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Games => Sandbox => Topic started by: Apostrophe Spacemonkey on February 11, 2014, 03:33:05 pm

Title: Dwarf Fortress
Post by: Apostrophe Spacemonkey on February 11, 2014, 03:33:05 pm
Here I shall transcribe the epic tale of my Dwarves, and the Fortress they have built inside the heat of the mountain (or a large hill).

It started like any other fort, set out farm plots, storage rooms and a grand hall. With a stream close by, my fisher dwarves provided the fort with ample quantities of fish, barrels and barrels of fish. The whole fort smells of fish.

Compared to the smell of unwashed dwarf and smell of fish is quite pleasant.


However, something was missing, something important.



An Anvil! There was no anvil, which meant no way to make armour, bolts, axes or war hammers.

Shortly after I noticed this fact, my fort was set upon my horrible goblins intent to stealing my bearded child dwarves.

The invaders were driven off, but not without heavy losses. Without proper equipment to defend themselves my dwarves use anything they could find. Dogs, sheep, a yak, a cave spider silk glove.

The unhappy mason was left to build coffins for the recently dead.



Next season, a dwarven caravan came to trade. My expert chef created some exception dog tallow roasts, which were traded for an anvil and other suppliers.



Tune in next time for when my archers, given an awesome archer tower to attack from, instead walk out the front door and try and bash trolls with their wooden crossbows, and all end up dead.
Title: Re: Dwarf Fortress
Post by: Apostrophe Spacemonkey on June 23, 2014, 03:47:23 pm
Quick update, I capture some trolls, forgetting they can bash down doors.

Next minute, all my dwarves are getting slaughtered by angry trolls.

Oh well, as such is the life of a dwarf.




They're planning to release the next version of DF in July.

Only 2 years after the last release. Hope the wait has been worth it. I would like to get back into this game.
Title: Re: Dwarf Fortress
Post by: Lias on June 23, 2014, 10:39:45 pm
Only 12 years after the last release. Hope the wait has been worth it. I would like to get back into this game.

2 years since last release.. 12 years since FIRST release..

and also fuck yes.
Title: Re: Dwarf Fortress
Post by: Apostrophe Spacemonkey on June 24, 2014, 08:25:45 am
yes, 2 years, typo.
Title: Re: Dwarf Fortress
Post by: Apostrophe Spacemonkey on July 08, 2014, 01:04:24 pm
New version is out mother fuckers.

Get ya Dwarves!

http://www.bay12games.com/dwarves/ (http://www.bay12games.com/dwarves/)

Quote
Toady One Here is the world activation release! Lots of processes from world generation -- birth, invasions, succession, site foundation, and so on -- now operate in the world after play has begun. Getting all of that to work led to a meandering route through various pieces of the game, some of which are described below. Aside from any bugginess, a lot of it will still feel rough and unfinished as things bump around.

 New stuff •World activation! There are a few things that aren't active, like megabeast invasions, but lots of world gen actions made it into the game. Birth, death (to the extent it wasn't handled before), marriages, site foundation as well as reclaims, basic succession and appointments/etc., invasions, as well as some more detail beyond world gen, like patrols, banditry and animal population handling. We still don't have army battles -- the invasions are all successful right now, unless they are locally interfered with by you.
•The game advances two weeks before each play -- the calendar there still moves slowly when there's a lot of action, as there is in larger worlds, but there are quite a few things I can do soon to speed that up. Due to the speed of the calendar, new forts in particular also get just two weeks. This'll probably cause some shenanigans with the caravan (or you'll just have to wait a year in an autumn fort for your first one) until we sort it out.
•Fortresses can be retired and unretired. Losing is still fun but if it doesn't happen when you want, you can put it off for a while. Retired forts can be conquered (much more easily than they would be if you still controlled them), so don't be surprised if you have to reclaim instead of being able to unretire sometimes. You can reclaim forts that didn't make it through world generation.
•Site maps for dwarves, elves and goblins. These are very basic, but they are there, anyway.
•Multi-tile trees and lots of new plants. Fruit and flowers. Leaves that fall in little clouds. I had to put off dwarf mode tree harvesting, but we should get to that before long.
•Megabeasts/forgotten beasts can attack, destroy and then reside within world gen sites like dwarf fortresses.
•Various movement changes. Climbing/jumping/sprinting in both modes, though invaders still require a line of site to use them. Adventure mode has a stealth rewrite, and some elements of that are present in dwarf mode (it is generally easier to spot thieves and ambushers, and I'll probably need to make them smarter about finding cover). Movement and combat are separate now. Startled people climb up the walls of their homes a little too often.
•Tracking information in adventure mode. You can pull up a little window and see tracks (capital K), and you can also have it describe the freshest track that isn't yours to more easily stay on a trail (alt K). Tracks are also part of the regular look command.
•Different levels of conflict -- your opponents in adventure mode will be listed with the current status (non-lethal, lethal, no quarter, etc.).
•Combat moves take place over a period of time now, and you can do things like catching an opponent's attack -- you have to do that by targeting a grab at the offending part now (reactions used to have a menu, but that was before combat got more smeared out). You can get information about what attacks your opponent is doing in the attack menu -- the quality of the information depends on your situational awareness skill. You can add adjective modifiers to your attacks (quick/heavy/etc.) and you can perform more than one attack at a time for a significant penalty to its force. It might make sense with two adamantine swords or something, twirling them about.
•Rumors of incidents can be spread, and the rumors need to be spread before you gain reputation (good or bad). Killing all of the witnesses to an event will effectively remove it from play if you don't let them get off the screen. People are a little psychic as it regards ongoing conflicts, so that they can make decisions non-stupidly. Your liaison can share rumors with your fort, but I still need to set up the screen for reviewing them after you've seen them the first time... not that you can do much with the information.
•You can travel through tunnels.
•You can get a guide to travel with you to a faraway place -- it still ended up being too cumbersome, so locals continue to be able to tell you the location of sites, but only within a certain distance of their home town.
•In general, conversations have been redone. They no longer have their own screen, but run along with other actions, and there are many more options.
•The mind has been rewritten quite a bit -- people now experience emotions according to different circumstances (lots of awkward monologues there), and they consider actions differently. The main outstanding issue is that I didn't get around to converting existing dwarf mode thoughts, so they sort of exist concurrently with the new emotions and that needs to be changed. I'll get to that before job priorities (which was one of the main shorter-term reasons for the rewrite). Some dwarves have life-long dreams and it is possible for them to recognize that they've accomplished the ones relating to skills and family. They cannot yet realize their dreams of taking over the world.
•The paragraph at the beginning of adventure mode was marginally more useful, but that slipped a bit at the end as things were tweaked. I think it'll still describe certain invasions and abductions, but it needs to be redone.
•Lots of new arena options -- not just the conflict state, but you can set the temperature etc. to all sorts of extremes.
•Some experiments with procedural items, though the new demon-type sites are still quite un-fun now. The knowledge on the slab at the bottom can be used, but it is probably not worth the trouble.
•The stuff I forgot


 Bug fixes •I'm sure several old bugs were "fixed" as large portions of the code was rewritten/removed, but I haven't tried to track exactly which ones. Bug fixes will commence in earnest now, and everything will be handled over at the bug tracker.
Title: Goblin Camp
Post by: Tiwaking! on December 07, 2014, 11:47:13 pm
If you like Dwarf Fortress, you should give this game a go:
http://www.goblincamp.com/ (http://www.goblincamp.com/)
Goblin Camp

It is unfinished, but unlike Dwarf Fortress there is a short tutorial that gives an outline of what you are meant to do
Title: Re: Dwarf Fortress
Post by: Apostrophe Spacemonkey on December 08, 2014, 09:43:53 am
I played that. However it doesn't look like it's being actively developed anymore.

Title: Re: Dwarf Fortress
Post by: Apostrophe Spacemonkey on January 15, 2015, 06:56:11 pm
Lots of new updates for the game. Bigger (multi-level) trees, which have fruit that can be eaten or made into cider.

And the ore/gem automining feature is awesome.

I've started up a new fort.
Title: Re: Dwarf Fortress
Post by: Lias on January 15, 2015, 09:13:33 pm
I've started up a new fort.


Hrrm I have a month until classes start.. but I'm supposed to be studying other stuff.. hrrrrrmm hrrrrrrrrrrrrrrm
Title: Re: Dwarf Fortress
Post by: Kayne on January 15, 2015, 09:49:52 pm
I'll start too then
Title: Re: Dwarf Fortress
Post by: Apostrophe Spacemonkey on January 16, 2015, 06:29:14 am
So there was this really boring fight been a Coyote women, and two of my dwarves.


My dwarves would punch the Coyote women in the head, bruising the skin, but they were doing so little damage the Coyote women was healing faster then she was being damaged.

My dwarves would continue to punch, for days. Until they got so tired they would fall asleep on the spot. The Coyote women would also fall asleep.

Then after a good rest they would wake up, and start fighting again.


Finally I got one of my dwarves to walk over and chop her head off with an axe.
Title: Re: Dwarf Fortress
Post by: Apostrophe Spacemonkey on January 16, 2015, 09:04:11 pm
Busy building battle axes and cage traps. Getting ready for fighting off the goblins.

(http://iforce.co.nz/i/4phpvmu0.kem.png)
Title: Get better work stories.
Post by: Apostrophe Spacemonkey on January 16, 2015, 10:17:59 pm
My dwaves are detailing the walls with a picture of that time a coati man stole a stepladder.


(http://iforce.co.nz/i/xcysxosh.1j4.png)

What an imagination!

Title: Curly black hair... of death!
Post by: Apostrophe Spacemonkey on January 16, 2015, 10:37:13 pm
Fear thy Weremoose!

(http://iforce.co.nz/i/5jafgsmv.lvd.png)

Atir Ganstakud fought bravely, and gave his life for the fortress, he will be remembered always.

(http://iforce.co.nz/i/3twjn52l.vfm.png)


Title: Ode to Wood Step Ladder
Post by: Tiwaking! on January 17, 2015, 10:26:20 am
Atir Ganstakud fought bravely, and gave his life for the fortress, he will be remembered always.
Pff. The epic tale of the theft of the wooden ladder was more uplifting and a step in the right direction.

That ladder was going up in the world. Nobody asked Atir Ganstakud to fight the weremoose. His behaviour was unaxeceptable
Title: Re: Dwarf Fortress
Post by: Apostrophe Spacemonkey on January 18, 2015, 12:54:10 pm
Latest version of Dwarf Therapist support DF version 40.24,

Can get it on this page.
http://www.bay12forums.com/smf/index.php?topic=122968.2055 (http://www.bay12forums.com/smf/index.php?topic=122968.2055)
Title: Begone fear!
Post by: Apostrophe Spacemonkey on January 20, 2015, 01:36:54 pm
Had my first big battle, a bunch of ugly goblins thought they could assault my fortress. We put and end to them.

Although they did murder all my animals.

(http://iforce.co.nz/i/slxxicpn.bfh.png)

(http://iforce.co.nz/i/hbi421jw.5w2.png)

He kicked the Goblin in his tongue!
Title: This is not Dwarf Fortress!!
Post by: Tiwaking! on January 20, 2015, 04:07:45 pm
I call lies on your post. Those clearly appear to be actual graphics, not ascii symbols. Heretic!
Title: Re: Dwarf Fortress
Post by: Kayne on January 20, 2015, 09:20:38 pm
What texture pack is that? Not May greens right?
Title: Re: Dwarf Fortress
Post by: Apostrophe Spacemonkey on January 21, 2015, 05:30:41 am
What texture pack is that? Not May greens right?


You must post epic stories of your fort.



It's Phoebus' Graphic Set
http://www.bay12forums.com/smf/index.php?topic=137096.0 (http://www.bay12forums.com/smf/index.php?topic=137096.0)

I can't stand playing in ascii. I like my pretty graphics.
Title: Re: Dwarf Fortress
Post by: Kayne on January 21, 2015, 02:17:12 pm
You must post epic stories of your fort.

I'm actually struggling to remember everything / anything. ONE DAY, I will.
Title: Re: Dwarf Fortress
Post by: Apostrophe Spacemonkey on February 23, 2015, 04:42:30 pm
My fort was going well, nearing a population of 200 dwarves, creating top quality steel armour an weapons, my fortress was the envy of all creatures big and small.

But by dwarves got too greedy, and the delved too deep. They awoke unseen horrors which dwelt in the darkness, horrors of shadow and flame.

A Forgotten Beast rose from the depths, and spewed flame a forth, catching fire to the flora which resided in the caves, and brought my FPS to a grading halt, all those temperature calculations too much for the game to handle.


Thus that was the end, I left to start a new fort with another group of dwarves, in a paradise surround by trees and a spooky looking tower.
A few days later, a Necromancer came forth from that tower with an army of undead, and killed every single ones of my dwarves.

I attempted a second try, reclaiming my lost fortress. This time, when the Necromancer attacked with his undead Elf zombie, I was ready. I locked them both in cages and shuffled them off to my dungeon to leave them to rot.

However, an administrative error saw undead Elf zombie get released, wrecking havoc in my fort, killing my entire squad of archers, and attempting to escape out the main entrance, and falling into the same trap he got caught in before.

This time I was more careful, I locked the zombie Elf in a dungeon, where he now gets used as target practice for my archers. Being undead, no matter how many crossbow bolts get stuck in him, he won't die.
I also chuck any goblins I catch in there as well, makes for fun watching.
Title: Re: Dwarf Fortress
Post by: Apostrophe Spacemonkey on March 11, 2015, 03:48:28 pm
I was going pretty well, a half decent macedwarf squad with steel amour.

When, a werebison attacked!

I sent my brave soliders to defend the fort. It was a hard fight. I only got the upper hand when the werebison turned back into his puny naked human form. Then my dwarves exploded his head with a mace.

However the battle was not without causalities. One dwarf died, and another got both his hands ripped off, and spent the rest of his life (which didn't last much longer) walking around unable to perform even the most basic tasks, because hands, he had not.

One dwarf was sent to the hospital, to get his head stitched up.

But for one dwarf, his fate was worse, he was bitten, and was now doomed to turn into a werebison himself every month for the rest of his life (which didn't last much longer).



A short while later, for some reason, my fort was assaulted by a band of humans and elves. Why they attacked me I didn't know, maybe the werebison I killed the month before was their leader.

Anyway, they were no match for me, my dwarves quickly jammed their skulls through their brains.
(http://iforce.co.nz/i/mkl0b5p4.c2l.png)

However just then, it was the next full moon, and my previously bitten dwarf turned into a werebison!

And killed my entire macedwarf squad.

(http://iforce.co.nz/i/vgmvj1by.zgw.png)

Then afterwards turned back into a dwarf, naked except for the blood of his former comrades coving his body.


So I squashed him under a bridge.


Time to recruit a fresh set of migrants into my army.




Title: Re: Dwarf Fortress
Post by: Apostrophe Spacemonkey on April 30, 2015, 11:10:31 am
This looks pretty cool

http://www.bay12forums.com/smf/index.php?topic=146473.0 (http://www.bay12forums.com/smf/index.php?topic=146473.0)

Realtime 3D dwarf fortress visualizer in Unity.
Title: Re: Dwarf Fortress
Post by: Apostrophe Spacemonkey on June 16, 2015, 04:36:21 pm
Some interesting things they have been working on.

As well as all the other many ways dwarfs can die, they can now die from drinking too much alcohol.

http://www.bay12games.com/dwarves/ (http://www.bay12games.com/dwarves/)
Title: Re: Dwarf Fortress
Post by: Lias on June 16, 2015, 04:58:39 pm
they can now die from drinking too much alcohol.

These are dwarves we're talking about, that's against the laws of physics.
Title: Re: Dwarf Fortress
Post by: Apostrophe Spacemonkey on June 16, 2015, 05:29:27 pm
they can now die from drinking too much alcohol.

These are dwarves we're talking about, that's against the laws of physics.

Yea, I thought the same thing.

Maybe it's for when the humans visit your fort. Maybe only they can get wasted. Weak humans can't handle their drink.

Title: Dwarf Fortress takes a turn for the worst
Post by: Tiwaking! on June 17, 2015, 01:06:37 am
they can now die from drinking too much alcohol.

These are dwarves we're talking about, that's against the laws of physics.
That decision is as bad as when Hayden Christiansen was put into the end of Return of the Jedi.
Or when Uwe Boll was selected to direct "In the Name of the King: A Dungeon Siege Tale".
Or John Key
Title: Re: Dwarf Fortress takes a turn for the worst
Post by: Apostrophe Spacemonkey on September 18, 2015, 01:17:50 pm
That decision is as bad as when Hayden Christiansen was put into the end of Return of the Jedi.
Or when Uwe Boll was selected to direct "In the Name of the King: A Dungeon Siege Tale".
Or John Key

"In the Name of the Key: A Prime Ministers Tale", staring Hayden Christiansen as John Key. Directed by Uwe Boll. Coming to theatres 2017.
Title: Re: Dwarf Fortress
Post by: Apostrophe Spacemonkey on September 18, 2015, 01:25:23 pm
I've been playing more of my Fortress, (On the train, while everyone else is anti-socially staring at their phones, I've got my laptop out playing Dwarf Fortress like a boss.)

It's been a peaceful time, no recent attaches from goblins or waremoose, in fact it's getting quite boring. My cage traps keep capturing wombats, which make useless pets (but nice wombat roast).

So I've stepped up production, cranking out bin loads of high quality steel amour and weapons, because who doesn't want piles of steel helms and battle axes? Built around 10 new forges and now have to upskill my dwarves.

Also busy building bedrooms, because you can never have too many bedrooms.

Pictures to come soon.
Title: Re: Dwarf Fortress
Post by: Zarkov on September 18, 2015, 05:06:08 pm
Tell us about the train.

It has to be more interesting.
Title: Re: Dwarf Fortress
Post by: Apostrophe Spacemonkey on September 18, 2015, 05:18:04 pm
Tell us about the train.

It has to be more interesting.

The train was built by the Spanish company Construcciones y Auxiliar de Ferrocarriles, in Beasain, Spain. It's part of the CxK family of trains. It has a maximum speed of 110 km, and a power output of 1,520 kW.
It's powered by a 25,000 volt overhead wire system. It has a capacity of 373 people (230 seated and 143 standing).
It is operated by Transdev Auckland, formerly Veolia Transport Auckland Ltd.
Title: Re: Dwarf Fortress
Post by: Apostrophe Spacemonkey on September 18, 2015, 06:17:15 pm
My collection of badgers.
(http://iforce.co.nz/i/qdsrqeik.yvh.png)

Surface, with a walled area for growing trees, and statue garden, and my training area.
(http://iforce.co.nz/i/1d5ffita.yr3.png)

My iron stockpile, for making sharp pointy things to kill with.
(http://iforce.co.nz/i/rh32rv3v.qa2.png)
Title: Pretty Dwarf Fortress? What is this madness
Post by: Tiwaking! on September 18, 2015, 07:33:52 pm
My collection of badgers.
That doesnt look like normal Dwarf Fortress. That looks like some graphical update mod or something. You heathen!!
Title: Re: Dwarf Fortress
Post by: Apostrophe Spacemonkey on September 29, 2015, 01:49:53 pm
Well that went terribly.

Under siege by goblins, I thought I had it pretty well handled. 3 squads of dwarves between multiple lines of defences.

However there was a small gap in the wall around the back, which the goblins came through and took my dwarves by surprise. I managed to defeat them, but not without suffering some heavy losses. Lost about a dozen soldiers.

However, I did catch one goblin in a cage trap, so in retribution, I dragged him down to the dungeon, stripped him of his weapons, THEN BASHED HIS FACE IN WITH A IRON SHIELD UNTILL HIS HEAD EXPLODED!
Title: The spear strikes the Dwarven Baby and the injured part explodes into gore!
Post by: Apostrophe Spacemonkey on September 29, 2015, 06:11:57 pm
So it turns out babies are not ready for army training.

(http://iforce.co.nz/i/fy0m54ys.5lf.png)
Title: Re: Dwarf Fortress
Post by: Apostrophe Spacemonkey on September 29, 2015, 06:17:51 pm
I should really put a stop to this, but I thinks it's too late. Better to put it out of it's misery.



(http://iforce.co.nz/i/b33gdlhi.sn2.png)
Title: Not sure if serious
Post by: Tiwaking! on September 30, 2015, 12:28:04 pm
I should really put a stop to this, but I thinks it's too late. Better to put it out of it's misery.
One of my video game development students asked me why I had put a lower age limit of 12 years old for adults in my Space Mines game.

I told me it was to prevent people from selling children into slavery.

He asked me "What is wrong with selling children into slavery?"

I thought he was the most terrible human being until I read this.
Title: Re: Dwarf Fortress
Post by: Clin on September 30, 2015, 02:49:14 pm
Who is hitting the baby with a spear in the first place?
Title: Re: Dwarf Fortress
Post by: Apostrophe Spacemonkey on September 30, 2015, 07:24:01 pm
Who is hitting the baby with a spear in the first place?

I am. I set up a training room where I repeatedly hit my dwarves with wood training spears. This up skills them in dodging and armour skills when they deflect the shots.

However when a dwarf has a baby, they will carry it around with them for the first two years, even if they happen to be drafted into the army.

And it turns out Baby dwarves are not to good at dodging training spears.


 
Title: Re: Dwarf Fortress
Post by: Pigdog on September 30, 2015, 11:35:19 pm
Probably because their mothers use them as shields?
Title: Re: Dwarf Fortress
Post by: Clin on October 01, 2015, 01:20:31 pm
Clin vomits.
Clin retches.
Clin vomits.
Clin retches.
Clin vomits.
Clin retches.
Title: Re: Dwarf Fortress
Post by: Apostrophe Spacemonkey on October 01, 2015, 01:33:10 pm
Clin vomits.
Clin retches.
Clin vomits.
Clin retches.
Clin vomits.
Clin retches.

Is this your typical Friday night?
Title: Re: Dwarf Fortress
Post by: Clin on October 01, 2015, 03:47:29 pm
Maybe fifteen years ago. Now my Friday night is video games and coffee. Tasteful video games. With a moral compass and actual graphics. ;)
Title: Re: Dwarf Fortress
Post by: Lias on October 01, 2015, 04:56:22 pm
Tasteful video games. With a moral compass and actual graphics. ;)

I want more games where I can tastefully drill a hole in innocent peoples foreheads and skull fuck them. Graphically.

Mostly for the moral outrage.. mostly..

Title: Re: Dwarf Fortress
Post by: Apostrophe Spacemonkey on October 01, 2015, 05:12:22 pm
I want more games ...

Implying that there are already some games where you can do such things?
Title: Re: Dwarf Fortress
Post by: Lias on October 01, 2015, 05:24:42 pm
I want more games ...

Implying that there are already some games where you can do such things?

Only the ones I made myself :-(
Title: Re: Dwarf Fortress
Post by: Clin on October 01, 2015, 07:04:26 pm
I envisage paper cutouts, whiskey and a large, strange man.
Title: Re: Dwarf Fortress
Post by: Apostrophe Spacemonkey on October 05, 2015, 05:36:22 pm
This is a Kea

(http://iforce.co.nz/i/30jtlj1g.lhc.jpg)

In real life, Kea's don't cause much trouble, expected damaging the rubber seals on the ocansional car.

But in Dwarf Fortress they are terrible creatures to behold.

Here follows the epic struggle between the Dwarves and a Kea.

There is also an account of the time Thikut the dwarf was next to a bed, he found the experience interesting.

(http://iforce.co.nz/i/ljhhp00g.f3p.png)


Title: Re: Dwarf Fortress
Post by: Apostrophe Spacemonkey on October 07, 2015, 06:49:35 pm
One of my dwarves cause a ruckus, started a fist fight after drinking too much, a fist fight with a Goose!

(http://iforce.co.nz/i/mgews14m.vl5.png)

He was subjected to dwarven justice, a good old fashioned beating.

Here's a 'blow by blow' account of his beating.

(http://iforce.co.nz/i/1gq1bi5e.wzs.png)
Title: Incredibly Muscular!!
Post by: Apostrophe Spacemonkey on November 23, 2015, 12:51:00 pm
This is brilliant

(http://iforce.co.nz/i/lfi5t2fw.z0m.png)
Title: Re: Dwarf Fortress
Post by: Pigdog on November 23, 2015, 09:03:10 pm
This is my swamp now.
Title: Re: Dwarf Fortress
Post by: Apostrophe Spacemonkey on January 14, 2016, 09:18:00 pm
New version out, lots of cool new stuff...

New stuff
•Ability to designate taverns, temples and libraries in the fortress
•Taverns and libraries also exist in adventure mode and world generation
•Tavern keepers can serve drinks in both modes, goblets can be used by dwarves to drink (in taverns or otherwise)
•Performances include stories, poetry, music and dance (you can view activity descriptions from the unit/job list)
•Art forms are randomly generated for each civilization
•Instruments are now all generated, instruments can be used in both modes
•Most instruments are constructed from multiple pieces using different materials
•Personalities and values lead to needs which can be met by various actions in both modes
•The fort has visitors, residency petitions and eventual citizenship, including non-dwarves
•Tavern visitors include mercenaries, monster slayers, bandits, diplomats and performers
•Can set details for clothing/armor jobs to make them for other races that can equip items
•Monster slayers can petition your fortress to go down and fight monsters once you discover the underground
•Performance troupes are active in world generation and into play, visiting the fort, can be formed in adventure mode
•New knowledge system divided into nine branches (though it has very few practical effects so far)
•Fortress scholars can advance knowledge, form master-apprentice relationships and write down their findings
•Fortress scribes can copy works in your library
•Scholars can visit your fortress libraries, bringing knowledge from around the world
•Devoted historical figures can visit your fortress temples
•Three forms of writing material: papyrus sheets, paper sheets and parchment sheets
•Papyrus sheets are made directly from the plant at the farmer's workshop
•Paper is made from pressed slurries (start at the quern/mill, then go to a screw press)
•Parchment is made from hide and milk of lime at the tanner's (bake quicklime at a kiln, then make milk of lime at an ashery)
•Sheets are used to make quires or with rollers to make scrolls -- these are then used for writing
•Quires can be bound into codices with bindings after they contain writing
•Dwarves read books in the library (they don't need to be scholars)
•Values can be passed in writing (both modes) and through adventure mode arguments (uses some conversation skills)
•Animal people are playable as adventurers, arrive as fort visitors and sometimes live in towns in (playable) populations
•Children play with toys now, and they can also play make believe, in both modes
•Personality can be customized/randomized in adventure mode, appearance can be randomized as well
•Temples can be defiled in both modes, dwarf temples can be assigned to particular gods
•Adventurer can rent rooms in inns
•Adventurers can compose new poems, music and dances
•Adventurers can write material down on empty quires or scrolls
•Alcohol causes inebriation, erratic behavior, unconsciousness, death
•Festivals occur in world generation, though we haven't gotten them out of there yet
•Dwarves will wear trinkets again

 Major bug fixes
•Fixed some army pathing issues
•Goblins have mounts again
•Fixed long-standing flow bug with unit occupancy
•Stopped some issues with brawls escalating to non-lethal

 Other bug fixes/tweaks
•Looking at reaction screen for redded-out reactions in workshop will indicate missing reagents now
•Fixed inversion problem with half of the child/parent conversation thoughts
•Lots of historical figures that weren't around from the beginning didn't have deities when they were supposed to
•Allowed site finder to look for 1x1 sites
•Human civilizations now have randomized values
•Added ability to set invasion wave cap size
Title: Re: Dwarf Fortress
Post by: Pigdog on January 14, 2016, 10:25:01 pm
You have my dwarf fortress finger tickling me again spacemonkey, I might go and check out the latest update.
Title: Re: Dwarf Fortress
Post by: Apostrophe Spacemonkey on January 15, 2016, 07:52:56 am
You have my dwarf fortress finger tickling me again spacemonkey, I might go and check out the latest update.

I like the idea of taverns. And the fact that non-dwarves can come visit and ask to live in your fort.
Title: Re: Dwarf Fortress
Post by: Pigdog on January 15, 2016, 10:13:06 pm
You have my dwarf fortress finger tickling me again spacemonkey, I might go and check out the latest update.

I like the idea of taverns. And the fact that non-dwarves can come visit and ask to live in your fort.
This game has suddenly become more complex then I remember, I've been playing with the wiki open all the time.
Title: Re: Dwarf Fortress
Post by: Apostrophe Spacemonkey on January 21, 2016, 09:37:36 am
I built a tavern.

In a volcano.

Anyone make trouble, they take a swim in hot magma.


I love the new tavern feature, makes your fort a much more lively place, visitors come from all over the world and recite poetry while the audience gets drunk.
Title: Re: Dwarf Fortress
Post by: Apostrophe Spacemonkey on January 22, 2016, 09:20:06 am
My fort got attacked by a waremoose. I thought I was safe behind my walls, until the waremoose fell into my fort through the top of the volcano. (My fort is built inside a hollowed out volcano), landing on and squishing a dwarf.

He then proceed to kill the visiting bards singing songs in the tavern.

Then I accidently catapulting their corpses into magma.