Imagine if spit froze in cold climates and killed people by smashing their heads.
[img]http://puu.sh/a2vCP/1214899189.png[/img]
Throwing confirmed for best stat
Did the weak-skull bug get fixed?
I think my companions got me into trouble. When I arrived in town everyone was running around panicking about an attack but when a priest tried to stab I understood that they were most likely talking about us.
Then I got ambushed by a goblin, got wounded and lost my ability to grasp and stand but I managed to throw a bolt at his throat and open an artery.
fyi you can spit with [x] -> [a] natural ability
i just strangled my axeman to death in order to butcher and eat him.
Pausing the game, leaving it alone for hours, and coming back to it causes random tree branches to fall apart into logs and kick up dust.
The new skull-shattering glitch is actually a person's neck
Just slash at their necks, they'll all die :v:
I'm guessing I need to redownload DF? or will it simply update when I next run it.
[QUOTE=Leestons;45330555]I'm guessing I need to redownload DF? or will it simply update when I next run it.[/QUOTE]
redownload
Kids can really take a beating, I stabbed him like 10 times in the head and he's still going
[QUOTE=HeroicPillow;45330572]redownload[/QUOTE]
I thought so but didn't want to redownload it just to find out I didn't need to. Thanks.
Alright, I'm going to try adventure mode now, I am very newb at adventure mode, any tips/tricks I need to know?
That little shit even cut my right hand off. I'm gonna teach this brat a lesson.
Is it just me or does auto-attacking ignore weapons?
You need to unsheathe the weapon with "q" to attack with it.
IT BEGINS.
-edit-
Guys marking me late dont realize I'm talking about my personal adventure in DF Adventure mode
[QUOTE=diddy500;45330961]You need to unsheathe the weapon with "q" to attack with it.[/QUOTE]
My weapons are drawn and I can use them for manual attacks, but the auto-attacks bypass them in favor of punching
what square tileset (with a colour scheme easy to the eyes) do you guys suggest?
Anyone have any tips for a noob on generating a map without aquafires and how to pick out an area to embark on?
[QUOTE=kidkiller745;45331138]Anyone have any tips for a noob on generating a map without aquafires and how to pick out an area to embark on?[/QUOTE]
Deep Metals, Shallow Metals, Flux Stone, Low savagery (wilderness is a good one) lots of trees, soil and clay
this guy explains it better though
vvvvvvv
[QUOTE=kidkiller745;45331138]Anyone have any tips for a noob on generating a map without aquafires and how to pick out an area to embark on?[/QUOTE]
Go to raw/objects in the DF folder and open Inorganic_stone_layer, inorganic_stone_mineral and inorganic_stone_soil.
Use notepad++ or similar to find and replace every case of "[AQUIFER]" with "(aquifer)" or something. Should be around 20 cases between the three files, which is where replace all in all files is pretty useful.
That will remove aquifers in any world generated afterwards.
As for embark area, that's solely down to personal preference. If you're new, you probably want shallow metals, at least some soil and anywhere that's serene, mirthful, wilderness or calm, in addition to having at least some trees and plants. Forests are a good bet, and warm or temperate.
I'd prefer the neutral two (calm or wilderness) to the good two (serene or mirthful) as unicorns sometimes are present on serene, which means it [i]can[/i] be more dangerous than a sinister area imo.
Also, as guy above ^^^^ says, flux stone, clay and deep metals are good too. Flux tends to indicate that you're in an area with sedimentary soil (ok ok, marble is metamorphic) which means you'll probably have coal (lignite/bituminous coal), and a chance of one of the iron ores to be present. (hematite, limonite, magnetite)
Another bug appears. [I]Mystery babies[/I]
Several people have reported a massive amount of babies appearing on their unit list. They are nowhere to be found.
[t]http://s21.postimg.org/3y7q5ysrb/DFmysterybaby.png[/t]
[t]http://i.imgur.com/6ilY1vl.png[/t]
There are all kinds of babies. Humans, Winged Trolls, Kobolds, Elves, you name it. And for some reason the two Winged Troll babies are married.
They appear and disappear at regular intervals and are invisible - so people are speculating that Goblin baby snatchers might, for some reason, be carrying all the babies they ever stole in their sack, never having released them at their civ.
[QUOTE=Orkel;45331259]Another bug appears. [I]Mystery babies[/I]
Several people have reported a massive amount of babies appearing on their unit list. They are nowhere to be found.
[t]http://s21.postimg.org/3y7q5ysrb/DFmysterybaby.png[/t]
[t]http://i.imgur.com/6ilY1vl.png[/t]
There are all kinds of babies. Humans, Winged Trolls, Kobolds, Elves, you name it. And for some reason the two Winged Troll babies are married.
They appear and disappear at regular intervals and are invisible - so people are speculating that Goblin baby snatchers might, for some reason, be carrying all the babies they ever stole in their sack, never having released them at their civ.[/QUOTE]
Let the hunt for the mystery babies begin..
So we can impale them on spikes and display them as war trophies!
[QUOTE=Orkel;45331259]Another bug appears. [I]Mystery babies[/I]
Several people have reported a massive amount of babies appearing on their unit list. They are nowhere to be found.
[t]http://s21.postimg.org/3y7q5ysrb/DFmysterybaby.png[/t]
[t]http://i.imgur.com/6ilY1vl.png[/t]
There are all kinds of babies. Humans, Winged Trolls, Kobolds, Elves, you name it. And for some reason the two Winged Troll babies are married.
They appear and disappear at regular intervals and are invisible - so people are speculating that Goblin baby snatchers might, for some reason, be carrying all the babies they ever stole in their sack, never having released them at their civ.[/QUOTE]
someone should experiment by naming all their babies TROLL FOOD and see if they come back on the list once a snatcher took one and returned.
[QUOTE=scratch (nl);45331101]what square tileset (with a colour scheme easy to the eyes) do you guys suggest?[/QUOTE]
jolly bastion
"orkel's" in the OP of this thread (which is just cooz's with a warm color scheme)
you'll need to update both of them to work with the latest update obviously
although i already updated orkel's on a previous page
Goblin Baby Snatcher bags are time capsules
So if one were to kill a goblin baby snatcher and open their baby bag, it would explode with infants?
Sounds like an excellent idea for a trap.
From what little of adventure mode I've played, I think it can be safely assumed that the following will generally crash the game:
- Attempting to speak to a deity
- Attempting to dodge/parry/block in the advanced combat menu
- Certain dialogue topics
- Spitting on yourself
- Breathing
- Doing anything
I think I might have to give fortress mode a go sometime soon.
Trees: Death from above
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