You can't. You need to ask around , if it's a serious enough problem it will show up in troubles as "Well, there's all the fighting". Watch fights for escalation, too. If it's just a brawl, it's harmless. If it's biting and wrestling, it may have become lethal. As a general rule, the goblins started it.
Very late, but I couldn't help myself:
https://files.facepunch.com/forum/upload/216213/f685acae-4643-428b-8f6d-096863c6789d/Assdemon.png
I refrained from adding the "deadly spittle".
I'm so sorry...
I got into a necromancer's tower and became a necromancer. I was hoping he'd have other spell books in his library but apparently he was obsessed with storage and has written hundreds of books about it.
Storage: Common Practice
World of Storage
For The Love of Storage
Storage And The Universe
Storage: The Truth
Understanding Storage
Strange Storage
Mysteries of Storage
It Is Storage
The Unabridged Storage
Life With Storage
The True Storage
Never Underestimate Storage
Storage, Abridged
It goes on and on and on
https://www.youtube.com/watch?v=N0gb9v4LI4o
I was scrounging around looking for a related video, and I think at 1:10 it becomes VERY dorf related
The thread walks. Hide while you still can!
Last week's devlog:
Sorry for the slight delay here. The 90+F temps have returned, and Zach is also moving, so there was and will be dwarfy furniture hauling and other non-temperature compatible activities that make the whole enterprise slow and broken down. Everything will be fine. There was even dwarfy animal hauling today, involving Tuklus and Evie the cats, the guinea pigs Bowie and Sid, and Salvadora the iguana (who was moved in a cat carrier separate from her cage.)
Despite all the minor adversity, the world gen villains are chugging along. We decided to let them use the identity system to give themselves mysterious aliases if they feel so inclined (most of them don't, but the worlds will always have a few takers.) In my last test world, a human high priest who valued cunning and decided to hatch a villainous scheme was also taken by a flight of fancy and called himself 'Kashi the Secretive'; his name was not Kashi, but he wasn't creative enough to go outside of his own language either, so the human-language name itself is a first clue ('kashi' means subtle ...) A human necromancer called herself 'the Urn of Phantoms.' That one is also sort of a giveaway, at least narrowing it down to a necromancer or a vampire, but they are all a bit on the nose right now. Moreover, that necromancer was motivated purely by her zany sense of humor, which somehow survived the transition to ageless and evil immortality. The vampire general, on the other hand, decided upon an alias out of a need for extravagance and privacy, on top of feelings of distrust, choosing to go by 'the Sense of Starvation', which seems fitting enough (the other vampire I saw was 'the Scratch of Proliferating,' which I guess also works!) The world also had a dwarven mayor going by Bandmist the Evil, unusually obsessed with intrigue. You never know when these tacky schemers will strike, but you'll come to fear their very scary names.
(For old hands that noticed: yeah, "<X> the <adjective>" names are possible now. It's not a language rewrite, but I decided to support that form, which was already possible in the existing structure.)
And this week's devlog:
After setting up several interconnected intrigue data structures and running some test plots, we concluded we need a bit more meat in world gen for the networks to transfer seamlessly over to fort mode without every starting situation feeling too similar once it gets outside your play area; for instance, there are no friendships in world generation, among many other things, so villain friendship exploits which will be used on your fort aren't available earlier. In order to make the networks which exist when worldgen ends rich and diverse, we have to bring a bit of parity in. So that'll be the next push. Nothing too drastic, but some interpersonal drama and some new positions, stuff that forms links. Links, links, links. For humans especially, the villains in criminal organizations would often be faced with a single town leader as the entire 'organization' they were targeting, in a city with thousands of people and dozens of disconnected historical figures, which is not just silly but fundamentally at odds with what we need to pull this off.
Lots on the table, even touches of crime, religion and industry -- we're definitely not jumping into the realm of the future property/status/law push, but there are some easy power structure linkages and flavor which should be compatible with future additions without consuming time we don't have. It's unclear what will be new to fort mode; friendship obviously isn't new for fort mode (once it is fixed, anyway), but e.g. romantic rejection and jealousy are quick-to-do villain-ready vectors, and that would work out in the fort in a straightforward fashion. That said, since only some of these will be done, it's important not to dump an idea list here. I will report back with implemented specifics from the grab bag next log! This'll be fun.
Can someone please make an dwarf fortress annoucement image of this cat as a forgotten beast for me?
https://files.facepunch.com/forum/upload/288267/b12eb337-93dc-4ff1-921d-44ab9ecdea98/333471CD-0AD3-4459-8B8A-9FCED19789C5.jpeg
https://files.facepunch.com/forum/upload/288267/d7f2be8f-db08-40ef-8234-f992b623ce79/FE6622A9-5B42-4ECF-A9E1-150B48662A3D.jpeg
His name is Thor and he is a Savannah Cat (domesticated servil)
Is there a bug regarding dwarves not wearing certain armor items? My soldiers dont seem to be wearing any foot or hand armor, despite my stockpile being full of both.
https://i.imgur.com/ihJs0SU.png
https://i.imgur.com/95OyTNH.png
Set your military to replace their clothing with armor rather than wear over it. They don't equip arm/leg/foot armor otherwise.
This helps, yes. But there is also buggy wonkiness with armor in general, you could have a full stockpile of armor and they still won't wear them properly even when set to replace.
It has something to do with the way they try to automatically wear the best armor possible, sometimes it seems to just glitch out after they drop the old armor. Soldiers turning into nobles also has an effect, like when one of mine became a baron and left the military, the rest of the military had major issues replacing their armor (it's as if the baron's set of armor ghosted out and you'd have some soldier without the baron's previous iron boots, another soldier without a chestplate while the baron's chestplate was on the ground, etc).
Equipment issues are incredibly frustrating and they've been in the game for years. And I feel they won't be part of the fixes before the next Big Wait either because Toady.
Small blog post from yesterday
Around this time last year, on the August 10th dev log from 2017, I
mentioned seeing the weather report with the Smoke icon, instead of
Sunny or Partially Cloudy or whatever we'd expect this time of year. Up
until a few days ago, we had that for an entire week, and it was awful.
Hauling more furniture, then laying down for hours with an acrid
tongue short of breath, unable to open windows to cool the room down.
Visiting Grandma in the temporary care facility for her 95th birthday;
she broke her hip picking blackberries last week but should make a full
recovery. So, I wasn't prepared for this and didn't get a lot of work
done; I delayed the dev log in hopes of having one good day, but it
didn't happen. The efforts will continue, and I shall endeavor to
toughen up for what is apparently our new August reality for next year,
though I'm not sure how to practice for this one.
Living in Seattle as well, I can sympathize, last week was fucking horrendous as far as air quality goes, with all the smoke coming up from California. Its been clear skies and reasonable temperatures this week though so at least that's over with.
I was kind of lukewarm about the next release for the last couple weeks (partly because I knew it would delay the wondrous insanity that will be the magic update by a couple more months), but thinking on it I'm actually pretty excited now. First off Toady HAS to fix friendships not forming in order to make villains work so that will do a bit to stem the tantrum tide (since dwarves will actually be able to fullfill the "chill with friends" need). But since I've been getting into adventure mode in earnest for the first time in light of the current problems with fort mode, I can appreciate how cool the new starting mounts and companions thing will be. Being able to play as a couple of goblins riding Giant Cave Toads across the land terrorizing villages, or a family of dwarven Draltha ranchers setting up a homestead, or a small army of humans heading off to slay a dragon just adds so much roleplay potential. Thinking on the implications of the villains system also made me realize how cool it is. That demon hanging out in his tower sending sieges after you will have a lot more character when he starts infiltrating your fort with agents and trying to have your king assassinated. I just hope Toady's listening to the feedback on stress, trying to keep your dwarves from killing each other is hard enough when they don't start planning to assassinate your militia commander when their tantruming cousin gets expelled. The good folks down at the Bay 12 Forums have been really diving deep into the problems with stress though and doing their own testing, so I think Toady should have enough information to be able to figure out where tweaks are needed.
Ushengvagush(Monster Slayer) spoilers
Oh, is all the stress issues why Monster Slayer went out lfcontrol?
Yup, it's cool how he handled it rather than saying "oof this version isn't very balanced".
I wonder if he'll delay on doing a long-form fort for a while though, because doing a new fortress with the current bugs will end pretty similar to this one. Short forts would work though, because you can do a lot before the tantrums become overwhelming. I lasted nearly 10 years in my most recent fort, though that might be largely because of lava defenses that don't leave corpses. If you perfected a lava defense system that didn't leave anyone alive at all to fight your militia, I imagine you could create a fort that survives indefinitely, but you'd be on a knife's edge. All it takes is one a few botched lava floods and you'll have accrued enough invader corpses to begin the madness again.
From the sounds of his update video, I'm guessing he'll take a long break from DF. Interested to see what he'll put out.
I’m hoping for RimWorlf content. I feel like it’d compliment dwarf fortress content very well.
Assuming you can still receive caravans through the caverns or skybridges then that's a completely foolproof method to avoid having to fight anything since sieges will always spawn at ground level.
Devloggo
All right, the weather has returned to normal, and I am also somewhat but not entirely restored. The first of the new worldgen links to come in was childhood friendships. This performed its function of connecting people up admirably; after 100 years in a small world, one third of the 4600 historical figures had at least one childhood friend. Then came the war buddies. War is sadly common in the game, so this also worked pretty well, and unlike childhood friends, these relationships are more likely to cross site boundaries. Along with family, this was almost enough to tie members of a civilization together.
After that came the worldgen romantic relationship rewrite. Worldgen marriage is no longer instant. There was a lot of data sorting and accounting to do here to keep things processing quickly, since most of the thousands of figures are involved in these calculations, so we haven't gotten to the triangles, infidelity, rejection and jealousy yet. But that will be a subject of the next log, he he he.
The above would be sufficient for the villainous plots to function, but we'll likely do a few of the other bits we alluded to last month so that the details will be more varied, and so that the initial interactions of the villains and their agents with people in the target communities are more plausible. Specifics are still cooking.
I always wanted to get more into this game but couldn't. It was too complex for me.
Don't let it fool you, the game is amazingly simple compared to some grand strategy games. The majority of the work is done for you by your dwarves that shows the story unfolding before
your eyes. Many things you see are usually done by experts/legends of the game who know every intricacy.
It's rather simple to keep your Fortress alive, and it requires just a few preliminary glances and intuitive mentality to start making your own little fort. Then you go on perfecting it, finding out
more stuff, reading up on the DFwiki, and repeat.
Yeah the wiki is actually pretty accurate for getting a general gist of the game as long as you don't want extremely specific information about mechanics. Lots of that stuff on the wiki is just wrong and trying to change it is pointless in my experience.
I edit the wiki regularly and I'm not sure what you mean. Sure I don't check every page but those I usually frequent are usually complete and factually correct.
With a game with so much fucking content and big updates to mechanics it's nearly impossible to keep track of all this shit. I know for a fact that the Weapons page and the Powerplay page directly contradict each other on what weapons are useful in what situations. One says bashing weapons are best against hard inorganic enemies, the other ways they're worst against hard inorganic enemies. Powerplay page also says short swords are utterly useless while the short sword page says they're a good all around weapon. The page on giant grasshoppers says they're tamable but it's completely impossible to tame an animal that's adult at birth. The page on restraints says semi megabeasts and megabeasts are completely non hostile to dwarves and can be safely chained up, but neglects to mention that those are all building destroyers and will destroy the chain immediately, then run off and murder your dwarves.
Wiki is a great source of information but it also has some abjectly false stuff peppered throughout so tread carefully.
Oh yeah the weapons page is a mess, I wouldn't even know where to get started with it. Really the only major problem I see with the DF Wiki is it has a very tiny number of active editors to go and fix problems like those. Until I came in and worked on nearly every creature and vermin page on my own, most of them were either completely empty or only had one sentence or two.
Wikis are made to be edited by everyone, so the best case scenario would be players going there and fixing the incorrect information themselves. Unfortunately that doesn't happen very often.
More devlog goodness
Relationships are quite a bit more fluid now, and I managed to scrunch the data down so that the historical figure legends display shows all of their various dalliances, which was a concern for a bit, as there is a lot of activity. I also made every battle a historical figure participates in, even as a regular soldier, part of the figure's chronology now, which helps reconstruct narratives such as the one to follow.
In a smaller island I ran for 150 years, I picked out the first human I found with a second marriage to start digging. This was Zicab, a ranger in her youth who quickly decided to pursue a life of poetry. Her first relationship, with a fishery worker named Innah, lasted for three years. They didn't get married, but Zicab had a daughter, Nulce, before they broke it off. Right after the breakup, Zicab became involved with Innah's childhood friend, Rabin the monster slayer, and after four years they got married.
During the marriage, Zicab began a poetry apprenticeship under Kifino the elf, a member of the Maligned Whispers, a performance troupe which operated out of goblin territory. This didn't stop Zicab, and she moved off to the pits to study, leaving Rabin back in town. They'd periodically see each other at the big annual foot race for the Celebration of Purifying (everybody in this story seems to compete in the foot race and spear throwing competition), but it wasn't meant to last - Rabin was killed by Shedim Murkyurns the hag of twilight, a constant menace, often attacking the children of the city (Zicab and Innah included), leaving Zicab a widow. The next year, Zicab met the high priest Rozmo of the Pungent Coven, worshipper of Pastro, goddess of misery and torture, and they were married before long. After producing three notable poems, Zicab was murdered by a goblin armorer in the pits (who was later devoured by a giant lion, so that has a happy ending.)
Zicab's daughter Nulce also had a rough time of it. After the apparent rite of passage of being attacked by Shedim as a toddler, Nulce joined the Pungent Coven and became a farmer. The elves were often attacking these communities, and Nulce proved herself in the Clash of Growling, becoming the General of the human civilization, the Union of Creatures, a few years later. The elves attacked again, lead by the immortal tactician and notorious tamer of giant mosquitos Princess Salo Larkfires, and during the defense of the outlying town of Goodbinds, Nulce was struck down by an elven elephant, and later put to rest in the Tomb of Shields.
Before the tumult, Nulce had been involved with a poet and local lord named Uthal, and together they had two sons, Urwa and Kammat, and a daughter Artuk. Uthal died alongside Nulce in the defense of Goodbinds, but the children survived, the oldest seven years old at the time, safe for the time at the Pungent Coven's town of Snugglemerged. (and, yes, Shedim tried to kill both Urwa and Kammat as children.) Urwa became a bandit after being played by a goblin spy, and Kammat also took up a life of crime, but Artuk became a farmer and Pungent Coven member like her mother, and also fought in the elf wars, where she formed a close friendship with a woman Athrab, who would later marry her widower step-father Rozmo the priest. Artuk soon gave up on fighting, and became a poet like her father and grandmother, moving again to the goblin pits, where apparently all poetry in this world is written.
Artuk's life of poetry went on for a decade, which saw the writing of 'The Sun Sets on Devourers' and her superstitous worship of a rampaging swamp titan. Then Salo Larkfires and the elves came again, in 105, this time attacking the goblin cities with giant great horned owls and badger people. As a performer, Artuk didn't participate in the defense, but she ended up being pressed into elven service for the next attack, fighting in several assaults on goblin pits, even striking up a war buddy relationship with an elf, Ditari (notable for multiple simultaneous lovers and affairs, which isn't all that common right now.) Under elven rule in the pits, the threat of being murdered like her grandmother passed, and Artuk died of old age around the end of world gen in 144. She left behind her long-time lover Ip and their four surviving children (the two youngest being swamp titan worshippers with elven childhood friends), as well as an elven apprentice of her own.
As for the child-hunting hag Shedim, after turning the tables on seven monster slayers, she finally met her match in the slayer elf Nemile Shellsfair, a veteran of every battle of the elf wars, who was only outdone herself when she challenged the bronze colossus (joining 209 other notables, and two cities.) The elf warleader Salo Larkfires, born a few years after the world was created, is still alive. She never had a romantic relationship, but had three close childhood friends: Yonali Cobrasalve, slayer, killed by a giantess in 43, Ameli Glenpicks, veteran and tavern keeper (survived), and Yawo, who died as a teenager fighting in the Attack of Claws in 17, where Salo's predecessor Cimathi Wasprifts was also shot and killed, paving the way for Salo's rise and her eventual conquest of the known world over the following century.
A dragon attacked my fortress, so I sent everybody into burrows and locked myself in. I was planning on opening the second entrance full of cage traps to trap him, but that dense motherfucker got hit in the head by one of the logs from the trees he was burning down, which killed him instantly. The Lorax isn't fucking around this time.
New devlog.
More link forming the last some days: rulers attending lectures and bonding over scholarly interests, people bonding over art at performances, people becoming friends at athletic competitions, or not necessarily friendly as rivalries are formed. Athletic competitions were limited to intra-civilization participation, which wasn't great for forming links, so I looked at the trade routes and diplomatic state. Now a competition which occurs in a city linked to another peaceful civilization by trade can accept competitors from that civilization. After that was implemented, we even had a dwarf and elf become friends, before the war started. Of course, they bonded over a foot race, which the elf won, which didn't seem entirely fair in retrospect.
I also allowed the variable-position cultures (humans and goblins) to form many more administrative positions to give them layers for the intrigue to operate over (the dwarves already have many layers, from the bookkeepers over to the landed nobles and monarch.) Now they can end up with a keeper of the seal, a royal justiciar, a chief housekeeper, a master of beasts, and many other randomized possibilities, depending on the values of the culture, its permitted professions and other traits. The positions overlap with the current dwarven responsibilities, though there are a few new ones. This doesn't mean much yet, specifically, but there will be some practical considerations implemented before we're through.
In particular, I'm almost feeling ready for Villain Conspiracy Attempt #2, but I'll likely toy around a bit more with crime and garden-variety corruption to make the situation even more amenable to larger-scale bad deeds and blackmail.
All good news, but it looks like the next version is unfortunately a fair while off.
Hey it's been a while. New devlog:
As promised... a bit more toying around with villain-tangential world generation. With the Big Wait slowly approaching, there's a sense of wanting to put in place some interesting new broad dynamics, and that's causing this slight wander through feature land, I think, but we will get back to the villains-and-release before too much longer.
This time, we added traveling merchants and companies piggy-backing on the more abstract industry/trade sim that already exists, so you'll get a small window into that (which has been almost entirely invisible, but there, for years.) At their peak, the companies will form multiple trade outposts in other civs along the trade routes to facilitate more cross-civ link formation. Going to do the same thing with religion as well, so everything isn't just isolated market-site temples, but more connected setups, sometimes with a larger organization that can also facilitate link formation, across civs if I can manage it.
been following along for a while now, thought this might be of interest, it's really interesting to see and hear how much stuff has been packed into Dwarf fortress, gave it a go myself but I don't really have enough free time to maintain a full time fort.
https://www.youtube.com/watch?v=4-7TtPX5uhg
I just started a fort. The name? "Goodracks"...
Help me out here, what can I do to keep dwarves happy in the long term? They seem to slowly accumelate stress until they reach a breaking point and it just spirals out of control. I have nice rooms, nice meals, nice booze etc. I even seperate visitors in their own tavern compared to citizens. I've tried making a mist generator but it didn't seem to actually remove the stress from already stressed dwarves but kept most non-stressed dwarves in their status-quo. I've been playing DF for 9 years, soon 10 and I'm kinda at a loss at the moment.
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