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DF Gameplay Questions / Re: [SPOILERS] Living in... Fun Fortress
« on: April 28, 2010, 10:09:39 am »
The passages are not infinite. Eventually, they open up into the black, pitted stone desert of Hell.
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Maybe have the dwarf barred from ever crafting anything ever again? (at the very least, a permanent and extreme phobia for the crafts they were going to have become legendary in.)And I think this is important to show how critical the idea of an artifact is to a dwarf. They literally lose their will to live if they fail. Making this curable seems to take away much of the significance of a mood to my mind. This is entirely a matter of preference, but I'd prefer that a dwarf who failed a mood stay damaged if not dead.Being able to cure failed mood dwarves might be interesting too. Instead of a chance of just up and being cured, give them a chance of repeating their failed mood every so often in treatment. A second failure results in worsening crazy with no turning back, but succeeding the second time leads them down the road to recovery.
The idea is gone. It should stay gone, otherwise they become a dime a dozen and dwarves are just flipping shit over nothing.


Taking out a whole group of less-armed, less-armoured and less-trained people should be somewhat difficult, and not because they can just kill you through your armour, but because six of them can hold you down while a seventh gets your helmet off and slits your throat. (aka the only thing that's wrong is how everybody just rushes you)
Taking out a whole group of people should be nigh impossible. As is, I can waltz through human towns murdering people and no one can actually hurt me much. I got an arrow that nicked my arm, but that's it.