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Bay 12 Games Forum
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2
Creative Projects / SCP: Site 17 - [WIP] Nethack-type roguelike written in Python (demo .006)
« on: July 03, 2012, 03:09:49 am »
Demo .006 download - http://www.mediafire.com/?98p3xbfezbppok7
Spoiler: changes (click to show/hide)
Mission Briefing: Coming Soon
Spoiler: Screenshots (click to show/hide)
Spoiler: OP text (click to show/hide)
3
Mod Releases / ‼Ω‼ ‼¶‼ Dwarf Chocolate Mod .34.11 (Minecarts and Cooldowns) ‼#‼ ‼Π‼
« on: March 17, 2012, 01:17:44 am »Dwarf Chocolate
Spoiler: Changelog (click to show/hide)
The mission of Dwarf Chocolate is to add a large amount of content (mythological and actual creatures, plants, tools, metals and minerals) intended to fit in naturally with the default content of DF. Changes are implemented in style and format similar to the default, and there are very few changes to the original raw files, in order to ensure smoother updates and better compatibility with other mods.
Features:
- Hundreds of real-world plants and animals, and dozens of mythological monsters
- Additional entities for sentient races, with ethics and power structures based on real-world cultures
- New interactions, terrain effects, and magical secrets
- Extra lines of dialogue, artwork descriptors and languages
- Metals, minerals and other materials from the natural world
- New types of item displays, workshops, weapons, clothing, prepared meals, and other miscellaneous crafts
- New tools and creative reactions for Adventure mode - smithing, skinning and more
Dwarf Chocolate includes up-to-date versions of Flora and Fauna and the Speech Expansion mod.
The Wizard Tower mod is now part of Dwarf Chocolate and can be found in the /extras folder.
Graphics are supported, courtesy of Meph and his graciously-provided MasterworkDF graphics pack, included in the mod archive.
Download Link: http://dffd.wimbli.com/file.php?id=5919
Installation: Extract the .zip file to a fresh Dwarf Fortress folder. Overwrite the pre-existing files.
* * Remember to re-install Dwarf Chocolate if you update the copy of Dwarf Fortress running it!
Be careful installing the mod over incompatible versions of DF - check the version numbers first.
If you install any other mods over Dwarf Chocolate (like graphics packs), check the compatibility notes below. * *
Compatibility Notes: This mod conflicts with other mods that change the following files:
- c_variation_default.txt (some added creatures will break if certain variations go missing)
- inorganic_mineral.txt (Adventurer ore smelting will fail to work)
- material_template_default.txt (Many custom reactions in adventurer mode will break)
- entity_default.txt (standard dwarves and other default races won't use new buildings/reactions)
- plant_standard.txt (breaks adventurer reactions involving default plants)
Uninstalling: Dwarf Chocolate overwrites vanilla files, and uninstalling requires re-installing DF raws.
This is why a separate folder is recommended, but changes to vanilla files are listed in Dwarf Chocolate Changes.txt.
The 14th century tech limit is largely adhered to here - there are many included reactions that dwarves simply cannot use without additional modding.
For gunpowder, rocketry and more, check out Jake's Black Powder Firearms for DC.
Notes:
- Dwarves can use a few metals outside of historic human limitations of the 14th century:
More documentation will be included (someday), but the mod should be easy to navigate if you know how to play Dwarf Fortress. This mod adds challenge as well as opportunity, and is not intended for players who are unfamiliar with the game. Good and Savage regions, along with the deeper caverns, are much more dangerous places thanks to new monsters. The new secrets are powerful, whether they are used by the player or by their foes
A full list of the included Flora and Fauna is available.
Spoiler: The Illustrated Guide to Adventurer Crafting, WIP (click to show/hide)
Spoiler: Dealing with Magic (click to show/hide)
Spoiler: Screenshots (click to show/hide)
Spoiler: List of Basic Changes (click to show/hide)
Spoiler: List of Adventurer Reactions (click to show/hide)
Spoiler: List of Added Items (click to show/hide)
Spoiler: List of Interactions (click to show/hide)
Spoiler: List of Secrets (click to show/hide)
Spoiler: Known Issues (click to show/hide)
Please post if you have any questions, comments or bugs to report! I'll be keeping this up-to-date as time allows.
------------------------
-- Special Thanks To --
------------------------
The Adams brothers for Dwarf Fortress and all that goes with it,
Deon for encouragement and for creating the wizard tiles for WT,
Mike Mayday for his tileset, which I used as a base to learn and make graphics,
Warlord255 for the bonfire mod which was a base for the fire,
Adultratedhydra and forsaken1111 for suggestions used for golems and homunculi,
kaypy for the Display Case and Lazureus for the Crematory,
D_E for bringing [SKILL_LEARN_RATE] to my attention,
Rask for reporting arena mode, wand testing and other problems,
forsaken1111 for the deflecting orb and numerous other suggestions,
OrionKale for finding and helping correct a number of post .25 issues,
Putnam for bringing the interaction examples to my attention,
Alkhemia, Kaplahworm, Mechanist and trees for early bug-reporting stuff I missed,
The posters in the Spellbook thread for their contributions to science,
AdeleneDawner for extremely thorough and helpful bug reporting for FF,
Chariot for an invaluable collection of mods,
Alkyon for a substantial redistribution of underground flora,
wp for finding missing manticore speech and bracket checking,
Jake for finding plant product redundancies,
Meph for helping balance DC and providing the MasterworkDF graphics pack,
Captain Crazy for pointing out Crematory errors,
nonobots for sizing up giant elephants and helping clean some seeds (and for the Nightmare tip),
The contributors of the DF Wiki, especially for the building and reaction tokens,
People who have given feedback, and anyone who likes this mod,
Thank you all very much!

4
Play With Your Buddies / Let's Play Victoria 2: Origin of Nations! - Dio e Popolo! (Ch. VII)
« on: January 03, 2012, 01:30:05 am »Let's Play Victoria 2: Origin of Nations

Table of Contents:

Table of Contents:
Spoiler: Act I - Habemus Papam! (click to show/hide)
Act II - Dio e Popolo!
Chapter VI - Conclavis! or The Revolution Unwinds
Cardinal Micelus in Jerusalem
Cardinal Hunt Scorns Pretenses
The Plotting of a Statesman
Cardinal Cicero Appeals to the College
A Minor Cardinal Stands to Speak
The First Votes
A Mob Forms Before the Vatican
Cardinal Barbarossa Speaks to Rome
Cardinal Micelus Declines the Papacy
Cardinal Roberto Addresses the College
The Final Votes
Cardinal Euchre Questions Barbarossa
Senator Zrk2 Starts a Riot
Consul Cicero Renounces the Church
Senator Zrk2 Storms the Vatican
Cardinal Neo Ponders the Circumstances
His Holiness Chooses a Name
The Pope is Announced
Sheb Assembles His Squad
Urbi et Orbi
Chapter VII. Freedoms and Tyrannies
Spoiler: Appendix A - Historical Books (click to show/hide)
Spoiler: Appendix B - Constitution of the Roman Republic (click to show/hide)
Spoiler: Cast of Characters (click to show/hide)
Spoiler: Missions (click to show/hide)
I extend sincere thanks to the Cast and to everyone reading. Thank you!
Greetings, Bay 12! Help me remake history with Paradox Interactive's Victoria 2, a game that puts you in control of a nation-state for the hundred years after 1836, a most industrious and calamitous time for the world.
I'll be using my WIP mod called Origin of Nations, which aims to add historical accuracy to the game map by adding new cultures, countries and decisions to the game, particularly in regard to Africa and the Americas. There are very few changes to vanilla mechanics outside of unit requirements and Westernization criteria (the latter is now based on technology rather than luck). Colonization mechanics play far less of a role, and CBs and Infamy are a little different too, but it's mostly vanilla V2 with extra stuff, so the general vibe of the game will remain intact. Enough countries were added to hit some kind of hard-coded limit that makes the game crash if I add even one more nation, so I'll need to get creative to implement the Russian republics.
The world map at the start is quite close to the actual state of the world in 1836, as far as I could manage so far, minus a few real-life OPM nations like San Marino or Andorra (there's country data for Andorra, but no province yet). Most great powers can release a ton of nations and nationalist rebels have a much greater chance of spawning, so it won't be unreasonable to expect the Republic of South Dakota or the United Celtic States at some point.
Anyhow, I've selected a few countries I haven't played/finished a game with yet and would be willing to give a go. There's a few civilized nations and a few more uncivilized nations; the uncivilized nations will have a much harder time getting anywhere and will likely prove a "survive against the odds" sort of game, whereas a civilized nation will ascend more easily to power and prosperity. I will be narrating the turns in-character as whatever ruler we're working with, and you, friendly reader, will be a member of my cabinet, to provide advice, suggestions and requests over the course of our rise to greatness, and the first thing I'd like to ask is what nation to play.
Without further ado, here are the candidates:
Spoiler: Baguirmi (click to show/hide)
Spoiler: Bukkhara (click to show/hide)
Spoiler: Herero (click to show/hide)
Spoiler: Morocco (click to show/hide)
Spoiler: Nejd (click to show/hide)
Spoiler: Papal States (click to show/hide)
Spoiler: Sulu (click to show/hide)
Spoiler: Switzerland (click to show/hide)
Spoiler: The USA (click to show/hide)
Spoiler: Rapa Nui (click to show/hide)
If there's someone else you'd like to suggest, please do! Just about any nation-state around in 1836 is good to go. I'll begin sometime tomorrow night, for now I'm off to start a practice game to warm up for a bit, it's been a while since I played V2.
On to Victory!
5
DF Community Games & Stories / Quakemortal: Perdition's Gate (Community Fort, Spoilers)
« on: March 09, 2011, 12:43:05 am »
"Truemetal is always a trap, Rimtar. But sometimes you brave the trap, when the target is vital enough."
Game Information and List of Players
The Musical Swamp, it was called. Such an inviting little spot on the map it was. As the stories go, the woods at night come to life with songs of the pixies, and the stories were true. I was hoping for a chance to chop some feather wood, but alas, there are no such trees around here.
When we first arrived, I was awestruck, despite the lack of feathery leaves. Surely there was no better place for the site of the new Carpenter's Guild. Everything we could ever need would be here!
The fortress started modestly enough. I decided to start with the tried and true "hole-in-the-ground" approach for our entrance, with the intention of building a fine wooden palisade around the village limits, after our basic survival needs had been met. With that last bit in mind, the project will have to wait.
Yesterday started out somewhat boring. There isn't much for an unaffiliated dwarf to do in an outpost barely four months into the ground, especially when the outside is swarming not with skeletal monsters, but with faeries and furry pudge-filled critters. Unless, of course, one takes a liking to such things. Which reminds me that there are elves in the nearby woods and I can't say I'm surprised, but gods help them if they comment about our tree-cutter. I don't know any woodworkers that get along with the bastards and there ain't much difference between elves and trees, if you get what I mean.
I'm getting off-point, and I admit it's been hard to focus this past day or so. But I have to steel myself. The liaison is here and I must pretend that this place is as ideal as it looks, for the entire world may depend on us getting help. If they knew the truth of this place, they'd abandon us forever. So they must not learn the truth.
Four weeks ago...

Kulet the miner was yelling; Sethrist heard him and sighed. Their digging had already broken into one cavern when carving out this very dining room, and they had probably just hit another one. The expedition leader rolled his eyes as he rose from the chair. Why did he have to be bothered with this? he wondered. His solution to them was simple and always the same: "Wall off the cavern, floor up the holes."
Sethrist found the news unexpectedly pleasant, to put it very mildly. "Are you sure?" he asked, after the miner told him.
Kulet, a stoic on a good day, was clearly troubled, flushed and sweating even more than was normal for a miner after hours. "I've never seen adamantine before," he said, "but I don't know any rock that glows blue in the dark like that." The miner shuddered. "But there's more!"
"More?" Sethrist said, the greed in him rubbing paws like a hungry rat. "More adamantine?"
"Maybe," Kulet said. "I don't know. I had just finished cutting through into the cavern, and..."
"And what?"
The miner broke down into tears. Sethrist, looking uncomfortable, patted his back as he wept.
"You saw what?" Sethrist finally asked.
"A vision. A voice. There's something awful in there." The miner shivered, and would say no more. Sethrist sent him to rest in his quarters.
If he rightly understood the babbling miner, they were all in extreme danger. He had to find out what had happened, and taking Kulet's pick, he entered the mossy caverns. It didn't take long to notice what Kulet had found. There, in the ground of the cavern, lay the deepest hole he had ever seen.
Kulet's colleague Ezum was there to greet Sethrist when he approached. "Careful where you step, Chief," the miner said. "You definitely don't want to fall in there."
Sethrist peered over the edge, and tried to believe his eyes.
"By the stone," he intoned. The light of the pit seemed to burrow into him like a parasite seeking nourishment. Beginning to feel dizzy, he took a step back.
"Hey, you alright?" Ezum reached out a hand and stepped towards him. A metallic voice came upon him like a hailstorm of malice as though it were coming from evil itself: "Come to us, Sethrist. Come to us." It took his mind in a vicegrip, shaking his vision inward, toward it. He shrank down to nothingness in one long, terrible scream as he carried into the depths that even now called to him.
A plume of flame erupted from the pit and struck the rock Ezum was standing on. In an instant, the rock was vaporized, and Ezum fell into the depths with a final howl.
A wailing swelled, a diabolic chorus growing in loudness and fervor until no other sound could survive it. Then Rimtar was there, shaking him by the shoulder, saying something he couldn't hear. He was pulled back, away from the abyssal edge that yet crowed for his sanity, and the sound slowly faded from him.
They stopped in the hallway of marble that led to the rest of the fort. Sethrist was waving his arm as Rimtar set him down.
"It's not right," Sethrist said. "Not right..."
Rimtar was pale and trembling. "I saw them, Seth. I never thought I'd see anything..." she trailed off, shaking her head with her eyes closed.
She sat beside him until he slowly stood to his feet. "We need to seal ourselves away from this," Sethrist said. He picked up his pick and stared down the hall.
"We have to go," said Rimtar. "Haven't you got that yet?"
The inferno from the pit below flared out and lit the entire cave, burning brightly in their eyes. They looked at each other, and Sethrist nodded.
Streams of fire jumped across the mouth of the hole as they left the cavern without turning behind.
A Bay12 Community Fort - Join Today!
Table of Contents:
(spoilers ahead!)
(spoilers ahead!)
Spoiler: Chapter 1 (click to show/hide)
Spoiler: Chapter 2 (click to show/hide)
Spoiler: Chapter 3 (click to show/hide)
Spoiler: Chapter 4 (click to show/hide)
Spoiler: Chapter 5 (click to show/hide)
Game Information and List of Players
Spoiler (click to show/hide)
The Musical Swamp, it was called. Such an inviting little spot on the map it was. As the stories go, the woods at night come to life with songs of the pixies, and the stories were true. I was hoping for a chance to chop some feather wood, but alas, there are no such trees around here.
Spoiler (click to show/hide)
When we first arrived, I was awestruck, despite the lack of feathery leaves. Surely there was no better place for the site of the new Carpenter's Guild. Everything we could ever need would be here!
The fortress started modestly enough. I decided to start with the tried and true "hole-in-the-ground" approach for our entrance, with the intention of building a fine wooden palisade around the village limits, after our basic survival needs had been met. With that last bit in mind, the project will have to wait.
Spoiler (click to show/hide)
Yesterday started out somewhat boring. There isn't much for an unaffiliated dwarf to do in an outpost barely four months into the ground, especially when the outside is swarming not with skeletal monsters, but with faeries and furry pudge-filled critters. Unless, of course, one takes a liking to such things. Which reminds me that there are elves in the nearby woods and I can't say I'm surprised, but gods help them if they comment about our tree-cutter. I don't know any woodworkers that get along with the bastards and there ain't much difference between elves and trees, if you get what I mean.
I'm getting off-point, and I admit it's been hard to focus this past day or so. But I have to steel myself. The liaison is here and I must pretend that this place is as ideal as it looks, for the entire world may depend on us getting help. If they knew the truth of this place, they'd abandon us forever. So they must not learn the truth.
* * *
Four weeks ago...

Kulet the miner was yelling; Sethrist heard him and sighed. Their digging had already broken into one cavern when carving out this very dining room, and they had probably just hit another one. The expedition leader rolled his eyes as he rose from the chair. Why did he have to be bothered with this? he wondered. His solution to them was simple and always the same: "Wall off the cavern, floor up the holes."
Spoiler (click to show/hide)
Sethrist found the news unexpectedly pleasant, to put it very mildly. "Are you sure?" he asked, after the miner told him.
Kulet, a stoic on a good day, was clearly troubled, flushed and sweating even more than was normal for a miner after hours. "I've never seen adamantine before," he said, "but I don't know any rock that glows blue in the dark like that." The miner shuddered. "But there's more!"
"More?" Sethrist said, the greed in him rubbing paws like a hungry rat. "More adamantine?"
"Maybe," Kulet said. "I don't know. I had just finished cutting through into the cavern, and..."
Spoiler (click to show/hide)
"And what?"
Spoiler (click to show/hide)
The miner broke down into tears. Sethrist, looking uncomfortable, patted his back as he wept.
"You saw what?" Sethrist finally asked.
Spoiler (click to show/hide)
"A vision. A voice. There's something awful in there." The miner shivered, and would say no more. Sethrist sent him to rest in his quarters.
If he rightly understood the babbling miner, they were all in extreme danger. He had to find out what had happened, and taking Kulet's pick, he entered the mossy caverns. It didn't take long to notice what Kulet had found. There, in the ground of the cavern, lay the deepest hole he had ever seen.
Spoiler (click to show/hide)
Kulet's colleague Ezum was there to greet Sethrist when he approached. "Careful where you step, Chief," the miner said. "You definitely don't want to fall in there."
Sethrist peered over the edge, and tried to believe his eyes.
Spoiler (click to show/hide)
"By the stone," he intoned. The light of the pit seemed to burrow into him like a parasite seeking nourishment. Beginning to feel dizzy, he took a step back.
"Hey, you alright?" Ezum reached out a hand and stepped towards him. A metallic voice came upon him like a hailstorm of malice as though it were coming from evil itself: "Come to us, Sethrist. Come to us." It took his mind in a vicegrip, shaking his vision inward, toward it. He shrank down to nothingness in one long, terrible scream as he carried into the depths that even now called to him.
Spoiler (click to show/hide)
A plume of flame erupted from the pit and struck the rock Ezum was standing on. In an instant, the rock was vaporized, and Ezum fell into the depths with a final howl.
Spoiler (click to show/hide)
A wailing swelled, a diabolic chorus growing in loudness and fervor until no other sound could survive it. Then Rimtar was there, shaking him by the shoulder, saying something he couldn't hear. He was pulled back, away from the abyssal edge that yet crowed for his sanity, and the sound slowly faded from him.
They stopped in the hallway of marble that led to the rest of the fort. Sethrist was waving his arm as Rimtar set him down.
"It's not right," Sethrist said. "Not right..."
Rimtar was pale and trembling. "I saw them, Seth. I never thought I'd see anything..." she trailed off, shaking her head with her eyes closed.
She sat beside him until he slowly stood to his feet. "We need to seal ourselves away from this," Sethrist said. He picked up his pick and stared down the hall.
"We have to go," said Rimtar. "Haven't you got that yet?"
The inferno from the pit below flared out and lit the entire cave, burning brightly in their eyes. They looked at each other, and Sethrist nodded.
Streams of fire jumped across the mouth of the hole as they left the cavern without turning behind.
Spoiler (click to show/hide)
6
DF Modding / Speech Expansion mod - Submit Your Dialogue!
« on: January 26, 2011, 02:37:41 am »This is a mod for anyone who would like a little more variety in the dialogue of their adventures.

I've added many lines to the speech files used in Adventurer mode. The result is a population with just a bit more personality.

There is a good amount of different-flavored filler, but it comes together in surprising ways. A lady of the castle said her son shouldn't be alive, and explained that he was attacked by a yeti a few years earlier. She spoke of her father who used to wander alone at night, then told of how he was killed by a moon woman. Procedurally generated dialogue can be meaningful to the player, prone as it is to that coincidental genius that Dwarf Fortress conjures.

To install the Speech Mod, extract the zip file to your Dwarf Fortress folder. You may wish to backup your previous speech files before doing this, as this mod will overwrite them (the folder is /data/speech).
I invite the rest of the forum to offer their dialogue submissions and make this a community project. Please, don't be shy, the more that contribute, the better the result will be! I intend to update the archive over time, to add and edit my own work and correct any issues that pop up.
Below is a list of the modified speech files and their current contents. Please excuse multiple posts due to the character limit.
7
DF General Discussion / Sazir Yellswound, Champion
« on: November 11, 2010, 04:26:25 am »
It was early in the misty morning, and the sun was barely showing over the front gates, when horror came to Carnagemansion.
Shace the Shrike had come to the fortress in its early second year. It wailed a hollow song and fluttered into the courtyard from over the mountain, drawing screams from the panicked workers stuck outside.
The fortress was young and without an established defense force. Only a few unskilled dwarves made up the ramshackle militia meant to fend off the local wildlife. They were assembled and sent out to face the beast and buy the fort enough time to build a wall between the dwarves within and the beast without.
The first to arrive was Sazir Taronoslan, an animal expert who had come to the fort expecting to train war dogs. She had been placed in the militia despite a near-complete lack of combat training, but she took her duty seriously.
The courtyard around them aflame, smoke burning her eyes, Sazir braved the beast with nothing but a wooden shield, stolen from the elves not two weeks before.
The monster would grab at Sazir with its talons only to be smashed in the beak with the shield, which fended every blow and bolt of flame the beast could throw. Its strength was quickly lost to the rock wall it threw itself into in a dive for Sazir, who missed no opportunity to strike the creature when it was down.
Until, finally...
Sazir's guard slipped for just a moment, and the prodigious bird landed a nasty kick with his fearsome clawed foot. Sazir's leg shattered, and yet she stood back up, only to collapse in pain.
The beast screeched in triumph and flapped itself toward the main hall of the fortress, where the wall would never be completed in time. The remaining militia chased after it, just ahead of the sky-charring flames now consuming the countryside.
Screams of death and pain flow up the stairs as Shace kills or maims everything in its path. The expedition leader screams like a spooked child and runs down the stairs ahead of everyone else.
The cries of her comrades cut through a marrow of pain. The curtain draws and Sazir stands once more, dispels the throbbing agony, and marches down the stairs, shield in hand.
Struck in the chest, the monstrous bird coughed and bled as it tried to escape the wrath of Sazir and her dogs, but slowly and surely the beast was worn down.
The rest of the dwarves had gathered to watch, mesmerized by the battle before them. As it became clear that Sazir could win, the bystanders banded together to contribute to Shace's demise. In two minutes every dwarf in the fortress was upon the titan.
Sazir protected them all from its fire.
Breathing its last, its life pooling on the floor, Shace broke away from the mob of angry dwarves and died quietly but messily in the dining quarter.
And who would gain recognition for defeating the wretched thing? Surely Sazir, without whom the fortress would have surely died?
As it turns out, Carnagemansion is one of those forts with an incompetent leader to take all credit for the good stuff.
Fast forward one month. The human caravan had just arrived.
Yes, a bloody month after Shace was killed, this thing showed up to menace us. Sazir had yet to be hospitalized, and was called to defend the fort with her leg still in pieces, but she wrestled the colossus to the ground while a fellow soldier chopped it to death with an axe that had been purchased just when the titan was spotted.
But still, Sazir received no credit for the deed. Such is the cruelty of dwarven technicality. She may have forced an amber giant to the ground with her sheer might, but she didn't actually kill the thing. As the years went by, Sazir wondered if or when she would be recognized for what she'd done, but ever unassuming, she never uttered a word of complaint.
The years went by as Sazir recovered from her injuries. After a year in bed she emerged from the hospital to lead the new (properly equipped) militia. As Carnagemansion was a conservative fortress, the 'Danger Room' method of training was prohibited, and so she had to teach the recruits the old-fashioned way.
She had no sooner started training when she heard the dire news. Her cat had been slain at the watering hole by a forgotten beast of the deep.
Sazir took off. Herr cat was her best friend. She fought off the tears. The beast would pay.
She raced ahead of her fellow soldiers, and set her fearless eyes on the abomination that yet hovered over the corpse of her cat. With a yell, she attacked.
It lasted seconds. She lept into the air, using her spear to vault up the monster's body and grab onto the back of its neck. The beast made a violent spasm and crashed to the floor as Sazir's spear ripped through its head. She rode it down to the ground as the rocks and dust fell around her and the creature shuddered one last time and died.
Her cat was forever lost, but the beast would slay no more. And finally, Sazir got the recognition she deserved.
Sazir would go on to slaughter an unpopular fish cleaner in a fit of rage due to the misery of her lost pet. She peacefully served her debt to society and went on to lead the Fortress Guard and protect Carnagemansion from several sieges.
But who is Sazir? What drives such a dwarf to such lengths of duty and selfless service, to such depths as cold-blooded murder? What about her enables such feats as hers?
Well, apparently fighting beasts is a thrill like no other. No doubt her killing of the fish cleaner put her at odds with Eshon, god of happiness.
Today, Sazir is alive and well, and enjoys the comforts of a private mansion built especially for her. Her weapon skills remain undeveloped, as she keeps switching between different weapons, but I am confident in her fighting skill no matter what weapon she's using. She remains single and childless, as her duties leave her little time for a family, but I hope she will retire and have a family one day. Until then, I hope she will go on to spill more blood in the name of Carnagemansion.
I want to get her to legendary in Axe, Sword and Spear, since she likes to alternate between those. She's lately decked out in full steel armor; her days of fighting in clothes with a wooden shield are long behind her. I'm looking forward to the next test of Sazir's skill.
Spoiler (click to show/hide)
Shace the Shrike had come to the fortress in its early second year. It wailed a hollow song and fluttered into the courtyard from over the mountain, drawing screams from the panicked workers stuck outside.
Spoiler (click to show/hide)
The fortress was young and without an established defense force. Only a few unskilled dwarves made up the ramshackle militia meant to fend off the local wildlife. They were assembled and sent out to face the beast and buy the fort enough time to build a wall between the dwarves within and the beast without.
Spoiler (click to show/hide)
The first to arrive was Sazir Taronoslan, an animal expert who had come to the fort expecting to train war dogs. She had been placed in the militia despite a near-complete lack of combat training, but she took her duty seriously.
Spoiler (click to show/hide)
The courtyard around them aflame, smoke burning her eyes, Sazir braved the beast with nothing but a wooden shield, stolen from the elves not two weeks before.
Spoiler (click to show/hide)
The monster would grab at Sazir with its talons only to be smashed in the beak with the shield, which fended every blow and bolt of flame the beast could throw. Its strength was quickly lost to the rock wall it threw itself into in a dive for Sazir, who missed no opportunity to strike the creature when it was down.
Until, finally...
Spoiler (click to show/hide)
Sazir's guard slipped for just a moment, and the prodigious bird landed a nasty kick with his fearsome clawed foot. Sazir's leg shattered, and yet she stood back up, only to collapse in pain.
The beast screeched in triumph and flapped itself toward the main hall of the fortress, where the wall would never be completed in time. The remaining militia chased after it, just ahead of the sky-charring flames now consuming the countryside.
Spoiler (click to show/hide)
Screams of death and pain flow up the stairs as Shace kills or maims everything in its path. The expedition leader screams like a spooked child and runs down the stairs ahead of everyone else.
Spoiler (click to show/hide)
The cries of her comrades cut through a marrow of pain. The curtain draws and Sazir stands once more, dispels the throbbing agony, and marches down the stairs, shield in hand.
Spoiler (click to show/hide)
Struck in the chest, the monstrous bird coughed and bled as it tried to escape the wrath of Sazir and her dogs, but slowly and surely the beast was worn down.
Spoiler (click to show/hide)
The rest of the dwarves had gathered to watch, mesmerized by the battle before them. As it became clear that Sazir could win, the bystanders banded together to contribute to Shace's demise. In two minutes every dwarf in the fortress was upon the titan.
Sazir protected them all from its fire.
Spoiler (click to show/hide)
Breathing its last, its life pooling on the floor, Shace broke away from the mob of angry dwarves and died quietly but messily in the dining quarter.
And who would gain recognition for defeating the wretched thing? Surely Sazir, without whom the fortress would have surely died?
Spoiler (click to show/hide)
As it turns out, Carnagemansion is one of those forts with an incompetent leader to take all credit for the good stuff.
Fast forward one month. The human caravan had just arrived.
Spoiler (click to show/hide)
Yes, a bloody month after Shace was killed, this thing showed up to menace us. Sazir had yet to be hospitalized, and was called to defend the fort with her leg still in pieces, but she wrestled the colossus to the ground while a fellow soldier chopped it to death with an axe that had been purchased just when the titan was spotted.
But still, Sazir received no credit for the deed. Such is the cruelty of dwarven technicality. She may have forced an amber giant to the ground with her sheer might, but she didn't actually kill the thing. As the years went by, Sazir wondered if or when she would be recognized for what she'd done, but ever unassuming, she never uttered a word of complaint.
The years went by as Sazir recovered from her injuries. After a year in bed she emerged from the hospital to lead the new (properly equipped) militia. As Carnagemansion was a conservative fortress, the 'Danger Room' method of training was prohibited, and so she had to teach the recruits the old-fashioned way.
She had no sooner started training when she heard the dire news. Her cat had been slain at the watering hole by a forgotten beast of the deep.
Sazir took off. Herr cat was her best friend. She fought off the tears. The beast would pay.
She raced ahead of her fellow soldiers, and set her fearless eyes on the abomination that yet hovered over the corpse of her cat. With a yell, she attacked.
Spoiler (click to show/hide)
It lasted seconds. She lept into the air, using her spear to vault up the monster's body and grab onto the back of its neck. The beast made a violent spasm and crashed to the floor as Sazir's spear ripped through its head. She rode it down to the ground as the rocks and dust fell around her and the creature shuddered one last time and died.
Spoiler (click to show/hide)
Her cat was forever lost, but the beast would slay no more. And finally, Sazir got the recognition she deserved.
Spoiler (click to show/hide)
Sazir would go on to slaughter an unpopular fish cleaner in a fit of rage due to the misery of her lost pet. She peacefully served her debt to society and went on to lead the Fortress Guard and protect Carnagemansion from several sieges.
But who is Sazir? What drives such a dwarf to such lengths of duty and selfless service, to such depths as cold-blooded murder? What about her enables such feats as hers?
Spoiler (click to show/hide)
Well, apparently fighting beasts is a thrill like no other. No doubt her killing of the fish cleaner put her at odds with Eshon, god of happiness.
Today, Sazir is alive and well, and enjoys the comforts of a private mansion built especially for her. Her weapon skills remain undeveloped, as she keeps switching between different weapons, but I am confident in her fighting skill no matter what weapon she's using. She remains single and childless, as her duties leave her little time for a family, but I hope she will retire and have a family one day. Until then, I hope she will go on to spill more blood in the name of Carnagemansion.
Spoiler (click to show/hide)
I want to get her to legendary in Axe, Sword and Spear, since she likes to alternate between those. She's lately decked out in full steel armor; her days of fighting in clothes with a wooden shield are long behind her. I'm looking forward to the next test of Sazir's skill.
8
DF Community Games & Stories / Bellwaxed: Humans and Harpies (Succession Fort)
« on: October 08, 2010, 03:29:48 am »
Unattributed Diary, Unsigned Entry
The Dwarves of the Ordered Hatchets have been at war with the vile humans for centuries. The Empires of Yelling first attacked us in 135 when they conquered our beloved city Controltown, which has been oppressed by their ilk ever since. Led by a fearsome brute in the shape of a lizard, they are a constant terror to us, and there is no end in sight to their bloody ways.
Our homeland is rotting, swathed in a grim shadow. Political upheaval is at an all-time high. A new Queen has just been crowned, a usurper of questionable parentage. Word on the street is, the humans are planning to attack the capital sometime in the next few months. Food is scarce and so is booze.
We are the last of her former Majesty's personal guard, and before she died she left specific instructions for us. We are to journey into the Flighty Hills and establish a citadel capable of withstanding not only the treacherous humans, but the ravages of political strife as well. Our home shall be a lantern of hope to be seen across all the Legendary Dimension.
The ruins of an old fortress can be seen in the distance by the foot of the mountain. May we have more of luck's blessing than they. Here we are, at the site of what will one day be the greatest fortress known to dwarfkind. Strike the earth, and let us build the future here, at BELLWAXED!
...Where you can always hear the ogre howling...
Our embark site, located in the Flighty Hills, is a known haven for an assortment of novel creatures, such as ogres, harpies, werewolves, and also the occasional giant scorpion. We're at war with both the humans and the goblins. We will make them pay.
Due to the military nature of the expedition, each of the starting seven should possess some fighting skill. The presence of monstrous creatures roaming the Flighty Hills should be considered a fortunate blessing of the landscape and a natural defense, so long as we build walls quickly enough.
World genned in 31.16, no mods, turns for 1 game year. Sign up today!
The Dwarves of the Ordered Hatchets have been at war with the vile humans for centuries. The Empires of Yelling first attacked us in 135 when they conquered our beloved city Controltown, which has been oppressed by their ilk ever since. Led by a fearsome brute in the shape of a lizard, they are a constant terror to us, and there is no end in sight to their bloody ways.
Our homeland is rotting, swathed in a grim shadow. Political upheaval is at an all-time high. A new Queen has just been crowned, a usurper of questionable parentage. Word on the street is, the humans are planning to attack the capital sometime in the next few months. Food is scarce and so is booze.
We are the last of her former Majesty's personal guard, and before she died she left specific instructions for us. We are to journey into the Flighty Hills and establish a citadel capable of withstanding not only the treacherous humans, but the ravages of political strife as well. Our home shall be a lantern of hope to be seen across all the Legendary Dimension.
The ruins of an old fortress can be seen in the distance by the foot of the mountain. May we have more of luck's blessing than they. Here we are, at the site of what will one day be the greatest fortress known to dwarfkind. Strike the earth, and let us build the future here, at BELLWAXED!
...Where you can always hear the ogre howling...
* * *


Our embark site, located in the Flighty Hills, is a known haven for an assortment of novel creatures, such as ogres, harpies, werewolves, and also the occasional giant scorpion. We're at war with both the humans and the goblins. We will make them pay.
Due to the military nature of the expedition, each of the starting seven should possess some fighting skill. The presence of monstrous creatures roaming the Flighty Hills should be considered a fortunate blessing of the landscape and a natural defense, so long as we build walls quickly enough.
World genned in 31.16, no mods, turns for 1 game year. Sign up today!
Spoiler: The Founding Dwarves of Bellwaxed (click to show/hide)
9
Life Advice / A friend might have joined a cult.
« on: September 10, 2010, 07:15:32 pm »
I have a friend who's been a born-again Christian since I met him. This was not a detriment to his personality, or our relationship, despite our philosophical differences; we both believe in the teachings of a certain man called Yeshua, though the similarity of our ideas usually ended there, and we had lots of good-natured, long-lived debates about spirituality in the past.
He's... changed a bit since he left his girlfriend a few months ago. He posted some video sermon on Facebook, quite the meandering scarefest. http://www.youtube.com/watch?v=nk7iooiyzPE
It isn't a vid of him, btw. In kind of a bad mood, I replied that one of the problems with that type of preaching is that, given time, in invokes every logical fallacy known to exist. The following exchange is spoilered for length.
I don't even...
Here's the website of the organization: http://bikepointeministries.wordpress.com/. I don't assume those links are malware-free, so be careful.
I mean, tell me I'm paranoid? I'm inclined to send him something like "YOU'RE IN A CULT, YOU FOOL," but I have a hunch that would be turned to fuel. I suspect my friend will be told to sever ties. I suspect some insidious psychological manipulation and I'm freaked out by it. My friend is acting completely stark raving nuts, and I'm saying that as a guy who totally groks the concept of Jesus with mystical powers.
My friend has always been a person of faith, but he's only recently gotten outspoken, obsessive, and illogical. He was never such a ham. Every course of action I can think of to try and reach him, I'm afraid will backfire in various ways, and I would really like some thoughts. Perhaps I'm blowing all this out of proportion, but there's a literal alarm going off in my brain and I'm certainly not alone.
I do believe in divine awareness, but I also believe in cults, and I assuredly disbelieve that this is a case of the former.
I don't really know how to end this post, so, thanks for listening.
He's... changed a bit since he left his girlfriend a few months ago. He posted some video sermon on Facebook, quite the meandering scarefest. http://www.youtube.com/watch?v=nk7iooiyzPE
It isn't a vid of him, btw. In kind of a bad mood, I replied that one of the problems with that type of preaching is that, given time, in invokes every logical fallacy known to exist. The following exchange is spoilered for length.
Spoiler (click to show/hide)
I don't even...
Here's the website of the organization: http://bikepointeministries.wordpress.com/. I don't assume those links are malware-free, so be careful.
I mean, tell me I'm paranoid? I'm inclined to send him something like "YOU'RE IN A CULT, YOU FOOL," but I have a hunch that would be turned to fuel. I suspect my friend will be told to sever ties. I suspect some insidious psychological manipulation and I'm freaked out by it. My friend is acting completely stark raving nuts, and I'm saying that as a guy who totally groks the concept of Jesus with mystical powers.
My friend has always been a person of faith, but he's only recently gotten outspoken, obsessive, and illogical. He was never such a ham. Every course of action I can think of to try and reach him, I'm afraid will backfire in various ways, and I would really like some thoughts. Perhaps I'm blowing all this out of proportion, but there's a literal alarm going off in my brain and I'm certainly not alone.
I do believe in divine awareness, but I also believe in cults, and I assuredly disbelieve that this is a case of the former.
I don't really know how to end this post, so, thanks for listening.
10
Other Games / Don't Look Back
« on: August 17, 2010, 10:15:29 pm »Don't Look Back is a simple, very short platformer you can play here: http://distractionware.com/games/flash/dontlookback/
It's Flash, not at all difficult, and takes almost no time to get through, but I admire it all the same. It's atmospheric and moving, if you're into that sort of thing. I'm a little surprised it hasn't been linked here before, unless I'm totally stupid at searching.
11
DF Community Games & Stories / Murdercloisters: Where A Year May Well Be A Lifetime (Succession)
« on: August 06, 2010, 10:30:10 am »Pfft, you call that a horrifying cataclysm? Cavebrands managed to get all the way down to a single-digit population!
We now meet the criteria.
Diary of Expeditionary Creiydrim Silverycarnage
Granite 1st
Dear Diary,
We have passed the edge of the wood, and soon we will reach our destination.
I told the King we were heading out for the glory of all the Eviscerated Orb, the bratty upstart. I never expected the Mountainhome to be ruled by some snot barely old enough to lift an axe. I managed to convince him to give us all the supplies we'd need to escape that wretched place and form a new Kingdom before our former home falls in on itself with incompetence.
The ranger I hired pointed out an excellent spot for us to relocate. A verdant garden of stone and timber, alive and unspoiled. The Forests of Leaking. All we need to eat above, and all the stone we need below. Well, here we are.
The embark region will be the borderlands of the Forests of Leaking, a haunted mire surrounded by wasteland. The only source of fresh water will be in the caverns or from small murky pools with their delicious parasites.

This game will be using Flora & Fauna (contained with graphics in the save) for extra plants and animals, and the world was generated with extra forests, double the amount of good and evil regions, and a large number of titans and demons. Other than all that it should be a typical fun-filled romp through the malignant woods.
The default name for the fortress was pretty sweet,

but the RNG came up with a few other good ones so I put it to vote.

Turns are for one game year, or as long as can be managed up to that point.
12
DF Modding / Magic Missiles for Adventure Mode
« on: July 17, 2010, 01:21:12 am »
I was asked to provide the raws for a magic missile reaction for Adventure mode, so I thought I'd post them here where they belong. To use, download the zip here or add the following text files to your raw folder:
Due to general weirdness and the limitations of the game engine, there are a few considerations. The missile is meant to be thrown immediately after being conjured. If you hesitate even a single turn, it will evaporate around you, covering you in "a burst of magic missile." They cannot be stockpiled.
Furthermore, there's no "MP" in Dwarf Fortress. You can conjure and throw the missiles all day, at least till you get tired from the motion of throwing. Since they are quite dangerous in the hands of a skilled thrower, the skill is somewhat overpowered (but in this mod's defense, the infinite rocks you may pick up and carry are rather deadly themselves when thrown by such hands).
Code: (material_template_magic.txt) [Select]
[MATERIAL_TEMPLATE:MAGIC_TEMPLATE]
[STATE_NAME:ALL:magic]
[STATE_ADJ:ALL:magic]
[DISPLAY_COLOR:3:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:1] temperature related tokens taken from vanilla fire material template
[IGNITE_POINT:NONE]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[SOLID_DENSITY:150000] for that extra oomph
[LIQUID_DENSITY:200000] thicker when wet
[MOLAR_MASS:0] a massless yet dense particle
[IMPACT_YIELD:4000000] combat attributes lifted from slade
[IMPACT_FRACTURE:5000000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:4000000]
[COMPRESSIVE_FRACTURE:5000000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:4000000]
[TENSILE_FRACTURE:5000000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:4000000]
[TORSION_FRACTURE:5000000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:400000]
[SHEAR_FRACTURE:500000]
[SHEAR_ELASTICITY:100]
[BENDING_YIELD:4000000]
[BENDING_FRACTURE:5000000]
[BENDING_ELASTICITY:260000] except for this one
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:100000]Code: (inorganic_other_magic.txt) [Select]
[INORGANIC:MAGIC_MAT]
[USE_MATERIAL_TEMPLATE:MAGIC_TEMPLATE]
[STATE_NAME:ALL:magic missile]
[STATE_ADJ:ALL:magic missile]
[SPEC_HEAT:4]
[MAT_FIXED_TEMP:11060] takes one frame to lose cohesion
[BOILING_POINT:11050] throw it right after conjuring it or it disappearsCode: (reaction_adventure_magic.txt) [Select]
[REACTION:ADV_CONJURE_MAGIC]
[NAME:conjure magic missile] unfortunately there is no limit to the number of missiles one can conjure
[ADVENTURE_MODE_ENABLED]
[PRODUCT:100:1:GLOB:NONE:INORGANIC:MAGIC_MAT] globs seem to work best and provide the best special effects
[SKILL:CONCENTRATION]Due to general weirdness and the limitations of the game engine, there are a few considerations. The missile is meant to be thrown immediately after being conjured. If you hesitate even a single turn, it will evaporate around you, covering you in "a burst of magic missile." They cannot be stockpiled.
Furthermore, there's no "MP" in Dwarf Fortress. You can conjure and throw the missiles all day, at least till you get tired from the motion of throwing. Since they are quite dangerous in the hands of a skilled thrower, the skill is somewhat overpowered (but in this mod's defense, the infinite rocks you may pick up and carry are rather deadly themselves when thrown by such hands).
Spoiler: I also have raws for fireballs too, but they're buggy and unsung. (click to show/hide)
Spoiler: Screenshot (click to show/hide)
13
DF Modding / -=Flora and Fauna=- .34h [for DF 34.06]
« on: July 14, 2010, 09:31:27 pm »Spoiler: Recent Changes: (click to show/hide)
This Dwarf Fortress mod adds hundreds of real-world plants and animals to the game in a true-to-life manner. Every addition has been and is being researched for their proper native climates, growing seasons, lifespans, and uses both culinary and industrial.
This mod was based originally on Chariot's terrific mod set.
Download: http://dffd.wimbli.com/file.php?id=2691
Installation: Extract the .zip file to the Dwarf Fortress folder.
Uninstalling: Delete all files in the raw/objects folder that end in '_ff.'
Then, if you are -not- using other mods that rely on them, delete:
b_detail_plan_resource.txt
body_resource.txt
c_variation_attacks_resource.txt
c_variation_magic_resource.txt
c_variation_resource.txt
Installing this mod makes no changes to original files or pre-existing saved games. If you wish, you can install the mod, generate a world, then uninstall the mod without adversely affecting the modded world or new worlds to come.
============
== Things ==
============
Also included are dozens of fanciful creatures familiar to folklore and players of Nethack. These, too, are implemented faithfully, though where the folkloric accounts vary and/or are vague, a few liberties are taken. No plants from real-world myth are in yet, but they're planned.
Appropriate biomes and materials like extracts and fibers are included with and unique to each plant and animal. Franchise-claimed creatures will seldom be included as-is - though I'm not above an ersatz character as long as it fits in with DF as a whole.
A guide to the flora and fauna is underway, but for now some lists can be found below.
I hope you enjoy the mod! Please feel free to post any comments or suggestions.
------------------
Thanks and Credits
------------------
Many thanks to Tarn and Zach Adams for Dwarf Fortress,
AdeleneDawner for extremely thorough and helpful bug reporting,
ChickenLips for starting integration of Ironhand's wondrous graphics pack,
Chariot for an invaluable collection of mods,
Alkyon for a substantial redistribution of underground flora,
wp for finding the missing manticore speech and bracket checking,
Jake for finding plant product redundancies,
nononbots for sizing up giant elephants and helping clean some seeds
(and for the Nightmare tip), as well as the contributors to the
DF Wiki for help with the plant and creature raws,
anyone who gives me feedback, and anyone who likes this mod.
Thank you all!
You may use this mod however you wish to supplement your own projects.
14
Mod Releases / *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
« on: June 15, 2010, 06:24:42 am »
Spoiler: Changelog (click to show/hide)
Welcome to Wizard Tower, the Dwarf Fortress mod that lets you guide seven intrepid wizards as they toil to create a monument worthy of their nation. Wizards are each born with certain unique powers and are capable of manipulating matter in ways the others races cannot.
Download Link: Here!
Alternate Versions: Genesis Compatible version (outdated)
Installation: Extract the .zip file to the Dwarf Fortress folder.
Uninstalling: Delete all files in the raw/objects folder that end in '_wizard.' Also delete any files that end in "_resource" and "_ff" unless you are using other mods that use these files.
Installing this mod makes no changes to original files or pre-existing saved games. You can install the mod, generate a world, then uninstall the mod without adversely affecting the modded world's playability. If updating the mod from a version earlier than .19 you should uninstall the older version first to prevent duplicate entries (some filenames are changed).
Wizards
Human-like creatures, shrouded in mystery and endowed with incomprehensible powers. They are oft considered pernicious, covetous and greedy, though the average wizard is no worse a sort than that of any other people. They often have trouble getting along with one another, and so Wizard Towers generally cope poorly with unrest and chaos. They tend to be isolated from most of the worlds, coming out to trade only rarely and even then usually only amongst themselves. Their cities and Universities, while sometimes quite vast, only rarely entertain visitors.
Sorcerers
Bad wizards. They are pernicious, covetous and greedy, with the morals of demons. They have a distinct language but share most of the abilities that wizards have, excelling, to say, in different areas. They can usually be found by following the stench of death to the nearest conspicuous obsidian tower jutting out of the mountainside like a sore-covered thumb.
Wizards and Sorcerers are fully playable in Fortress Mode along with Dwarves. Use Tab on the embark screen to cycle to the civilizations menu and use the +/- keys to scroll through the available civilizations. The Neighbors tab will show the creatures inhabiting your selected nation at the top of a list. Wizard settlements show on the map as a blue '#' symbol (if they survived well), while Sorcerers and their fortresses show up as circles and '∏' symbols.
- Interesting Social Dynamics: For whatever reason, Wizards often and easily form grudges. That Sorcerers also have this problem is less mysterious.
- Survival of the Fittest: The Wizard caravan won't arrive until an entire year has passed, so until then, you are on your own.
- Cutting Edge Science: Wizards don't break the laws of physics, they merely bend them in a liberal manner. Diamond towers a distinct possibility.
- Almost Balanced Gameplay: Despite their powers, wizards are as frail as any other hyper-intelligent magical person.
- Unique Noble Structure: The Wizards and Sorcerers both take unique approaches to the processes they refer to as "government."
- Demanding Aristocracy: Overseers of Sorcerer lairs are more than happy to personally see to the executions of insubordinate minions, and the candy hammer will only extend the suffering.
- Willful Underlings: All wizards know how to magically open a locked door, even as a child. More cunning devices are needed to keep them put.
- Animated Matter: Golems and homunculi, two separate cultures' solutions to a common problem.
- Undead Humanoids: Where the zombies come from, no one is sure, but the children the Sorcerers kidnap are seldom seen as adults.
- Proud Hunters: Whether or not a Wizard is considered prey may vary from centaur to centaur.
- New Artwork: Marvel at this masterful engraving of two kobold musicians and kegs.
- New Items and Monsters: Put on your titanium mail robe and phoenix leather pointed hat.
- New Buildings and Reactions: Invent needlessly complicated and expensive ways to set massive fires.
Spoiler: Quickguide to Reactions (click to show/hide)
Spoiler: Screenshots: (click to show/hide)
Spoiler: Q & A (click to show/hide)
Thanks and Credits
The Adams brothers for Dwarf Fortress, their incredible work and inspiring dedication
Deon, who provided Wizard/Sorcerer tiles when the mod first began,
Mike Mayday for his tileset, which I used as a base to learn and make graphics
Warlord255 for his bonfire mod which was a base for the fire
Adultratedhydra and forsaken1111 for suggestions used for golems and homunculi
kaypy for the Display Case and Lazureus for the Crematory
D_E for bringing [SKILL_LEARN_RATE] to my attention
Rask for reporting arena mode, wand testing and other problems
forsaken1111 for the deflecting orb and numerous other suggestions
OrionKale for finding and helping correct a number of post .25 issues
The contributors of MagmaWiki, especially concerning custom buildings and reactions
Thanks everyone!

15
DF Modding / Geologic Golems and Colossi Pack
« on: May 09, 2010, 11:49:07 pm »Golems.
Golems are animated humanoid masses of inanimate stuff. They are rarely seen, which is perhaps their most redeeming quality. What powers them is a mystery, as remains whatever created them, but they stalk the deepest underground caverns, mindlessly attacking whatever gets in their way until, one way or another, there is nothing left to attack. Knowing no pain or fear, they are stopping by nothing short of being cloven asunder.
The golem would be less interesting if it only came in one flavor. That said, the creature has 94 castes in total -- 65 rock/mineral types, 17 metal types, and 12 gem types. Most basic earth materials in the game were covered -- I purposefully left out "loamy sand" and all that, and I skimped on the gemstones solely because I didn't want to run into a dozen variations of "x agate golem." Also, I left out Orpiment because it refused to cooperate.
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