You better be able to use the artifacts you find.
You better be able to use the artifacts you find.
Real armor engraving from a few hundred years back
so metal
Isn`t it kind of ironic
For god's sake, I can't build a well anymore. It keeps telling me "Needs chain".
I made ropes, I made chains, they are in my stockpile, they are not forbidden, they are not claimed, they are accessible. I even built 3 wells before that one, but suddenly it won't work anymore.
Known bug? Or any other ideas what the problem could be? :/
EDIT: Also, what workshop does a moody Herbalist need? The wiki tells me there's no specific one, so he'll use the Craftdwarf's workshop...but he isn't.
EDIT2: Oh well, he just died of thirst. No big loss, since all the skills migrants seem to have are herbalism and cheese making.
EDIT3: Oh, player list in the OP...wanna add me? :buddy:
Made another adventurer and after finding my first mission already dead I got another. I slaughtered the bandits party, and it was only him and some unconcious guy who I hacked in the chest. I chopped the leaders leg off and figured that I could go hack the unconscious guy's throat out. By the time I brutalized him in every manner possible, the legless leader was gone and I couldn't find him. Will I have some crazy one legged bandit stalking me in a quest for vengeance?
Knowing Dwarf Fortress? Probably.
Must have a lightning enchantment - looks shocking!
Wait, nevermind.
I'd watch out for any family of his.
"My name is Urist Montoya. You cut off my father's leg. Prepare to die."
Were-capybara oh my god yes
So, I used dfreveal to try and find some Magma. Went down about 100 z-layers directly below me and found jack shit. Is this normal?
Devlog
So the weres will be randomly generated, not just werewolfs.
"At night, I turn into a were-fluffy wambler"
Oh god yes
Sooo, what about where-humans?
Weremole
Do want
Too bad Bogeymen will make midnight hunts to kill were-beasts so much more impossible.
i can't wait to mod in a thirty foot tall robot and become a were-transformer
Bogeyman really ruin adventure mode, and I don't honestly like bringing companions with my all the time to be spammed by their combat. They should be a lot more rare and a tad toned down.
The only way to remove them completely is to set the amount of night creatures to zero. This has the horrible side effect of removing all night creatures whatsoever together with them, though.
Personally it's worth it, the only useful thing Night Creatures have is being a different thing to kill for low-level adventurers,
Edited:
Pre-town Adventure Mode felt amazing, really disappointed he made everything either a slightly denser hamlet or castle.
I miss the inns, temples, keeps, and the general hustle and bustle of towns.
From what I hear 40d seamed to have more content than now, also the fact that launching people flying with hammers is now gone is aggravating.
It still happens, but only with the strongest of dwarves against small creatures.
Edited:
I might be wrong though
I'd say a legendary hammerdwarf should be able to smash goblins into walls in an explosion of gore, if the wall is around 10-15 tiles away. Also launching them a z level or so should be possible. I understand toady wants more realism, but champions and heroes should surpass realistic boundaries.
Oh boy, you should listen to the rage the DF forums exert whenever someone mentions divine, magical, or otherwise supernatural powers.
They go batshit insane.
Devlog
I'm aware. But honestly as long as spells, at least for dwarves, are not fireball and lightning hurling generic spells I don't mind them. I still like my idea of dwarven magic being engraving magic ruins on things to give them some sort of simple magical ability. Plus toady has been planning magic for awhile, and curses are pretty much the divines punishing people.
Alright some kid is spamming item inaccessible alerts and he wont go to his room so I can't lock him in and let him die, plus getting his two military parents angry wouldn't be very good.
Devlog
Every full moon, I suffer the terrible curse of all my arms and legs dropping off. :smith:
Reclaimed a tantrum fortress since it was made of wood and took forever. However a pack of angry yaks attacked and injured some dwarves, also theres skeletons errywhere.
I really like my current fortress, it's not that big or cleverly designed or anything (although there are 72 dwarfs for some reason), but I just really like the region, and how I breached 2 levels of an aquifer to get down there...luckily, I don't even think I'm at war with the goblins, military stuff is easily what I dislike most about DF.
Devlog
I think the goblin civ on my world is completely gone, but once i get an axedwarf squad up and a speardwarf squad I'm going to start some war with the elves.
Edited:
Also, what would be a better spear, a artifact iron spear or a steel spear.
I think steel cutting/stabbing weapons are really terribad. So go with the artifact.
Artifact iron spear is more useful because of the skill bonuses that artifacts give, and the fact that goblins never wear better than copper so steel spear is just overkill (although cool)
You thought wrong, steel is inherently stronger than iron for pretty much everything.
Yepp. But in this case an iron artifact spear is much more reasonable than a plain steel spear. Unless he has a mod which gives goblin better armor.
Artifacts are always better.
Is there a good 3D mapping application available? One which achieves underground-rendering, somehow?
Edited:
I wish I'd have a world without a goblin civilization. On a related note, what does a red "---------" behind a civilization in the embark menu mean?
What is Toady going to do with Werewolves now.
My spearsquad is going to be more of a monster killer squad, because I heard they pierce
organs quite well. I am just worrying my dorf's will be stabbing them in the toes instead of their torsos.