Dwarf Fortress My solo hammerdwarf swam across the ocean to raid a tower and single handedly struck down a necromancer |
- My solo hammerdwarf swam across the ocean to raid a tower and single handedly struck down a necromancer
- Call me weird but this made my day.
- I just watched a religious war start!
- As soon as I granted him residence, this visitor went to teach my dwarves some exotic mining techniques. This is how you get citizenship.
- Necromancers are out of control in this world
- World of Convenience Succession Fort(vanilla)
- Keeping it together--100k stress and still not having a tantrum
- Your favorite example(s) of the detailed story.
- Armok 4.0: The Unstoppable Armok
- 6 yo IRL World (Anenu Onori) ADVENTURE - The perfect party, 15 Trolls (I'm a Goblin)
- Steam Community Update 4 March 2020: "Necromancer experiments are potential citizens"
- Feats
- Teleporting unit bug is at an all time high and really ruining my enjoyment, unfortunately.
Posted: 04 Mar 2020 03:05 AM PST
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Call me weird but this made my day. Posted: 04 Mar 2020 11:17 AM PST
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I just watched a religious war start! Posted: 03 Mar 2020 09:47 PM PST
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Posted: 03 Mar 2020 07:04 PM PST
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Necromancers are out of control in this world Posted: 04 Mar 2020 02:24 AM PST
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World of Convenience Succession Fort(vanilla) Posted: 04 Mar 2020 11:27 AM PST Hey, I just started up a new succession fort. The idea is you download the save and just play in one sitting, and reupload as soon as you're done so the world is constantly in play. Strictly vanilla game to avoid errors during save transfers. [link] [comments] | ||
Keeping it together--100k stress and still not having a tantrum Posted: 03 Mar 2020 06:18 PM PST
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Your favorite example(s) of the detailed story. Posted: 04 Mar 2020 12:16 AM PST I've been getting into DF (still mostly reading the Wiki and watching videos in between playing) and the story's detail and depth is staggering. What is your favorite example of how far the detail/story goes? Some insanely detailed origin story about a creature? Relationship mechanics causing events? Some seemingly meaningless detail you caught? Etc. [link] [comments] | ||
Armok 4.0: The Unstoppable Armok Posted: 03 Mar 2020 06:43 PM PST LINK: http://dffd.bay12games.com/file.php?id=14290 The Playable Armok mod is back, with even more features for the God of Blood, taking advantage of the 0.47 update's additions in magic. The other heroes included also have updated powers! Take control of the God of Blood (or other superpowered/divine creatures) in Adventure Mode, using your absolute power to bend the world to your whim, for good, fun, or absolute chaos. You may also retire your Divine adventurer at your fortress, and take the position of overseer while watching an all-powerful being help (and harm) your fortress with incredible displays of power. You can view the old features of Armok and the other heroes in the previous version's post. It contains detailed information about Armok and other hero's powers. I'll list Armok's previous features after his new features; but for the old features of other heroes see the old post. ARMOK'S NEW FEATURES: - Divine powers! The 0.47 update gave shrines the ability to bestow various blessings and curses. Armok has access to those powers, with his own unique twist:
Armok also retains his old features:
The Armok Civilization is still extremely unbalanced, and doesn't actually work; somehow the GLACIER environment tag got broken, so the game doesn't know where to place the Armok Civ (it used to place it on glaciers). In any case, it would still spawn in a bunch of murderous Gods with no sense of heirarchy, breaking lore and balance. I'm considering removing the civ in the next update. I AM STILL LOOKING FOR MORE WAYS FOR INTERACTION IN FORTRESS MODE. It would be cool if Armok would turn those who displeased him into goats, or randomly cast his berserk curse at someone he dislikes and cause mayhem at your Fortress; however, I know of no way to implement this. LET ME KNOW IF YOU HAVE IDEAS IN THIS REGARD! Changes to other heroes: - Wolverine: Now has access to the healing power, and can regrow lost limbs and regenerate scarred tissue. - Maiar: Have access to more spells, acting as an anti-lieutenant. In addition to fireballs, they can heal others and themselves (which takes more of a toll than Armok and Wolverine), launch humanoids, and raise fogs cast by Lieutenants. Have fun! [link] [comments] | ||
6 yo IRL World (Anenu Onori) ADVENTURE - The perfect party, 15 Trolls (I'm a Goblin) Posted: 04 Mar 2020 11:55 AM PST
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Steam Community Update 4 March 2020: "Necromancer experiments are potential citizens" Posted: 04 Mar 2020 11:26 AM PST
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Posted: 03 Mar 2020 01:06 PM PST What have been the longest lasting , biggest, and highest population forts of all time [link] [comments] | ||
Teleporting unit bug is at an all time high and really ruining my enjoyment, unfortunately. Posted: 03 Mar 2020 06:37 PM PST Ugh, wanted to share my frustration. I am having units teleport to random parts of the map, especially into shafts where they fall to their deaths. I had an entire goblin invasion simply vanish. Then a Forgotten Beast vanish as well. That seemed fine until I had a trapped Forgotten Beast teleport into my fortress along with the vanished Beast, a Quail and kill a quarter of the Fortress because of its deadly dust. Then I had 3 Dwarves teleport into the caverns and drown. Then another teleport next to a trapped Ettin. Now I'm making sure to kill everything on the map to minimize these anomalies. I hate force closing the game. It really ruins my enjoyment as I feel I cheated myself, but I like when it is my decisions that cripple the fortress and not random bugs. It has never been this bad. [link] [comments] |
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