Dwarf Fortress

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Dwarf Fortress has levelled up with the big Siege Update out now bringing with it a whole lot of trouble, which should spice things up a bit.

You're not safe in the mountain anymore. Enemies will find new ways to invade by digging, building bridges and overcoming other things like water and lava to get at you. They'll also have new weapons, but you've got some new defensive tricks too. The good news is you shouldn't need to start over for it! However, if you prefer things a bit more peaceful a bunch of it can be turned off too. Sounds like some nice additions to an already deep game.

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submitted 2 months ago* (last edited 1 month ago) by henfredemars@infosec.pub to c/dwarffortress@lemmy.cafe
 
 

Ten year old fort in a metals-poor area. Thus, trade was essential, for what is a dwarf without access to metals? Unfortunately my nobles had annoying demands and export prohibitions on key stone goods, so I mostly ignored these and decided that I don't care if my nobles are irate. Those gushy noble bedrooms aren't going to pay for themselves.

Well, years later I finally got around to assigning a captain of the guard, and shortly after I noticed that my 20-cage dungeon was full. Reports of injuries from beatings and soon my two-bed hospital was overwhelmed. Years of export violations finally caught up with us, including the Queen. Production collapsed as key dwarfs were jailed and injured.

We will recover in time, but what a mess! I didn't expect to see that much fallout.

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submitted 2 months ago* (last edited 2 months ago) by henfredemars@infosec.pub to c/dwarffortress@lemmy.cafe
 
 

Evil tundra fort, 89 units strong, although 20 of which were children that all seemingly showed up within the first year. Indeed, I unpaused the game and got two weddings within the month! It was going relatively well, excluding an unfortunate incident with the children in the mines when attempting to breach a magma tube... but that's not what brought down the fort. The child mining accident was a harbinger of disaster to come.

One autumn, the merchants of the mountain home decided that the best way into my fort would be to path directly through a horde of bear man thralls. You see, the evil biome randomly spawns evil fogs and devilish ash weather that causes an incurable "opposed to all life" condition although it's unclear to me whether the afflicted were truly undead. I had really been meaning to do something about them, but I had been busy properly expanding the military with bronze. And so, I closed the gates to protect my young and inexperienced fighters from the conflict/shield their eyes to prevent the blood lust that would cause them to charge into battle and also their deaths.

The merchants fought valiantly, and one by one they fell in glorious battle. In time, the bear men wandered off the map, and so the coast was clear for some time. I eventually decided to open the gates and allow collection of those spoils that did not interest the bear men. My busy fort was in a rapid expansion phase. The children were mostly the only ones idle, and so about two dozen children wandered out into the frozen wasteland to collect the wares.

One of those children had a cat.
The ground was spotted with devilish ash.
Cats don't wear shoes.

As the group returned to the fort, the cat suddenly went wild presumably after grooming itself and attacked the nearby children. The fighting appeared to spread the illness extremely quickly. Within the day, half the fort was dead or dying. There was no hope to mount a response of any kind. Anyone who entered the fray became enthralled themselves.

In the future, with syndrome-bearing contamination, I think it would be best to keep the pets locked away.

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Despite the low quality of the writing, it never seems to get put down. One has to wonder.

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Hello! Here's a new update, focusing on ranged weapons and colorful beasts.

We've reworked ranged weapons and archer behavior in preparation for the siege update.

Ranged weapons can now be nocked/loaded, which takes the bulk of the time, and this can be done before firing ('n' in adventure mode.) This allows archers to be a bit safer, since they won't be paralyzed for a long while after firing a shot. The firing force of bows is affected by strength and skill up to a point, whereas crossbows are slower to load but don't require skill and attributes to get their full force. Crossbows are also easier to aim. Loading speeds of all weapons can be improved with skill.

Ranged projectiles (shot or thrown) can be aimed at specific body parts. It's now also harder to hit targets that are farther away. Adventurers, fortress defenders, and enemies all have access to aiming.

In the fortress, your defenders will try to use nearby fortifications, stay away from the enemy, and not use their crossbows as clubs unless very desperate. Enemy archers will also use fortifications if they can get close. Fortress archers will try to reload from the squad ammo pool rather than engage in melee combat.

We've also brought back the ammo and supply management menus and worked out some old issues with them so they should function more smoothly.

The squad's ammo reserves can be set by selecting a single squad, going to their equipment, and selecting the ammo button. Multiple ammo pools can be set by material, amount, and whether they are used for combat or training (or both.) This allows you to eventually separate out metal bolts for combat and wood/bone bolts for training if you choose. Squads can store ammo in chests in a barracks if the barracks is set to hold that squad's equipment to give you some control over where squad bolts end up. Hunters also have an ammo pool you can set under Labor / Standing Orders / Other.

https://clan.fastly.steamstatic.com/images//34693670/d47f0afa3b6b21d367e8f1b94885a90217c11e9a.gif

Here's a gif with some archers firing back and forth and making use of fortifications.

You can also set a squad's food and drink settings from Equip / Supplies. This allows you to set how many rations are carried in their backpack and whether their flask gets alcohol, water, or nothing.

Forgotten beast and titan graphics have been updated. In new worlds, they will now be generated with colors and multiple decorations.

https://clan.fastly.steamstatic.com/images//34693670/655eedc973b945266e9246d9f710db7c2a3a9421.png

Also, dwarves that die will lose their room assignments properly and a few crashes and other issues have been fixed.

Have fun!

Tarn

Patch Notes for 51.12

Ranged weapon update

Stopped ranged soldiers from aggressively entering melee combat when out of ammo.
Made ranged units step away from close enemies and try to use any nearby fortifications.
Ranged attackers can aim at specific body parts.
Added loading and nocking states and actions for ranged weapons.
Made firing take much less time than loading.
Differentiated shooting and post-shot recovery times.
Added weapon-specific attribute and skill effects for aiming and delays.
Can set ammunition, food, and drink assignments for squads.
Fixed various issues with extra ammo being kept in quivers and ammo not being picked up.

New graphics

Added colorful forgotten beasts and titans.

General updates

Dwarves that meet with misfortune lose their room assignments properly.
Changed how item deletion works to fix some army crashes.
Stopped crash from unspecified inorganic dusts.
Stopped keyboard cursor from skipping large distances when scroll distance is larger than 1.
Made modded night trolls appear even when no night trolls are generated.
Made NO_PHYS_ATT_GAIN/RUST add/remove syndromes work properly.
Stopped requiring music and sound definitions to load saves (makes classic saves compatible again).
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OC by @tdawg@lemmy.world

RIP my island adventures. I'll never underestimate werecreatures again

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OC by @rescue_toaster@lemm.ee

Jeez, I spent about an hour trying to figure this out. I have my glass industry going as I embarked near a volcano and some sand. I first had to get pig tail cloth industry going for bags, but now I have six magma glass furnaces and collecting tons of sand.

I wanted to cut glass into gems to encrust all my furniture with green glass gems. However, the "encrust furniture" work order/job requires cut gems, and not large gems. The default stopping condition for "cut raw glass into gems" which I wanted to use to supply the "encrust furniture with cut glass" is large green glass gems, not cut green glass. Apparently the cut raw glass job has a chance to produce either a cut gem or a large gem (which is useless).

Thus, the cut raw green glass work order stopped when I did not have enough cut green glass to encrust furniture. I was confused because I had all these large green glass gems in my stockpiles, which I originally thought could be used to encrust furniture.

The simple fix was to change the type and material for the "large gems" default condition of the cut raw glass to gems work order to "cut green glass gems". Then I just trade away all the useless large green glass gems.

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OC by: @pitaya@lemm.ee

If the text is too small it says: "The count Cog Okangrakust of Lifesacks meets with the Goblin diplomat Ngoso Stulsnodub. Ngoso Stulsnodub: You have disrespected the trees in this area, but this is what we have come to expect from your stunted kind. Further abuse cannot be tolerated. Let this be a warning to you."

Came with a goblin seige too lol. Still friendlier than the other elves