• Dwarf Fortress - DF2014 released
    6,379 replies, posted
Awesome, I'll check out the pack. I haven't played DF in like, over 8 months now or something. I've tried getting into it several times but the UI is just so... uh... difficult? Last time I played I wandered into a farmers house, got info on some treasure in a cave to the north, and then as I left I was promptly mauled by a bear.
The UI can be a hassle at first, but after awhile you kinda forget it's there
[QUOTE=Grape Soda;40739770]"Usain Bolt".[/QUOTE] Not dorf enough [I]Wooden Bolt, Urist Bolt...[/I]
There's a dead baby in my drainage system.
Is there any list of features in Adventure mode beyond the wiki?
Oh shit, baby ghosts! What do I do?
[QUOTE=joshjet;40759647]Oh shit, baby ghosts! What do I do?[/QUOTE] Well, one option is to redirect the flow to get the baby somewhere a dwarf can pick it up and give it a proper burial (you'll need a coffin built too). Or you can do things the boring way and make a slab, and then engrave it with the baby's name.
Does anyone have the raws for Orkel's fix? My dwarves are having fist fights and killing each other by blowing each others brains off. They aren't tantruming though which is odd. I already have like 10 jailed.
Devlog: [QUOTE]I worked on track detection and presentation quite a bit, and added some variability in the quality of tracks to make skill matter more. Now I'll be wrapping all the way back around to the bandit stuff from last June where we started and make sure that ties into the invader/tracking stuff properly as I continue to finalize all of the elements.[/QUOTE] There's also a new [URL=http://www.bay12games.com/dwarves/df_talk.html]DF Talk[/URL].
[QUOTE=Neo Kabuto;40766556]Devlog: There's also a new [URL=http://www.bay12games.com/dwarves/df_talk.html]DF Talk[/URL].[/QUOTE] Really hoping this new release gets done before the end of June, I don't wanna play now because I fear burning out on DF before the new release, and I also won't be able to play when I start Uni in autumn.
Haven't followed in a long while, has Toady gone back to working on Fortress mode or is every update still about stuff like sneaking in Adventure mode while Fortress mode still lacks a tonne of very basic stuff (tunelling enemies and decent military comes to mind)?
[QUOTE=acds;40825735]Haven't followed in a long while, has Toady gone back to working on Fortress mode or is every update still about stuff like sneaking in Adventure mode while Fortress mode still lacks a tonne of very basic stuff (tunelling enemies and decent military comes to mind)?[/QUOTE] This update will be focused on combat specifically, which means that you'll get most out of it if you're playing Adventure Mode but still benefit the combat log in Fortress mode I guess. He has been working on Fortress mode also though, he has for example added the ability to retire your fort, allowing you to basically have more than one active fort on a save at any given time. This also counts for adventure mode so you can for example retire your fort, start an adventure game, go to your fort while playing adventure mode, become citizen of your fort, retire adventurer, resume fort, have your adventurer as citizen in fortress mode, retire fort, resume adventure mode, play with adventurer now with all the skills he gained as a citizen. Also on the game-world level, time now passes properly so that other civs can gain and lose citizens while you play your Dwarf Fortress, ie. people are now born and die after world-gen. He has also been talking about developing interaction with other civs by adding deep dwarven sites, hill dwarfs and improving on the nobels coming in and out of your fortress(The king moving to your fortress for example) This is atleast what I remember out of memory, so some of what I've said might be wrong or not coming this release.
This is a good reference for this subject [url]https://docs.google.com/document/d/1Vgy5h5tmWFZLqCJMYd1cbGG67SUCSIn30Y--DNymzdg/edit?pli=1[/url]
Devlog: [QUOTE]The year-old bandit stuff I wrapped back around to had a bunch of stupid bugs, and now those are gone. We're still in bandit stuff, but at least they aren't appearing in walls, harassing themselves and other features. Overall we've carved away exactly 20% of the notes this month. A bit frustrating, but at least they are reliably shrinking day to day now, instead of staying the same length (December to March ended up that way, despite the progress). In any case, we're now in month-end obligations mode, and we'll continue whittling away in June.[/QUOTE] Bandits harassing themselves sounds hilarious. Hopefully this list goes quickly so we can get to final bug-testing (oh, and release. that's nice too). Also, the DF Talk from a while back (so, not the newest one) got a [URL=http://bay12games.com/media/df_talk_20_transcript.html]transcript[/URL] made.
DF has the best bugs
If a bug is cool enough, it becomes a feature. I think bandits harassing themselves should be a feature, list it as personal quarrels with each other.
[URL=http://www.bay12forums.com/smf/index.php?topic=100851.msg4284707#msg4284707]There's a new Future of the Fortress post[/URL]. According to Toady, Kobolds haven't been getting much love this update. That post also revealed something interesting that a lot of players (myself included) probably didn't notice. In fortress mode, dwarves will only marry others within 10 or so years of their age, but in worldgen dwarves don't have that restriction, so couples will come into your fortress with a big age difference that wouldn't occur otherwise.
I just imagined a group of bandits gathered around a campfire, when suddenly one of the bandits just stands up, looks all the other bandits in the eye and slowly pours all their stew into the fire while muttering "come at me bro". And then the player comes along and debrains all of them with some rocks and an old stick.
[QUOTE=ScottyWired;40748508]Not dorf enough [I]Wooden Bolt, Urist Bolt...[/I][/QUOTE] Urist means dagger.
[QUOTE=draugur;40888730]Urist means dagger.[/QUOTE] Daggers could be used as ammunition for crossbows. Wouldn't be too strange.
I really need to learn this game, all I've done so far is set up a storeroom in the side of a mountain, get destroyed by a single unicorn, then start over again and so far I'm nowhere.
I hadn't played in months, decided to start up a game and embark in the same spot with a friend. We picked something Terrifying with no trees just for the hell of it. An eagle man corpse killed my expedition leader who then came back and started killing my dwarfs, all while I stumbled through all the controls that I'd forgotten. Fuck this game. (playing again later in a more easymode setup because im a scrub)
Just had the shortest game ever. Downloaded the latest version of the game, created a new world, chose a terrifying rocky wasteland for the hell of it, and ended up with my cart and dwarves all spawning next to five-six undead creatures. I didn't even have enough time to check and see what they were, within seconds everything was dead. I feel like I got lucky.
Devlog: [QUOTE]So as I said in the report, the current idea is to figure out just how much fort mode has been affected by the various move/combat/vision/etc. changes and get things back up to speed. It didn't start well, since none of the dwarves could move. I got combat back up in the arena, and then started dropping dwarves into the water, which they no longer knew how to escape -- so I have to convert most things, more or less. Jobs are working now, but I still need to handle the side issues like diplomats, complaints, caravans, and so on. The upside to this revision is that whatever job priority system we come up with is almost touching the ground as far as low-hanging fruit go, so it'll definitely be one of the post-release features we work on with the bug fixes and other upgrades.[/QUOTE] Hopefully our dwarves will recover from this accident.
Dorf forgot how to move on fort mode. Aww, poor things. [editline]7th June 2013[/editline] Oh yeah, stolen shamelessly off reddit, here are some stats tables. [url]http://imgur.com/a/U1T4q[/url] [t]http://i.imgur.com/nKNfLNIh.png[/t] [t]http://i.imgur.com/mM0FVLTh.png[/t] [t]http://i.imgur.com/umfOwtBh.png[/t] [t]http://i.imgur.com/Mkpnk46h.png[/t]
Might just print those off and tack them up on the wall beside my PC
I need to try using picks for military. They are insanely powerful in adventure mode. The only issue is military dwarves can't use their picks for mining. Same with woodcutters.
[QUOTE=zombojoe;40941734]I need to try using picks for military. They are insanely powerful in adventure mode. The only issue is military dwarves can't use their picks for mining. Same with woodcutters.[/QUOTE] I tried recruiting my two miners and my woodcutter as a quick militia to fend off a small attack, but they went to the stockpile, put their tools down, and went to fight with their fists...
[QUOTE=fantafuzz;40942397]I tried recruiting my two miners and my woodcutter as a quick militia to fend off a small attack, but they went to the stockpile, put their tools down, and went to fight with their fists...[/QUOTE] Same thing happened to me when I hurriedly conscripted my 3 miners to kill a berserk craftsdorf, luckily the first one to reach him punched him once in the head and insta-killed him. :v: Nothing seems to beat day-in-day-out mining for strength training.
I just hope that by fixing combat he will make marksdwarves actually useful. Not sure if i am missing something but whenever they run out of ammo in the middle of a fight, they automatically charge the enemy with their crossbows instead of going back to get more ammo. The military screen could use some simplifying because a lot of things there are pointless/useless and/or not detailed enough and just cause more confusion.
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