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* AscendedFanfic: Simon Swerwer, who composed music for the [=SoundSense=] soundtrack mod for the original game, also lent his talents to the official soundtrack of the Steam version. Several tracks from the mod made it over to the official soundtrack in remixed form, notably [[Blog/{{Boatmurdered}} "Koganusan"]], the Game Over theme.

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* AscendedFanfic: Simon Swerwer, who composed music for the [=SoundSense=] soundtrack mod for the original game, also lent his talents to the official soundtrack of the Steam version. Several tracks from the mod made it over to the official soundtrack in remixed form, notably A remix of [[Blog/{{Boatmurdered}} "Koganusan"]], "Koganusan"]] provides the Game Over theme.
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* AscendedFanfic: Simon Swerwer, who composed music for the [=SoundSense=] soundtrack mod for the original game, also lent his talents to the official soundtrack of the Steam version. Several tracks from the mod made it over to the official soundtrack intact, notably [[Blog/{{Boatmurdered}} "Koganusan"]], the Game Over theme.

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* AscendedFanfic: Simon Swerwer, who composed music for the [=SoundSense=] soundtrack mod for the original game, also lent his talents to the official soundtrack of the Steam version. Several tracks from the mod made it over to the official soundtrack intact, in remixed form, notably [[Blog/{{Boatmurdered}} "Koganusan"]], the Game Over theme.
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* AscendedFanfic: Simon Swerwer, who composed music for the [=SoundSense=] soundtrack mod for the original game, also lent his talents to the official soundtrack of the Steam version. Several tracks from the mod made it over to the official soundtrack intact, notably [[Blog/{{Boatmurdered}} "Koganusan"]], the Game Over theme.
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* MemeAcknowledgement: "[[https://www.youtube.com/watch?v=FKv-liYc4qU Koganusan]]," one of the tracks on the soundtrack for the Steam release, is the dwarven name of the infamous fortress of LetsPlay/{{Boatmurdered}}.

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* MemeAcknowledgement: "[[https://www.youtube.com/watch?v=FKv-liYc4qU Koganusan]]," one of the tracks on the soundtrack for the Steam release, is the dwarven name of the infamous fortress of LetsPlay/{{Boatmurdered}}.Blog/{{Boatmurdered}}.
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* DoingItForTheArt: Tarn "Toady One" Adams has described it as being his "life's work", reportedly turned down six- or seven-figure deals to license ''just the name'' because he doesn't want it to be associated with anything but his life-long creation, and the idea of working for the next twenty years to release v1.0 doesn't bother him.

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* DoingItForTheArt: Tarn "Toady One" Adams has described it as being his "life's work", reportedly turned down six- or seven-figure deals to license ''just the name'' because he doesn't want it to be associated with anything but his life-long creation, and the idea of working for the next twenty years to release v1.0 doesn't bother him. Downplayed with the Steam release, as he sort of realized with his brother's deteriorating health that he needs to start making a more substantial income from his project.
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now definition-only


* ThrowItIn: When Toady One was testing out the code for adventurer mode necromancers, he discovered he could raise a butchered animal's skin as a separate unit. He kept it because "it makes about as much sense as a [[DemBones walking skeleton]]."
* TheWikiRule: The [[http://dwarffortresswiki.org/index.php/Main_Page Dwarf Fortress Wiki]].

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* ThrowItIn: When Toady One was testing out the code for adventurer mode necromancers, he discovered he could raise a butchered animal's skin as a separate unit. He kept it because "it makes about as much sense as a [[DemBones walking skeleton]]."
* TheWikiRule: The [[http://dwarffortresswiki.org/index.php/Main_Page Dwarf Fortress Wiki]].
"
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Technically still early access; the game will be "finished" when it hits version 1.0 in ten thousand years


* ExtremelyLengthyCreation: The development of the game started in 2002. It finally left early access in 2022.

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* ExtremelyLengthyCreation: The development of the game started in 2002. It finally left had its first commercial release in 2022, and even then remains in early access in 2022.access.
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* FandomLifeCycle: Stage 2.

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* FandomLifeCycle: Stage 2.MemeAcknowledgement: "[[https://www.youtube.com/watch?v=FKv-liYc4qU Koganusan]]," one of the tracks on the soundtrack for the Steam release, is the dwarven name of the infamous fortress of LetsPlay/{{Boatmurdered}}.
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* NoBudget: The studio's annual operating budget is about US$35,000; for a game that's coded by one guy and which started out as a pure hobby project, that's pretty high. For a game that's won a large stack of awards, spawned [[FollowTheLeader at least three or four imitators]] from much larger and better-resourced studios, been the subject of a feature article in the New York Times, and now appears as part of an exhibit in New York's Museum of Modern Art, it's astonishingly low.

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* NoBudget: The Prior to the Steam release, the studio's annual operating budget is was about US$35,000; for a game that's coded by one guy and which started out as a pure hobby project, that's pretty high. For a game that's won a large stack of awards, spawned [[FollowTheLeader at least three or four imitators]] from much larger and better-resourced studios, been the subject of a feature article in the New York Times, and now appears as part of an exhibit in New York's Museum of Modern Art, it's astonishingly low.



* TheWikiRule: [[http://dwarffortresswiki.org/index.php/Main_Page Dwarf Fortress Wiki]]

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* TheWikiRule: The [[http://dwarffortresswiki.org/index.php/Main_Page Dwarf Fortress Wiki]]Wiki]].

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* DummiedOut: Female Dwarves don't have beards by default, but this can be changed with a minor edit to the dwarf creature raw file. [[DevelopersForesight There's even a note left inside the file]] that explictly says what to do if you want to enable them.

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* DummiedOut: Female Dwarves dwarves don't have beards by default, but this can be changed with a minor edit to the dwarf creature raw file. [[DevelopersForesight There's even a note left inside the file]] that explictly explicitly says what to do if you want to enable them.



* FandomLifeCycle: Stage 2

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* FandomLifeCycle: Stage 22.
* NewbieBoom: The 0.50 version, released on Steam, saw an immense boom in new players due to the inclusion of an official tileset and the much-waited revamping of the game's notoriously clunky UI. With the game now more accessible than ever for new players, ''Dwarf Fortress'' would become one of the most purchased new games on Steam at the time of its release.
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* ExtremelyLengthyCreation: The development of the game started in 2002. It finally left early access in 2022.
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Fan Nickname is YMMV now, migrating


* FanNickname:
** "Dorfs" for dwarves, "Dorf Fort", "Urist [=McX=]" for any given dwarf, "Cutebolds" for kobolds.
** "Hidden Fun Stuff" is ''officially'' a nickname for anything Toady wants to talk about in dev logs without spoiling it, but the fanbase near-exclusively uses it to refer to [[spoiler:gateways to hell]].
** "Cotton Candy" for [[spoiler:adamantine]], "Clowns" for [[spoiler:demons]], and "The circus" for [[spoiler:hell]].
** "Party People" for [[spoiler:ghosts, due to a [[http://www.bay12forums.com/smf/index.php?topic=70423.0 rather infamous]] incident]].
** "Goblinite" or "Goblin Christmas" for the vast bounty of iron weapons and armor a goblin siege would bring, once your forces had killed them.
** "Zombie Spirals" for a common occurrence when the player embarks in an evil biome that raises everything as undead. The more that get killed, the more undead there are to fight, until your dwarves are completely overwhelmed.
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Dummied Out is now trivia. Moving examples accordingly.

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* DummiedOut: Female Dwarves don't have beards by default, but this can be changed with a minor edit to the dwarf creature raw file. [[DevelopersForesight There's even a note left inside the file]] that explictly says what to do if you want to enable them.
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* ThrowItIn: When Toady One was testing out the code for adventurer mode necromancers, he discovered he could raise a butchered animal's skin as a separate unit. He kept it because "it makes about as much sense as a walking skeleton."

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* ThrowItIn: When Toady One was testing out the code for adventurer mode necromancers, he discovered he could raise a butchered animal's skin as a separate unit. He kept it because "it makes about as much sense as a [[DemBones walking skeleton.skeleton]]."
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no


** "Hidden Fun Stuff" is ''officialle'' a nickname for anything Toady wants to talk about in dev logs without spoiling it, but the fanbase near-exclusively uses it to refer to [[spoiler:gateways to hell]].

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** "Hidden Fun Stuff" is ''officialle'' ''officially'' a nickname for anything Toady wants to talk about in dev logs without spoiling it, but the fanbase near-exclusively uses it to refer to [[spoiler:gateways to hell]].

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** "Dorfs" for dwarves, "Dorf Fort", "Urist [=McX=]" for any given dwarf, "Cutebolds" for kobolds, "Hidden Fun Stuff" for [[spoiler:gateways to hell]].

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** "Dorfs" for dwarves, "Dorf Fort", "Urist [=McX=]" for any given dwarf, "Cutebolds" for kobolds, kobolds.
**
"Hidden Fun Stuff" is ''officialle'' a nickname for anything Toady wants to talk about in dev logs without spoiling it, but the fanbase near-exclusively uses it to refer to [[spoiler:gateways to hell]].
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* FandomLifeCycle: Stage 2
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** "Goblinite" or "Goblin Christmas" for the vast bounty of iron weapons and armor a Goblin Siege would bring, once your forces had killed them.

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** "Goblinite" or "Goblin Christmas" for the vast bounty of iron weapons and armor a Goblin Siege goblin siege would bring, once your forces had killed them.
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* FanNickname:
** "Dorfs" for dwarves, "Dorf Fort", "Urist [=McX=]" for any given dwarf, "Cutebolds" for kobolds, "Hidden Fun Stuff" for [[spoiler:gateways to hell]].
** "Cotton Candy" for [[spoiler:adamantine]], "Clowns" for [[spoiler:demons]], and "The circus" for [[spoiler:hell]].
** "Party People" for [[spoiler:ghosts, due to a [[http://www.bay12forums.com/smf/index.php?topic=70423.0 rather infamous]] incident]].
** "Goblinite" or "Goblin Christmas" for the vast bounty of iron weapons and armor a Goblin Siege would bring, once your forces had killed them.
** "Zombie Spirals" for a common occurrence when the player embarks in an evil biome that raises everything as undead. The more that get killed, the more undead there are to fight, until your dwarves are completely overwhelmed.
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None


* FanNickname:
** "Dorfs" for dwarves, "Dorf Fort", "Urist [=McX=]" for any given dwarf, "Cutebolds" for kobolds, "Hidden Fun Stuff" for [[spoiler:gateways to hell]].
** "Cotton Candy" for [[spoiler:adamantine]], "Clowns" for [[spoiler:demons]], and "The circus" for [[spoiler:hell]].
** "Party People" for [[spoiler:ghosts, due to a rather infamous incident]].
** "Goblinite" or "Goblin Christmas" for the vast bounty of iron weapons and armors a Goblin Siege would bring, once your forces had killed them.
** "Zombie Spirals" for a common occurrence when the player embarks in an evil biome that raises everything as undead. The more that get killed, the more undead there are to fight, until your dwarves are completely overwhelmed.
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Natter.


* DoingItForTheArt: Tarn "Toady One" Adams has described it as being his "life's work", reportedly turned down six- or seven-figure deals to license ''just the name'' because he doesn't want it to be associated with anything but his life-long creation, and the idea of working for the next twenty years to release v1.0 doesn't bother him. If that's not the very definition, then I don't know what is.

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* DoingItForTheArt: Tarn "Toady One" Adams has described it as being his "life's work", reportedly turned down six- or seven-figure deals to license ''just the name'' because he doesn't want it to be associated with anything but his life-long creation, and the idea of working for the next twenty years to release v1.0 doesn't bother him. If that's not the very definition, then I don't know what is.
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None


* ThrowItIn: When Toady One was testing out the code for adventurer mode necromancers, he discovered he could raise a butchered animal's skin as a separate unit. He kept it because "it makes about as much sense as a walking skeleton."

to:

* ThrowItIn: When Toady One was testing out the code for adventurer mode necromancers, he discovered he could raise a butchered animal's skin as a separate unit. He kept it because "it makes about as much sense as a walking skeleton.""
* TheWikiRule: [[http://dwarffortresswiki.org/index.php/Main_Page Dwarf Fortress Wiki]]
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None

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* DoingItForTheArt: Tarn "Toady One" Adams has described it as being his "life's work", reportedly turned down six- or seven-figure deals to license ''just the name'' because he doesn't want it to be associated with anything but his life-long creation, and the idea of working for the next twenty years to release v1.0 doesn't bother him. If that's not the very definition, then I don't know what is.
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Entity means something else in DF context.


* ThrowItIn: When Toady One was testing out the code for adventurer mode necromancers, he discovered he could raise a butchered animal's skin as a separate entity. He kept it because "it makes about as much sense as a walking skeleton."

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* ThrowItIn: When Toady One was testing out the code for adventurer mode necromancers, he discovered he could raise a butchered animal's skin as a separate entity.unit. He kept it because "it makes about as much sense as a walking skeleton."
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moved from main page

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* ThrowItIn: When Toady One was testing out the code for adventurer mode necromancers, he discovered he could raise a butchered animal's skin as a separate entity. He kept it because "it makes about as much sense as a walking skeleton."
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It wasn\'t no longer the case due to leather and such but because dwarves can now wear goblin armor directly.


** "Goblinite" or "Goblin Christmas" for the vast bounty of meltable iron weapons and armors a Goblin Siege would bring, once your forces had killed them. No longer the case as of [=DF2010=], however, as they now use mostly leather, and frequently use lesser metals for their weapons and helmets.

to:

** "Goblinite" or "Goblin Christmas" for the vast bounty of meltable iron weapons and armors a Goblin Siege would bring, once your forces had killed them. No longer the case as of [=DF2010=], however, as they now use mostly leather, and frequently use lesser metals for their weapons and helmets.them.
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None


* NoBudget: The studio's annual operating budget is about US$35,000; for a game that's coded by one guy and which started out as a pure hobby project, that's pretty high. For a game that's won a large stack of awards, spawned [[FollowTheLeader at least three or four imitators]] from much larger and better-resourced studios and been the subject of a feature article in the New York Times, it's astonishingly low.

to:

* NoBudget: The studio's annual operating budget is about US$35,000; for a game that's coded by one guy and which started out as a pure hobby project, that's pretty high. For a game that's won a large stack of awards, spawned [[FollowTheLeader at least three or four imitators]] from much larger and better-resourced studios and studios, been the subject of a feature article in the New York Times, and now appears as part of an exhibit in New York's Museum of Modern Art, it's astonishingly low.
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* NoBudget: Either a straight example or a notable aversion, depending how you look at it. The studio's annual operating budget is about US$35,000; for a game that's coded by one guy and which started out as a pure hobby project, that's pretty high. For a game that's won a large stack of awards, spawned [[FollowTheLeader at least three or four imitators]] from much larger and better-resourced studios and been the subject of a feature article in the New York Times, it's astonishingly low.

to:

* NoBudget: Either a straight example or a notable aversion, depending how you look at it. The studio's annual operating budget is about US$35,000; for a game that's coded by one guy and which started out as a pure hobby project, that's pretty high. For a game that's won a large stack of awards, spawned [[FollowTheLeader at least three or four imitators]] from much larger and better-resourced studios and been the subject of a feature article in the New York Times, it's astonishingly low.
Is there an issue? Send a MessageReason:
None


* NoBudget: Either a straight example or a notable aversion, depending how you look at it. The studio's annual operating budget is about US$35,000; for a game that's coded by one guy and which started out as a pure hobby project, that's pretty high. For a game that's won a large stack of awards, spawned [[FollowTheLeader at least three or four imitators]] from much larger and better-resourced studios and been the subject of a feature article in the New York Times, it's astonishingly low.

to:

* NoBudget: Either a straight example or a notable aversion, depending how you look at it. The studio's annual operating budget is about US$35,000; for a game that's coded by one guy and which started out as a pure hobby project, that's pretty high. For a game that's won a large stack of awards, spawned [[FollowTheLeader at least three or four imitators]] from much larger and better-resourced studios and been the subject of a feature article in the New York Times, it's astonishingly low.low.
* FanNickname:
** "Dorfs" for dwarves, "Dorf Fort", "Urist [=McX=]" for any given dwarf, "Cutebolds" for kobolds, "Hidden Fun Stuff" for [[spoiler:gateways to hell]].
** "Cotton Candy" for [[spoiler:adamantine]], "Clowns" for [[spoiler:demons]], and "The circus" for [[spoiler:hell]].
** "Party People" for [[spoiler:ghosts, due to a rather infamous incident]].
** "Goblinite" or "Goblin Christmas" for the vast bounty of meltable iron weapons and armors a Goblin Siege would bring, once your forces had killed them. No longer the case as of [=DF2010=], however, as they now use mostly leather, and frequently use lesser metals for their weapons and helmets.
** "Zombie Spirals" for a common occurrence when the player embarks in an evil biome that raises everything as undead. The more that get killed, the more undead there are to fight, until your dwarves are completely overwhelmed.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* NoBudget: Either a straight example or a notable aversion, depending how you look at it. The studio's annual operating budget is about US$35,000; for a game that's coded by one guy and which started out as a pure hobby project, that's pretty high. For a game that's won a large stack of awards, spawned [[FollowTheLeader at least three or four imitators]] from much larger and better-resourced studios and been the subject of a feature article in the New York Times, it's astonishingly low.

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