• Dwarf Fortress - "We in Vietnam now"
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I accidentally breached the circus and had to wall in one of my legendary miners. I decided to engrave the wall right outside where he got Cask of Amontillado'd shortly before he was slaughtered. If he had not made his sacrifice, the rest of the fort will have perished. He deserves this. I did two engravings. The first I just told the engraver to make it in relation to him. He engraved an image of the miner first settling at the fort, 6 years ago. He was one of my pioneers. The second, I specified: The Brightness of Earth (random name, fitting) An image of Lorbam Paddleportents the dwarf and winged demons. Lorbam Paddleports is surrounded by the winged demons. Lorbam Paddleports is laughing.
Anybody feel like the current stress system is kind of fucked? All my dwarves are all haggard and constantly throwing tantrums and killing eachother because they're stuck dwelling on a time they got stuck in the rain 5 years ago
Yeah, they improved it since the initial emotion overhaul but it's still not in a great spot. Some major mechanics that are supposed to mitigate it, like socializing, are broken right now. Toady will definitely be fixing socialization in the next update because it's essential for his villains system. In the mean time, stress seems perfectly managable if you capture all the sieges coming at you using cage trap tunnels instead of fighting them head on. If a dwarf refuses to calm down you might need to expel them.
Socialization fixes will definitely be a big factor in balancing the stress, since right now they don't make friends, get married, etc.
https://files.facepunch.com/forum/upload/89/367a5aca-c788-4fa1-ac97-04b86547ed54/r3o2zu2gga021.jpg
dev dorf Worldgen corruption is underway. It seems pretty clear it'll fulfill its function in preparing a fertile ground for villainous network building, as the various petty actions are tracked and ongoing. Dwarves and others are variously tempted by e.g. the opportunity to embezzle or accept bribes using the power of their positions. If their personality and values aren't up to the challenge, they may eventually fall to temptation and undertake corrupt activities in an ongoing fashion, which will make them a target for both law enforcement and blackmail. (It needs more work to be a good-enough model for crime, but it works for now.)  For the record, the first corrupt person in Dwarf Fortress was Irne Locksnarl, a human from Postrushed. He was a miner, then a bard, but when the opportunity to become the chief chef of the entire kingdom opened up, he took it. After being tempted several times over the years, finally, after fifteen years in the job, Irne began scheming a bit extra out of the kitchen budget. One can imagine a few things a villain could do with that information. At least, that'll be our job next month, heh.  We've also moved profaning temples under this framework (up to this point it has been completely random), and we've also added business rivalries leading to sabotage, gambling problems, and related w.g. activity. That's almost all we need! Another look at religion, and we're ready to revisit villains.
Threetoe (toadys brother and second df dev) has cancer I don't want to alarm anyone, but the cancer on my nose has returned and they're going to have to do surgery to cut it out. The procedure is covered by my wife's health insurance so I don't need any help in the form of money. But I do want to say that a whole lot of people are not in my position, where insurance will cover part of the cost. Once again, I don't need any more money than you would normally give to Bay 12 Games. I just want you to think about all the people left out in the cold during the holidays. Thanks for supporting us, and Congratulations to the generous!
More dev dorf The first part of the w.g. religion rewrite is to update population demographics and site infrastructure in order to support more diversity, which will in turn lead to more interesting links and possibilities. The current setup that the big market cities have (usually) one large temple and nothing else, religiously, and that smaller sites have nothing has been changed. All sites now keep track of small religious structural/sculpture additions they've had over the years, in terms of every worshipped deity and every named religion.  As an example, I ran a small island, where we have the towns of Bunnygears and Wiltconfuse. These towns both started human, and are both located in the north of the island, surrounded by dwarven hillocks and fortresses. So it came to pass that by the year 50, the population of each town was roughly 25% dwarven. This is reflected in the new infrastructure accounting, with each town having a substantial minority of its shrines and statues depicting dwarven deities. In Bunnygears, however, more than half of the religious art/shrines/etc. are dedicated to the human god of beauty. This happened because the ruler of Bunnygears for the last 47 years has been Baroness Erab, an ardent worshipper of Ashi Mirthumber, the aforementioned god. Bunnygears also features many small religious structures specifically related to the Fellowship of Sheens, an Ashi-focused religion that coalesced about halfway through the fifty year period we are considering.  Technically, the game allows devout state actors, populations, and the infrastructure itself to each perform 'actions' over the years. The state historical figures and populations can build new infrastructure, and the infrastructure sways the demographics of the populations slightly. In the case of Bunnygears, this leads to any historical figures that come from the dwarven populations to have a decent chance of being at least casual Ashi worshippers, perhaps even Fellowship of Sheens members, on top of having their traditional beliefs in the dwarven pantheons. The dwarven shrines etc. also have an effect on the human populations, though it is less pronounced numerically. Overall, we're just getting started on these kind of cultural feedback mechanisms, but it seems very promising so far. For now, we'll be moving on to more individual-focused religious interactions in preparation for the villain work. Even as it stands, the fact that historical figures are much more religiously distinct makes the potential plots more interesting.  Incidentally, Ashi's only involvement with Bunnygears was unleashing a werezebra on it, the current price of having a temple to profane. We'll improve this at a later date, he he he.
Does anybody here play RimWorld? I know it's not entirely the same type of game, but it's close enough. The Facepunch thread for it got locked like 2 months ago and there haven't been a new thread yet.
Hey great now I can post the new dev-log without having to double-post. There is always more to do, but we're at a good stopping point for world gen religions. Prophets now arise in cities and villages associated to their particular gods through the new more granular belief tracking (rather than at random), and the named organized religions are associated to them and can start anywhere, whether that's a village or a capital. Prophets could already do this with monastic orders, and that has been improved by giving these orders the ability to find sponsors for the construction of a monastery, whether the sponsor is a religiously-aligned government or a merchant company or craft guild with aligned leadership.  The prophets can also convert portions of the population to non-monastic religions as well now. These are similar to the current version's temple religions with some new properties. Priesthoods come into being before large temples are built, once the prophet's teachings have taken hold in a community, and these priests further convert populations in the village or city where they are working. This leads to small-scale infrastructure production, as in the last devlog. Once the feedback loop has created enough infrastructure in a market-sized town, a temple can be built, and a high priest is elevated. Additionally, priests can convert people along trade routes and local market connections, leading to additional priests and temples springing into being over time. Once two temples have been built, a holy city is designated and a third level of priest arises there, above the high priests. We should add many variation to this process and its structures later, but it's fine for now.  Even as it stands, there's quite a bit going on. In my first test, a war-and-fortresses religion sprang up in a dwarven hillocks, and the prophet managed to get it adopted by quite a few people in the associated fortress. From there, the second quite-adventurous priest managed to get it passed along the trade/smuggling route to the dark tower, risking murder to establish a temple in what was later declared the holy city of what became the largest world religion. It's quite a fortress, the dark tower, and wholly appropriate for the war-fortress deity for that reason, but pilgrimages are notably awkward. Though I suspect that under the hood, the dark tower was a hit because there wasn't as much competition for the faithful. The demon rulers do not currently care about religions cropping up in their environs, and the goblins don't form them themselves, so the first outsiders that don't get murdered tend to do well. This might be changed in the demon's favor; similar problems with the elves are curtailed somewhat by the druid (who gets an extra state turn as a religious position holder). Prophets only attach to deities (since they are given a belief system concerning the deity's will/future actions), giving them an advantage, so more robust religions using other/similar methods for the non-deities (demon/forest spirit) seem necessary at some point to counteract this and leave those cultures intact for longer.  For some broad examples, I ran out a medium-sized map 150 years. At the end of worldgen, there were 90 non-monastic religions as well as 39 monastic orders. 11 of the monastic orders had found sponsors for monasteries, which exist as separate sites (much like the castles, which are also back in the game.) Seven of the religions had risen to the point of having full three-level priesthoods with multiple temples and a holy city; the largest of these was either the Rainy Sect with 10 temples and 147 priests, or the Cult of Pages with 7 temples and 162 priests, depending on how you count, noting that the many priests are each in different sites and are historical figures drawn from the proper religious segment of the population or from believing historical figures, with all that entails in terms of individual interlocking storylines, though their personal conversion stories could certainly use some (any) details.  Here's the trade map of the world, of the kind you can currently export from Legends mode. And here are the major religions (purple = holy city, red = temple, orange = priest, yellow = believers): the Rainy Sect (deity: sky, priest: Sacred Flier, high priest: High Cloud, holy city priest: Most Holy Sky), the Cult of Pages, the Fenced Faith, the Creed of Blossoms, the Foggy Communion, the Mauve Cult (deity: jewels, priest: Holy Cave, high priest: Exalted Rock, holy city priest: Absolute Lilac), and the Sect of Controlling. One other religion, the Granite Order is in a transitional state with a single temple and 35 priests, but they haven't broken through to a second market-size town yet.  The other 82 religions aren't all insignificant though. Take these two religions, the Romantic Faith and the Adorable Creed, founded within five years of each other a century ago in the same dwarven fortress by two different prophets of the birth god Zefon. Each has only a single priest, the aged dwarf prophets preaching their own version of Zefon, but they've had impact throughout the area. They just haven't managed to break through significantly across trade barriers, or make enough of a local impact to get another priest set up in an attached village, hillocks or mountain hall. But there are many adherents to either faith. The largest templeless minor religion is the Armored Fellowship, a three priest dwarven fortress god religion with two fortress branches, a hillocks branch, as well as believers in four human market towns and an elven market town they picked up on the trade routes. There would be a small chance for these to spread out to the human and elf villages from those markets, but priests on-site would really have helped speed that along. The major faiths managed that transition.
i miss scyther blades
I never got very far in the past , so I never ran into the possibility of having one
So, how soon can we starts murdering migrants because they are following religions we do not like, on a gameplay level?
Toady wants to "close up the year" with the release, so I'm guessing late December to late January
Playing again after a few months, I make a new world, and THIS is what I get. This kobold is literally named Gamer. https://files.facepunch.com/forum/upload/107162/476de062-e97d-4d97-84bc-b095aab83f55/image.png I've never hated a kobold as much as this one. Good thing he's already dead. Worth noting is the troll who offed him, Aspdo Shimmerticked the Armory of Grottoes, seems to have a particular hatred for kobolds. He has 33 notable kills, 32 of them being kobolds (and the last one being some random leopard man), plus 94 giant cave spider kills (no doubt from attacking kobold lairs). Anyone who can single handily kill 94 giant cave spiders is a certified badass in my book.
Keep in mind world gen is a completely different beast to 'live' combat. Something with a kill list a dozen pages long can get oneshot by a dwarf who barely knows which end of the hammer is the hitty end once they get into it where you can witness it - in your fortress in fortress mode, or within your reality bubble in adventure mode.
They still can a We live in a kobold cave. Bottom kobold gibber.
Oh i'm perfectly aware of it. Still amusing to imagine a troll killing nearly a hundred horse-spiders as he goes on a kobold-murdering spree.
New Devlog! This story only uses what we have finished so far: network building, corrupting officials, and some light law enforcement. There's a bit more to do before we move on from world generation, in order to make things more properly villainous. In the year 100, the most extensive network was run by a secretive figure known only as Earthhells the Bewildering. They have members working in several towns and fortresses (purple is the leader, red is a member, yellow indicates a corrupt official. As usual, the fortresses are just a few pixels; there are three colored here.) To see how this came to pass, we'll start with Lomoth Hummedage, a bandit causing minor trouble around the human town of Bucklejacks. After amounting to nothing as a bandit for some time, in the year 43 at the age of 29, Lomoth, fond of scheming and idly wishing to become wealthy and powerful, struck up a conversation with the dwarven butcher Aban Paintedbites, on one of the human's visits to the fortress of Sensedtraded. Aban was similarly constituted, and an intimidating figure, though she hadn't committed a crime in her life, and Lomoth managed to talk her into scaring the poor noseless bookkeeper (cougar at age 5) into giving Aban some extra supplies for the pair of ne'er-do-wells to share. Lomoth encouraged Aban to look around for other opportunities while continuing to skim supplies from the bookkeeper. (The human didn't accomplish much else, but Aban was always grateful for the push into her new and exciting lifestyle, and kicked some money Lomoth's way over the years.) Aban was an extravagant sort, and given to flights of fancy, so she took on the name Earthhells the Bewildering, even if all she'd done was strong-arm some supplies and fail to convince Captain Momuz to look the other way. In fact, Ducim the bookkeeper got fired (no hammering yet!) after a few years, but was too scared to identify Earthhells, went off and became a fish cleaner instead. Earthhells, in the meantime, took the brazen move of looping her own father into criminal schemes, got him to talk Manager Uzol into skimming some money from his position. Her father was a priest of the goddess of jewels, but not a stranger to crime, as Earthhell's aunt had become a notorious goblin gangster after the abduction, and Earthhells was able to play on her father's bond of love as well as his greed. As before, Captain Momuz found out Manager Uzol before long, and he scampered off to become a tavern keeper in some distant fortress. Earthhells and her dad weren't done with Sensedtraded, though. The priest involved three more locals, and Earthhells convinced a ranger, Dastot, son of the bookkeeper, to get involved (before the firing.) This ended up being quite a catch, as Dastot became an agent for the dwarven civilization not long after. Before leaving on his first mission, Dastot failed to corrupt the broker, but got the chief medical dwarf, earning enough trust with Earthhells to get the go-ahead to try to run his own network. Unsurprisingly, the dwarven spy proved talented, getting Captain Momuz to accept a bribe while flipping Uzol's replacement, Manager Besmar. There would be no more firings of corrupt officials. Sensedtraded was lost to criminality, at least while Momuz was around, but there were still a lot of honest dwarves. At one point, Earthhells tried to get her mother the militia commander to join up, but she was having none of it and never trusted her wayward daughter again. Afterward, Earthhells moved to the nearby fortress of Netpleat. Captain Deduk was never known to turn down a bribe and would be even less trouble than Momuz had been. In 59, Dastot received his first assignment from Queen Erush, to infiltrate the human town of Bunnyvise on the goblin border. Dastot took on the identity of a monster slayer and went to work, doing Earthhells business on the side, acquiring a cut of embezzled funds from the Chief Chamberlain in 62. He acquired a few new members for the organization, the most notable being the goblin Ber Larvalmenace. Ber was unusual as the child of a goblin spy posing as a merchant and her local goblin lover; Ber stuck with his mother Azstrog while she was on assignment, so never acquired citizenship, and just sort of hung around town without a job when he became an adult. At the time, Dastot and Azstrog were using each other for information as part of their agent duties, and Dastot eventually recruited Ber for the gang in the year 69, when Ber was 21. He was terrible at the job, making three failed approaches on Bunnyvise officials; when he finally turned the Chief Cup-Bearer Shorast, in the year 95, it was short-lived, as a cyclops killed the official in 97. While all that was going on, Earthhells was growing the network in Netpleat. Her most notable new lieutenants were the historian Urdim Mountainwarded, who brought no fewer than eight new members into the organization, and Thikut Relievedattics, Earthhells's ex-husband, a convicted embezzler and leatherworker. Earthhells was still a butcher, and then a tanner, and eventually became the alderperson of the tanners guild. The reliable Captain Deduk died in 91. His replacement was an elf, Ima Coastalpleats, an ex-poet who got flipped by Earthhells's network within a few years on the job. In year 99, when we were winding up, Earthhells even decided to get her hands dirty, and started embezzling money directly from the guild. As an alderperson, she won't be migrating any time soon, but several of the organization's members are dwarves, not bogged down with duties, and free to travel to the first new fortress that becomes available. That should be fun. Queen Erush also became a villain, and was killed by a zombie roc, but that's another story.
I found a long guide that took me an (on-and-off) week or two to finish and watched hours upon hours of tutorial videos but I'm still behind. I kind of "forgot" about this game, should I get back to being into this game. I don't know how much more content this game has now.
When did you last play?
Probably many months ago.
The latest version came out in July. Chances are you haven't missed much, if anything at all.
If you know the core mechanics of the game which is basically just housing, feeding and small industry of your Dwarves you'll end up grasping the new things pretty quick. Dwarf Fortress relies a lot on being intuitive and it's one of the best games out there that lets people hit the ground running. The only problem with it is the menus and keys that'll take a bit to get under control again.
I haven't played DF in a while, I just started a human fortress and therapist says that one of my dudes is "fine" and he has stress level of 6k. should be I worried about it?
From what i can remember, 6k is quite normal. For example, it'll take ~100k for therapist to consider the dwarf "unhappy". In the same sense, dwarves can also have a negative stress level when they're content.
Stress levels are affected by a huge amount of things, but in general the dwarf's personality is the most important factor. A dwarf that is prone to stress is pretty much guaranteed to go unhappy over the years, no matter what you do because the balance of the system is still a bit out of whack. Their life experiences will also create memories, which the dwarf will remember every once in a while and affect his stress levels. Memories can change their personality over time. So for example, a dwarf that got caught in the rain can get a bad memory out of it, and if no new good memories are created to replace the "memory slots", the dwarf will keep remembering that shitty rain from two years ago, increasing his stress and become unhappy. And keep the dwarves' needs (like temple praying, libraries, tavern fun) met, and they'll be happier. http://dwarffortresswiki.org/index.php/DF2014:Stress http://dwarffortresswiki.org/index.php/DF2014:Need The numbers are very large. I have a dwarf with a stress level of -28k, which makes him happy. A positive stress of 6k like your dwarf is something you should keep an eye on, so check his personality, his needs, memories, etc. See what he wants. It's possible he'll go unhappy no matter what because of a shitty personality that's prone to stress, but still. Also give dwarves good bedrooms, place statues and engravings around, they give good thoughts. You should have a bunch of jail cells ready for stressed dwarves, along with a captain of the guard, since they will start fist fights and tantrums.
Eating a good meal functions as "intended" from what I understand. It's just that "good meal" is not defined JUST by meal quality, it also factors in any existing food preferences. So, for most dorfs, it's unfulfillable because they want exotic and esoteric food like emperor penguin eggs or silver barb.
As far as I can tell, meal quality has NO effect on whether dwarves are actually fulfilled by it. A meal is not considered "decent" unless it contains their favorite food item. For meats, the game doesn't even tell you which body part they like of that particular animals, so even if you get some giant cheetah meat, if it's not the sweetbread they still won't be happy. The entire mechanic is dumb, dwarves shouldn't be such picky eaters that they will literally only be satisfied by a meal if it has one very specific ingredient in it. Most of the time it's literally impossible to even buy that food, so it just increases stress for no reason. I was thinking that a cool mechanic would be to have dishes be procedural and civ-specific like songs or instruments. So a particular dwarven dish might need draltha meat, dwarven wheat flour flour, peahen eggs, and cow milk, but if the cook doesn't have access to those specific ingredients they can substitute in other kinds of meat, flour, eggs, and milk. A dwarf won't demand specific ingredients, they'd demand specific dishes, usually from their own civ. The pickier of an eater a dwarf is, the less they'll tolerate substituted ingredients, but a civ will only create dishes that by default require food that the civ has access to, so you'll always be able to buy those ingredients if you can't produce them in your fort. Foreign dishes would be more difficult to make because that civ might not bring enough of the ingredients you need, but most dwarves will want dwarven dishes anyway so it's only a few dwarves you have to worry about. Maybe foreign dishes need to be learned in order for a cook to produce them, which can be learned in cook books or from discussion with foreign cooks. This would turn cooks into a scholar skill as well, though that might get rather complicated. Also procedural food names would probably be hilarious.
Good meal needs are fucked because the meal must have very specific ingredients which aren't shown in the dwarf's preferences. Like, when you have a dwarf who likes to eat giant kangaroo, it's not any piece of giant kangaroo, he probably wants specifically giant kangaroo brains or sweetbread or something stupid like that. No matter how many masterfully minced plump helmet roasts you give him, he won't be happy until he has his giant kangaroo brains.
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