the effect slows their whole action ticks down for the full duration.

    *Ice Bolt

    Launches a bolt of ice. One of the worse powers, this launches a irretrievable bolt of ice that causes some physical harm.

    *Raise Fog

    Raises a temporary fog, which limits vision. One of the worse powers, this does have it's niche when battling large groups of enemies with ranged capabilities or when you need to stealth and don't have the vanish power.

    *Cause Rot

    Causes a random body part to undergo minor necrosis. One of the worse powers, the effect is not enough to hamper combat performance and is harmless when treated properly later. However, if you are lucky and manage to cause rot in a major organ, that can change the battle, though the chances are too low to be reliable.

    *Cause Bleeding

    Causes temporary bleeding across the body. This effect can stack, and can be a cause of death if you manage to get enough lieutenants focusing on a single target with the power.

    *Blister

    Causes blisters all over the body. One of the worse powers, the effect is not enough to hamper combat performance and is harmless when treated properly later.

    *Cause Dizziness

    Causes Dizziness for a short time. This power can be of slight use, but is worse compared to other debuff options like paralysis.

    *Cause Pain

    Causes pain for a short time. Same as dizziness, there are better options.

    This information is by no means comprehensive, so feel free to add your own discoveries in the comments.

    submitted by /u/ArduousTriangle04
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    Official Dwarf Therapist v41.1.3 for DF 47.02 Released!

    Posted: 12 Feb 2020 01:36 PM PST

    Steam Community Update 13 February 2020: "Who owns the tomb after a mummy comes back from the dead?" (And a Scamps birthday picture!)

    Posted: 13 Feb 2020 12:50 PM PST

    My zombie besiegers arrived 3 months ago and now they're multiplying!

    Posted: 13 Feb 2020 10:54 AM PST

    new large world with long history, this is gonna take awhile!

    Posted: 13 Feb 2020 12:08 PM PST

    The Start of My Human Fort (Masterwork)

    Posted: 13 Feb 2020 04:56 AM PST

    Tis but a scratch!

    Posted: 12 Feb 2020 09:54 PM PST

    That's a new one

    Posted: 12 Feb 2020 02:20 PM PST

    His Magnum-Opus Is Finally Finished!

    Posted: 12 Feb 2020 05:00 PM PST

    SOUNDSENSE-RS v1.4.0: SoundSense, written in Rust

    Posted: 13 Feb 2020 01:50 AM PST

    Latest Release, Repository, DF-mod discussion forum

    Hello! SoundSense-rs is a SoundSense alternative written in Rust. A few features have been added since the last time I posted.

    • Windows & MacOS version has been tested! (Linux version works, but not properly tested.)
    • Can save current settings (file paths, current volumes), which will be loaded automatically everytime you open.

    And other bugfixes and updates.

    submitted by /u/prixt
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    Tonight we carry on Elderanvils! A new fortress for the new update. Twitch 7pm GMT (6.5 hours after post) Previous VOD in comments!

    Posted: 13 Feb 2020 04:30 AM PST

    The second chance.... for FUN.

    Posted: 12 Feb 2020 11:18 PM PST

    It's 5.08pm here in Australia, and my game's just crashed.

    Now, I strapped on my beard at about 9am so it's been a FUN day of mopping up the base after last night's goblin siege, oh and did I mention it was my first as a new DF player? Well it was.

    I just got lucky tbh; I had a ton of monster hunters living at mine and they put in the work to keep us freemen. Today's been all about getting those guys healed up, and keeping my bastards away from them during the tantrums that both they and we kept throwing.

    I finally turned a corner by sprucing up some bedrooms and pulling my Sheriff out of his funk, and then the game crashed.

    So uh, time for more fun?

    submitted by /u/ZidaneKissane
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    Scheduled burrow defence causes squads to revert to civilians

    Posted: 12 Feb 2020 03:48 PM PST

    Scheduled burrow defence causes squads to revert to civilians

    Hey dwarves of reddit - Whipcreed is under siege, and scheduling my dwarves to defend a burrow seems to cause them to revert en masse to their civilian state.

    Here's the setup -

    I've created a new alert called 'To the Walls!'. Each of my squads is set to this alert.

    The alert is made...

    Within that alert, the schedule for each month is for my squads to defend the 'western walls' burrow.

    ![img](13bnaluowkg41 "The schedules are set... ")

    The burrow is designated...

    So - the alert is made, the squads are assigned to it, the burrow is made, and each squad's schedules within that alert are set to defend that burrow. Then I unpause...

    ...and each squad member reverts to civilian status.

    What's happening here? What am I doing wrong?

    (incidentally, it looks to be to the same problem as one described on the bay12 forums back in 2012: http://www.bay12forums.com/smf/index.php?topic=110754.0... It doesn't appear like a solution was ever posted :/ )

    May Armok guide you all unto FUN!

    submitted by /u/-Eskalat-
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