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Trope was cut/disambiguated due to cleanup


* EatTheDog: Often considered to be the ideal solution to the "catsplosion" problem. Dogs and cats are also ''the'' most cost-efficient source of live meat at embark, costing nearly 3/4 less per unit of meat than cows.
** They also produce a steady supply of skulls for totems, which can be traded for goods, and bones, which can be used for a variety of things, but the most common and useful is making training ammo for your military.



** Dwarf Fortress has cats, which breed quickly: it's up to you whether you choose to see this as an annoyance or as a plentiful supply of [[EatTheDog meat]] and leather... (or trade goods if you don't feel like indulging in VideoGameCrueltyPotential.)

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** Dwarf Fortress has cats, which breed quickly: it's up to you whether you choose to see this as an annoyance or as a plentiful supply of [[EatTheDog [[EmergencyFoodSupplyAnimal meat]] and leather... (or trade goods if you don't feel like indulging in VideoGameCrueltyPotential.)
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* SubsystemDamage: For practically every living creature, the game keeps track of the health of individual body parts, down to fingers, toes, internal organs, skin and tissue layers, teeth, and individual bones. It also monitors ''what kind'' of damage: bruise, cut, puncture, break, etc. Nausea, pain, exertion, and blood loss are also tracked. A framework for poisons, venoms, and diseases also got installed.

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* SubsystemDamage: For practically every living creature, the game keeps track of the health of individual body parts, down to fingers, toes, internal organs, skin and tissue layers, teeth, and individual bones. It also monitors ''what kind'' of damage: bruise, cut, puncture, break, etc. Nausea, pain, exertion, and blood loss are also tracked. A framework for poisons, venoms, curses and diseases also got installed.
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crab

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** Averted with the Steam/itch.io release, as their sprites do resemble crabs with wings on their backs.
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* GroinAttack: You can't quite ''aim'' for these without mods yet, but occasionally, in reports, strikes to the lower body will be helpfully announced as "a gelding blow!" The details will be left to your imagination. Since the 2014 release, the player can geld pets to prevent overbreeding.

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* GroinAttack: You can't quite ''aim'' for these without mods yet, but occasionally, in reports, strikes to the lower body will be helpfully announced as "a gelding blow!" blow!", often causing them to pass out from the agony. The details will be left to your imagination. Since the 2014 release, the player can geld pets to prevent overbreeding.

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* EndlessGame: There are no actual winning conditions as of yet. Earlier versions had the potential to end in a ''Literature/TheLordOfTheRings''-esque "you DugTooDeep and [[spoiler:unleashed a horrible demon]]" ending, but this was removed in favour of letting you play with essentially no time limits. (Though it is still quite possible to dig too deep, you now have the chance to fight and ''win'' against [[spoiler:the forces of the Underworld]].)

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* EndlessGame: EndlessGame:
**
There are no actual winning conditions as of yet. Earlier versions had the potential to end in a ''Literature/TheLordOfTheRings''-esque "you DugTooDeep and [[spoiler:unleashed a horrible demon]]" ending, but this was removed in favour of letting you play with essentially no time limits. (Though it is still quite possible to dig too deep, you now have the chance to fight and ''win'' against [[spoiler:the forces of the Underworld]].))
** The closest thing to a 'winning condition' (even though it doesn't actually end the game at all) that has been added so far is the Mountainhome Quest after becoming your civilization's capital: your monarch will demand 'seven symbols' and a 'true throne' to elevate it from the Capital to the true Mountainhome. [[spoiler:The seven symbols, which can be any item, as well as the throne must be made with either divine metal or adamantine - both of which can only be found by breaching 'unusual volcanic walls' - be it by killing angels and looting their gear, getting lucky and finding lost divine artifacts, or digging through a pillar of raw adamantine and breaching Hell, the sheer difficulty of the challenge make it as worthy of a 'final boss' as Dwarf Fortress has gotten so far.]]
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Trope was cut/disambiguated due to cleanup


* DropTheHammer: The appropriately-named Hammerer, who administers dwarven justice with a big hammer and a worse attitude. It's advised you build a jail as soon as possible, because if the Sheriff doesn't have one, a noble can have an important dwarf executed because they didn't get their diamond-encrusted, soap-carved spoon.
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* ExpertInUnderwaterBasketWeaving: A few skills have such limited use that any migrants that arrive with levels in them under their belts are highly likely to end up working as haulers or janitors, or having to learn a different trade skill from scratch via practice. Examples include Cheese maker, Fish dissector and Wax worker.

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* ExpertInUnderwaterBasketWeaving: A few skills have such limited use that any migrants that arrive with levels in them under their belts are highly likely to end up working as haulers or janitors, or having to learn a different trade skill from scratch via practice. Examples include Cheese maker, maker (cheese has no quality level, so skilled cheesemakers add no value to it), Fish dissector (used only to extract mog juice from moghoppers) and Wax worker.worker (unless you have beehives they're out of luck).
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** There's also the [[http://dwarffortresswiki.org/index.php/v0.34:Danger_room Danger Room]] method of training dwarves in Fortress mode. A room filled with spikes moving in-and-out of walls at dangerous speeds, combined with a bunch of soldier dwarves with little to no armor and shields until they learn how to dodge or block dependably. The mortality rate is usually high, though less so if you use wooden spikes. In that case, the only thing to die are babies carried by mothers, which, sadly, many players consider to be a "feature" and not a design flaw.

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** There's also In previous versions, the [[http://dwarffortresswiki.org/index.php/v0.34:Danger_room Danger Room]] was a brutally effective method of training dwarves soldiers in Fortress mode. A Mode. Combining a room filled with spikes moving in-and-out weapon traps thrusting wooden training spears in and out of walls at dangerous speeds, combined speeds with a bunch of soldier dwarves with little to no armor and shields until they learn quickly taught them how to dodge or block dependably. The mortality rate is was usually high, though less so if unless you use used wooden spikes. In that case, spears instead of more lethal weapons, in which case the only thing things to die are were babies carried by mothers, which, sadly, mothers - something that many players sadly consider to be a "feature" and not rather than a design flaw.flaw. The Danger Room has been made obsolete in more recent versions, which have buffed the damage of wooden training weapons in traps (so that they now seriously injure trainees in the room) as well as the effectiveness of sparring, the standard military training method.
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* KickedUpstairs: Dwarves with little-used occupations, like cheesemaking, soapmaking, and fish dissecting, are better suited for promotion to management positions than hard-working miners, carpenters and masons, since noble dwarves cannot do real work apart from hauling goods to and from the trade depot.

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* KickedUpstairs: Dwarves with little-used occupations, like cheesemaking, soapmaking, and fish dissecting, are better suited for promotion to management positions than hard-working miners, carpenters and masons, since noble dwarves cannot do real work apart from hauling goods to and from the trade depot. Bonus points if said dwarves have a dull personality too; their "preferences" dictate the goods they will end up mandating the construction and banning the export of should they become nobles, so dwarves with lofty ambitions and a taste for expensive items or hard-to-make crafts like crystal glass can become a real headache compared to some boffin with an odd fondness for chains.
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Spelling/grammar fix(es)


* {{Pilgrimage}}: Pilgrims are roaming the roads to go to sites with temples dedicated to their god and then pray thre. Some of these pilgrims can become prophets.

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* {{Pilgrimage}}: Pilgrims are roaming the roads to go to sites with temples dedicated to their god and then pray thre.there. Some of these pilgrims can become prophets.
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Crosswicking

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* {{Pilgrimage}}: Pilgrims are roaming the roads to go to sites with temples dedicated to their god and then pray thre. Some of these pilgrims can become prophets.
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Not enough context (ZCE) and now YMMV


* ObviousBeta: See [[GoodBadBugs/SimulationGame Good Bad Bugs]]. Still pretty damn good for a game that's technically still in ''alpha''.
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On March 13th 2019, Tarn announced that ''Dwarf Fortress'' was coming to UsefulNotes/{{Steam}} and itch.io with a new tileset and enhanced graphics support and audio. He said that he would continue updating the free ASCII version on the Bay 12 web page as ''Dwarf Fortress Classic''. The non-free version was released on December 6th, 2022, with the free version released a couple weeks later.

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On March 13th 2019, Tarn announced that ''Dwarf Fortress'' was coming to UsefulNotes/{{Steam}} Platform/{{Steam}} and itch.io with a new tileset and enhanced graphics support and audio. He said that he would continue updating the free ASCII version on the Bay 12 web page as ''Dwarf Fortress Classic''. The non-free version was released on December 6th, 2022, with the free version released a couple weeks later.



** When the rendering engine was rewritten, a UsefulNotes/{{UNIX}}-only command line display was added. It's not used much, except for screencasting; using a terminal to watch someone play DF takes a lot less bandwidth than streaming video, and is easier to host.

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** When the rendering engine was rewritten, a UsefulNotes/{{UNIX}}-only Platform/{{UNIX}}-only command line display was added. It's not used much, except for screencasting; using a terminal to watch someone play DF takes a lot less bandwidth than streaming video, and is easier to host.

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Relocated examples that weren't moved with their trope after it got split (Vendor Trash -> Shop Fodder)


** [[FunetikAksent On th' other other hand,]] [[OurDwarvesAreAllTheSame wha' sort o' pansy dwarf don't need lots 've rocks?]]
** The non-meat, non-metal portion of goblinite becomes this. Until industries pick up, a "Goblin Christmas" is a windfall, but after the inferior loot piles up, it becomes such a chore foisting it on the caravans that players come up with more selective disposal methods.
** And now that clothing deteriorates and dwarves get bad thoughts from wearing old clothes, after a couple of years, your fort will start getting littered with old clothing that dwarves trade in for newer stuff. Atom-smash it, toss it in magma, or sell it to caravans and tell them it's "vintage."
** Mugs eventually became useful for drinking in taverns (and [[ImprovisedWeapon armament]] for the occasional BarBrawl), children can play with toys, musical instruments can be used by performers, and dwarves can claim random wearable crafts to sate their needs to acquire something and/or be extravagant.
** Many plant and creature extracts do absolutely nothing, but the caravans like them a lot. Golden Salve has 100 value (and comes in lots of 5), but you can't do anything with it, not even show it off for dwarves to admire (which you can do with crafts). Gnomeblight has the same value, but since there's no mechanic for putting poison on things, you have to do some serious planning if you want to see it actually work.
** It bears mentioning that an excess of clutter, including large amounts of shop fodder and actual trash you have no use for, can affect the framerate and generally slow the game down, so disposal becomes a relevant topic if you plan to run a fort for more than a decade.



** [[FunetikAksent On th' other other hand,]] [[OurDwarvesAreAllTheSame wha' sort o' pansy dwarf don't need lots 've rocks?]]
** The non-meat, non-metal portion of goblinite becomes this. Until industries pick up, a "Goblin Christmas" is a windfall, but after the inferior loot piles up, it becomes such a chore foisting it on the caravans that players come up with more selective disposal methods.
** And now that clothing deteriorates and dwarves get bad thoughts from wearing old clothes, after a couple of years, your fort will start getting littered with old clothing that dwarves trade in for newer stuff. Atom-smash it, toss it in magma, or sell it to caravans and tell them it's "vintage."
** Mugs eventually became useful for drinking in taverns (and [[ImprovisedWeapon armament]] for the occasional BarBrawl), children can play with toys, musical instruments can be used by performers, and dwarves can claim random wearable crafts to sate their needs to acquire something and/or be extravagant.
** Many plant and creature extracts do absolutely nothing, but the caravans like them a lot. Golden Salve has 100 value (and comes in lots of 5), but you can't do anything with it, not even show it off for dwarves to admire (which you can do with crafts). Gnomeblight has the same value, but since there's no mechanic for putting poison on things, you have to do some serious planning if you want to see it actually work.
** It bears mentioning that an excess of clutter, including large amounts of shop fodder and actual trash you have no use for, can affect the framerate and generally slow the game down, so disposal becomes a relevant topic if you plan to run a fort for more than a decade.

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