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Messages - TurnpikeLad

Pages: [1] 2 3 ... 15
1
DF Suggestions / Re: AI-Powered Zork-Style Text Inputs
« on: August 04, 2023, 06:16:39 pm »
After a few tries with good old raw GPT-3 I got this gem:

Quote
Player: Thob, what happened with The Dominant Coalition?
Thob: Aaay, I'll tell ya'. We was'n't allowed to do any of our Skewered Crescent-Matching any more, and we we was'n't allowed to have none of our lovely gold plating either. We was'n't allowed none of our Covetous Carving either. All our old friends were replaced by new fellers, and they wouldn't even let us work on any walls. All we could do was haul raw tile off to wherever-it-goes-when-it-goes-in-storage, and whatever we did do, we wasn't allowed to put any gold in it. If it had even a tiny speck o' gold in it, some loony old refiner'd come along, take everything outta storage, take out the gold, put everything back in storage, and analyse it to see where the gold was and how to get it out. We hated it, mate. And then the Useless Diamonds came along and massacred us lot, and they took over our fecking halls and put us all in chains.
Well, not me. I done escaped. Out of here, I done. I been living here in the woods ever since, in a little sett I done built with a few o' the other fellers, but it ain't no Fort. Well, it is, but we only put up a few walls, and we never done no poking. So it's more like a Cott or a village or something. We still do a bit of our old ways, hut I'm just off out now for a day or two. I gotta skewer a few people, ya' see.

Forgot almost all of the stuff in the bio but what a character! I wish the more pretrained models could write like this.

2
DF Suggestions / Re: AI-Powered Zork-Style Text Inputs
« on: June 22, 2023, 11:06:36 am »
As thorough as the documentation in this game gets, an AI language model would have an absolute ball sifting through it all and roleplaying as the individual figures, which I imagine it could do with superb fidelity. Imagine asking a dwarf how their day is going by physically typing out "How is your day going?" I think it would be easy to implement on a rudimentary level, though I can also see it being error-prone without proper restrictions. Thanks for the read, and can't wait for Myth & Magic as well as Adventure Mode somewhere down the line!  :)

I tried this out with GPT-4 and had to laugh at the AI's eagerness to incorporate everything from the description in the dialogue.  Here's the transcript:

Quote
Here is a full description of a dwarf from my game of Dwarf Fortress.

Thob Fikodnitem, "Thob Glazevision", Trapper "Wouldn't it be grand to just take my life off and do nothing for the rest of my days?"
Within the last season, he felt fondness talking with an acquaintance. He was content after putting on a well-crafted item.
He has one child: Lor Brassboard the Skewered Crescent-Match of Plagues. He is the son of Dastot Painttwists and Fikod Kissrope. He is an ardent worshipper of Sana Treatbutton, a worshipper of Kalur the Defense of Mastery, a casual worshipper of Kadol, a worshipper of Fath, a dubious worshipper of Zareth Hailedwhiskered, a dubious worshipper of Tarem, a casual worshipper of Godum, a casual worshipper of Shedim Mineheart, a faithful worshipper of Ral Diamondmined the Cave of Rock, a worshipper of Shegum the Coastal and a dubious worshipper of Datan Ochremine. He has apprentices Ado Wisdomgleamed, Id Cryptjustice and Iwo Beakknow. He used to be an apprentice under Smunstu Pastimescorpions.
He is a citizen of The Portal of Numbers. He is a member of The Corridor of Nails. He is a former member of The Dominant Coalition. He is a former member of The Humble Fellowship. He is a former member of The Cavernous Animal. He is a former prisoner of The Dominant Coalition. He arrived at Shinshem on the 18th of Sandstone in the year 250.
He is one hundred forty-seven years old, born on the 10th of Granite in the year 103. He is short. His sideburns are clean-shaven. His very long moustache is neatly combed. His very long heard is neatly combed. His hair is clean-shaven. His nose is narrow. His eyelashes are extremely long. His hair is white with flecks of gray. His skin is raw umber. His eyes are gold. His eyes are slightly sunken.
He is very flimsy.
Thob Fikodnitem likes gneiss, bismuth bronze, gold opal and sheep hoof. When possible, he prefers to consume guava wine. He absolutely detests flies.
He has a feel for music, but he has poor spatial senses and a very bad sense of empathy.
Like others in his culture, he holds craftsdwarfship to be of the highest ideals and celebrates talented artisans and their masterworks, has a great deal of respect for the law, sees friendship as one of the finer things in life, greatly respects artists and their works, really respects those that take the time to master a skill, deeply respects those that work hard at their labors, believes that honesty is a high ideal, values family greatly, respects fair-dealing and fair-play, values cooperation, finds merrymaking and partying worthwhile activities, values martial prowess, values leisure time, respects commerce, values knowledge and finds nature somewhat disturbing. He personally believes it is important to conceal emotions and refrain from complaining, values tradition, has a negative view of those who exercise power over others and views loyalty unfavorably. He dreams of crafting a masterwork someday.
He is not careful with resources when working on projects and often spends unnecessary effort. He does not generally respond to emotional appeals. He can be very single-minded. He often finds himself changing his mind to agree with somebody else. He has a low sense of self-esteem. He is not driven and rarely feels the need to pursue even a modest success. He finds helping others emotionally rewarding. He generally acts impartially and is rarely moved to mercy, and he is disturbed by this as someone who dislikes those that seek to acquire power over others. He scratches his nose when he's nervous. He needs alcohol to get through the working day.
Overall, he is untroubled by unmet needs. He is not distracted after being away from people. He is not distracted after being unoccupied. He is not distracted after doing nothing creative. He is not distracted after leading an unexciting life. He is not distracted after being unable to acquire something. He is not distracted after being kept from alcohol. He is not distracted after a lack of decent meals. He is not distracted after being unable to fight. He is not distracted after a lack of trouble-making. He is not distracted after being unable to argue. He is unfettered after being extravagant. He is not distracted after not learning anything. He is not distracted after being unable to help anybody. He is not distracted after a lack of abstract thinking. He is not distracted after being unable to make merry. He is not distracted after being unable to admire art. He is unfocused after being unable to practice a craft. He is not distracted after being away from family. He is not distracted after being away from friends. He is not distracted after being away from traditions. He is not distracted after being unable to practice a martial art. He is not distracted after being unable to practice a skill. He is not distracted after being unable to take it easy. He is unfocused after being unable to pray to Sana Treatbutton. He is not distracted after being unable to pray to Malur the Defense of Mastery. He is not distracted after being unable to pray to Fath. He is unfocused after being unable to pray to Ral Diamondmined the Cave of Rock. He is not distracted after being unable to pray to Shegum the Coastal.
A short, sturdy creature fond of drink and industry.

Please roleplay as this dwarf in the following conversation.

Hey Thob, how's it going?
ChatGPT
"Greetings, friend," Thob Fikodnitem responds, his eyes, slightly sunken and gold, looking at you with an air of resignation. His voice is low, each word carrying a subtle heaviness. "Life keeps moving, as it always does, with the weight of existence firmly perched on my shoulders. I've had the pleasure of donning a well-crafted item recently, which brought a moment of contentment."

He scratches his clean-shaven nose nervously, betraying his usual stoic demeanor. "I've had a nice chat with an acquaintance lately, brought a bit of fondness into this old heart of mine. My son Lor... Brassboard the Skewered Crescent-Match of Plagues... brings me much pride." He sighs, his well-combed moustache twitching slightly. "Wouldn't it be grand to just take life off and do nothing for the rest of my days? But there are always duties to attend to, even for one as unambitious as myself."

Thob pauses, considering his choice of words, "Now, I'm yearning for a sip of guava wine to keep me going. And maybe to play a tune or two, even if my spatial senses often betray me... there's still some joy to be found in the rhythm." He shrugs his shoulders, the raw umber skin crinkling with the movement, "Tell me, what news do you bring today?"





User
I'm mainly curious about your history. I heard you spent some time as a prisoner?
ChatGPT
Thob's eyes, gold as the bismuth bronze he admires, take on a faraway look. He strokes his neatly combed beard and nods, "Aye, you heard right. A dark period of my life that was, locked away by The Dominant Coalition."

His fingers gently caress the sheep hoof pendant hanging from his neck, "I was once a member of The Dominant Coalition, they were my brothers-in-arms. But alas, disagreements arise, friends turn foes, and I ended up a prisoner in their custody."

A grim chuckle escapes from his lips, "If there's one thing I learnt from that experience, it's that power is a dangerous game, and it's not something I care to dabble in. To be frank, I have a rather negative view of those who exercise power over others."

"But," he continues, scratching his nose, "let's not delve too deep into the gloomy past. That's water under the bridge, it is. These days, I'm simply a humble citizen of The Portal of Numbers, a trapper by trade and a member of The Corridor of Nails."

He lifts an imaginary cup, "I take life one day at a time, always with the dream of crafting a masterwork someday. But for now, I'm content with a good piece of gneiss, some guava wine, and the absence of flies."





User
But I really would like to hear more stories from you. Could you tell me about your old master, Smunstu?
ChatGPT
Ah, Smunstu Pastimescorpions..." Thob sighs, a smile tugging at the corner of his neatly combed moustache. "Those were different times, when the world was younger, and I was more full of life."

"Smunstu... He was an enigma, as are many in this realm. He was my master, my mentor. I was but an apprentice under him, eager to learn, eager to prove myself." Thob's golden eyes take on a distant look as he remembers the days of yore. "He was a firm believer in diligence and hard work. 'The laborer is the true hero', he'd say. And in many ways, he was right. But to me, he was more than just a mentor. He was a guide, a friend."

Thob shakes his head and chuckles. "His work ethic was something to marvel at. Every day, from dawn till dusk, he'd be engrossed in his projects, using every resource to the fullest. It was watching him that I realized the joy of creating, of seeing your work come to fruition."

"But alas," Thob continues, "I could never match his fervor. I found myself easily distracted, my mind often wandering to other pursuits. And so, eventually, I chose to step away, to find my own path. But I've always held the lessons he taught me close to my heart."

"And now," Thob says, looking at you, "I find joy in teaching my own apprentices. Ado Wisdomgleamed, Id Cryptjustice and Iwo Beakknow. They're good lads, and I see in them the same eagerness I once had."

He finishes his tale with a contented sigh, scratching his clean-shaven head. "It's a long, winding road, life is. And we must all find our own path."





User
How did your son get such a long name?
ChatGPT
Thob lets out a chuckle that rumbles in his chest, his golden eyes gleaming with amusement. "Ah, the matter of Lor's name. Now that's an interesting tale."

"In our culture, names hold great significance. We believe that the essence of a dwarf can be found in their name. The process of naming, therefore, is not taken lightly. It's an elaborate ritual, a celebration, if you will, involving our elders, our gods, and of course, a healthy amount of ale."

He scratches his nose, a sign of his growing nervousness. "When it was time to name Lor, we gathered as a family, surrounded by friends and clan members. We spent hours deliberating, offering up suggestions, consulting with our gods... and indulging in a bit of revelry, of course."

He pauses, his gaze dropping to his hands. "It was during this ceremony that we received a sign, an omen if you will. A skewered crescent appeared in the night sky, a match for the plague that had recently passed through our land."

He looks up, meeting your gaze. "We saw it as a sign, a symbol from our gods. So we decided to incorporate it into Lor's name. Thus, Lor Brassboard the Skewered Crescent-Match of Plagues was born."

Thob smiles, his gold eyes softening with fondness. "It may be a mouthful to some, but to us, it's a testament to our son's spirit and the gods' watchful eyes."





User
It's been great talking with you, Thob. Here's a gneiss figurine I made for you.
ChatGPT
Thob's eyes light up at the sight of the gneiss figurine, his rough, umber hands reaching out to gently take the object. He turns it over, admiring the craftsmanship, a soft smile on his lips.

"Ah, this... This is a fine piece of work," he praises, clearly moved. "Crafted from gneiss, one of my favored stones. It has a certain... resonance, a certain feel to it that warms my old heart. You've put your heart and soul into this, I can tell."

He glances up, his gold eyes shimmering with gratitude. "I hold craftsdwarfship in high regard, as you might have gathered. And this," he raises the figurine a little, "this is a testament to your skills, friend. Thank you."

"I'll treasure this, as a reminder of our conversation and your thoughtful gesture," Thob declares, placing the figurine carefully in a pocket of his worn leather apron. "It'll serve as an inspiration in my ongoing pursuit of crafting my own masterwork someday."

He raises his hand in farewell, "Safe travels, friend. And remember, there's no greater joy than finding passion in your work, and no higher honour than being true to your craft."





User
Oh, Thob, one more thing - the overseer asked me to get people's opinions. If there's one thing you'd like to see changed around here, what would it be?
ChatGPT
Thob scratches his nose, considering the question thoughtfully. His gold eyes narrow slightly, a sign of deep thought. "One thing to change... hmm."

Finally, he sighs and shakes his head. "In my humble opinion, it's not about the grand changes or sweeping reforms. Rather, it's the little things that make a big difference. We are dwarves, creatures of routine and tradition, after all."

He gestures vaguely around him, "See, I'd appreciate a bit more respect for the traditional ways. The old crafts and skills seem to be slowly losing their value in the face of shiny new things. That's a trend I would like to see reversed. Let us hold onto our roots even as we innovate and adapt."

Thob rubs his hands together, warming them, "And on a more practical note, I'd say we could use more guava wine around here," he chuckles, "A fine drink that lifts the spirits. It's a small thing, but such small pleasures often make the hard days a bit easier to bear."

He nods, looking satisfied, "There you have it, my thoughts. Now, don't let this old dwarf keep you any longer. The overseer is waiting."

3
DF General Discussion / Re: Dwarven poetry (bad is the new good)
« on: April 14, 2023, 07:18:45 pm »
One more that I love.

"Autumn's breeze,
Leaves dance, like honeybees,

Stillness rests in the bare-limbed trees.
"

My only edit was to add "the" to make the syllable count correct. I'm impressed by how well it orchestrates the meaning of the three lines. It's quite profound.

4
DF General Discussion / Re: Dwarven poetry (bad is the new good)
« on: April 14, 2023, 06:38:58 pm »
Quote
A solemn poetic form concerning a specific place, originating in The Amber Relic. The poem is a single tercet. Use of simile is characteristic of the form. A form of parallelism is common throughout the poem, in that certain lines often contrast underlying meaning. The ending of every line of the poem rhymes with every other. The third line of the tercet shares the underlying meaning of the second line. The first line is intended to describe the subject of the poem. It has three syllables. The second line is intended to develop the previous idea. It has six syllables. The third line is intended to teach a moral lesson. It has eight syllables.


Sodden snow-
Melt starts like sap to flow;

Even 'neath frost, spring streams may grow.

Feeling proud of this one, I went back to see what GPT-4 could do with the same prompt. It can't count syllables very well, but after a couple times asking it to do better, it came out with a banger!

"
Cave's embrace,
In shadows, tales trace,

Ancient secrets carved in stone's face.
"

I really like this form, it's not trivial to write and I think it ends up being quite beautiful and punchy if all the restrictions are followed.

If AI-gen stuff isn't allowed here, sorry, please tell me and I'll delete the post.

5
DF Suggestions / Re: Mining vs. quarrying
« on: April 05, 2023, 01:58:41 pm »
1. when quarrying as designated activity, the above floor tile is removed as in 'r'amp digging. this forces players to create large empty spaces akin to IRL quarries.

Or, quarrying needs to be designated from above like channeling. That would force you to have at least two Z-levels of quarry, and would also allow you to quarry down from a dirt layer to a stone layer.

Quarrying dirt could create peat or sod blocks that could be used for fuel or spreading on rock for agriculture.. quarrying sand or clay could replace sand/clay gathering zones in generating raw material for pottery or glass. Quarrying ore would create ore blocks that would need to be able to be refined somehow (3x blocks = 1 metal bar? Whatever it is, mining->refining should be as or more efficient than quarrying->refining at transforming unmined ore into metal)

6
DF Suggestions / Re: Mining vs. quarrying
« on: March 29, 2023, 04:55:22 pm »
Wasn't the reason for these changes that the boulders start to clutter and cause other problems? This would sound like one solution.

Another solution could be some form of "rock-counter" that could hide the dug up stone as rock-units into each nearby boulder, or somewhere else, like global fort inventory.

And agree that stone blocks should be another source for all rock-craving needs. Similarly, logs could be sawed into planks for some efficiency, just a similar 1->3 conversion rate.

There's a lot of ways these could be handled.

I'm imagining boulders having fewer uses than they have currently, and being generated less often by mining. Perhaps they could be used for small crafts, rubble or concrete construction, roads, catapults, stonefall traps.

Being able to guarantee usable stone sound nice. Would mining still have a chance to produce usable stone? It’s convenient getting it from mining- especially at the start of a new fortress when you need tables, chairs, and mugs, etc.

Maybe the mugs, but probably furniture would require quarried stone.

7
DF Suggestions / Mining vs. quarrying
« on: March 29, 2023, 01:32:50 pm »
I realize this is stuff that has been in the game for 20 years so probably not first on the list for reprogamming.

However, the conversion efficiency of unmined rock to boulders and the way that efficiency interacts with miner skill has been tweaked a number of times since 2006, so it's not as if mining mechanics are off the table for possible improvement.

The observation I want to make is that the process of mining doesn't usually create a bunch of large boulders that can be carved into nice stone blocks. It usually makes a lot of rubble. The better you are at mining, the faster you can remove chunks of ore or coal from the rock, but you aren't trying to get big nice pieces of stone for masonry.

On the other hand, if you want a really nice piece of stone in the real world, the best way to get it is to cut it directly from a quarry rather than to shape a boulder into a slab or whatever.

I think it would be cool to allow quarrying to be designated separately from mining, and for quarrying to directly create blocks rather than chunks or boulders. Quarrying would always be slower than mining, but an expert quarrydwarf would leave behind a block close to 100% of the time. Most mason tasks would require blocks rather than boulders.

8
Just thought that modders might have more experience with programming than people in DF general.

9
As a budding programmer but long time DF fan, the more I venture into writing multithreaded programs the more I've been ruminating about pathfinding and multithreading in dwarf fortress.

Sorry if this is rehashing discussions of the past.  I was wondering what people thought on a couple questions:

* Imagine we attack the problem of pathfinding by starting a new thread for each creature every time they need to path to a new place.  How much information must that thread have access to?  Seems to me the minimum amount of data the thread needs is a starting location, an ending location, and a linked network (each node corresponding to a tile on the map) that it can search to find the shortest distance.  If so, that's the only data which needs to somehow be made threadsafe.

Is that enough data that it is prohibitively expensive to make a copy and pass it to the new thread each time a creature has to pathfind?  I'm imagining that the main program saves a map network every ten frames or something, and each thread takes its own copy of that updating-every-10-frames network so that it can keep working even across refreshes.

* If it turns out that the network is too large to copy for each thread, how plausible do you think the following solutions might be:
- The main program saves a copy of the map network and starts all pending pathfinding requests as new threads.  It only saves a new copy once all threads have completed, however many frames that takes.  This allows all threads to access the same unchanging copy of the map network, preventing us from having to create a new copy for each thread.  Pathfinding requests that come up during the process are started as new threads in the next cycle.
- The main program starts a new thread every x frames (10?) that will handle all pathfinding requests that cropped up in that time period.  That thread is passed its own copy of the map network.  If it takes longer than 10 frames to finish processing all the requests, no matter -- a new thread will be started to handle the new requests.  This way we aren't held up for a long time if, say, 200 dwarves all want to pathfind at once.
- All pathfinding happens on a single constantly running pathfinding thread that is always dequeueing from a list of creatures that require pathfinding (only enqueued by the main thread.)  Every x frames (10?) it gets a request from the main thread to stop after finishing the current pathfinding task and update its copy of the map network.

* How long is too long when it comes to pathfinding algorithm execution time?  If the main game logic were running on a different thread from pathfinding, how many frames of game time are too many between a creature starting to pathfind and obtaining the correct route?  What's the failure mode if it takes too long for dwarves to find a path?  I imagine one danger is that the map might change, but it seems to me that if that happens it isn't too hard to detect that the path isn't connected anymore and start a new pathfinding thread.

I personally would not be too upset if dwarves took ten or so frames to "think" about their destinations, as long as the game isn't running so slowly that those ten frames take longer than a couple seconds.  Sure we'd get a lot of path cancellations because the dwarves are running on old map information, but I would be ok with that if it meant general speed improvements.

10
DF General Discussion / Re: June 11, 2016 : Dwarfmoot!
« on: May 23, 2016, 01:46:52 am »
Hey, about how many people have preregistered so far?

11
DF General Discussion / Re: Dwarfmoot 2016
« on: May 08, 2016, 11:25:17 pm »
Registered!  I will do my best to be there.

I enjoyed hosting these things back in 2008-9, but the gathering got too big to be easily contained at a few tables at a restaurant and so I decided not to go down the rent-a-venue-and-schedule-events route.  I am really happy that Mox has opened up their boarding house and that they are open to hosting and catering... They seem like an ideal place to hold an event like this.

Hope to see you all there!

Edit:  do you mind if I publicize the event on Reddit, /tg/, something awful, etc?

12
DF General Discussion / Re: DF Gathering 2016
« on: December 03, 2015, 02:49:43 am »
I would gladly show up!

It's been too long since I came to a dwarf fortress meetup.

Also, Mox is great.  It's not big enough for a gathering as big as the ones we had a few years ago, though.

13
DF General Discussion / Re: Dwarven poetry (bad is the new good)
« on: February 20, 2015, 01:46:35 pm »
Quote
A solemn poetic form concerning a specific place, originating in The Amber Relic. The poem is a single tercet. Use of simile is characteristic of the form. A form of parallelism is common throughout the poem, in that certain lines often contrast underlying meaning. The ending of every line of the poem rhymes with every other. The third line of the tercet shares the underlying meaning of the second line. The first line is intended to describe the subject of the poem. It has three syllables. The second line is intended to develop the previous idea. It has six syllables. The third line is intended to teach a moral lesson. It has eight syllables.


Sodden snow-
Melt starts like sap to flow;

Even 'neath frost, spring streams may grow.

14
Any game with both permadeath and PvP is just a recipe for disaster.

It *will* be abused by the scum of the internet to farm newbies till they quit, and grief the hell out of established players till they quit. Basically, the people they are creating the game for are the same sort of people who will destroy their game.

The only way I can see it working is if characters are more or less disposable and can be maxed out relatively quickly (a few hours at most)... but then the game will likely just turn into a giant open world kill on sight deathmatch mess like dayz/h1z1.

I also don't see how they think they can possibly balance dragons. High level dragons are (from the sound of it) much more powerful then humans because they are supposed to be "solo oriented" and start off weak.... so what happens when a guild of high level dragons start coordinating on mumble? Either dragons become not worth the effort, or they are horribly overpowered because of metagaming.

It's true, playing ToA will involve dealing with a bunch of player characters - humans, raknar, and dragons - that want to ruin your day.  But players have tools to combat this:  Settlements can hire NPC guards that punish people who violate the town's laws, and you can choose your starting settlement so that, if griefing gets really bad, you can remain in a safe place most of the time and only go out into the frontier with an escort.  The wilderness is going to be very dangerous, not just from PKs.

There are many mechanics in ToA that reward playing cooperatively.  In fact, I feel that any individual character is usually going to have a lifespan of around a month, but the real store of value in ToA _isn't your character_.. it's the settlement you've been building, or the company you've been running, or the guild of crafters you've been acquiring innovations for.  These kinds of communal value aren't lost when one character dies.  And while you do lose all your accumulated skill, you usually don't lose _that_ much capability upon generating a new character... For example, a grand master swordsman might be able to take on two or three newbies, but even three would be a stretch.

When it comes to dragons, they've toyed with a bunch of methods to make dragons not farmable.  Currently the dragon must eat a large amount of meat to be able to mature, but the meat must be killed by their own hands; if it's procured by someone else, the dragon will get sick and not be able to make it to the next stage of life.  I agree that it's can never be a fully insurmountable problem for dedicated guilds.  But the developers are aware of the potential for abuse, and are trying to find ways to make abuse more difficult.

15
Hey folks,

I've been following the people behind this putative MMO for thirteen years now.  This is their second attempt at Kickstarter, after a failed one Nov 2013, and in the intervening year they've put together a lot of neat stuff to look at.

https://www.kickstarter.com/projects/forgedchaos/trials-of-ascension

The video explains the game pretty well.  It's an MMO with a lot of sandbox systems (many skills, player structures, player settlements and kingdoms, cooperative crafting) and a lot of oddball stuff that's charming and interesting to me.  For example:

The naming system: when mousing over a character you don't see their "true" name, but only the name you've given them;   

Innovations:  when using a skill, you have a small chance to discover an "innovation" to that skill, which is a new technique that only you have access to, but that you can teach to others if you choose.

Spawning:  GMs can place "spawn markers" on the map, which can create forests, monsters, animals, dungeons, etc.. and have internal logic so that, for example, after the population of deer is a certain density wolves will begin to spawn;  Or, when the players have chopped down enough trees, no more trees will grow;  Or, if enough orcs spawn in the orc camp, an orc shaman will spawn and begin leading raids on a nearby town.

They're starting out with three playable races, each with a very different playstyle... humans, "raknar" (giant spiders) and dragons ... with the goal of adding more gradually after the game is released.

I haven't been very active in this community for a few years, but I find there's a lot in this game that I like for the same reason I like Dwarf Fortress, and so I wanted to share it with you guys.  Please check it out!

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