I'm sorely tempted to request being dorfed with that same name again just to see if the game is trolling me. Though I admit, I was immensely amused.
I gave you a militia dwarf shortly after the last batch of deaths just in case. You're a bit tougher this time so there's that at least. I'll recover the stats when I do an IC update and you can ask the next overseer to keep/toss the dwarf.
Anyway, updating! It's the 21st, just, so...OOC for now and basically streamed as I play. IC update will be later on
Good news! I found the magma sea! And Adamantine!
Unfortunately we're just a little bit flooded with magma on the lower levels now. And Triaxx
maaaaaaay be a little bit dead and on fire. I'm not actually sure about that though. He was certainly on fire the last time I saw him (also swimming in magma), but he seems to have gone away a bit since then.
In my defense, it was
his idea to lie down and have a nap immediately after breaking through a wall into an ocean of magma. my plan was for him to run like hell once I realised I was a z-level too low for a safe breakthrough.....but nope. Guess he was just dying for some rest.
Oh, and another strange mood! And we have everything for it! And it's a blacksmith which is really nice since that means a lot of skill gains without using any coal.
Even better...it's a floodgate. And because it's an artefact, that means that even though it's made of copper....it's magma safe! Yaaaaaay!
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I've redorfed a whole bunch of people as various random dwarves. And started adding labels to my new levers. And for some reason the game decided that one of our dwarves is secretly a wagon, and rebound the F1 hotkey to follow them, rather than zooming to the wagon site. I've fixed that though. I've also got the old "Dwarves won't build a floor because the rock needed to create the floor is getting in the way" bug.
We're down to 52 people all up, which....well...if I'm honest, I'm disappointed. But it's paved the way for a much, much safer fortress.
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Ah, babies. Yes. Wonderful. Back to 54. And I've finished the new entrance (Well, enough of it to be functional when the jobs are completed) with mere days to spare! Our trade depot is now isolated, so we can let traders in without exposing the fortress to external hazards!
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I just handled our cold-cases. Since I appointed myself as commander at some point (or captain, or whatever), Sir Humphrey just tracked down our ranger (who beat someone a while back) and punched him until his hand exploded. Fantastic. Admittedly this presents an issue, as he was convicted for two counts of disorderly behaviour....Gwolfsky was convicted for about
ten.
...yeah, 5 days later and I'm still beating the ranger while he sleeps. I can't wait until we get a hammerer.
And my last act as overseer is to beat Gwolfsy into unconsciousness in the middle of the hospital. Before realising that I can stop him dying just by vacating the position. So yeah, you may well survive this one, you dastardly criminal!
This has been a
great turn. Oh, and we have a forgotten beast in the caverns. I'm glad I didn't try colonising them....it wouldn't have gone well.
I'll edit this with the save once I've got it uploaded. I'll let others handle the screenshots (and a stonesense render or whatever might be cool as well).
EDIT: Righto! The savegame is
HERE. Game is saved looking at the new entrance and trade depot...which is set to have the depot open for trade, but the fortress sealed. Check notes screen for info. Levers are in top left of screen.