History YMMV / DwarfFortress

14th Mar '18 9:36:51 AM valar55
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** A bug that briefly appeared in at least one version caused a sort of Goblin Civil War. Somehow, goblins were divided on whether or not they were loyal to Non-goblin leaders of goblin civilizations. This caused Goblin ambushes and sieges to immediately start killing each other as soon as they arrived on the map.

to:

** A bug that briefly appeared in at least one version caused a sort of Goblin Civil War. Somehow, goblins were divided on whether or not they were loyal to Non-goblin non-goblin leaders of goblin civilizations. This caused Goblin ambushes and sieges to immediately start killing each other as soon as they arrived on the map.
23rd Feb '18 8:24:24 AM Lopiny
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** In previous versions there were the elephants, then the carp (even Toady One thought he made them too strong). Now it's giant badgers. You also occasionally run into randomly generated enemies that are made of solid stone or even metal, and are as hard to kill as that would imply. To make things even worse, if the RandomNumberGod hates you, they can also have a dust attack that is, in its most deadly form, an InstantDeathRadius with about the same range as your archers.\\\

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** In previous versions there were the elephants, then the carp (even Toady One thought he made them too strong). Now it's giant badgers. badgers.
**
You also occasionally run into randomly generated enemies that are made of solid stone or even metal, and are as hard to kill as that would imply. To make things even worse, if the RandomNumberGod hates you, they can also have a dust attack that is, in its most deadly form, an InstantDeathRadius with about the same range as your archers.\\\



** Ballistas. There have been reports of people holding off huge raids with just one ballista, and people going on rampages in Adventure Mode with just a ballista bolt.

to:

** Ballistas.Ballistas in some versions. There have been reports of people holding off huge raids with just one ballista, and people going on rampages in Adventure Mode with just a ballista bolt. In other versions, they become a ScrappyWeapon with the ballista bolts just glancing off leather and being more useful as unwieldy shanks than as projectiles. Generally, the materials update crippled their effectiveness.
23rd Feb '18 8:18:32 AM Lopiny
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** Although they're not strictly enmed.

to:

** Although they're not strictly enmed. enemies, they deserve mention here: The evil biomes occasionally have clouds of ash or mist that wash across the map, and, just like a forgotten beast, poison your dwarves with a random syndrome. A few minutes after the new version was released there already were reports of particularly nasty clouds [[TotalPartyKill wiping out entire embarks]] before they had a chance to dig in. The worst of these will ''zombify your dwarves instantly and turn them against you''. Your best bet in evil biomes is to seal yourself off from the outside world and never look back.
*** Particularly evil biomes have spontaneously rising corpses, which can easily fall into this trope both on their own, and as a result of the fact that all their severed limbs also rise up and create more enemies. The only certain way to kill them is, of course, by either dismembering them or mangling them into a fine paste -- that is, if your combatants don't shit themselves in terror instead of fighting. Worse still, undead from necromancers' towers can carry ''armour and weapons''. Fortunately, they are now vulnerable to magma.
*** The "husks" produced by the aforementioned clouds are themselves this trope -- even more so than the endless rising body parts. Not only are they insanely strong and near-impossible to kill, they tend to be covered in the dust that zombified them... which means that almost anything that touches it [[TheVirus will become a husk itself]].
** Giant mosquitoes in the intial 2012 release deserve a mention here, as, even though they're no match for a trained dwarf individually, every time they show up they bring a hundred friends with them, and, even if you simply lock yourself underground to avoid them, they'll [[InterfaceScrew lag your game to high hell due to sheer numbers]]. Luckily, this was because of a bug that was fixed within a few days.
** Giant sponges in the 0.34 version. They're not supposed to move, so you can't drive them away from your fort, but ''somehow'' they can charge at your dwarves and easily crush them by pushing them around (they're huge, so even a push can crush bones), and are immune to normal weaponry due to lack of body parts and blood. Also, they can spawn in rivers and lakes, too. Normal sponges are like this, but without the killer strength and they can spawn anywhere that has water (giant sponges only live in savage areas). In 0.40, they have been nerfed due to the addition of pulping damage. Sponge tissue is soft and easily destroyed by blunt trauma. They can still hurt your dwarves in the process due to sheer size though.
** Giant keas, in fortress mode. Normal keas (they're small green/grey parrots) fly in groups and steal items, which is annoying but generally not deadly. Giant keas not only do that, but are far bigger than your dwarves, also fly in groups, and tend to kill your civilian dwarves if they meet them.
** In the 0.40 version, [[OurWerebeastsAreDifferent werecreatures]] can easily wipe out a budding fortress. This is in contrast to 0.34, where they were laughably weak[[note]]due to turning into naked, unarmed humans at the worst possible time, sometimes ''as soon as they arrived''[[/note]]. And if your fort survives the werebeast onslaught, [[TheVirus you're likely to have a whole hive of them inside your fort by the next full moon]]. To make things worse, they can kill dwarves silently. [[http://s23.postimg.org/j93vzrd3f/weremammoth.png Stealth weremammoths]] are why you should fear the night.
* EarWorm: the background music, a rather hypnotic six-string guitar piece by the game programmer himself. Its ability to get stuck in your head combined with the listener's inability to actually remember how it goes suggests it may be some kind of ethereal god music.
* 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.
23rd Feb '18 7:32:33 AM shadowmanwkp
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** [[http://www.bay12games.com/dwarves/index.html#2011-08-17 More necromancy hilarity]], as we see the very silly results when certain abilities are not tied to specific body parts:

to:

** [[http://www.bay12games.com/dwarves/index.com/dwarves/dev_2011.html#2011-08-17 More necromancy hilarity]], as we see the very silly results when certain abilities are not tied to specific body parts:
7th Feb '18 10:50:31 AM Lopiny
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** The modding community is quite split over the giant modpack known as [=MasterworkDF=], with some unaffiliated modders outright quitting due to lack of attention since [[SpotlightStealingSquad Masterwork usually had all the attention]], not to mention the criticism the pack itself gets such as occasional bugginess, ScheduleSlip and a complete lack of a unifying theme (essentially being Kitchen Sink modding where everything is thrown in). The fact the head of the project completely disappeared for an entire year due to a depressive crisis didn't help in the least. Outside the assigned board, and especially outside Bay12, Masterwork is a sure topic to start a [[FlameWar !!Conversation!!]].

to:

** The modding community is quite split over the giant modpack known as [=MasterworkDF=], with some unaffiliated modders outright quitting due to lack of attention since [[SpotlightStealingSquad Masterwork usually had all the attention]], not to mention the criticism the pack itself gets such as occasional bugginess, ScheduleSlip and a complete lack of a unifying theme (essentially being Kitchen Sink modding where everything is thrown in). The fact the head of the project completely disappeared for an entire year due to a depressive crisis didn't help in the least. Outside the assigned board, and especially outside Bay12, [=Bay12=], Masterwork is a sure topic to start a [[FlameWar !!Conversation!!]].



** Although they're not strictly enemies, they deserve mention here: The evil biomes occasionally have clouds of ash or mist that wash across the map, and, just like a forgotten beast, poison your dwarves with a random syndrome. A few minutes after the new version was released there already were reports of particularly nasty clouds [[TotalPartyKill wiping out entire embarks]] before they had a chance to dig in. The worst of these will ''zombify your dwarves instantly and turn them against you''. Your best bet in evil biomes is to seal yourself off from the outside world and never look back.
*** Particularly evil biomes have spontaneously rising corpses, which can easily fall into this trope both on their own, and as a result of the fact that all their severed limbs also rise up and create more enemies. The only certain way to kill them is, of course, by either dismembering them or mangling them into a fine paste -- that is, if your combatants don't shit themselves in terror instead of fighting. Worse still, undead from necromancers' towers can carry ''armour and weapons''. Fortunately, they are now vulnerable to magma.
*** The "husks" produced by the aforementioned clouds are themselves this trope -- even more so than the endless rising body parts. Not only are they insanely strong and near-impossible to kill, they tend to be covered in the dust that zombified them... which means that almost anything that touches it [[TheVirus will become a husk itself]].
** Giant mosquitoes in the intial 2012 release deserve a mention here, as, even though they're no match for a trained dwarf individually, every time they show up they bring a hundred friends with them, and, even if you simply lock yourself underground to avoid them, they'll [[InterfaceScrew lag your game to high hell due to sheer numbers]]. Luckily, this was because of a bug that was fixed within a few days.
** Giant sponges in the 0.34 version. They're not supposed to move, so you can't drive them away from your fort, but ''somehow'' they can charge at your dwarves and easily crush them by pushing them around (they're huge, so even a push can crush bones), and are immune to normal weaponry due to lack of body parts and blood. Also, they can spawn in rivers and lakes, too. Normal sponges are like this, but without the killer strength and they can spawn anywhere that has water (giant sponges only live in savage areas). In 0.40, they have been nerfed due to the addition of pulping damage. Sponge tissue is soft and easily destroyed by blunt trauma. They can still hurt your dwarves in the process due to sheer size though.
** Giant keas, in fortress mode. Normal keas (they're small green/grey parrots) fly in groups and steal items, which is annoying but generally not deadly. Giant keas not only do that, but are far bigger than your dwarves, also fly in groups, and tend to kill your civilian dwarves if they meet them.
** In the 0.40 version, [[OurWerebeastsAreDifferent werecreatures]] can easily wipe out a budding fortress. This is in contrast to 0.34, where they were laughably weak[[note]]due to turning into naked, unarmed humans at the worst possible time, sometimes ''as soon as they arrived''[[/note]]. And if your fort survives the werebeast onslaught, [[TheVirus you're likely to have a whole hive of them inside your fort by the next full moon]]. To make things worse, they can kill dwarves silently. [[http://s23.postimg.org/j93vzrd3f/weremammoth.png Stealth weremammoths]] are why you should fear the night.
* EarWorm: the background music, a rather hypnotic six-string guitar piece by the game programmer himself. Its ability to get stuck in your head combined with the listener's inability to actually remember how it goes suggests it may be some kind of ethereal god music.
* 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.

to:

** Although they're not strictly enemies, they deserve mention here: The evil biomes occasionally have clouds of ash or mist that wash across the map, and, just like a forgotten beast, poison your dwarves with a random syndrome. A few minutes after the new version was released there already were reports of particularly nasty clouds [[TotalPartyKill wiping out entire embarks]] before they had a chance to dig in. The worst of these will ''zombify your dwarves instantly and turn them against you''. Your best bet in evil biomes is to seal yourself off from the outside world and never look back.
*** Particularly evil biomes have spontaneously rising corpses, which can easily fall into this trope both on their own, and as a result of the fact that all their severed limbs also rise up and create more enemies. The only certain way to kill them is, of course, by either dismembering them or mangling them into a fine paste -- that is, if your combatants don't shit themselves in terror instead of fighting. Worse still, undead from necromancers' towers can carry ''armour and weapons''. Fortunately, they are now vulnerable to magma.
*** The "husks" produced by the aforementioned clouds are themselves this trope -- even more so than the endless rising body parts. Not only are they insanely strong and near-impossible to kill, they tend to be covered in the dust that zombified them... which means that almost anything that touches it [[TheVirus will become a husk itself]].
** Giant mosquitoes in the intial 2012 release deserve a mention here, as, even though they're no match for a trained dwarf individually, every time they show up they bring a hundred friends with them, and, even if you simply lock yourself underground to avoid them, they'll [[InterfaceScrew lag your game to high hell due to sheer numbers]]. Luckily, this was because of a bug that was fixed within a few days.
** Giant sponges in the 0.34 version. They're not supposed to move, so you can't drive them away from your fort, but ''somehow'' they can charge at your dwarves and easily crush them by pushing them around (they're huge, so even a push can crush bones), and are immune to normal weaponry due to lack of body parts and blood. Also, they can spawn in rivers and lakes, too. Normal sponges are like this, but without the killer strength and they can spawn anywhere that has water (giant sponges only live in savage areas). In 0.40, they have been nerfed due to the addition of pulping damage. Sponge tissue is soft and easily destroyed by blunt trauma. They can still hurt your dwarves in the process due to sheer size though.
** Giant keas, in fortress mode. Normal keas (they're small green/grey parrots) fly in groups and steal items, which is annoying but generally not deadly. Giant keas not only do that, but are far bigger than your dwarves, also fly in groups, and tend to kill your civilian dwarves if they meet them.
** In the 0.40 version, [[OurWerebeastsAreDifferent werecreatures]] can easily wipe out a budding fortress. This is in contrast to 0.34, where they were laughably weak[[note]]due to turning into naked, unarmed humans at the worst possible time, sometimes ''as soon as they arrived''[[/note]]. And if your fort survives the werebeast onslaught, [[TheVirus you're likely to have a whole hive of them inside your fort by the next full moon]]. To make things worse, they can kill dwarves silently. [[http://s23.postimg.org/j93vzrd3f/weremammoth.png Stealth weremammoths]] are why you should fear the night.
* EarWorm: the background music, a rather hypnotic six-string guitar piece by the game programmer himself. Its ability to get stuck in your head combined with the listener's inability to actually remember how it goes suggests it may be some kind of ethereal god music.
* 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.
enmed.
7th Feb '18 10:48:24 AM Lopiny
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** And you should see what happened with the tweaks to drop rate. The [[FlameWar !!debates!!]] are practically legendary.

to:

** And you should see what happened with the tweaks to stone drop rate. rate (where Legendary miners would once create a boulder from every square 100% of the time). The [[FlameWar !!debates!!]] are practically legendary.legendary.
** The modding community is quite split over the giant modpack known as [=MasterworkDF=], with some unaffiliated modders outright quitting due to lack of attention since [[SpotlightStealingSquad Masterwork usually had all the attention]], not to mention the criticism the pack itself gets such as occasional bugginess, ScheduleSlip and a complete lack of a unifying theme (essentially being Kitchen Sink modding where everything is thrown in). The fact the head of the project completely disappeared for an entire year due to a depressive crisis didn't help in the least. Outside the assigned board, and especially outside Bay12, Masterwork is a sure topic to start a [[FlameWar !!Conversation!!]].



* ScrappyMechanic: The economy in 40d. There's a widely recommended option to turn it off, and several other options to turn it down if you do permit it (none of which allow you to convert a stack of coins from a blindingly spammy list of one-coin objects.) [=DF2010=] just scrapped the whole thing until Toady can make something that isn't horrendously broken.

to:

* ScrappyMechanic: ScrappyMechanic:
**
The economy in 40d. There's a widely recommended option to turn it off, and several other options to turn it down if you do permit it (none of which allow you to convert a stack of coins from a blindingly spammy list of one-coin objects.) [=DF2010=] just scrapped the whole thing until Toady can make something that isn't horrendously broken.broken.
** Force mechanics in post-0.42 versions, because ''everyone'' is MadeOfPlasticine due to them and armor doesn't help anyone. It's quite a blasted annoyance when you lose your adventurer or champion dwarf because a lucky shot to the fingers that glanced off their *Steel Left Gauntlet* somehow still imparted enough force to twist their wrist/elbow/shoulder into a gordian knot, tearing muscles, tendons, ligaments and nerves and collapsing the victim into a helpless heap of pain with no chance to prevent it.
5th Feb '18 1:05:00 PM Lopiny
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Added DiffLines:

* TearJerker: [[https://www.reddit.com/r/dwarffortress/comments/4v5kno/a_heartwarming_gem_from_my_adventure_mode_game The stars are bold tonight]]. A tale of two adventuring companions having one last conversation as one of them lays mortally wounded, and the game's procedural generation allowing for some unexpected depth.
3rd Feb '18 7:10:22 AM wingedcatgirl
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Added DiffLines:

* FanonDiscontinuity: {{Inverted|Trope}}; there are several iconic elements that have been patched out of the game, which the fanbase chooses to ignore and still treat as expected. Booze used to be MadeOfExplodium, for example, which caused [[HilarityEnsues hilarity to ensue]] when a ‼dwarf‼ decided that this [[ManOnFire weird orange stuff they'd been ignoring]] is making them awfully thirsty. Nowadays the booze just boils away, but nobody talks about that because it's less ‼fun‼.
1st Feb '18 8:50:14 PM greatpikminfan
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* AnticlimaxBoss: Forgotten beasts and titans made of fluid tend to be this, since they fall apart at the slightest touch. In earlier versions, werebeasts tend to change into their weak, naked humanoid form at the worst possible time (they're only beasts in the full moon), often the very instant after their arrival gets announced. This is no longer the case as of 0.40, where werebeasts are ''vicious''.

to:

* AnticlimaxBoss: AnticlimaxBoss:
**
Forgotten beasts and titans made of fluid tend to be this, since they fall apart at the slightest touch. If they have some additional ability such as deadly dust, they could be GlassCannon[=s=], but ones that rely on their body strength alone are just fragile.
**
In earlier versions, werebeasts tend to change into their weak, naked humanoid form at the worst possible time (they're only beasts in the full moon), often the very instant after their arrival gets announced. This is no longer the case as of 0.40, where werebeasts are ''vicious''.



* DemonicSpiders: The giant, venomous, web spitting kind. Also wolves, especially in adventure mode, where they can ambush a hapless low-level traveler and kill them in a matter of moments, provided they're surrounded.
** If you ever see a zombie giant cave spider, RUN. RUN AND NEVER LOOK BACK.

to:

* DemonicSpiders: The giant, DemonicSpiders:
** Literally with giant cave spiders, as they are of the bear-sized,
venomous, web spitting kind. Also wolves, They can trap dwarves with their webbing, paralyze them with venom, and go for the head for a straight kill. They never run out of web, either. If you ever see a zombie giant cave spider, RUN. RUN AND NEVER LOOK BACK.
** Wolves,
especially in adventure mode, where they can ambush a hapless low-level traveler and kill them in a matter of moments, provided they're surrounded.
** If you ever see a zombie giant cave spider, RUN. RUN AND NEVER LOOK BACK.
surrounded.
27th Nov '17 4:58:14 AM valar55
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** In Adventurer mode, sneak and find a tile where rocks can be picked up that is as close as you can get to the enemy's range of vision. Then start throwing the rocks until he dies (or passes out, at which point you can walk up and slit his throat), without ever being seen. A higher Ambusher skill makes this better, of course.
** In older versions, the so-called "[[FanNickname Danger Room]]" method of military training. Make a small room full of low-quality menacing spike traps. Fill those traps with practice spears. Attach them to a lever or repeater. Station a squad of dorfs in the room and watch their dodging, blocking, armor using, shield using, and weapon skills go up at a ridiculous rate. As a bonus, if any of them actually manage to get hurt, it gives your doctors practice, too! Later versions have significantly increased the injury potential of poorly-aimed practice spears while also increasing the skill-gain done from sparing with other dwarfs, so [[{{Nerf}} this is no longer the game-breaking training method it once was]].

to:

** In Adventurer adventure mode, sneak and find a tile where rocks can be picked up that is as close as you can get to the enemy's range of vision. Then start throwing the rocks until he dies (or passes out, at which point you can walk up and slit his throat), without ever being seen. A higher Ambusher skill makes this better, of course.
** In older versions, the so-called "[[FanNickname Danger Room]]" method of military training. Make a small room full of low-quality menacing spike traps. Fill those traps with practice spears. Attach them to a lever or repeater. Station a squad of dorfs in the room and watch their dodging, blocking, armor using, shield using, and weapon skills go up at a ridiculous rate. As a bonus, if any of them actually manage to get hurt, it gives your doctors practice, too! Later versions have significantly increased the injury potential of poorly-aimed practice spears while also increasing the skill-gain done from sparing sparring with other dwarfs, so [[{{Nerf}} this is no longer the game-breaking training method it once was]].
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