Sentient cats? Do they adopt EACH OTHER as pets? Or do you have Dwarves modded down to a pet race? Because that would be freaking hilarious.
Note, sentient pets actually count as long-term residents in the modern version. found that out by playing the Kobold Camp mod and embarking with a shitload of Ogres. So if you're making pet races like that, just mod in some natural skills too and they'll do the work.
Though they will also eat you out of house and home and drink up your booze, so make their skills useful for the food industry.
New release, zombies have been nerfed. Not that it ever mattered to me since I tended to avoid them. I've also realized that the game's battle AI is suited to Gladiator combat rather than war, so I've modified my fortress designs accordingly. If enemies want in, they have to survive the arena.
Taking on a new fortress, and one big thing is different with this embark from the others: The elves are starting at war with the dwarves. I figure I could take up that as a minor additional challenge for fort management. Shouldn't be too tough, hopefully...
"If you have any beefs with Santa, do remember to SETTLE IT IN SMASH!" Quote by EdveedNot TOO tough once you close range. Keep shields on hand for everyone to block arrows, and be prepared for dodging, because elves are agile.
In the meantime, Toady has gotten down to letting people decide on materials for jobs now. Which might lead into choosing details for artwork like statues and engravings, depending on how difficult such things turn out to be.
This next patch is going to be something special I think.
http://www.bay12games.com/dwarves
edited 24th Jan '16 9:06:02 PM by Journeyman
By the way, while I was reading the wiki page on bogeymen, I came across this line:
I'd also really like an option to sort construction materials by quality rather than distance. But, one thing at a time, I guess.
You do know that you can just avoid boogeymen by recruiting one person and sleeping? <_<
I want to play solo, though. Trying to manage a team...that's what fortress mode is for.
Join my forum game!But, but . . . Adventure mode is now Rock Band Manager 2016!
Oh yeah, that turns off bogeymen. I do that for every adventuring world I make.
I also tend to turn off werecreatures because they make legends mode disappointing- every long name person turns out to be a were gecko that just ate fifty two peahens or something
my desire for a big world and my desire to not end world gen on the age of myths are warring for supremacy D:
why exactly is it that the age isnt likely to change on big worlds during world gen? iirc, its got something to do with forgotten beasts?
Yeah. The Ages refer to which species/race is in dominance. Age of Myth is when the majority of F Bs and Megabeasts are still alive and active. Legend is when they get trimmed down and the warriors of the civilized races are on the rise. Eventually it'll be the Age of (insert whatever's left of the beasts here) when you're down to one or two monsters. Then it slips down further. If there's peace, it becomes a Golden Age. Bigger worlds have higher values for the beast settings, so a massive world is going to have a LOT of beasts relative to the smaller ones.
New Release!
http://www.bay12games.com/dwarves
We can now specify things like materials used and images carved for most jobs. He even seems to have added bone carving into Adventure Mode, so maybe we'll see an expansion of that into other jobs somewhere close down the road.
Loadin' up a save from previous version, and with seeing how you can choose the specific craft to make, I can probably say there'll be fewer problems with mandates involving crafts.
Edit: ...and an old fort I've been playing has fallen to a 75-strong siege. About 20 goblin forces have been stopped before my entire fort has fallen. A sad end for Kingsilver.
20 units of 75 in the siege for disambiguation.
edited 11th Feb '16 7:22:06 PM by NESgamer190
"If you have any beefs with Santa, do remember to SETTLE IT IN SMASH!" Quote by Edveed20 forces. Does that mean 20 enemies fell in this siege, or that 20 sieges have been beaten before this point?
And I've never had mandate issues,. I've violated an export ban and seen half my fort beaten to hell by a Hammerer with an honest to God Maxwell in his hands. Good times.
That's right, when I actually get big enough, I go for every service. Including Justice.
Makes me miss the doom forts we have built for the various succession games.
Waterburned didn't need much. The killer fog usually killed everything. The volcano fort had a lava weapon and hardened entrance as well as a tough military. Some of the others were just nuts.
For a chuckle and old times sake.
edited 11th Feb '16 8:27:12 PM by TuefelHundenIV
Who watches the watchmen?I've already proven to myself that I can upload a map now. So when this dev cycle calms down and we can look forward to six months or a year of stability. I fully plan on launching a new one.
Sounds like a plan. Add in we can now retire forts instead of destroying them or abandoning them.
Who watches the watchmen?We can do a succession world and include multiple fortresses and/or adventurers.
ETA: And I do have some modding plans as well. Slave races and the like. It's pretty easy to build them. Sentient creatures will perform any work that's on their labor lists. The reason they don't start with any labors active is because they have no skill points into them. If you use the Natural Skill tag to give them points, they'll embark with those labors active from the start.
I'm just waiting to see how the whole Sentient Butchering thing goes. I know he's fixed the issues with caging them.
edited 12th Feb '16 4:50:45 PM by Journeyman
I would like to play another succession game. The three big forts I remember Water Burned, Beige Knife, and Jaw Metal were all a good bit of fun.
With all this new stuff it should be even more interesting. I still need to do a proper text save of the forum stuff and see about putting them on a simple web page. I keep getting distracted every time I do.
And for amusement value.
Let's Read Boatmurdered: Episode 1, Introduction and Year 1
edited 12th Feb '16 6:11:41 PM by TuefelHundenIV
Who watches the watchmen?Somehow or other- probably in the process of interacting with my goblin target range- two of my war dogs and an archer got themselves caught in cages. The archer now 'feels guilty after being confined'. Not entirely sure what kind of sense that makes...
Join my forum game!I would say that means dwarves have a Stockholm Syndrome effect where they believe if they've been incarcerated they probably deserve it.
In other news, new devlogs that make me smile.
There was talk before this latest release of putting bonecrafting in Adventure Mode. That was implemented. Now, The Great One added in stone working and wood working to create the two parts to a stone ax, as well as tree cutting. He plans, by the time the small updates are done, to give us Adventure mode construction and site building capability. All we'll need next is the ability to order our companions to do domestic stuff like tending livestock and such, and we'll have the real beginnings of a combined Adventure/Fortress mode game.
Bah let me know when we get aimed projectile shots.
Who watches the watchmen?You'll hear that some time after you read BREAKING NEWS: Pig graduates pilot training.
But at least we're fleshing out ADV mode.
New Devlog and it's awesome. Adventure mode surface fort building. It uses blueprints and then determines how much to build during a work period based on how many people you have working with you. All we need is trapping, livestock raising, and the various jobs attached to that (plus farming) to make a viable synthesis of Adventure mode and Fortress mode.
Because I'm an incurable cat nerd, I modded cats to be playable and finally managed to get a fort going after a few false starts (did you know tiny cats can't wield dwarf-sized picks? amazing)
and I just remembered I forgot to make them immune to death by alcohol poisoning.
Well, none of them have died yet, so maybe it's not a problem.
she her hers hOI!!! i'm tempe