Out in reality, months have passed, but not entirely without benefits:
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I reworked twbt and graphics a fair bit, though I'd want more for a release.
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Also bit more dwarfmonitor work, making item-age inline.
Nine months have passed, and I celebrate my first non-dwarven birth:
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A bit of savescumming ensures they'll be big enough to mono-wield two-handed swords. The stats are pretty average. But the baby's personality...
Maximum rage and maximum shyness, when most cloth is going to be dwarven-sized. Unfriendly and driven to revenge.
I've seen grudges escalate to murder among family; what's going to happen if I hand a cyan blade to Geshud.
On the other hand, I pondered creating a berserk husked werebeast as a superweapon. Geshud may very well be "it".
I don't bother for dwarven babies, though.
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I come to the conclusion that sometimes, I don't want to catch a cavern critter suitable for the traps.
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Because of that scenario, I decide to include a statue in the 3-way cross area and keep the default catchments off. No point in wasting a fb trap on mere troll.
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Whom I see often enough.
I planned to train climbing fort-wide with my swim training setup. 120 exp isn't much, but it is something.
However, I've discovered a better option:
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When testing asphyxation training, I found it massively boosts toughness and endurance - by about 550 points a month, compared to mere six and half to strength.
Sure, climbing is more unique. But pretty much everyone I have could use extra endurance or toughness.
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Especially when they get interrupted by gray langurs.
On an test fortress, I discovered that trapping creepy crawlers is actually pretty quick food boost. Now, I don't have any reason to trap those right now, but...
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This novel-to-me message does give another reason to use a trapper (but they seem fine).
Phantom spiders still haven't come back, though.
I try to spend up new caravan entrance by ponding aggressively. Bit too aggresively.
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Loses me a soil floor, but thankfully no real losses - would have been worse just 1 tile south, though...It's good that there's no cavein dust when ice caves in.
Built a pump to support the minecarts for aquifer draining.
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Not quite enough drainage, but I finally retrived two alabaster stones:
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(Bottommost is fire clay on top).
Now I can finally lay one of the starting seven to rest.
But first, a swim course with all the migants!
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Hold on, nevermind. I totally want an ‼artifact weapon trap‼ for the zombies. With bit of forbidding tricks learned from ⛭Another⛭'s planepacking save in 43.05:
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I'd have wanted to use ice - burning ice would be nice....But no. Strange mood doesn't accept it.
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I knew they liked them. But to feel wonder at a chicken?
Stasost Claspdemons, Goblin Poet must have lived quite different live in dark pits. Only trolls and beak dogs, a chicken might be like a mythical creature.
After a chat, the human family sleeps together:
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But I suspect No Job is required for pregnancy, and I grant this.
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Since I released the burrow, few people stuck around in the two-tile tavern:
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Now, As Asodidde doesn't make much friends here. But the wife, despite disliking friendship....
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"Small taverns work" says the wife.
"Not for me" counters husband.
Long ago, I remember Roomcarnage. Great story, lots of undead, many ghosts...
...ghosts who opened vital doors, causing much
fun....
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It's about time I dealt with other starting seven floating around.g
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Since I have central pump anyway, I add a bridge to open/close water to it, so the water pushing around might work for me.
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You know, I was planning on just getting more kimberlite here, but...
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You have struck red pyrope!This is good too
*digv. Replacing wall here with gem window, and...
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Since I'm doing that, going to use non-accelerating ramp as well for movement.
But it is the last day of spring. Tomorrow, siege!
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