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Messages - Lurker Z

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256
That sounds like a mess.

Anyway, anyone's welcome to try before or after me, I'm just making plans right now, it's a long time until my next turn and I give no guarantee I'll take on the challenge.

257
Edit: Yep, he is permanently Broker of Clearmasters :D


Remember nothing's certain. You moved him to Nomal Alis, so he's a member of there too, also of Adilatir, so he should be able to rise in both civs. Also confirmation that you can stop being a noble in a civ and be called back.

Spoiler: image (click to show/hide)

Though Moldath's situation is even more unique in that he died, then was brought to life. But he should be back in the running for noblehood (which, with the blight infesting Ilrallenod, that might not be a great idea... but if for him or his opponents, time will tell).

Either way, I'm definitely looking forward to what happens next to him. You said he ascended to General of Nomal Alis in an aborted timeline, so we know that's possible too. On the other hand, he might just escape from the blight's ravages there.

258
I tried that once in an alternate reality and it was a mess, I think that was how we found out Treatyseed was affected by the blight in the first place. Not only will reclaiming cause a massacre under the dwarves living in Treatyseed, but for some reason dozens of dwarves migrated into the fortress from other sites within the few days I played it, most of them were torn to shreds in seconds. I don't know how a party of seven inexperienced dwarves could have any hope of fixing that, without making everything worse.
CHALLENGE ACCEPTED!

...Ahem. If no one else tries by the time of my turn (and if the save doesn't turn into a raging dumpster fire by that time), I'll give it a shot.

But seriously, leaving it as it is is worse. A lot of the murdering is happening in the underground maze of that (by now) cursed fortress. Every new adventurer/possessed creature just loading the site is going to start another round of killing, possibly increasing the skills of blighted present super-dwarves who get better with each killing.

Now that I think about it, I'll have to probably leave everyone on the surface and seal off everything even after I clean everything up, because there'll always be the chance of someone blighted being called to the capital since it's not just the capital, but Evost Dèg, a major religion's Holy City.

259
Does Moldath even need fixing? The rot is an essential part of the (rather amazing) legend of the blind sadist. He would simply not be the same without it.

Toughness is indeed the issue. If his whole body is mangled, a single hit will likely make him collapse. At this rate, I’ll be lucky if he survives to my next turn!

I think the whole discussion started from this. Kesperan is (understandably) worried about this epic char getting one-hit by a random snapping turtle or cat or something.



I laughed at the "463 days prison sentence" in that screenshot. If the sherrif only knew half of what Moldath had been up to.

It took only eighteen short months for me to gnaw through the chain and escape from Eskôn

This part did it for me. Escaping Eskôn took more time than it took him to kill those four thousand creatures as long as you ignore the breaks between his travels.



Also, healing characters with dfhack would seem to go a bit against the spirit of the game.
Hmm, in Orid Xem I only do this in Fortress Mode so I don't have crippled dwarves clogging my fort. I didn't know he was a player character when I did that (since he came under a false name).

260
I haven't had much time to look through the history before or after I gave the save, but that's certainly interesting. It looks like a new massacre occurred on the level of the ones in 825 (the first one, when King Bralbaard left) and 826 (when Moldath arrived). This is getting pesky, anytime a controlled character comes around Ilrallenod, the nobility is culled (which, jokes about nobles needing a magma bath aside, I'm pretty sure some of the dead are dwarves dear to people who played them in forts). Is anyone going to take the challenge of reclaiming Ilrallenod in fortress mode and cleaning it up?



I checked in a hunch and looked into the newest non-retired auto-save that had Moldath imprisoned... and he was COMPLETELY HEALED, even after what I assume were MONTHS in the dungeon. This means, in Fortress Mode, full-heal WORKS, or at least worked in 842. So why doesn't it work for you guys?



I can say why it doesn't stick when making the transition to Adventure Mode. As I've mentioned before, it appears to me that in many ways, Fortress Mode and Adventure Mode are two entirely different games that can be played through the same executable in the same world. FM has a chance of not remembering effects of AM and vice-versa, and they're both cobbled together by Legends Mode. I've already made the point of that blighted thrall guild representative that I cured via DFHack of the blight and he came back next years blighted, I cured him again and he died once again (violently) blighted. This appears to be the technological equivalent of the right hand not knowing (or caring) what the left hand is doing.


Quote from: Legends Viewer
0841-01-28 In 841, early spring, (28th of Granite) Moldath became a member of The Armors of Diamond. add hf entity link
0841-05-11 In 841, midsummer, (11th of Malachite) Moldath was convicted of murder by The Armors of Diamond, sentenced to 50 hammerstrokes and imprisoned for a term of 8 month. 

So I remember healing him just the once, when he arrived, when I saw his everything yellow and didn't think about it much since. So he stayed perfectly healthy for nearly a year.

261
https://dffd.bay12games.com/file.php?id=15863

Here's the save, no use hanging onto it since I'll go back to work tomorrow. I honestly did more than I thought I would, but it also reminded me what a slog Fortress Mode is. I love the game, its story and its worlds, but when going down to the gritty, I'm starting to see why successful long-running forts are those that last years-in-real-time and multiple game versions: it's just that much of a slog.

Well, good luck to the next inhabitant in this world and add me to the turn list, please.

To future players: remember that at least Fortress Mode is full of bugs, though thankfully not game-breaking yet. In fact, from a technical point, the fort ran excellent, I had not one crash in around 5 in-game-years of playing, only what I described in previous posts (and a few more I might have forgotten to list).

262
Does anyone know how to get any more specific info from the health screen (e.x.: where rotten tissue is excised from)? I've done a couple attempts on curing the rot via surgery in fort mode (Legendary+5 all med skills via DFHack), but Moldath's died immediately after the "Excise rotten tissue" job begins. Wondering if there's any specific location it being excised from is causing this.
Kills over 4000 creatures, including many megabeasts/eldritch horrors.

Dies in mock surgery.

The ways of Armok are mysterious indeed.

I guess he is rotten to the core.
Well, it's his fault for putting weird things in his mouth. Even if it wasn't that that caused it and was a syndrome rain, it's still karma rotting him whole.

263
Maybe it's time he's put to "rest", allowed to live a simple life as he wishes as an NPC? Maybe he'll be called back to be a Baron, Count, King, maybe he'll stay in Eskon for the rest of his the world's life (even if he hated it there the first time), maybe he'll haunt another fort and will accidentally be put down by someone who doesn't know him.

It's your char of course, but that's my suggestion.

264
I like the concept and I should read it sometimes, but 0.28 is too old-school for me. No Legends Viewer, no DF Hack, Space instead of Escape, you can't even minimize the thing without wonking out? Good luck to people playing the game, the stories should be good after being played for such a long time.

A note, which will hopefully be useful to others if they do not also decide not to read anything that came before. This is before burrows, but you can still order dwarves to stay indoors (o->i).

(also, end-of-turn note: this fort is currently operating on a first-come-first-serve basis. If you want to play a turn, announce as such and you then have 28 days to play and post a save before dibs expires. I'm PMing people to see if someone who had some existing interest wants to take a turn, but you don't have to have been PMed to take a turn)
(relevant DT version: https://dffd.bay12games.com/file.php?id=14657)
(relevant DF version: 0.28.181.40d)

OP has logged in just last month, which is something. Maybe they'll update the turn list and such, otherwise the readers could do some improv themselves or ask the mods to modify OP's post (but if he can be contacted to retake the reigns of the thread, hopefully it won't be necessary).



By the way, I found the thread via Hall of Legends, Bralbaard mentioning its revival there, in case anyone was wondering.

265
The plague spreads most directly by the infected being called into positions of power, thus spreading them across Orid Xem. I'm not sure if it's coincidence or outright developer interest, but it appears the Blighted are more likely to be called to positions of power. This may be because the Blight makes them immortal (though I have no confirmation so far), because they met an adventurer of the Museum, thus elevating them in the game's choosing pool for some reason, or because the developer indeed wanted a Blight to be hard to contain and so intentionally made this mechanism. Regardless, it's very interesting indeed.

I'm starting to think the Blight was a bit of a mistake.

(Other than that, I love your writing; a shame this turn was so short.)

I'm divided on the subject: on one hand, it gave us a hell of a villain/challenge beyond the vanilla ones while still staying vanilla. On the other, the world might not survive it (and I pity the fort that gets a blighter as an Outpost Liaison like I have - at least I knew what I was dealing with and healed him with DF Hack, even if only temporary. Even if the caravan guards had killed him, I don't know if dragging the blood through the fort infects everyone; I'm reminded that there are syndroms that turn dwarves just by touch, like some of the rain in Archcrystals, where fort apocalypse was barely avoided after a dwarf took a nut without gloves... or infected the gloves... or ate it... something like that, but still pretty niche).



I reclaimed Eskon as a test (I'm going to crash the game so it's not saved) and Moldath appears in practice as "Friendly" and as broker as a profession. Also how are you even able to play him in this condition?

Spoiler: image (click to show/hide)



Bloody bugs after bloody bugs. I got Kikrost before I reclaimed, but while I was taking Rovod, Kikrost got called back to the stupid hillock. I can confirm however with a 90% accuracy that locking people in ROOFED tiles/rooms without entrances or exists keep characters inside.

After I reclaimed now, my fort lost its barony. No great loss. Also, my baron was supposedly mine, but in fact had the title for that conquered vault.

Other bugs include sites often crashing when I reclaimed/unreclaimed. I managed to bypass this by taking over an adventurer for a short while, retiring that adventurer, then successfully reclaiming.

Edit: My female elf disappeared between saves. Also the river I drained filled again. Thankfully, I'd channeled a lot around it so now half the map is flooded (yes, thankfully, because the river mouth is still blocked and the water can disperse faster now).

$%@#$%@$%@$%@$%@$%@$%%&$%&*%&$%@$%!#$!

At least I got that goblin in that I'm going to have squads murder repeatedly until I get named reptiles (new ones original from this map and unrelated to those from Eskon).

I am curious where that elf went, maybe she got promoted because I upped many of her skills (especially in elf-related matters, like plant gathering)? It'd be interesting if someday she'd ascend to Princess/Queen. I'd copy, retire and save, except it takes ages for a game to save (between 5 and 10 minutes). Well, I'll find out when I retire before I post the save, I suppose.

Ah, I discovered why my map is more flooded than it should be by an expanded river: apparently the puddles I drained also regenerated.

$%@#$%@$%@$%@$%@$%@$%%&$%&*%&$%@$%!#$!

Edit: Rovod's gone too. As are all my bins and barrels.

More edit: Looks like the bins and barrels were... misplaced. Somewhere. I don't know from where they're getting them back, but they are. That's something, I guess.

$%@#$%@$%@$%@$%@$%@$%%&$%&*%&$%@$%!#$!



Finally, something went right. Seven named reptile people!

Spoiler: image (click to show/hide)

266
Thanks, kesperan. I had the first part written even before I started the adventure, the backstory and all, I thought of just posting that for now, but it felt too little for a post so I recounted the entire fight. The funny thing is that this is literally how the fight occurred in-game, absolutely nothing was embellished, to the two cowards hiding in the Town Hall. The bodies I looted are probably collateral from before I arrived or during the fight, I think we were more than 4 fighting Adi (the goblin included), but there were literally people snoozing in the Town Hall, so Adi didn't get to them. The only thing I lied about was not knowing it was the blight, since I saw Adi's name as a blighted thrall.

This is an interesting point and something that should be taken into consideration, a "fresh" blighted thrall doesn't immediately register as one until it does for some reason (probably finally decides to attack you or is close enough). So you might see two creatures fighting and not realize one of them is blighted, although you can get around this by looking at the blood on the ground, since I think it instantly tells you that it's blighted. It was the same with the goblin, I knew she got blighter, but for a few turns she still registered as an ally, so I was weary of attacking her and getting the whole town against me (I don't know if it works that way, but I didn't want to risk it).

As for the blight, alas, it's spread pretty far. I didn't even know it was in Señamatem, but it's in goblin lands and probably got into some religious groups (that's how it infiltrated Adilatir originally I think, through some Sacred Evenness). We'll probably have to contend with it for the rest of the game.

And yeah, looking in Legends, it appears that Adi is a direct infected of Kosoth. He now has 6 kills to his name and earned himself the title the Holiness of Blame. He's also a noble of Radircika since 802, since as some might know, in Dwarf Fortress religions don't discriminate you on the basis of being a night creature (civilizations and any other group do, kicking you out and declaring you their enemy).

267
My name is Urist and I am of Señamatem. You might have heard of it, the first capital of Omon Obin, however, more recently, historically speaking at least, a place of quiet and worship where holy men gather to pray. It is, possibly more obscurely, the place of origin of Lurker Onecbehal, a somewhat local celebrity. We know both much of little of Lurker, we know not his parents and there are rumous that he was divinely blessed. He always held to Bikdá, as good folks of Señamatem were to do. 770 saw him overcome by wanderlust and the hope of bringing not himself, but Omon Obin to its former greatness. Though these writings are supposed to be of me, I find that I must delve back in time much to speak of great histories considering my home-town and Lurker's exploits are by far more memorable, as they occured in more recent times. It is in his footsteps I wish to follow, even though the world is dark and full of horrors. There is one more facet of Lurker that is relevant to me, his Goblin Rage. Whispers among the holy men and women here say that it has spread in recent years to other adventurers and sapient beings, the need to exterminate all goblins they encounter. This proved fatal for Lurker in 794 when he assaulted a goblin in lost-to-us Thillecit, only to be slayed by a fellow human.

Thankfully, Lurker left many weapons, armor and even jewels here so I only need to find his mythical hut and equip myself for the journey. My first step will probably be Eskôn, a dwarven fortress built around his worship. This is so exciting!



Entry 2:

It's night, but I feel restless. I hear noises. What has waken me up? I reluctantly leave my bed, even if I planned tomorrow to talk to my fellow citizens for possibly the last time, attempting to get that foul goblin "leader" alone, and then...

Well, I'll see to that tomorrow. Now I see... people fighting? What is this? The foul goblin fights Adi, aided by some of my human town-folk. I blame my Goblin Hate on what happened next, but I cannot bear to help the goblin. I didn't know at the time it was the Blight, before it was yelled to me, and yet by then it is too late... the goblin turns from an ally into an enemy to my sense, moreso than she already was, into the town's enemy. I fight her with abandon and she is slayed, though I do not take the credit. I believe the blighted one will go down, but it is... hard. I have two companions aiding me, one fighting at my side, the other flinging bolts. We fight for hours, we fight through the night, that I am surprised sunrise does not reach us. It feels like the Gods themselves want to keep the night up until the ending of this battle. Then again, being under the auspices of Bikda, perhaps she herself does this. The fight takes me close to the Town Hall, where I see in horror flung teeth, but no corpses. I pray to Bikda only mild injuries exist and it is too dark for me to see any corpses. I risk leaving the battle to my companions and loot the bodies around. As I reach the entrance, I see two townfolk cowering in the corner, muttering "It is terrifying." Of course it is, but that does not make you less than craven! We fight here for our lives, yet there you are, not aiding.
I return to the battle with good protection and several coin purses heavier, yet disaster struck: our melee fighter is infected! We manage to put him out of his misery, but Adi still attacks, his guts bruised and hanging out, his entire body a mess of viscera and bruises, yet still fighting with supernatural strength and speed.
I feel myself safe, after all I survived with subpar equipment, now that I have iron on me-
The great-axe falls, as it has so many times and-

The End.

268
That must be in an alternate reality, because I searched "General" in his Legends Viewer profile and nothing came up.

What can I say, Moldath is behaving weird (and the game is behaving weird towards Moldath, apparently).

Spoiler: image (click to show/hide)

There's no "Moldath tricked the Walled Dye into thinking he's someone else" message. I honestly am not that surprised, since even when you moved him to Kikrostzar, it still said he was part of The Armors of Diamond. The game probably saw a gap in positions, saw him with the most deeds and called him there. Note that he's moved "in real time" in two days after he's become a Bookkeeper and Broker, though I'm not sure of the significance of it. Or why it remembered him as part of The Armors of Diamond when the game usually forgets you're part of a group if you join another group. This is confusing.



If Moldath arrives in Iroram (I really hope he doesn't, one encounter in fort mode with the Blind Sadist was enough for me), I'll just seal him in a room and release him before I retire. It's actually amusing seeing Moldath making his mark on the world as an NPC as much as is impressive as player controlled. But my prediction is he won't, because he's for some reason tied to The Armors of Diamond now. Though I'm really curious if this puts him back in the line of succession for Baron/Count/King, since I'm assuming he's still using the fake name for The Walled Dye and I think his first Barony was as himself. But who knows how the game counts these things.

269
That's an unlucky adventure. Thralls and ghouls can be very though if you encounter them early. 
I could have run, but I was in the "defend the hometown" mindset. I remember some wise adventurers seeing thralls and running away (I think yours did the same, including King Bralbaard and the kobold.


Prison fort
It's important for my plan, otherwise dwarven forts start getting spammed by humans, elves or worse and I lose my "exhibits"... I mean members. Yeah, members.

On an unironically unrelated note, does anyone know why Adilatír is more humans (of which most appear to be abstract ones) than dwarves? Are we getting the same phenomenon as we got with goblins in the elven civilization?



Edit: Moldath just returned to The Armors of Diamonds and took over Eskôn just before I unretired, completely independent from any actions I took as far as I know. As long as he doesn't impale dwarves as revenge, I'm perfectly fine with it.

The interesting thing is that if kesperan doesn't unretire him, he might get back in the line of becoming a Baron, Count or King of Adilatir. Or maybe he'll never advance from there. Who knows.

I sure hope he doesn't come my way in a migrant wave...



Ok, I discovered a weird tangled mess here. Evala (who killed Th4dwarfy1 and who I asked Avolition to resurrect) got himself again killed, by another undead. That same undead killed Urdim (The Prophetess of Dalzatèzum) and two plump helmet men (who I suspect they were the companions of an adventurer of the Museum's).

The next person who encounters Eko will either enter history for having slayer her, or be very unlucky.

270
On a test reclaim of the current save, I actually found the elf and necro I brought sealed in the rooms I sealed them in, so it appears to work. Still not sure what the issue was with the troll, I must forgot to seal him.

I'm hoping sealing creatures means they can't leave a fort between saves.

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