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    Friday, January 29, 2021

    Dwarf Fortress ☼Bi-weekly DF Questions Thread☼

    Dwarf Fortress ☼Bi-weekly DF Questions Thread☼


    ☼Bi-weekly DF Questions Thread☼

    Posted: 28 Jan 2021 04:09 PM PST

    Ask about anything related to Dwarf Fortress - including the game, utilities, bugs, problems you're having, mods, etc. You will get fast and friendly responses in this thread.

    Read the sidebar before posting! It has information on a range of game packages for new players, and links to all the best tutorials and quick-start guides. If you have read it and that hasn't helped, mention that!

    You should also take five minutes to search the wiki - if tutorials or the quickstart guide can't help, it usually has the information you're after. You can find the previous questions thread here.

    If you can answer questions, please sort by new and lend a hand - linking to a helpful resource (eg wiki page) is fine.

    submitted by /u/AutoModerator
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    ☼Fortress Friday☼

    Posted: 28 Jan 2021 04:08 PM PST

    Our weekly thread for posting interesting events without cluttering up /r/dwarffortress. Screenshots, stories, details, achievements, or other posts are all welcome here! (That includes adventure and legends mode, even if there's no fortress involved.)

    submitted by /u/AutoModerator
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    I (as a new player) just finished the perimiter of my fortress and man it feels so safe and satisfying

    Posted: 28 Jan 2021 11:37 PM PST

    BF - Rigorous training

    Posted: 28 Jan 2021 05:25 PM PST

    Released Dwarf Fortress 0.47.05

    Posted: 28 Jan 2021 03:39 PM PST

    Preview Win64 47.05 "Caveat Emptor Redux"! Phoebus, Dwarf Therapist, Soundsense, and more!

    Posted: 29 Jan 2021 03:59 AM PST

    Ast the Dwarf.

    Posted: 29 Jan 2021 04:12 AM PST

    Ast the Dwarf.

    A redemption arc? Zom Malignedriddled, a risen goblin sent by a human necromancer to spy on my fort Boatwind, corrupted Ast. They plotted to steal a great artifact whilst a goblin siege distracted the fort. But as he saw his fellow dwarfs dying, Ast had a change of heart and took up arms in defense of Boatwind... and promptly got bludgeoned to death with a copper shield.

    https://preview.redd.it/py46lxxki9e61.png?width=1858&format=png&auto=webp&s=3198bf0da73246ace2e16f90d884b795ee3efb47

    submitted by /u/fishingforworth
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    I'm now breeding black bears and cave crocodiles!!!

    Posted: 29 Jan 2021 12:05 PM PST

    Dwarf fortress vocabulary

    Posted: 29 Jan 2021 01:26 PM PST

    I'm not a native english speaker but I've been fluent on it for years and never had trouble understanding ppl and texts. But Dwarf Fortress just pushes my vocabulary to the limit, do you guys feel the same? Every time I play this game I have to open a Google Translate tab to understand the names of some places and even mundane creatures. I would like to see what native speakers think of it as this game makes me feel like I barely know any english.

    submitted by /u/TrantorCitizen
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    Ongu Defensesystem the Unwelcome Hide-Locks

    Posted: 29 Jan 2021 12:48 PM PST

    Ongu Defensesystem the Unwelcome Hide-Locks

    so, I'm browsing through the Legends of my world, trying to get some information about this dwarf who *led an elven invasion* of one of the sites of my now-nearly-dead civilization.

    In 409-01-01 Ongu died of old age. In 450-01-01 he became war buddies with the corpse of an elf...

    I'm guessing that some events have only a year attached, and Legends Viewer assigns it to the first day of the year? Because Ongu *was* raised by a necromancer late in the year 450, right before he led the aforementioned invasion.

    Anyway, a morning spent browsing legends, A+, do recommend.

    submitted by /u/onesevtwosev
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    What's Fort enemy in new DF? There is new thing in caverns too!

    Posted: 29 Jan 2021 12:10 PM PST

    DevLog 28 January 2021: "Here's an interim release - this is a fixer-upper for the old version, and not related at all to the new graphical stuff."

    Posted: 28 Jan 2021 03:41 PM PST

    Dwarf went berserk and atacked the wrong beakdog

    Posted: 28 Jan 2021 01:56 PM PST

    Wow. Never seen a dance form this long lol.

    Posted: 28 Jan 2021 06:08 PM PST

    Forgive the long post, but that's the point lol:

    The Vermilion Music is a solo performance dance originating in The Curled Plagues. The rules of the form are applied by choreographers to produce individual dances which can be performed. The dance is accompanied by The Sable Dessert. The dancer performs along a counterclockwise circle. This dance is a refined artform, with twelve specific moves to be mastered. The dance is strong.

    The dance begins with the introduction of the music. The dancer performs very slowly to the urdu rhythm. This lively section is punctuated by sprightly arm carriage.

    The dance enters a new section with the passages of the music. The dancer performs slowly with the music. This section is twisting.

    The sputo is one of the fundamental dance moves. There is a passionate left leg lift with an aggressive leftward bend and sprightly movement along the line of dance.

    The umung is one of the fundamental dance moves. There is a sprightly backward bend with a spin.

    The ogur is one of the fundamental dance moves. There is a sway with a counterclockwise eighth turn and twisting movement along the line of dance.

    The roz is one of the fundamental dance moves. There is a forward bend with a refined hand gesture.

    The uxzo is one of the fundamental dance moves. There is a low spin with sharp-edged independent body movement, vigorous movement along the line of dance and an intense arm carriage.

    The ostad is one of the fundamental dance moves. There is a refined spin with a vivacious facial expression and elaborate footwork.

    The zuspo is one of the fundamental dance moves. There is a vigorous counterclockwise eighth quarter turn with a sinuous hand gesture and a sensual leap.

    The moslo is one of the fundamental dance moves. There is a jerking raised arm with a flamboyant sway, a straight walk and independent body movement.

    The ogom is one of the fundamental dance moves. There is an elaborate straight walk.

    The dotom is one of the fundamental dance moves. There is a sluggish body level change.

    The zoslu is one of the fundamental dance moves. There is a flamboyant leap with a straight-lined left kick, a joyous raised right arm and a spin.

    The oxsa is one of the fundamental dance moves. There is a spin with a sharp-edged arm carriage and a sway.

    And for those curious, this is the musical form accompanying it:

    The Sable Dessert is a form of music used during marches and military engagements originating in The Curled Plagues. The form guides musicians during improvised performances. Three singers recite nonsensical words and sounds. The entire performance is to be very soft. The melody has short phrases throughout the form. Only one pitch is ever played at a time. It is performed without preference for a scale. Throughout, when possible, performers are to play rapid runs and alternate tension and repose.
    Each singer always does the main melody and should be melancholic.
    The Sable Dessert has the following structure: an introduction and three unrelated passages.
    The introduction is very slow. Each of the singers' voices stays in the low register. The passage is performed in the urdu rhythm.
    Each of the simple passages is slower than the last passage. Each of the singers' voices ranges from the low register to the middle register. Each passage is performed in free rhythm.
    The urdu rhythm is a single line with thirty-two beats divided into eight bars in a 4-4-4-4-4-4-4-4 pattern. The beat is stressed as follows:
    | - - x - | x - - x | - x x x | - - x - | - x x - | - - x - | - x x x | x - x - |
    where x is a beat, - is silent and | indicates a bar.

    I freakin' love Legends mode.

    submitted by /u/hwoodb1
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    Things never go as planned in this world kek...

    Posted: 28 Jan 2021 04:40 PM PST

    Dwarf Fortress - Steam News - Unicorn and Punicorn.

    Posted: 28 Jan 2021 05:28 PM PST

    Adventurecraft mod updates, plus now confirmed to work with 47.05

    Posted: 28 Jan 2021 05:59 PM PST

    Mod link is here: https://dffd.bay12games.com/file.php?id=14758

    So in summary regarding the last 10 days or so after coming back off hiatus...I started off deciding that I might as well revive the idea of crude gunpowder weapons I tinkered with for an unreleased mode, adding full support for producing it in fortress mode too.

    Next came a host of misc fixes, along with the realization that the backgrounds you can select not only have a practical use (free skills whooo) but what permitted jobs the entity has affect what backgrounds can be picked. So I added a bunch more after testing which ones actually have a use. At the same time I did some rebalancing for magic availability, letting curses dole out the nastier varieties with some side effects, changing which spells are given by which beasts, and a few related tweaks. Also notable was fixing it so trolls, beak dogs, and the like can be more readily picked up as pets by the goblins in worldgen, which is fun given the pet options adventurers have now.

    The next update was dominated by a silly thought that came to mind: could I rig it so that human and other civilized NPCs will treat kobold adventurers as hostile as you'd expect them to, given how kobold NPCs would consistently behave towards human or other non-cave-dwelling adventurers? Rumrusher proved to be a MASSIVE help with this, but sadly every method we discovered to try this came with downsides of some sort. So the third notable update as of late came with a change that made kobolds and their pets semi-undead to exploit some hostility behavior, but this was soon removed since I discovered later than it prevents retiring. I went with the idea of making special variant pets for kobolds so that they'd not only behave properly towards their masters, but also so they wouldn't be slaughtered by the traps infesting kobold caves. Even after undoing the hostility feature, I retained that simply so it still makes their pets TRAPAVOID.

    Then finally, today's update put a lot of focus on tissue and butchery stuff (plus the second half of my efforts to tinker with kobolds). A fair few tiny critters got size buffs until they were juuust large enough to be butcherable, with obligatory fixes to their giant variants. But on top of that, came sinew and feather stuff. I finally decided to make sinew a proper tissue that can be obtained from butchery, and set it to be used for the catgut thread recipe instead of guts, allowing guts to count as meat again. And as for feathers, lot of tweaks went into ensuring all birds you can butcher will give feathers, whereas in vanilla nothing smaller than an ostrich can do so. For now it's only useful in a decoration reaction since there's not much to do with them, as I'm not sure yet whether I'd want to make arrows and bolts require explicit fletching or not. That might be too much detail for my taste.

    I've also given Kobold Kamp ( https://dffd.bay12games.com/file.php?id=14755 ) a quick raw update and confirmed it seems to work with 47.05 too, but sadly I haven't had any big ideas for that one like I have with this mod.

    submitted by /u/Chaosvolt
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