Author Topic: Dwarf Fortress - In other news, 0.40.13 is now released.  (Read 30304 times)

Dwarf Fortress
Losing is fun and repetitive!

What is Dwarf Fortress?
Dwarf fortress is a game developed by Tarn and Zach Adams, 'Toady One' and 'Three-Toe' respectively.

In a nutshell, it's an RPG/Strategy where you make your own world, then screw around in it for about five minutes before you attract the attention of your local nemeses, who then promptly kicks your face/your dwarves faces in(literally!).

There is no really detailed explanation, it's so utterly endless in the ability to do things that you'll just have to play the game for yourself or something.

Modes!
There's three main modes (not including generating worlds), and those are:

Fortress Mode!
Fortress mode is the mode where you indirectly control a bunch of dwarves and order them to do things, ranging from cutting down trees, working on making that perfect fortress of yours, or killing things(especially killing things!)

Adventure Mode!
Adventure mode is a mode where you make your own character, and then take direct control of them, exploring the world with them, doing quests, and running away from your local wildlife that's probably foaming at the mouth.

Legends Mode!
Legends mode is essentially the great big history book of what exactly exists/has existed/has happened in your generated world up to the current point in time. It has all sorts of stuff it tells you about, like telling you about civilizations(the civilization map is useful if you want to know what civs there are, and where they've spread), a timeline, and some other stuff such as artifacts and important people. This is probably the least interesting mode, although you can sometimes run into some really cool stuff here.

Guides!
Quickstart guide for Fortress Mode(Now updated for the latest version)
The Quickstart guide for Adventure mode(Now updated for the latest version[not really, it just got migrated])

System requirements!
This one probably doesn't seem too important for a 2d pixelated game, but Dwarf Fortress is actually fairly hardware-intensive in some respects(mostly related to World generation, however). Most specs will depend on your world generation settings, and for the most part anything beyond 100+ years of civ generation starts really slowing down your system. This is the only real issue though. This has recently changed with 0.40.X. It seems that it now depends much more heavily on world size, and that mass years no longer eats as much RAM, but I may be wrong.

Some links!
The main site's landing page.
The forums landing page.
The bugtracker. Useful if you run into a bug and aren't sure if it's been discovered yet.

Useful Tools! (Probably necessary for most users)
Large Address Aware(lets you use more RAM on DF)
Some other stuff will go here soon, but a lot of it isn't updated

Stories n stuff!
Quote
This game makes you think deeply about what kind of stuff dwarves have to put up with. No matter how loving safe your fortress is, you will always, ALWAYS have a grisly and borderline creepy death.

After securing stuff on a mountainside, I forgot to put a support to hold up a cave ceiling and it caves in and falls down the mountain side. The problem here is that it caught six other dwarves, including one loving child. It dragged them into the moat around the mountain, and pinned them there. I quickly sent a search party to recover the dwarves and only one made it out. That one was the one who fathered the child. He later jumped off of a bridge due to grief.

Yes, dwarves Self Delete. One failed fortress of mine ran out of rum, so all the dwarves gathered in the mess hall and preceded to constantly kill themselves. Everyone died that day.

Not to mention when you reach hell, and the demons are trapped, I accidentally forgot about one dwarf in the trapped tunnel, and I ordered him to dig a survival hole to get away from the demons. I tried to order another dwarf to dig a tunnel around the demons to reach the trapped dwarf, but before I could, lava killed the digging dwarf. The trapped dwarf just sat there until he died of starvation.

Then one of my fortresses didn't have a proper defense system yet, and it was raided by trolls. I had a mother lock herself and her two children including one baby in her quarters. The trolls got in her room and she immediately used her children as shields until she ran to the mines and tripped on something and fell off of a bridge over lava. The lava didn't kill her, she was pulled to this small little cavern where she was eaten alive by spiders.

Now, the most insane parts is that dwarves have special interestes. One time a dwarf was doing it with this other dwarf while holding AND using a lump of refined coal. What the forget?! What was he doing with that coal?!

Now you have this dwarf who lines her quarters with kittens all the time. Except that she kills them first. She actually lives and sleeps in the room filled with miasma and the stench of rotten kittens. They're not cats, they're kittens.

And lastly, you have the haunted table. This one dwarf took a fay mood, and built an iron table encrusted with emerald and gold spikes. He didn't want me messing with his loving table. After putting it in his room, he went off and died to a falling rock. Then I gave the table to this one dwarf who loves littering his place with logs (the whole room has logs everywhere). Afterwords the log guy trips on the table, breaks his knee and dies mysteriously.

I could have loving sworn something was moving that table, because after locking it in a room, it found itself a way out every time I moved my screen away from it.

And not to mention I would have these "Table sessions" where I unlock the door and the room fills with dwarves. The loving dwarves literally WORSHIPPED the table. Even to go so far as to make researcho of dwarves doing it on the table and then dying by the hands of a fish.
One time, my fortress got raided by goblins and I pulled up all of my drawbridges that went across a moat and the goblins were riding giant toads, which are amphibious, but goblins are not, so the goblins riding toads that tried to cross the moat all drowned. Then a human trade caravan showed up and cleaned out the rest of the goblins.

I've still yet to encounter forgotten beasts or candy, I'd imagine both will make for some FUN scenarios.

Oh and also one time I caught a sperm whale and butchered it and it gave me enough food for years and years of fortress operation.
« Last Edit: October 12, 2014, 02:53:22 PM by AutoBahn »

old topic died:(

but hey, a new one! currently i'm waiting until the new version comes out to start a new fortress

« Last Edit: July 09, 2014, 11:50:05 AM by AutoBahn »

finding all the bugs in the new version is going to be fun though. hopefully stuff as funny as fat melting off dwarves or carp or giant sponges happens again.

finding all the bugs in the new version is going to be fun though.

Not as !FUN! as messing around with the new content, possibly resulting in hundreds of dwarven casualties.
I loved this game, might get around to playing it again.

if you're deterred from DF because of the visuals, look up stonesense.

I'm deterred from DF by its clusterforget-like nature

I'm deterred from DF by its clusterforget-like nature
That's what makes it !FUN!

Although if you're really deterred from the clusterforget-like nature, then you could try adventure mode. It's usually better paced, since the real nonsense only comes after a while.

One time, my fortress got raided by goblins and I pulled up all of my drawbridges that went across a moat and the goblins were riding giant toads, which are amphibious, but goblins are not, so the goblins riding toads that tried to cross the moat all drowned. Then a human trade caravan showed up and cleaned out the rest of the goblins.

I've still yet to encounter forgotten beasts or candy, I'd imagine both will make for some FUN scenarios.

Oh and also one time I caught a sperm whale and butchered it and it gave me enough food for years and years of fortress operation.

I haven't seen any forgotten beasts either. Kinda tempting to go spelunking with a decked-out axe-wielding minotaur in Masterwork DF, since those tend to kick ass so I can have a huge battle with one (or just get my head instantly plucked off or have me turn into a lump of mush or something).

It's here.

Started world gen and so many necromancer towers are sprouting up. This is going to be good.



EDIT: It crashed during the export, so I guess we don't get that challenge.
« Last Edit: July 08, 2014, 12:52:26 PM by Doomonkey »

tempted to go ahead and try it for the laughs
also:

Here is the world activation release! Lots of processes from world generation -- birth, invasions, succession, site foundation, and so on -- now operate in the world after play has begun. Getting all of that to work led to a meandering route through various pieces of the game, some of which are described below. Aside from any bugginess, a lot of it will still feel rough and unfinished as things bump around.

New stuff

World activation! There are a few things that aren't active, like megabeast invasions, but lots of world gen actions made it into the game. Birth, death (to the extent it wasn't handled before), marriages, site foundation as well as reclaims, basic succession and appointments/etc., invasions, as well as some more detail beyond world gen, like patrols, banditry and animal population handling. We still don't have army battles -- the invasions are all successful right now, unless they are locally interfered with by you.

The game advances two weeks before each play -- the calendar there still moves slowly when there's a lot of action, as there is in larger worlds, but there are quite a few things I can do soon to speed that up. Due to the speed of the calendar, new forts in particular also get just two weeks. This'll probably cause some shenanigans with the caravan (or you'll just have to wait a year in an autumn fort for your first one) until we sort it out.

Fortresses can be retired and unretired. Losing is still fun but if it doesn't happen when you want, you can put it off for a while. Retired forts can be conquered (much more easily than they would be if you still controlled them), so don't be surprised if you have to reclaim instead of being able to unretire sometimes. You can reclaim forts that didn't make it through world generation.

Site maps for dwarves, elves and goblins. These are very basic, but they are there, anyway.

Multi-tile trees and lots of new plants. Fruit and flowers. Leaves that fall in little clouds. I had to put off dwarf mode tree harvesting, but we should get to that before long.

Megabeasts/forgotten beasts can attack, destroy and then reside within world gen sites like dwarf fortresses.

Various movement changes. Climbing/jumping/sprinting in both modes, though invaders still require a line of site to use them. Adventure mode has a stealth rewrite, and some elements of that are present in dwarf mode (it is generally easier to spot thieves and ambushers, and I'll probably need to make them smarter about finding cover). Movement and combat are separate now. Startled people climb up the walls of their homes a little too often.

Tracking information in adventure mode. You can pull up a little window and see tracks (capital K), and you can also have it describe the freshest track that isn't yours to more easily stay on a trail (alt K). Tracks are also part of the regular look command.

Different levels of conflict -- your opponents in adventure mode will be listed with the current status (non-lethal, lethal, no quarter, etc.).

Combat moves take place over a period of time now, and you can do things like catching an opponent's attack -- you have to do that by targeting a grab at the offending part now (reactions used to have a menu, but that was before combat got more smeared out). You can get information about what attacks your opponent is doing in the attack menu -- the quality of the information depends on your situational awareness skill. You can add adjective modifiers to your attacks (quick/heavy/etc.) and you can perform more than one attack at a time for a significant penalty to its force. It might make sense with two adamantine swords or something, twirling them about.

Rumors of incidents can be spread, and the rumors need to be spread before you gain reputation (good or bad). Killing all of the witnesses to an event will effectively remove it from play if you don't let them get off the screen. People are a little psychic as it regards ongoing conflicts, so that they can make decisions non-stupidly. Your liaison can share rumors with your fort, but I still need to set up the screen for reviewing them after you've seen them the first time... not that you can do much with the information.

You can travel through tunnels.

You can get a guide to travel with you to a faraway place -- it still ended up being too cumbersome, so locals continue to be able to tell you the location of sites, but only within a certain distance of their home town.

In general, conversations have been redone. They no longer have their own screen, but run along with other actions, and there are many more options.

The mind has been rewritten quite a bit -- people now experience emotions according to different circumstances (lots of awkward monologues there), and they consider actions differently. The main outstanding issue is that I didn't get around to converting existing dwarf mode thoughts, so they sort of exist concurrently with the new emotions and that needs to be changed. I'll get to that before job priorities (which was one of the main shorter-term reasons for the rewrite). Some dwarves have life-long dreams and it is possible for them to recognize that they've accomplished the ones relating to skills and family. They cannot yet realize their dreams of taking over the world.

The paragraph at the beginning of adventure mode was marginally more useful, but that slipped a bit at the end as things were tweaked. I think it'll still describe certain invasions and abductions, but it needs to be redone.

Lots of new arena options -- not just the conflict state, but you can set the temperature etc. to all sorts of extremes.

Some experiments with procedural items, though the new demon-type sites are still quite un-fun now. The knowledge on the slab at the bottom can be used, but it is probably not worth the trouble.

The stuff I forgot


Bug fixes

I'm sure several old bugs were "fixed" as large portions of the code was rewritten/removed, but I haven't tried to track exactly which ones. Bug fixes will commence in earnest now, and everything will be handled over at the bug tracker.
« Last Edit: July 08, 2014, 01:00:21 PM by AutoBahn »

I started myself as a dwarf on as island I knew to be home to a dark goblin fortress. I spawn only to find that the goblins and dwarves are getting along. I am currently trying to find a way out of the fortress I am stuck in.

I started myself as a dwarf on as island I knew to be home to a dark goblin fortress. I spawn only to find that the goblins and dwarves are getting along. I am currently trying to find a way out of the fortress I am stuck in.
START A WAR

START A WAR
I was going to but then I tried to make conversation with my deity which immediately crashed the game. I am now an elf.