1
Mod Releases / Re: [0.40.04] DF Wanderer (Release 1) - adventure mode crafting and tweaks.
« on: July 20, 2014, 08:10:59 pm »
I wish I could download this but I haven't been able to connect to DFFD since DF got updated.
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.
Forum Guidelines
um, im having a very major problem. Said very major problem is that I cant open up the website where you get the pre-installed package from.
I thought you meant items made on-site, not worldgen items.
Also, I think blood recovers to full the instant the creature is outside of combat and stops bleeding.
One day I hope every item will be tracked and you can trace who made it and where it came from... I want how much blood a dwarf has to be tracked,
The first I think is already there, but I'm not sure. The second is tracked in a number with an average of 6000 max for dwarves.
Also to the "news travels fast" type of comments, not necessarily. IE "My lord! Our caravans returned with a sword from the dwarves! It is far sharper than anything we have! They call it Steel!" So they know you have steel, they know steel is better, they know you can make it, they know you wont tell them how to make it, we know the humans are idiots, therefore humans make sad faces since the dwarves have more advanced weaponry than they do. And from there that civ would attempt to discover steel on their own, barter for the dwarven secrets, or attempt steal resulting in probable war.

Story based Dungeons I guess. As opposed to points of interest dungeons which are basically just go to place, kill shit if its there.
I didn't see any new themeparks. Maybe they just added mobs/quests to existing ones?