Devlog:
[QUOTE]So, as I mentioned in the report, I'm going to try to finish off the combat changes as my first project this month, since the incomplete parts were messing with my insurrections. I've moved the arena over to the new conflict code so that people will start fighting again, and I fixed a few bugs with reaction moments. Now there are a number of mechanics that need to be cleaned up and made more satisfying, and I need to finalize the raw format. It's mainly just timing and display issues, especially as it concerns ongoing and simultaneous actions, but I'm going to do undead pulping as well (to put an end to perpetual re-raises) and I think there are also some outstanding non-lethal combat issues. Once everything is working, I'll need to run some fortress mode combats to see how that holds up.[/QUOTE]
I'm actually looking forward to being able to pulpify undead. It'll make them so much less frustrating.
[QUOTE=Neo Kabuto;39809306]Devlog:
I'm actually looking forward to being able to pulpify undead. It'll make them so much less frustrating.[/QUOTE]
Can't wait to fight all those invidual undead hair and teeth before they are all succesfully pulped.
And then you'll be attacked by sentient undead pulp monster the size of a country
I hate how masterwork changes the names of swordsman to guardsman and shit like that for humans.
[img]http://puu.sh/22FyU[/img]
Kinky.
so my weaver just got possessed and made an artifact short skirt and he's not even wearing it
Started playing this for the first time. Everything was going well until I decided to start digging downwards to gather stone and such. I accidentally placed the wrong kind of stairs and was forced to channel in order to remove them.
Cavern floor collapses, animals and dwarves all fall in and die.
:I
[sp]I really do love this game though[/sp]
[QUOTE=Sector 7;39816379]so my weaver just got possessed and made an artifact short skirt and he's not even wearing it[/QUOTE]
Trying to imagine a dwarf in mini skirt is rather uncomfortable.
So after my fort was decimated by a zombie siege, I decided to go into legends mode on the world.
So how rare is it for a world to go into the age of legends and then regress into the age of myth three times in a row?
[editline]dfh[/editline]
Scratch that, didn't notice the second page.
Turns out I'm currently in the [I]seventh age of myth.[/I]
It's rare for a world to have more than one age of myth, let alone seven.
I'm gonna go ahead and guess that it's been skimming the boundaries for age of myth/legends.
I looked over what caused all the age changes.
Turns out the primary superpower of the world, the human race "The lost Empire", was headed entirely by necromancers up until very recently, when normal humans have finally started gaining control.
Each age change is also caused either by a necromancer writing a book or a civilization attacking goblins/zombies.
As added trivia, the primary goblin superwarband is called "The Nightmares of Stinking" and the local goblin warband was called "The Evil of Paper" :v:.
[QUOTE=Pilotguy97;39818472]"The Evil of Paper" :v:.[/QUOTE]
ironically relevant given the whole "ages based on necromancy books" thing
I have trouble imagining living in the setting of Dwarf Fortress. The sheer insanity of it makes it seem far too deliberate if you don't blindly take the lunacy of their pantheons into account.
Must suck being a peasant who has about a 30% chance any given year of being overwhelmed and devoured by a rampaging titan.
Much more of a world in line with Homeric myth than Tolkien fantasy.
It's not so bad. You get your own room, plenty of booze, arbeit macht frei, and if you're lucky then you'll become useful one day. It's only once in a while that crazy shit happens and even then, it's only a 30% chance, better than a coin toss.
[QUOTE=DanRatherman;39826379]I have trouble imagining living in the setting of Dwarf Fortress. The sheer insanity of it makes it seem far too deliberate if you don't blindly take the lunacy of their pantheons into account.
Must suck being a peasant who has about a 30% chance any given year of being overwhelmed and devoured by a rampaging titan.
Much more of a world in line with Homeric myth than Tolkien fantasy.[/QUOTE]
The mountainhomes are safe. Your fortress is the frontier. Your immigrants are all crazy by default.
The question is, is the insanity of their world an alcohol-induced mass delusion, or is their alcoholism a coping mechanism to deal with the insanity.
It has been noted that dwarves grow unhappy if they're not able to consume alcohol for extended periods of time. At first this seems to suggest that the latter premise is true, that they grow unhappy because they cannot cope with the horrors of the world if they're sober.
However it may also be that sober dwarves feel uneasy because it's not their natural state. Since dwarves are born into alcoholism - indeed, they begin consuming it as soon as they're capable of independent action at the early age of one year - it's possible that they simply grow accustomed to the hazy stupor and delusions, and never even get to experience the world while sober. As such, the real world would seem alien and dreamlike to them.
Really looking into world histories (my world's, anyway) tells me that it's not too bad. In fact it's not all that different from living in the IRL version of any given year.
Even accounting for the twenty-billion necromancers, the nightly bogeymen attacks and the existence of other races besides humans, it still roughly amounts to the myths and legends that went around in the actual year of 1055 or what have you.
Strange tales of pillaged cities, completely devoid of bodies.
Weird creatures that live beneath us and come out of the sewers at night.
Incredible magicks and witchcraft that can bring bronze collossi to life
And not to mention the constant feuding over land ownership.
Honestly, people probably just chock it up to myth and legend. Unless they're actively being sieged by said myths, in which case who's gonna know anyway.
I mostly meant society- I just have trouble imagining living as a mason and having an overseer dwarf walking straight up to you and saying completely serious and straight to your face that he needs you to go down the fifth sublevel to carve a giant noble-slaughtering machine.
[QUOTE=DanRatherman;39827244]I mostly meant society- I just have trouble imagining living as a mason and having an overseer dwarf walking straight up to you and saying completely serious and straight to your face that he needs you to go down the fifth sublevel to carve a giant noble-slaughtering machine.[/QUOTE]
Well, do the dwarves know what they are really doing is the question. They are obeying (or not) the magic commands from above, but do they really understand much outside of the limited amount that they can do themselves (mining, crafting)? They clearly aren't smart enough to evade traps like rockfalls and atom smashers. I suspect dwarves are only barely smarter than kobolds, they just are able to mine stone and work metal to better levels.
[QUOTE=Chronische;39827321]Well, do the dwarves know what they are really doing is the question. They are obeying (or not) the magic commands from above, but do they really understand much outside of the limited amount that they can do themselves (mining, crafting)? They clearly aren't smart enough to evade traps like rockfalls and atom smashers. I suspect dwarves are only barely smarter than kobolds, they just are able to mine stone and work metal to better levels.[/QUOTE]
Maybe dwarves are just extremely loyal and extremely used to weird backroom deals.
"Hey.....he......ezum......hey ezum."
"....yeah?"
"I got new orders for you. Fifth floor, east wing. The plans are under the first rock on the right."
And then, in the middle of the night, a bunch of dwarves can be seen carting barrels of alcohol and gold into ezum's room...
Maybe dwarves believe that orders are sent from divines and must be followed
Armok loves 300 wood flutes, as we all know
I think the abstraction of the game doesnt belittle the autonomy of the dorfs themselves. I'd think they have free will, but are just very poor at using said free will effectively.
[editline]6th March 2013[/editline]
[QUOTE=Derposaurus;39827632]Maybe dwarves believe that orders are sent from divines and must be followed
Armok loves 300 wood flutes, as we all know[/QUOTE]
Also this, personal visions and prophecies of Armok must abound to inspire such oddity.
[editline]6th March 2013[/editline]
That and snorting candy.
[QUOTE=Derposaurus;39827632]Armok loves 300 wood flutes, as we all know[/QUOTE]
[b]Armok commands you to spend 20 hours every day carving *Granite Drumsets*! No questions! [/b]
[QUOTE=DanRatherman;39827244]I mostly meant society- I just have trouble imagining living as a mason and having an overseer dwarf walking straight up to you and saying completely serious and straight to your face that he needs you to go down the fifth sublevel to carve a giant noble-slaughtering machine.[/QUOTE]
They tell them they're building scientific equipment, of course. What do you think the actual purpose of the Large Hadron Collider is?
Finally got round to playing adventure mode today.
Five minutes in and I've already curb stomped a wolf into the snow and beheaded another mid strike.
Yep, I have successfully acquired maximum hype for the upcoming update.
Devlog:
[QUOTE]I finally finished the basic simultaneous attack option today and spent some time double-stabbing rib cages in the arena with shiny blue daggers, that kind of thing. Charging works the same way now, using a move action and an attack action, but you won't have to run directly into somebody any more to get a momentum bonus if you have a velocity pointing in more or less the right direction. You can set the move with the attack or press a move once you've got an attack in your list. You can still just bump into people if you want to avoid the menus.[/QUOTE]
I'd say this metaphysical debate will make more sense once toady fully implements the conversation engine.
He has stated that he wants for there to be actual conversations in fort mode. Right now dwarves just sorta stand right next to each other, the most that can happen is they can make friends, enemies or maybe even get married. Religions and clans will make sense when this is added, that will be another thing to do once you get a fort running, eavesdropping everyones conversations.
If we're lucky, we might eventually get a division in the fort with two factions and an eventual civil war.
This is what Armok wishes.
[QUOTE=Devodiere;39830068]If we're lucky, we might eventually get a division in the fort with two factions and an eventual civil war.
This is what Armok wishes.[/QUOTE]
if we had inter-burrow fighting, you could make two separate fortresses and have them put each other to siege
[QUOTE=Sector 7;39836400]if we had inter-burrow fighting, you could make two separate fortresses and have them put each other to siege[/QUOTE]
And then a great horror appears and kills both of them.
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