Follow TV Tropes

Following

History YMMV / DwarfFortress

Go To

OR

Is there an issue? Send a MessageReason:
None

Added DiffLines:

** 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!
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The inability to designate staircases, item properties, or tree clearing across vertical levels.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** "Added ability to make designations over Z levels." Goodbye, ScrappyMechanic!
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** This is an artifact page. All craftmanship is of highest quality. It menaces with spikes of trope.
Is there an issue? Send a MessageReason:
None


** In pervious versions there were the elephants, then the carp. 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 [[ItGotWorse even worse]], if the RandomNumberGod hates you, they can also have a dust attack that in its most deadly form an InstantDeathRadius with about the same range as your archers.\\
Or, Armok Forbid, a Forgotten Beast that exists as a cloud of poison. The ''only'' way to kill "mist" creatures is to encase them in ice or obsidian, as they're immune ''to all forms of attack.''

to:

** In pervious previous versions there were the elephants, then the carp. 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 [[ItGotWorse even worse]], if the RandomNumberGod hates you, they can also have a dust attack that in its most deadly form an InstantDeathRadius with about the same range as your archers.\\
Or, Armok Forbid, Also in previous versions, a Forgotten Beast that exists as a cloud made of poison. The poison mist. Then, a forgotten beast made of any intangible material could ''only'' way be killed by being encased on obsidian or ice. However, forgotten beasts made of such material are now laughably easy to kill "mist" creatures is to encase them in ice or obsidian, as they're immune ''to all forms of attack.''kill; one punch will tear off limbs.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** In pervious versions there were the elephants, then the carp. 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 [[ItGotWorse even worse]], if the RandomNumberGod hates you, they can also have a dust attack that in its most deadly form an InstantDeathRadius with about the same range as your archers.\\
Or, Armok Forbid, a Forgotten Beast that exists as a cloud of poison. The ''only'' way to kill "mist" creatures is to encase them in ice or obsidian, as they're immune ''to all forms of attack.''

Added: 150

Changed: 83

Is there an issue? Send a MessageReason:
None


* MemeticMutation: Person cancels Action, interrupted by Thing.

to:

* MemeticMutation: Person "Person cancels Action, interrupted by Thing.Thing", "Person cancels Action, taken by mood", and "Person cancels Action, too insane".


Added DiffLines:

* MoralEventHorizon: Mermaid farming upset Toady so much he nerfed the value of mermaid-based materials in the next update so it would stop happening.
Is there an issue? Send a MessageReason:
None


** Normally, necromancers and other unnatural types make people around them increasingly suspicious until they're run out of town. So, from the devlog: "In bug news, the zombies in a necromancer's tower became suspicious after the necromancer failed to age, and he fled into the hills."

to:

** Normally, necromancers and other unnatural types make people around them increasingly suspicious with their agelessness until they're run out of town. So, from the devlog: "In bug news, the zombies in a necromancer's tower became suspicious after the necromancer failed to age, and he fled into the hills."
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Normally, necromancers and other unnatural types make people around them increasingly suspicious until they're run out of town. So, from the devlog: "In bug news, the zombies in a necromancer's tower became suspicious after the necromancer failed to age, and he fled into the hills."
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AndTheFandomRejoiced: Several new additions, but the introduction of the curse system immediately comes to mind.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Any fortress will create a few of these if it survives long enough, but some are truly exceptional, such as the backpack-wielding dwarf of Syrupleaf, or the dwarves of [[http://df.magmawiki.com/index.php/Bronzemurder Bronzemurder]].
Is there an issue? Send a MessageReason:
I found a better (not subjective) trope that describes.


* AntiClimaxBoss: Occasionally a titan or forgotten beast, which are normally very powerful, will have a body made of a material with almost no ability to maintain shape (such as a liquid, or fire) causing their body to fall to pieces from the slightest touch. The only reason they make it to you in the first place is because ContractualBossImmunity to being killed by non-megabeasts in world-gen.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** 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.
Is there an issue? Send a MessageReason:
Moving to main with explanation as to why it applies in-universe.


* AngstWhatAngst: the DF Wiki features a quote describing dwarves as being "strange creatures who balance out at 'happy' because on one hand their wife was eaten by elephants and on the other they just ate in a REALLY NICE dining room."
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* [[FailureIsTheOnlyOption Rule Of Fun]]
Is there an issue? Send a MessageReason:
Adding new YMMV.

Added DiffLines:

* AntiClimaxBoss: Occasionally a titan or forgotten beast, which are normally very powerful, will have a body made of a material with almost no ability to maintain shape (such as a liquid, or fire) causing their body to fall to pieces from the slightest touch. The only reason they make it to you in the first place is because ContractualBossImmunity to being killed by non-megabeasts in world-gen.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** "I think I made fish too hardcore."
Is there an issue? Send a MessageReason:
None


** Economically, stoneware pottery. Fire clay can be gathered indefinitely and stockpiled near a magma kiln, which perpetually churns out crafts and large pots.

to:

** Economically, stoneware pottery. Fire clay can be gathered indefinitely and stockpiled near a magma kiln, which perpetually churns out crafts and large pots. Considering that stoneware can hold liquid without being glazed, you will never have problems with booze again. The value of stoneware crafts is comparable to obsidian, but are much easier to mass-produce; a few years of constant production will give incredible purchasing power.

Added: 160

Changed: 1

Is there an issue? Send a MessageReason:
None


** Weapon Traps are considered to be game breakers by some due to the masssive amount of damage they deal.

to:

** Weapon Traps are considered to be game breakers by some due to the masssive massive amount of damage they deal.deal.
** Economically, stoneware pottery. Fire clay can be gathered indefinitely and stockpiled near a magma kiln, which perpetually churns out crafts and large pots.
Is there an issue? Send a MessageReason:
Removed Most Triumphant Example reference (should only be used in Sugar Wiki)


* GoddamnedBats: '''[[MostTriumphantExample Bogeymen.]]''' The only thing stopping them from being DemonicSpiders is that a decently skilled/strong character can usually manage to kill them; they're still absolute bastards, though, since '''[[FragileSpeedster you can almost never fucking hit them.]]'''

to:

* GoddamnedBats: '''[[MostTriumphantExample Bogeymen.]]''' '''Bogeymen.''' The only thing stopping them from being DemonicSpiders is that a decently skilled/strong character can usually manage to kill them; they're still absolute bastards, though, since '''[[FragileSpeedster you can almost never fucking hit them.]]'''

Added: 63

Changed: 94

Is there an issue? Send a MessageReason:
None


* MemeticMutation: X cancels Y, interrupted by Z.

to:

* MemeticBadass: Toady himself. When you look at what he created, it's not all that surprising.
* MemeticMutation: X Person cancels Y, Action, interrupted by Z.Thing.
Is there an issue? Send a MessageReason:
None


* FanNickname: "Dorfs", "Dorf Fortress", "Urist [=McX=]" for any given dwarf, "Cutebolds", "Hidden Fun Stuff".
** "Cotton Candy", "Clowns", and other circus-related euphemisms are often used for the features deep below the earth.
** "Party People" for [[spoiler:ghosts]].
** "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.



* MemeticMutation: X cancels Y, interrupted by Z.



* SequelDisplacement: Slaves to Armok Chapter 1? [[http://www.bay12games.com/armok/download.html Wha]]?

to:

* SequelDisplacement: Slaves to Armok Chapter 1? [[http://www.bay12games.com/armok/download.html Wha]]?Wha]]?
* TheWoobie: Again, [[strike:kobolds]] cutebolds.
----
Is there an issue? Send a MessageReason:
Moved from the main page


* GoodBadBugs: These are the kinds of bugs that make DF the game it is. Magma sea vanishing? Oops, it's all being [[spoiler:sucked down by a hole into '''HELL''']].
** Due to a few of the particulars of combat and skill training, along with an overpowered bite attack, carp in previous versions had the ability to very quickly tear your people to shreds.
** A good bit of the popularity of the game -- aside from the whole ridiculously-detailed fortress-building thing -- is due to various bugs, perhaps "misfeatures", that produce unintentionally hilarious results: for example, dwarves not recognizing that they are on fire before attempting to drink from the extremely flammable booze stocks. The developer's constantly updated progress log is a good source for these stories.
** See the [[Community/DwarfFortress community page]] for a batch of examples that the playerbase named.
** Pinching (yes, ''pinching'') is ludicrously overpowered. Pinching someone in the neck while they're sleeping will ''sever their head and send it flying across the room''.
** And of course, the nicely illustrative, 'Got rid of world gen crash during succession after death of prolific long-standing position holders with inbred descendants.'
** YourMileageMayVary on a bug in the way cooking ingredients used to work, which enabled a cook to produce solid meals out of nothing but booze; this has since been fixed.
** Due to a rather peculiar glitch that has since been fixed, ordering the construction of metal goblets would turn even the most valuable bars into iron mugs. Some reported that iron bars turned into gold, as something of an alchemical counterbalance.
** Let's not forget the fact that you can throw things without having usable arms. Or legs for that matter. Apparently your character spits them out.
** For the first few 2010 versions, it was possible for creatures, including your dwarves, to ''[[ImMelting melt]]'' if caught in the rain in a warm area.
*** This leads to one of the most ridiculous exploits ever in Adventurer mode: by going in and out of fire to melt all the fat in your body (but avoiding bleeding to death in the process) [[http://www.bay12forums.com/smf/index.php?topic=54174.0 you become effectively fireproof.]]
** Speaking of which, the Adventure mode also has several conditions where your controlled character suddenly shifts to some other creature. Overlaps with {{Game Breaking Bug}}s depending on luck and personal preference as you may get something stupid like a troglodyte or something horrendously awesome and nigh-unkillable.
** More in adventure mode: the effects of walking with a crutch (speed becomes dependent on crutch-walking skill, which grows as you move) only cease when you drop a crutch, ''not'' when you put it in a container or throw it. This lets adventurers missing legs regain mobility without losing use of a limb in the process and sell back crutches they're already "done" with.
** Water will freeze in cold environments, the resulting ice can be mined out like stone, it will melt if it gets too warm. This is all logical and expected. But constructions built out of ice will ''never melt''. You can build a magma aqueduct out of ice if you so desire.
* HilarityEnsues: Look, if you actually get upset when [[DisasterDominoes one of your dwarves gets into a foul mood because you]] [[KickTheDog killed his cat on accident]], [[DisasterDominoes beats up another dwarf who then]] [[AxeCrazy gets ticked off enough]] [[DisasterDominoes to put his pick into the head of another dwarf who then lies there decaying on the ground, causing bad smells that drive a handful of the other dwarves unhappy enough to pick up axes until bleeding and/or insane and/or dead dwarves litter your fortress]], you're playing it wrong.
** ''Losing is fun!''



* 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: 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.
* SequelDisplacement: Slaves to Armok Chapter 1? [[http://www.bay12games.com/armok/download.html Wha]]?
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* BrokenBase: The [[VitriolicBestBuds friendly teasing]] that occurs between tile users and ASCII users, or between those who prefer Adventure Mode to Fortress Mode, is occasionally mistaken for this.
** Players that find {{Fan Nickname}}s fun and those who don't have become a straight example.
Is there an issue? Send a MessageReason:
None


* GoddamnedBats: '''[[MostTriumphantExample Bogeymen.]]''' The only thing stopping them from being DemonicSpiders is that a decently skilled/strong character can usually manage to kill them; they're still absolute bastards, though, since '''you can almost never fucking hit them.'''

to:

* GoddamnedBats: '''[[MostTriumphantExample Bogeymen.]]''' The only thing stopping them from being DemonicSpiders is that a decently skilled/strong character can usually manage to kill them; they're still absolute bastards, though, since '''you '''[[FragileSpeedster you can almost never fucking hit them.''']]'''
Is there an issue? Send a MessageReason:
None


* ScrappyMechanic: The economy in its present form. 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.)

to:

* ScrappyMechanic: The economy in its present form.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.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Also some of the most feared creatures are ridiculously common and mundane examples include: Carp, Elephants, Muskoxen, and any kind of carnivorous bird.

Changed: 102

Removed: 110

Is there an issue? Send a MessageReason:
That\'s right. Demons are completely immune to traps.


** Weapon Traps are considered to be game breakers by some due to the masssive amount of damage they deal. You can depopulate [[spoiler: hell]] with just one trap ladden corridor funneling everything through.
*** You can? In the 40d versions, [[spoiler:demons]] were among the only things that ''were'' immune to traps.

to:

** Weapon Traps are considered to be game breakers by some due to the masssive amount of damage they deal. You can depopulate [[spoiler: hell]] with just one trap ladden corridor funneling everything through.\n*** You can? In the 40d versions, [[spoiler:demons]] were among the only things that ''were'' immune to traps.
Is there an issue? Send a MessageReason:
None


*** FanNickname: Dwarven ligntsabers/hypersonic hammers(flails).

to:

*** FanNickname: Dwarven ligntsabers/hypersonic lightsabers/hypersonic hammers(flails).
Is there an issue? Send a MessageReason:
None


*** FanNickname: Dwarven lasers.

to:

*** FanNickname: Dwarven lasers.ligntsabers/hypersonic hammers(flails).

Top