Slaves to Armok: God of Blood Chapter II: Dwarf Fortress (Dwarf Fortress for short) is a freeware computer game by Bay 12 Games for Microsoft Windows, Linux, and Mac OS X set in a high fantasy universe that combines aspects of roguelike and city-building games.
Elves being murdered by me~~ | A wealthy, feared fortress | Silly Artifacts |
(http://i868.photobucket.com/albums/ab249/ampliferr/thegeek/df/th_trappedelves.png) (http://s868.photobucket.com/albums/ab249/ampliferr/thegeek/df/?action=view¤t=trappedelves.png) | (http://i868.photobucket.com/albums/ab249/ampliferr/thegeek/df/th_deathtrap.png) (http://s868.photobucket.com/albums/ab249/ampliferr/thegeek/df/?action=view¤t=deathtrap.png) (http://i868.photobucket.com/albums/ab249/ampliferr/thegeek/df/th_3millionvalue.png) (http://s868.photobucket.com/albums/ab249/ampliferr/thegeek/df/?action=view¤t=3millionvalue.png) | (http://img87.imageshack.us/img87/1737/zalubibar.th.png) (http://img87.imageshack.us/i/zalubibar.png/) (http://img195.imageshack.us/img195/8868/crushedelf.th.png) (http://img195.imageshack.us/i/crushedelf.png/) (http://img87.imageshack.us/img87/300/finebarrel.th.png) (http://img87.imageshack.us/i/finebarrel.png/) (http://img182.imageshack.us/img182/2166/gupyybone.th.png) (http://img182.imageshack.us/i/gupyybone.png/) |
Boatmurdered was a succession game of Dwarf Fortress on the Something Awful forums from 2007. From this spawned an epic tale, incorporating hordes of belligerent elephants, floods of biblical proportions, flaming puppies, and more. After many goblin raiders were fried with floods of lava, there was a brief period of tranquility. Then one of the last few dwarves went mad and slaughtered the others. While on fire. To be fair, he'd given plenty of warnings that he was becoming unhinged, with all of those carvings depicting dwarves on fire, elephants killing dwarves, and a carving of a carving of cheese. How many other fortresses manage to create artifact caskets?
OLD Example Fortresses: -- Place these into the "save" folder. I've worked quite long hours on these three forts.
http://www.mediafire.com/?q0ndnhznjow (http://www.mediafire.com/?q0ndnhznjow) -- <note: this fort runs slow even on my computer - the most developed & my favorite>
http://www.mediafire.com/?wtlviwnzdxw (http://www.mediafire.com/?wtlviwnzdxw) -- <region17 map - fairly advanced>
http://www.mediafire.com/?zo2ikzmkxzm (http://www.mediafire.com/?zo2ikzmkxzm) -- <skane/region7 map - rich, but lacking in construction>
Note: the example fortresses are currently old, and do not entirely represent the current game. I will update them in the future.
Some personal info about some H!Psters at FortressH!P. daigong and Stryfe are romantically involved :fap
dont have anyway to show more fastthe workshops u have maked ?? need stay running on the place to see it ??
and i have some problems yet to play hehehe
(http://img193.imageshack.us/img193/8677/ohboy.png) - That is absolutely useless.
(http://img193.imageshack.us/img193/8677/ohboy.png) - That is absolutely useless.
No it isn't. Use it as part of a well that doubles as a meeting area, and all the dwarfs who gather around it will think happy thoughts.
Or use it as part of a weapon trap, and the goblins that step on it will think unhappy thoughts.
^ which tileset are you using?Phoebus: http://dffd.wimbli.com/file.php?id=2431 (http://dffd.wimbli.com/file.php?id=2431)
Release notes for 0.31.13 (September 15, 2010):
The framework for villages and sprawl is in place, and there are now "entity populations" which are made up of thousands of critters for which less information is tracked. As it stands, this amounts to, say, ten times the number of historical figures after world generation has been running for a while, though it can vary a lot. These changes have left adventure mode gutted, so don't expect old adventure mode saves to retain much information or work all that well. Old dwarf mode saves should be fine for continued dwarf fortresses. In new worlds, you can wander around the new villages, but don't expect anything to be going on. This is the launching pad for what should be the Funification of adventure mode in the next (non-fix) release, but like many launching pads, it is kind of dull and gray.
As for the merits of this release, there are the bug fixes in the lists below. The game should also be a bit faster. I'm on a new compiler in Windows, which led to a general speed increase, and I also optimized some code for improvements on all OSs. It's not the end of the story there by a long shot, but it is progress, anyway. World generation itself might be a bit slower overall, since there's a lot more going on site-wise. This is going to change as we set up relationships between the leaders, one way or another, but I can make a medium island world in around 10 minutes without the memory going totally nuts, and I thought that state was fit for release.
There are some side effects to not having any stable relationships between world gen sites while cutting down on site destructions, like having a site get pillaged for the thousandth time and so on, which will iron themselves out later. For now, it's a bit weird. I also saw a battle with negative numbers of soldiers but couldn't reproduce the situation, so there are probably additional issues as well.
The SDL version has the first pass at the experimental TrueType font support that Baughn is working on. It is off by default in init.txt and it only works in the 2D print mode. There are lots of justification etc. problems -- you don't need to report those. Getting those fixed up is part of the process. It's difficult to read in the standard window size, so you might want to limit yourself to full-screen or a large window with large grid cells when you are trying it out.
Crash fixes
(*)fixed some potential problems with aborting zone placement, though it's not guaranteed to solve the crash there
Major bug fixes
(*)fixed problem causing dwarves to not sleep in any bed
(*)fixed problem causing dwarves not to respect ownership in sleeping priorities
(*)made cursor center on buildings properly when linking them up to a lever etc.
(*)stopped other civilizations from bringing liaisons
(*)stopped building destroyer diplomats/traders from destroying things
(*)made units check the validity of targets more often (counters certain interrupt spam)
Other bug fixes/tweaks
(*)fixed broken vial making jobs
(*)make rock short swords use the proper material for the final product
(*)made horn silver use the stone template
(*)moved all native metals off of metal template
(*)stopped season counter from resetting to spring after travel in adventure mode
So, last week we finally gave MineCraft the love and attention it deserved. Since then I’ve received a bunch of emails telling me I should do Dwarf Fortress next. As in, it’s another deeply unique PC indie game that we haven’t done much coverage on, and it suits a diary perfectly.
You know what? You guys have me wrapped around your little finger. Presenting the Song of Onionbog, Part 1.
The main issues here were to handle the new bugs from 0.31.13 which were gumming things up (broken migration, undiggable adamantine) and to address site sprawl concerns a bit. To the latter end, there's a new world gen option to limit the total number of sites and I've added a few options to "Create World Now!" to make use of that. It's not going to be truly satisfying until dwarven sprawl is better defined and there are more things to do with the sprawl in adventure mode and in dwarf mode wars, but overall I don't plan to decrease the amount of sprawl drastically on default settings once that is handled -- sprawl will likely increase again once memory problems are addressed, there are more things to do with it, and it shifts more dynamically over long periods of time (improved war, disease, famine, migrations, etc). For now you can control sprawl with the site cap, with the civilization number, with the savagery, and with the history end year from the "Create World Now!" menu without much fuss (and the default setting is much lighter on sprawl than the default in 0.31.13).
Major bug fixes
(*)fixed problems with immigrants having strange unit types and erroneous announcements about terrifying forts
(*)allowed raw adamantine to be diggable now by adding a new tag to slade for the time being. There is a side effect -- slade in old saves will be diggable. Add [UNDIGGABLE] to slade in the save's raws in inorganic_stone_mineral.txt in your save to fix that. If you choose to dig through the slade, please don't report any associated bugs. The game likely won't be able to deal with it properly.
Other bug fixes/tweaks
(*)fixed plant text in food preferences and stopped generated forgotten beasts etc. from being chosen
New stuff
(*)added site cap option to world gen parameters
(*)added beast cap options to world gen parameters
(*)added a few options to "create world now"
Major bug fixes
(*)made invasions come again
Other bug fixes/tweaks
(*)lots of raw fixes (see "file changes.txt")
(*)made reactions show the proper building
(*)made LEAVES load the 'character' style tile properly
(*)corrected labor name "soap maker" -> "soap making"
(*)fixed typo in world gen rejection dialog for missing civ definitions
(*)fixed spelling of chinchilla for forgotten beasts (new ones only)
Auxiliary file changes for 0.31.15:
data/index
building_custom.txt
added blocked tiles to soap maker
body_default.txt
3EYES added
body_rcp.txt
RCP_3_EYES has [LEFT] removed from center eye
creature_large_temperate.txt
gave rhesus tail
creature_large_tropical.txt
made elephant tusk attack co-MAIN with kicks
creature_next_underground.txt
added EXTRAVISION to voracious cave crawler
added 2HEAD_HORN to crundle BODY and made them grow up faster
added LARGE_ROAMING and NOBREATHE to magma crab
added LARGE_ROAMING and LARGE_PREDATOR to helmet snake
added LARGE_ROAMING to cave dragon
added LARGE_ROAMING to giant earthworm
made amethyst men die as ROUGH instead of BOULDER
fixed blind cave bear rear toes (they were front instead of rear)
creature_savage_tropical.txt
moved giant desert scorpion over to chitin templates
gave tigermen ears and ribcages
creature_standard.txt
strangler gets 3EYES instead of 2EYES:1EYE and gave them MALE/FEMALE castes
added nouns for eye modifiers for cyclops to fix description typos and got rid of their large iris modifier
because of some announces with noun/verb agreement there
removed humanoid head/ribcage positioning from grimelings
creature_subterranean.txt
fixed melting point on fire imp blood
gave cave swallow man wings in addition to arms
stuck tail on olm
removed MUNDANE from fire snake
made all the ant man castes grow up faster and made them live a little longer
made amphibian men grow up faster
inorganic_metal.txt
put bending values back in sterling silver
item_weapon.txt
fixed short sword and battle axe pommel attack contact area (1000 -> 100 like other weapons)
material_template_default.txt
added [ROTS] to STRUCTURAL_PLANT_TEMPLATE and LEAF_TEMPLATE
plant_standard.txt
fixed quarry bush LEAVES tile/color mix up
world_gen.txt
stopped doubling up CAVE_MIN_SIZE in the exporter and initial file