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Author Topic: Dwarf Fortress 0.47.01 Released  (Read 98561 times)

Urlance Woolsbane

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Re: Dwarf Fortress 0.47.01 Released
« Reply #15 on: January 29, 2020, 06:15:27 am »

At long last! I can't wait to sink my teeth into this!
Hmm... are gorlacks founding monasteries intended? Just asked some monk abot a monstery and he told me that it was founded by gorlack.
Seems like a grey area. I think it's rather cute.
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Imic

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Re: Dwarf Fortress 0.47.01 Released
« Reply #16 on: January 29, 2020, 06:18:19 am »

I have a Dog to walk right now, but this looks like it’ll be worth the wait.
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Shonai_Dweller

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Re: Dwarf Fortress 0.47.01 Released
« Reply #17 on: January 29, 2020, 06:23:11 am »

Hmm... are gorlacks founding monasteries intended? Just asked some monk about a monstery we was in, and he told me that it was founded by gorlack. With mountains trying to make music...
Gorlak's can join civilizations like animal people, so can be found in lots of different positions. Seems reasonable that one founds a monastery.
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MCreeper

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Re: Dwarf Fortress 0.47.01 Released
« Reply #18 on: January 29, 2020, 06:49:09 am »

Furthermore, i have found mushroom man serving as executioner for a baron. This all is rather abnormal.
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FantasticDorf

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Re: Dwarf Fortress 0.47.01 Released
« Reply #19 on: January 29, 2020, 07:01:33 am »

Furthermore, i have found mushroom man serving as executioner for a baron. This all is rather abnormal.

I had 120 dwarves join a Human civilization marching in a army by i guess virtue of sharing the same god as them or being mass-converted by a prophet, so maybe you're correct that the numbers are a little off. Said human army went to enslave the goblins, so i know who to aggrevate now for a good fight.
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thvaz

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Re: Dwarf Fortress 0.47.01 Released
« Reply #20 on: January 29, 2020, 07:22:36 am »

*flexes fingers*

It is that time of the decade again!
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Shonai_Dweller

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Re: Dwarf Fortress 0.47.01 Released
« Reply #21 on: January 29, 2020, 07:29:28 am »

Worldgen dwarves digging too deep seems to be working ok.
Year 35 saw a brand new civ of gobbos lead by a horse monster emerge from the underworld, impale a lot of dwarves on spikes, persecute their religion and generally be rather mean.

In addition to goblins, I note that the initial site which breached the Circus still has 55 other demons hanging out there. Good good.

Oh, and in true Hollywood fashion, the horse monster actually became best buddies with the future king of the Dwarven civ who breached the underworld (he was a mercenary at the time, they bonded amidst the horror of combat).

And....
Hmm...the king's ex-lover who held a deep hatred of the new goblins due to aforementioned religious persecution once took part in a wrestling competition held by the dwarf civ. The competition was won by the horse monster leader of the goblins. Er...

Are these new demon lead goblin civs perhaps a little too friendly with the civ which discovered them?
« Last Edit: January 29, 2020, 07:45:07 am by Shonai_Dweller »
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MCreeper

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Re: Dwarf Fortress 0.47.01 Released
« Reply #22 on: January 29, 2020, 07:35:06 am »

Fortress is 3x7 towers, but there is this weird tile on the map. Seemingly nothing is actually there. Can it be something underground?
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Shonai_Dweller

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Re: Dwarf Fortress 0.47.01 Released
« Reply #23 on: January 29, 2020, 07:48:43 am »

Shash Aurajackal the Lost Shaft was a forgotten beast. A gigantic blob composed of water. Ha ha ha....
Shash has so far devoured two earwig demons and a hedgehog devil. Yikes.

--

Oh, and going back to the new goblin civ and their horse monster boss, over the next hundred years they spread out taking over half of the dwarf civ. Then some humans invaded from the other side and balanced things out a bit.

Until the humans got too greedy, dug too deep themselves and unleashed a red diamond monster (Nemen Flimsyfork the Prim) and her goblin hordes. Ha ha.
« Last Edit: January 29, 2020, 08:11:17 am by Shonai_Dweller »
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thvaz

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Re: Dwarf Fortress 0.47.01 Released
« Reply #24 on: January 29, 2020, 08:07:28 am »

I started a ranger with a dog and a eagle and the animals promptly disappeared.
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Orkel

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Re: Dwarf Fortress 0.47.01 Released
« Reply #25 on: January 29, 2020, 08:30:11 am »

Thanks Toady! I'm assuming now begins a bunch of bug fix releases including important old bugs?
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JEB Davis

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Re: Dwarf Fortress 0.47.01 Released
« Reply #26 on: January 29, 2020, 08:38:08 am »

Your work is monumental... thank you Toady, Threetoe, and your little cat too!
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MCreeper

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Re: Dwarf Fortress 0.47.01 Released
« Reply #27 on: January 29, 2020, 09:30:40 am »

People are hiring mercenaries to attack the fortress of those same mercenaries. Repeatedly. Very, very much times, actually. And some without hiring them in between.
« Last Edit: January 29, 2020, 09:38:55 am by MCreeper »
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FantasticDorf

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Re: Dwarf Fortress 0.47.01 Released
« Reply #28 on: January 29, 2020, 09:38:13 am »

Altars are confusing me a bit, i thought they would be larger placable bits of furniture like they're commonly referred to in Europe, but it seems to be more of a collection dish going from in-game description.

Also funnily enough, i have a dwarf that has a very colorful screen of attributed relationships as my first migrant. 4 children, romantically involved, 3 5 gods and 1 elven force of nature to worship (Enure). yeah. i think its bugged just a tiny bit. Ill put a report up once my fortress is settled.


« Last Edit: January 29, 2020, 09:39:52 am by FantasticDorf »
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Untrustedlife

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Re: Dwarf Fortress 0.47.01 Released
« Reply #29 on: January 29, 2020, 09:51:22 am »

Fortress is 3x7 towers, but there is this weird tile on the map. Seemingly nothing is actually there. Can it be something underground?


They added new structures such as castles so that could be one of those. Things just become abandoned sometimes. Mine statues too though they weren’t mentioned in the change log he mentioned them in FOTF and in the dev log.
« Last Edit: January 29, 2020, 09:56:20 am by Untrustedlife »
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