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Topics - Lovechild

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1
DF Community Games & Stories / Gildmeet
« on: July 10, 2021, 03:58:08 pm »
Prologue

The dwarf Tobul Constructattic was the first king of the Fortunate Arches. His rule was benign, some would say lax. King Tobul found running a kingdom to be quite boring. He preferred to spend his time on romantic misadventures, with a string of lovers and consorts. While the king fooled around, the kingdom stagnated. It was peaceful, but hardly flourishing.

Nil Shieldshoved was one of king Tobul’s daughters. Her older brother Logem was the one in line to the throne, so there was little expectation of her. But a life spent lazing around the royal court - like her father - was not what Nil wanted. She set out to make her own fortune, joining a merchant guild in the human lands. Nil discovered she had an eye for business, and quickly advanced to a position of authority within the guild.

But one day, prince Logem was killed by a rampaging cyclops. Two years later, king Tobul died of old age. Nil was called back to the mountainhomes, and crowned queen of the Fortunate Arches.

Nil set out to bring the kingdom to order and revitalize it - no small task, after decades of mismanagement by her father. Her merchant days had taught her that the Fortunate Arches possessed valuable resources. The human Kingdom of Truths to the south would pay well for them - they just had to be made available.



In the year 75, six years into the reign of queen Nil, a party of dwarves travelled south from the mountains. Their mission: To establish a trading outpost halfway between the dwarven and human lands, where the two kingdoms could exchange goods and wealth.

Chapter 1



Id Treatyprisons looked out over the vast plains. Green and flat - so different from the dwarven mountains.



The wagon had stopped at the foot of a gently rising hill. To the southwest, a stream ran lazily across the plain. Id’s six companions were unloading their tools, while the goats they had brought along brayed and chewed grass.

Id wasn’t certain why the queen had chosen her to lead this mission. Id was a merchant by trade, sure, but not an outstanding one. She had no great mercantile deeds to her name. And she definitely didn’t have any experience founding outposts or leading communities. Regardless, Id wouldn’t let this chance go to waste. She would set up a successful trading post, establish trade between the dwarven and human kingdoms, and prove herself.

“All right!” she addressed the dwarves. “Let’s cut down the trees around here, and dig out a hillock. There will be more people joining us from the mountainhomes soon, so let’s make this place comfortable by the time they arrive. Together, we’ll make Gildmeet a success!”

Some of the dwarves cheered. Some just turned around and got to work. Id was left wondering... hadn’t she been assertive enough? Or too assertive? Id knew that having the crew’s respect and approval was vital to success. She had to say the right things.



The miners started digging out a basic hillock in the soil.



Work was quick. Soon the dwarves had shelter from the elements, and an underground farm to sustain them.

Id had a little office dug out, where she could maintain the outpost’s records. Gildmeet’s major issue was the lack of starting capital. Aside from basic supplies, the queen had just provided a shipment of stone. As Gildmeet was to be a surface outpost, the stone was intended for production of any necessities that couldn’t be made from wood. Id wasn’t about to sell it.

Id wondered why the queen had made their task so challenging. Was it a test? Id would have to figure something out, before the arrival of the kingdom’s caravan in autumn.





One bleak morning, seven goblin corpses crested the hill above Gildmeet. Three of them were mindless zombies. The other four had intelligence and malice in their dead eyes.

“Dwarves, in these parts?” one of them said, a muscular goblin woman wielding a long spear.

“Seems they are digging in,” said one of her companions, a male goblin carrying a maul. “Are they trying to settle here?”

“The plains belong to the dead,” the spearwoman said. “The Lost Hunt goes on.”

“The Lost Hunt goes on,” her companions repeated. The undead let out a wordless, gurgling battlecry, and charged down the hill.

The unnatural cry struck fear into the seven dwarves. They fled into the hillock, their panicked animals following. The doors were barred, and the dwarves huddled together, grasping their picks and axes.

Id was breathing heavily. What was happening? Was she going to die?



The undead goblin spearwoman walked up to the doors, and gave them a heavy push. They held. She scowled.

“Hide underground, dwarves,” she said, “and leave the surface to the dead. The plains belong to us, by rights of old. I am Zolak Flygristle, and I will not let you take them.”

The dwarves shuddered. A moment passed.

“Rights of old?” Id whispered. “What did she mean?”

“Maybe...” the old miner Rockarm said. “Decades ago, the humans, elves, and goblins waged war against each other on these plains. The wars lasted many years, and hundreds were slain. There has to be a lot of old battlefields and mass graves around here... a land of the dead.”

The days turned into weeks, as the undead waited outside the gates. The dwarves held out fine, their farms provided everything they needed. But their goats and other animals fared worse. With no grass to eat, they began to starve, and had to be slaughtered.

Id found herself growing close to the woodworker Feaststandard. Stuck inside the hillock, they had little to do but talk.

“I’m so sorry for all of this,” Id said to him. “I just wanted to found an outpost, a place we could all be proud of. But instead I’ve led us into a deathtrap...”

“It’s not your fault,” Feaststandard said. “You couldn’t know this would happen.”

“But I’m the expedition leader. It’s my responsibility.”

“We’re all in this together. I’ll stand with you whatever happens, Id.”

Without really thinking about what she was doing, Id took Feaststandard’s  hand in hers. He clasped it back.

The two of them soon found things to do besides talk.



Before long, Id and Feaststandard decided to make their relationship official, getting married in a small ceremony. The event brought some much needed joy to the gloomy hillock.

Autumn came, and went. The undead still lurked outside the gates. There had been no sign of the promised migrants and caravan. Most likely they had spotted the undead from afar and turned around.

“Maybe the queen will send a relief force,” the farmer Reigndyes said. “Soldiers to rescue us.”

“I doubt it,” Rockarm said. “We’re far away from the kingdom. And a marching army might attract more undead.”

“Isn’t there anything we can do?!” Reigndyes was starting to sound desperate.

Id looked up, and realized. The dwarves had been without purpose for too long. If this went on, they would all surely succumb even if the undead never got in. To give purpose - that was her responsibility as a leader.

“There is something we can do,” Id said. “We can dig deeper.”


* * *


To be continued. Let me know if you want to be dwarfed.

2
DF Community Games & Stories / The Goblins in Colormirrored
« on: February 08, 2020, 02:05:15 pm »
1: The Big Chance

Spoiler (click to show/hide)

* * *

This is a community fort playing as goblins, reclaiming a dwarven fortress!

Pick someone to be goblined as, and you can choose a first name for them, or just your username. I'd like to keep the names in a fantasy style, so I might change usernames a bit.

Here are the starting seven:
Spoiler (click to show/hide)

And here's a look at their personalities, if you're interested:
Spoiler (click to show/hide)

3
Mod Releases / [0.44.12] Folk of the Wilderness
« on: November 04, 2018, 03:02:50 pm »
Folk of the Wilderness

This mod adds new intelligent races to Dwarf Fortress - but not as major cultures with their own civilizations. Instead, they live as tribes in the wilderness. A few individuals may join the nations of dwarves, elves, humans, and goblins. These new races are playable in Adventure mode, and may sometimes visit you in Fortress mode.

The wilderness races

Centaur
A creature in the shape of a horse with a human upper body in place of a head.
Centaurs live in savage grasslands and savannas. Their size and speed make them capable fighters.

Dark elf
A medium-sized creature with a hatred of nature, and the elves who dwell there.
Dark elves live in savage deserts, wastelands, and badlands. They despise elves of the forest, and can lay curses upon them.

Dryad
A forest spirit in the shape of a humanoid tree, with leaves in place of hair.
Dryads live in savage forests. Their tree-like nature gives them certain odd qualities, such as not needing to eat (only drink) and being able to float on water.

Halfling
A small humanoid creature. They are very friendly, spreading happiness wherever they go.
Halflings live in savage shrublands. Any city or fortress would be happy to have a resident halfling, as their cheerful nature lightens the mood of anyone they meet.

Hobgoblin
A creature resembling a large goblin, driven by its mischievous will.
Hobgoblins live in savage wetlands. They can sneak past any traps and pick any lock, all the better to cause mischief.

Orc
A large humanoid creature driven by rage and desire for combat.
Orcs live in savage mountains and badlands. They are big, strong, and learn any fighting skill quickly, but their occasional bouts of rage make them troublesome allies.

Mountain gnome
A tiny, jolly humanoid creature that dwells in the fair mountains. They are known to enjoy drinking liquor and don't care whether it's theirs or not.
This is the mountain gnome from the base game, tweaked so it may join civilizations and to make it playable in Adventure mode.

Dark gnome
A tiny, foul-tempered humanoid creature that dwells in the evil mountains.  They are known to enjoy drinking liquor and will take any unguarded supplies of booze.
This is the dark gnome from the base game, tweaked so it may join civilizations and to make it playable in Adventure mode.

Downloads

There are two versions of this mod. One removes the standard aboveground animalpeople, and the other keeps them.

Folk of the Wilderness (Animalpeople removed) - This version removes the standard animalpeople so the new races will show up more often. Note that animalpeople from below ground are not removed.

Folk of the Wilderness (Animalpeople kept) - This version keeps all animalpeople. The new races won't show up as often in this version. Mountain and dark gnomes are unchanged in this version, for better compatibility with other mods.

Installation

Unzip the folder and copy the raw and data folders into your main DF folder. If you are using the version of the mod that removes animalpeople, this will cause 23 files to be overwritten.

Compatibility

Folk of the Wilderness (either version) is compatible with my other mod, All Races Playable.

The version of this mod that removes animalpeople should be compatible with any mod that doesn't change the 23 files it replaces. (See the spoiler below for a full list.) The version that keeps animalpeople is just an add-on, and should be compatible with any mod that isn't a total conversion mod.

Spoiler (click to show/hide)

More races!

I'm open to suggestions about more races to add to this mod! I'm trying to keep the race list "generic", by which I mean creatures that aren't heavily associated with one particular mythology or fantasy IP, and at the same time not original inventions either. If you have any ideas, post them!

4
DF Community Games & Stories / Lostshore - Community fort
« on: June 30, 2018, 01:05:13 pm »
Lostshore

1: Landing

Spoiler (click to show/hide)

* * *

This is a community fort playing as humans!

Pick a human to be "humaned" as and you can choose their first name, or just use your username. I'd like to keep the names in a Dwarf Fortress "style" so I might change usernames to sound more like actual fantasynames.

Here are the starting seven:
Spoiler (click to show/hide)

The game is not modded beyond All Races Playable - Questscribed's witchcraft is a story matter.

5
Creative Projects / Elements Torn, a tactical RPG - Demo 3!
« on: September 08, 2016, 04:47:57 am »
Elements Torn




Elements Torn is a tactical RPG I'm in the process of developing. Controlling a party of mages, you cast elemental spells to fight enemies. A spell is split between each mage that shares the element of the spell, allowing you affect several foes at the cost of reduced damage.

To be victorious, you will need to cast the right spell at the right time and use clever positioning.

This third demo features character progression and more complex combat. The complete game will include a proper overworld, a story, more characters, more spells, more items, and more enemies. Download the demo here!

A combat screenshot:
Spoiler (click to show/hide)

Party building:
Spoiler (click to show/hide)

6
The Destined Plane
A community world where you shape history


The Destined Plane is a world created using my All Races Playable mod, and the intent of this game is to let the community shape its history by deciding how the world's civilizations and heroes will act. You suggest tasks that forts or adventurers will try to achieve. I choose one of the suggestions and play the fort or adventurer until the task has succeeded or failed. Then you suggest what the next fort or adventurer will achieve. See the header Suggestions and Tasks for more details about this. Before you make a suggestion, make sure to be up to date with the tale so far.

Deities of the Destined Plane
Spoiler (click to show/hide)

The Time Before Time
Spoiler (click to show/hide)

The Age of Myth
Spoiler (click to show/hide)

Suggestions and Tasks

This game is driven by the suggestions of the community. You can suggest that I play a fortress, town, forest retreat or dark pit of one of the world's civilizations; or an adventurer either from a civilization or an outsider. Adventurers can also be kobolds or underground animalmen. Once the game gets going you can suggest I unretire old forts or adventurers with new tasks.

When you post your suggestion for what I should play, you must also include a Task. The task is what the fort or adventurer is trying to achieve. It must be something that can be completed; ie. at some point you can say "Ok, this task is finished." A bad task would be "Create a fortress that resists all invaders", because there is no definite point where that task is finished. "Create a thriving, self-sustaining fortress" is a good task, however, because you can tell when you are done with that. Read the Age of Myth spoiler to get an idea for what the civilizations might be trying to achieve, see what opportunities develop during the tale, and be creative in your suggestions!

I will play a fort or adventurer until
1) The task is finished, at which point the fort or adventurer is retired
2) The task becomes impossible to complete, at which point the fort or adventurer is retired
3) The fort crumbles or the adventurer is killed.

Dwarfing (and elfing, and humaning, and...)

Whoever makes a suggestion that I choose will be dorfed as the expedition leader or adventurer. You can include a preferred nickname in your suggestion, otherwise I will just base the name off your forum name. In an ongoing fort anyone can ask to be dorfed as normal. I would like all names to be at least somewhat fitting to the Dwarf Fortress universe. No xxKillerSlayer97xx, sorry.

Final note

I will be playing this game as I have time for it. There might very well be occasional breaks. But the story of the Destined Plane will be told and its destiny discovered.

7
Mod Releases / [50.01] All Races Playable mod
« on: July 15, 2014, 06:46:18 pm »

The goal of this mod is simple: To let you play Fortress mode and Adventure mode with as many races as possible, while adding or changing as little as possible.

You can play Fortress mode as dwarves, humans, elves, or goblins.

When Adventure mode is added, you will be able to play as a dwarf, human, elf, goblin, kobold, or an animalman from above or below ground. A few basic adventurer crafting reactions have been added to make it easier to play as an outsider.

File download

If you use the file download, extract them into your mods folder.

About the races

Dwarves

These are the dwarves you know and love. They have access to steel, the strongest metal in the game (or is it?) and underground plants, but they require alcohol to get through the working day. Dwarves may occasionally be taken by strange moods and produce wondrous artifacts.

Humans

Humans are the race most similar to the dwarves, but they grow their plants above ground, and can't make steel. They are also not dependant on alcohol, and a few wells will be enough to keep them happy and productive.

Human lords and ladies can assign a great number of noble titles and official positions. The chancellor is responsible for espionage, but the rest have no game function (aside from making the title holder a bit happier).

Elves

The elves are very different from the other races, and are the most challenging to play. They do not mine, cut down trees, or farm; instead they rely entirely on gathering plants. Elves can grow wooden logs from seeds at a crafts workshop, and use these for anything they need to build or craft. Elves can keep just about any animals as pets; make sure to bring some interesting ones when you embark.

Elves have trouble removing constructed walls, floors, etc, as this is a job done by miners. If you really need to remove a construction, buy a pick from dwarven or human merchants, and enable the miner labor on one of your elves.

Goblins

Goblins do not need to eat or drink, so no food industry is strictly necessary in a goblin pit. They know nothing about alloys, and can't produce anything but base metals. But they have access to evil animals, which include ferocious monsters such as trolls and beak dogs.

Note that trolls need meat to eat and water to drink. They will also want clothes. To make clothes that a troll can wear, change the details of the clothesmaking task to size the clothes for polar bear men. This should make them large enough for trolls.

DF versions

This version of the mod is made for the Steam version, DF 0.50.01.

You can find versions of this mod for earlier versions here:

0.47.05
0.44.12
0.43.05
0.40.24

8
DF Community Games & Stories / Fate of All Worlds - Succession
« on: September 04, 2013, 04:41:40 pm »
As the years passed, fortress after fortress was founded, prospered, and eventually fell to outside attackers or internal strife or horrors from below. The dwarves kept expanding, and fortresses were created in the most unlikely locations - frozen tundra, stinking swamps, evil lands of the living dead. But still the dwarves were digging and building. When there was no land left to build new fortresses in they began reclaiming their fallen ones, expanding them and improving them. Mighty projects were commissioned; towering aboveground buildings and majestic underground halls. Through generations of reclaiming and rebuilding, with each overseer adding something new to their fortress, the space was running out.

The bedrock had been completely carved into a maze of corridors and rooms. The aboveground castles, towers and cathedrals stretched upwards to the sky's limit, then expanded outwards, joined each other, and soon became a single formless mass of building stretching across the world. The cities of humans, elves and goblins were engulfed and their paltry houses, trees and towers nestled deep within the dwarven architecture. Below, the fortresses leaked into the caverns with bridges and buildings and walls. Then there were no caverns anymore, just rooms that were built rather than carved. Finally, with a million legendary victories and a billion deaths, the dwarves went down the adamantine veins, conquered the realm of the demons, and filled it with structure from the slade to the semi-molten rock. Only then did the expansion of the dwarves stop, because nothing was left to expand into. The dwarf fortress covered the world from end to end, from hell's floor to heaven's roof. All that was, was the dwarf fortress.

9
DF Community Games & Stories / Dwarven Guilds - Community fort
« on: March 02, 2013, 09:25:38 am »
Dwarven Guilds
A community fort of powerplay and intrigue

Welcome to Dwarven Guilds! This is a community fort where you sign up for one of seven guilds, each of them with their own agenda, who try to coexist in a fortress. You must strive towards your own goals, while surviving all the obstacles of developing a fortress… as well as those other damned guilds.

These are the Dwarven Guilds:

Spoiler (click to show/hide)

There are two ways to participate in this community fort: As a Guildmaster, or as a Guild Member. Guildmasters need to stay up to date with this thread and control the actions of their guild. If you want a more laid back position then it's better to be a Guild Member.

Guildmasters
The Guildmaster for every guild has the responsibility to post the Guild Orders for his or her guild after every update. The Guild Orders should include two things:

1. General instructions for what the guild aims to do over the nearest time
2. What goods the guild will give to any visiting traders, and what it wants in return

Please do not post detailed individual orders for every guild member, because that will just drive me insane.

How the Guild Orders are decided is up to every guild. You could have democracy, dictatorship, enlightened despot etc. but the Guildmaster is the one who must post the official Guild Orders. Of course, if the Guildmaster does not listen to his or her guild members, I might take the actions of rebels into account…

Guild Members
Migrants that arrive will initially be guildless scum, doing hauling work, eating and drinking whatever food and booze they find. When you claim a migrant, post a name for him or her and what guild he or she will become a member of. As a guild member you have no direct power, but you can try to influence your Guildmaster when he or she writes the Guild Orders. If the Guildmaster refuses to listen to you, you can always try to take rebel action.

Guild Halls
Each guild gets to claim an area of the map, and a burrow will be set up for them there. It must provide food, drink, bedrooms and so on for its own members. The guild can produce this itself or try to make a deal with other guilds.

Nobles
Certain nobles such as expedition leader and mayor are elected as normal. Other noble titles such as manager, bookkeeper, broker and chief medical dwarf will be held by whatever dwarf has the highest relevant skill. The sheriff or captain of the guard is chosen by the guild that controls the expedition leader or mayor. The militia commander position will be held by the first guild to establish armed forces. Any guild can set up squads under their own militia captains.

Each guild is responsible for providing rooms, mandated items etc. to their own nobles.

Game Tips
This is a game of power and intrigue. Don’t be too cooperative. If another guild wants your help, remember to ask: what’s in it for you?

Be creative. And don’t think too much about what’s possible or not in Dwarf Fortress when making your orders… I’ll do my best to follow them anyway.

Roleplay is encouraged.

Embark Location

Spoiler (click to show/hide)

Signup
The starting seven dwarves will be the Guildmasters of each guild. When you sign up, post the following:
- What Guild you want to be the master of. Make sure no one else has already claimed it.
- Name.
- Preferred gender.
- Skills. Your skills can be raised a maximum total of 10 steps.
- Items and pets you want. Write them in order of importance (most important item first, least important item last) and I’ll try to give you as many as possible.
- Suggestions for fortress name and group name.

Remember that at least initially, you’ll be on your own unless you can convince the other Guildmasters to help you. If you want to mine you better get a pick, if you want to fell trees you better get an axe. And don’t forget the food and booze!

Scientists' Guild
Vevois, Guildmaster (aussieevil)
Gin'at al-Urn (Tarquip Inua) - Married to Firehawk

Mages' Guild
Crow, Guildmaster (BeserkNINJA)
Firehawk (Firehawk45) - Married to Gin'at al-Urn

Priests' Guild
Peregarrette, Guildmaster (peregarrett)

Treasurers' Guild
Vendix, Guildmaster (chaosgear)

Thieves' Guild
Dismas, Guildmaster (brewster)
Korbac (Korbac)
Vuesh (InZane)

Assassins' Guild
Silver, Guildmaster (SilverDragon)

Fools' Guild
Loach, Guildmaster (Strife26)

The Guildless
Child of Korbac:
Clobberedbolt, male child, age 9.

Children of Gin'at al-Urn and Firehawk:
Wheelscoured, male child, age 5.
Portalcontained, female child, age 4.
Problemcloistered, female child, age 2.

The guildless are grouped by family. To get dwarfed, post what guildless dwarf you want, a name for him or her, and what Guild you want to join.

10
Forum Games and Roleplaying / You are minifig II: Voting
« on: December 23, 2012, 11:47:15 am »
This is a voting thread for You are minifig II.

11
Forum Games and Roleplaying / You are minifig II: Will Christmas be saved?
« on: December 01, 2012, 11:57:14 am »
Welcome to the Lego City Advent Calendar!



Every day a new gift will appear in this empty field. With the aid of these, you must SAVE CHRISTMAS!

Today's gift...



...is you!

You are a Fireman, and carry two Megaphones. You've also got a spare Helmet.

>_

12
Embarking on an evil tundra, digging down for the aquifer, and suddenly one miner is gone and appears on the "Missing" list. A short while later, the other one too. On their thoughts screens, their upper bodies are gone, and their friends are depressed over their decay. No migrants have arrived yet, so it can't be a vampire killing them.

No mists have appeared on the map, and the only strange weather has been frozen dwarf blood that scares people a little. And that has fallen on everyone, not just the miners.

What is going on here?

13
Creative Projects / The Leaky D20, a Harry Potter screencap comic
« on: September 14, 2011, 12:40:52 pm »
Hi all, I've started a webcomic in the style of DM of the Rings and Darths & Droids: screenshots from a movie captioned as if it was a roleplaying campaign. It's called The Leaky D20, and uses screenshots from Harry Potter and the Philosopher's Stone.

The first strip is here, and all strips so far are here.

I hope you like it!

14
Mod Releases / Cthulhu Mythos Mod [34.11.0.07]
« on: May 10, 2011, 12:25:20 pm »
Cthulhu Mythos Mod

Download

34.11.0.07

"The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of the black seas of infinity, and it was not meant that we should voyage far."

--H.P. Lovecraft

This is a total conversion mod with the aim of recreating the Cthulhu Mythos in Dwarf Fortress. The scene is North America in the 1920s, the most typical setting of H.P. Lovecraft's stories. You will found a new city, or take on the role of a lone investigator, but in either case you must survive the nameless horrors that prowl the dark corners of the earth.

Features
  • Megabeasts, creatures, plants and civilizations from the Cthulhu Mythos
  • Unique weapons and equipment for every civilization
  • New secrets
  • New North American animals and plants
  • New speech phrases and art symbols
  • New music
  • Reworked good and evil regions

Civilizations

Humans: The playable civilization. Post-war America's economy is booming and you are going to settle a new town. Real-life crops have been added, with real-life growing times, so you might want to make large fields. Salesmen will visit you every summer and winter. Several workshops have been added to make it easier for those who wish to build a city above ground, such as the sawmill and the concrete plant.

Cultists: Degenerate worshippers of nameless gods. They dwell in the swamps and will come to steal sacrificial victims from you.

Elder things: These ancient beings have towering fortresses in the arctic regions. They will come to study you and, if necessary, destroy you.

Mi-go: Intergalactic travellers that perform secret mining operations on the Earth. They welcome open-minded humans to join them.

The Great Race of Yith: These beings can transfer their consciousnesses across time and space, and possess almost infinite knowledge about the past and the future. They prefer to keep to themselves.

Important Worldgen Info

You should always use advanced world generation when creating a world with this mod. Otherwise you will get a lot of non-Mythos things such as vampires, werewolves, and so on. The worldgen file has been modified to remove the non-Mythos stuff. You might want to lower the End Year parameter when generating a world; in long worldgens megabeasts tend to die out.

NOTE

This mod is still in the early stages of its development, and there are a lot of things to add. Suggestions are very welcome!

Last version for DF 0.31.25

Credits

Thanks to Ahrimahn for research help.
Thanks to Deon for the idea of using vocalizations on intelligent creatures.
Thanks to Jake for the guns mod.
Thanks to Liber celi for testing input.
Thanks to whoever invented the concept of the Sawmill workshop. If you know who was the original inventor, please tell me so I can put the name in the credits!
Thanks to whoever was the first to think of the Display Case.

15
DF Community Games & Stories / Sunkmountain
« on: April 08, 2011, 10:32:09 am »







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