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DF Announcements / Re: Dwarf Fortress 0.47.01 Released
« on: January 29, 2020, 07:47:33 pm »
I am finally home, and df has crashed every time ive tried to generate a world so far. So.
March 6, 2024: Dwarf Fortress 50.12 has been released.
News: February 3, 2024: The February '24 Report is up.
News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
News: November 21, 2018: A new Threetoe story has been posted.
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A necromancer merchant just told me about foul goings-on at another towerAnd here I was thinking necromancer helped each other, I was wrong
damn. I hope theres some way. I want to make an orc summoning interaction.I did some tests with summoning. So far, everything points out that you cannot specify a creature and instead can only do random summons based on the presence or absence of tokens.
And that sucks.
I DID SOME TESTING!
I made the summon interaction this:
[INTERACTION:EXAMPLE SUMMON]
[I_TARGET:A:LOCATION]
[IT_LOCATION:CONTEXT_LOCATION]
[I_TARGET:B:LOCATION]
[IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]
[I_EFFECT:SUMMON_UNIT]
[IE_TARGET:B]
[IE_IMMEDIATE]
[IE_FORBIDDEN_CREATURE_FLAG:MAMMAL]
Also available: IE_CREATURE_FLAG, IE_FORBIDDEN_CREATURE_FLAG, IE_FORBIDDEN_CREATURE_CASTE_FLAG
[IE_TIME_RANGE:200:300]
AND IT Appeared to work, it didnt summon any animals with the MAMMAL Class, just various animal people/birds It also didnt give any sort of error.
But my testing is limited, so someone else should also do it just to be sure the science works.
It doesn't reproduce for me, I'm afraid. I get giant raccoons and tapirs by repeating exactly, and when I revert it by using IE_CREATURE_FLAG:MAMMAL I get lorikeets and a bogeyman(!). This means I got to see the boogieman transformation live though, as it shifted into a cheetah and proceeded to slaughter one of my testing dwarves before vanishing as its summoning timer ran out.
Just decided to make a topic for sharing those, however much distinct ones there are. I got this, after i got "bone-chilling horror" trouble quest against a group that apparently never had any necromancers in it, but i don't think it was related.Looks like loads of !fun!Spoiler (click to show/hide)
I did some tests with summoning. So far, everything points out that you cannot specify a creature and instead can only do random summons based on the presence or absence of tokens.
And that sucks.
I did some tests with summoning. So far, everything points out that you cannot specify a creature and instead can only do random summons based on the presence or absence of tokens.
And that sucks.
ok so I think events that units witness aren't stored to their historical figure data as it seems Even the adventurer who witness someone demanding something forgot about said event.
Looks like cave adaptation bug is back with vengeance. Some of the started seven are cave adapted on start.Can confirm.
Also, Dwarven Civs seem to breach the Fun and found Goblin Civs near-constantly. After 250 Years, You’re lucky if each Dwarven Civ has only summoned 2 Clowns each. It feels like the kind of thing that should be rare, that should shatter the Earth, that should change the face of the globe forever, but instead, the number of Goblin Civs is equal to the number of all the other Civs combined, Kobolds included.
Been messing around with pets. Looks like, unlike companions, they just disappear once they go offscreen.
I was looking for my missing pets, got attacked by a band of bandits, they stole everything I had and crippled me. Dog and eagle yet not found.
edit: it seems the experimented night creatures can be assimilated by civs . It is intended?
08/01/2019
Toady One
August's report. The Future of the Fortress: part 1, part 2.
As we finished off the month, which is mostly an administrative period, there was also a last bit of tangentry and excitement over in necro and demon land. Summons were expanded to include larger nightmarish beings. They last for a short time and can't be called often, but they are trouble. Raising intelligent undead was expanded to include ghosts. These can act as plotters and agents (you can put them down with their names, and likely that'll also come up when we get to interrogating them about their role in plots.) Both of these should also contribute to fun in the fort when we arrive at that part.
Finally, certain necromancers and certain demons can also magically experiment on or otherwise corruptly transform the citizens and livestock of cities that they capture. This leads to a variety of humanoids and quadrupeds and others (like little failed experiment winged blobs), some of which can escape into the wilderness and perhaps even rarely reintegrate into society (and thereby possibly become playable in adv mode and available as fort travelers and migrants.) Collections of citizens can also be amalgamated into monstrous giants.
The creature description includes the conditions under which the creature first appeared, and their creature name often includes the name of the necromancer or demon (e.g. humanoids called Tura's hands), and they are uncommon enough that I think it's a relatively safe step in terms of exposition and potential confusion. That is, while elves, goblins, animal people, etc. are easy enough for most players to parse, along with the occasional forgotten beast, we were worried about throwing tons of procedural beings in before myth generation can cohere them. With the experiments though, despite being random, they still occupy a controlled position that seems to work in the contexts where they appear.
I think the tangents are finally out of my system now, for the time being, and we can get these maps done at long last. These new additions have been very good for the villain theme, though, and it'll be wholesome to see them out in the worlds.
I was looking for my missing pets, got attacked by a band of bandits, they stole everything I had and crippled me. Dog and eagle yet not found.Did you find them? I had a similar issue, looks like pets can permanently disappear if left offscreen
I know about the castle, i don't know about that weird tile on the bottom-left.Fortress is 3x7 towers, but there is this weird tile on the map. Seemingly nothing is actually there. Can it be something underground?
They added new structures such as castles so that could be one of those. Things just become abandoned sometimes. Mine statues too though they weren’t mentioned in the change log he mentioned them in FOTF and in the dev log.