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Reclaiming the fortress edition

Previous: >>1866866


Avaliable for free at https://www.bay12games.com/dwarves/
or as a paid premium version on Steam or Itch.io

>What is the difference?
Both are the same game on the same version (50.14). The free version uses ASCII as a tileset (but you can mod other usermade tilesets and graphic packs)
With the premium version you pay for a premium tileset + premium OST + access to beta branches and steam integration (if on steam). ee version uses ASCII

>What is the status on Adventure Mode?
Adventure mode is currently in open beta in a near finished state that is officialy avaliable only through steam

Dwarf Fortress has an extensive wiki which can help you with your question about DF as well as providing info about modding and 3rd party tools:
https://dwarffortresswiki.org/index.php/Main_Page

>Tutorials :
Quickstart Fortress Mode: https://dwarffortresswiki.org/index.php/Quickstart_guide
Quickstart Adventure Mode: https://dwarffortresswiki.org/index.php/Adventure_mode_quick_start
Other tutorials: https://dwarffortresswiki.org/index.php/Tutorials
>>
>spend hours, days even, finding the right combination of tileset and colorscheme
>give up and go back to the default
>>
Any critiques on this OP pasta? Anything missing that definitively should have been there
Hopefully I keept the spelling mistakes down to a minimum
>>
>>1905496
What matters is that you actually generated a world and selected a location to strike the earth
>>
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Well I've taken care of most of the corpses, still have a bunch of body parts and undead chilling in the hospital.
Now I have to figure out military, I don't have any metals other that gold and haven't tried getting leather yet, I also keep running out of seeds I think.
>>
Adventure mode release this december or january? Place your bets. It seems to be almost done
>>
>>1905499
Why would he do that?
>>
>>1905504
So that he will actually play the game instead of OCDing over color schemes
>>
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https://youtu.be/4-7TtPX5uhg
How long until what he alludes to in this video comes to fruition?
>>1905503
I don't care until the above is implemented... or magic.
>>
>>1905502
Sadly leather armor is really bottom of the barrel as a material for armors. If you have no military grade metal at all on your map then you will have to survive on wooden and rock traps and rock weapons until you can trade or farm enough goblinite. You can also use wood trainining weapons so that your dorfs can at least train with something in the meanwhile
>>
>>1905509
>video from 6 years ago
>47.01 date of release: 2020-01-29
>47.01 introduced creation of guildhalls and temples. Introduced traitors and villains. Many new events in world generation, organizations, sites, pets and mounts in adventure mode, light aquifers.

Considering that 47.xx is where DF was frozen due to premium development. I would say that some of that is already partialy in game. While the rest was supposed to come after adventure mode and before he jumped into myth and magic. But ever since Toady decided to drop the big thematic update format, I cant really tell for sure whats comming next until the Adventure mode beta ends.
>>
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https://mega.nz/folder/iIMCCa7L#JPVQ3EUJr2PhR6OMYthapw
>>
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For the unknowledgeable, the Steam version of DF REQUIRES a new gen every RAW change due to mods not being baked into the save anymore.

How to remove gays from all creatures
Notepad++
open all creature RAWs
ctrl+H
[CASTE:MALE]

[CASTE:MALE]\n\t\t[ORIENTATION:FEMALE:0:0:100]\n\t\t[ORIENTATION:MALE:100:0:0]

Replace in all opened files


[CASTE:FEMALE]

[CASTE:FEMALE]\n\t\t[ORIENTATION:MALE:0:0:100]\n\t\t[ORIENTATION:FEMALE:100:0:0]


Replace in all opened files

How to remove black dwarves
>creature_standard txt
line 436 replace line with
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:PALE_PINK:1:PEACH:1:PINK:1]

How to remove bald dwarves
>entity_default txt
under [ENTITY:MOUNTAIN]
replace line 862 with

[TS_MAINTAIN_LENGTH:100:NONE]
[TS_PREFERRED_SHAPING:NEATLY_COMBED]
[TS_PREFERRED_SHAPING:BRAIDED]
[TS_PREFERRED_SHAPING:DOUBLE_BRAIDS]
[TS_PREFERRED_SHAPING:PONY_TAILS]
>>
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we back boys
>>
>>1905593
>How to remove bald dwarves
Fuck off
>>
>>1905656
the whole post is for those too dumb to figure out these things themselves, and was made to answer the questions of the steamfag explosion at the time.
>>
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>everyone in the library suddenly starts fighting
But why?
>>
>>1905921
It might have something to do with half a dozen of necromancers and a zombie
>>
>>1905499
yes but id also like a small square curses set and im not sure if i like the 16x16 version that comes with lnp
i dont like how the default curses warps based on zoom level
>>
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Hmm...
Im about to see what this chosen stuff is all about
>>
>>1905497
you should say something about dfhack and some key mods (e.g. all civs playable, goblins have to eat - so you don't have only goblins in every world that's old) and also link to the advanced worldgen thread on bay12.
And some tutorials on youtube/twitch, like this:
https://www.twitch.tv/nirruden/videos
>>
is it true they got rid of capitalism because it would break the game?
>>
It didn't break the game it was just stupid and didn't add anything except another way for your fort to die unless you engaged in excessive micromanagement. Remember back when seeing a dead body would lead to getting really sad and going crazy? It broke the game like that.
>>
>>1906079
any updates on the adventure?
>>
>>1906256
What they removed was a system where your fort dorfs would receive wages and have to pay bedroom rents and buy things they wanted like food, instead of just taking it from a stockpile.
It was removed because it caused lag due to coin stacks being tracked and multiplying out of control. And because it was janky as fuck and caused all sorts of troubles like your dorfs always going into negative balance because all the cooks in your fort were 3-start michellin, and the only food avaliable to buy were expensive masterwork meals
>>
>>1906307
>any updates on the adventure?
I walked in circles looking for that temple since nobody could tell me anything about it when asking for directions, until I walked into a monastery compound with some armed goblins who initiated combat with one of my followers.
Then I got a maul to the noggin and died.

I did a search on legends and turns out the temple I was looking was exactly in same town I started and all had to do was talk to that guy above the text box >>1906079, and he would give a fetch quest to retrive what I suppose is some of the new stuff add or a piece of divine material. I try doing a take two later today
>>
I have a goblin pit nearby with ~20 population, but no matter how many squads I send to raise they find nothing and it still stands. Is it a known bug, or am I doing something wrong?
>>
>>1906393
I'm 90% sure it's a bug
>>
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I like building as much shit as possible out of rocks.
Luv the rock furniture mod.
>>
>>1906444
>rock furniture mod
but you can already make furniture out of rocks
>>
>>1906449
coulda sworn you need a mod for stone beds and mine carts
>>
>>1906449
I dont think you can make beds out of stone, but all the other furnitures are ok with it
>>
>>1905497
You're validating that one spamming faggot that would not shut the fuck up about DF threads being a general before the rule change.
>>
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So i dug into a cavern and and suddenly a bunch of trogs came out and started chasing my elephant.... Will they ever give up or do i gotta kill em ???
>>
>>1906666
Do they have the hostile tag?
Anyways If they are running while chasing the elephant then they will probably tire out but that could also happen to your elephant + starvation since elephants need to be constantly grazing to survive.
But also there is a high possibility that your elephant could kill them if it desires to do so
Better kill them in anycase, they are pretty weak to anything with basic training and weapons
>>
>>1905496
default ascii but square and with a custom color pallete is the peak DF experience
>>
how does odd realm compares to DF? seems pretty cool and solid
>>
>>1906743
I never played but it looks like DF if had no autism, which is both a good and a bad thing
>>
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I wonder if that's all there is to it. I've been asked to retrieve the same items for a while now.
>>
this shit is so addicting bvos....
>>
>>1906827
Hah, you say that now, wait until you start making your own creatures and entities.
Once the modding starts, it will consume you.
>>
>13 pop
>32 migrants
>>
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Hey dwarf bros I'd like to report a bug :^)

This is my hospital, it has a good stock of
>gypsum plaster
>wooden splints
>wooden crutches
>soap
>cloth
>thread
>beds
>tables
All stored in chests
>1 (one) traction bench for reasons that will become apparent
present and assigned also
>bone doctors
>diagnosticians
>just plain doctors
>chief medical dwarf
their labor is set to all healthcare except feed prisoners/patients and recover wounded, exclusive

So here's the bug: dwarf gets stuck on traction bench forever, with no treatment scheduled and no doctoring tasks being created
It's been plaguing this specific fortress for a couple decades now and I have no idea what causes it
I tried throwing away old traction benches and making new ones, recreating the hospital several times, pausing/unpausing the hospital it's all the same
If you have had any similar experience, advice on how to unfuck the hospital would be appreciated
>>
>>1907395
Tried changing labor up a little bit with enabled feed prisoners/patients and recover wounded, non-exclusive, healthcare set to "everybody does this", everything
Same old shit, patient stuck in "in traction" and "no treatment scheduled" while doctors hang out in hospital with "no job"
>>
>>1907395
>>1907398
Is he stuck on a traction bench that you cant deconstruct or he keeps going back to one everytime?
What does his heath tabs say? Does he actually has any open wounds untreated or he is just being a munchausen queen.
>>
>>1907395
Did you assign the doctor[s] to the hospital?
>>
>>1907406
>Is he stuck on a traction bench that you cant deconstruct or he keeps going back to one everytime?
I can deconstruct the traction bench and it's the only way to free the bastard, the 2 injured dwarves keep coming back waiting for traction
>What does his heath tabs say? Does he actually has any open wounds untreated or he is just being a munchausen queen.
Overlapping fractures and smashed apart for 2 dwarves

>>1907409
No, durr, who would do something like that?! I tried assigning all regular doctors and specialized doctors none of it works
I can only assume my chief medical dwarf is cursed because that's the only variable I didn't mess with
>>
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>>1907412
>>1907409
>>1907406
Hospital remade from scratch in case the cavern mud somehow was messing something up
Chief medical dwarf left vacant
Minor injuries that don't need traction get resolved immediately
>>
>>1907412
>Overlapping fractures
Hmm.
I remember having, or reading about overlapping fractures causing this kind of issues way back then (or that they might require that dwarf stay stuck in benches for quite a long time). There might be something writen about it in the wiki or in the bay12 forums
>>
>>1907416
>Chief medical dwarf left vacant
OK that's dumb since it disables the hospital completely
New chief medical dwarf and a whole bunch of doctors, including bone doctors
No dice

>>1907417
>I remember having, or reading about overlapping fractures causing this kind of issues way back then (or that they might require that dwarf stay stuck in benches for quite a long time). There might be something writen about it in the wiki or in the bay12 forums
Yeah I'm not seeing compound fracture on the waiting list that might be it
>>
>>1907421
>>1907417
Dorfs on bay12 say overlapping fractures are weird and every time you deconstruct the traction bench the fracture gets re-broken and you just need to let them cook (2013)
Someone smart also says using gui/gm-editor to remove overlapping flag from fractures fixes it (v0.47)
I will try both, but that's enough DF for today fuck I hate this dumb broken game
>>
>>1907421
>Yeah I'm not seeing compound fracture on the waiting list that might be it
So, this dorf stuck in the bench has no wounds that require tending or that require immobilized rest but somehow he keeps getting flagged to be placed in a bench, from what Im understanding?

If all else fails and not even DFhack can fix his ass, then either accept the bdsm munchie queen in his new pemanent home or pray that you can exile his ass if you cant stand looking at him
>>
>>1907412
>No, durr, who would do something like that?
You're supposed to assign doctors to hospitals in the newest version. In older versions would just work at whatever hospital had patients.
>>
>>1907395
post the dwarves injuries
depending on severity they might be in traction for months
after a poison dust beast attack I had packed traction benches for almost a year as necrosis was rampant
>>
>>1907424
>So, this dorf stuck in the bench has no wounds that require tending or that require immobilized rest but somehow he keeps getting flagged to be placed in a bench, from what Im understanding?
No, he has fractures that need setting but nobody is applying plaster or splints to him
Maybe traction comes first then plaster?

>>1907433
I'll try letting them cook it's just weird not having a doctor diagnose them or do anything
>>
>>1907424
>If all else fails and not even DFhack can fix his ass, then either accept the bdsm munchie queen in his new pemanent home or pray that you can exile his ass if you cant stand looking at him
just flood the room with magma
>>
>>1907440
>Maybe traction comes first then plaster?
I dont think I ever stopped to pay attention to this. I know that tactions are used when shit is real fucked up like removing organs and internal injuries and fractures, so I will assume that if splinters/plaster are required they will come after it.
I will second what the other Anon, some fractures dmight require the lil niggas to be bdsm'ed for some time until they heal.
You might as well check if he has the slow healing attribute, because that could mean extra time in the traction.
>>
>>1905493
>+ premium OST
I pirated the steam version but deleted it as soon as I heard the song. Fucking disgusting, it's like the trannies at Kitfox are raping my ears.
>>
>>1906781
That's a new item type, right? Does it do anything special?

>>1907423
You can use DFhack's full-heal (select the dwarf first) to make him pristine again, rather than removing a specific fracture through gm-editor.
>>
Not the literal Goddess of Incest...
>>
>>1907791
The Coffin of Andy and Leyley fags got really quiet right now
>>
>>1907791
Hell yeah brother
>>1907794
sharty lost
>>
>>1907791
>Shag Brother
>>
>>1907563
>You can use DFhack's full-heal (select the dwarf first) to make him pristine again, rather than removing a specific fracture through gm-editor.
I want them to suffer for their sins or I would have sent them to the magma execution chamber
One of the dorf is lovers with a dorf I actually like so I don't want to do that
>>
>>1907484
Adventure mode OST > Fortress mode OST
They have played us for absolute fools
>>
dumbo question
haven't been following df since it released on steam, is there any fix to have ye olde keyboard controls back? or I'm just old?
>>
>>1907956
no fix, nothing new yet either, so you're missing out on nothing, try the premium if you desire by grabbing it form here.
>>
>>1907956
Full keybord support is probably going to be next on the to-do list after adventure mode is out in the next few months
If you want the old UI however, that is most likely not comming back, unless the Lua script update also a includes the abbility to mod UI. Then it will be up to modders to bring the old UI back
>>
>>1907963
>>1907970
thanks anons. no real feelings about the new UI, since I didn't play around too much with it.
years using the keyboard controls and I have them hardwired in my brain
>>
>>1907956
>>1907990
I played DF in 2014 then again in 2022 I can safely say the new UI is much easier to use because my fortresses have turned out way better with no extra effort
>>
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>>1905493
I'm too game for this dumb.
>>
>>1908032
>max age 3-5
tavern mass shooting incoming
>>
>>1908037
game frogposter
>>
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Traction bench "bug" update: I let them cook and one dwarf is now free to throw more tantrums
>>
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I made a little kobold surface village
they live in a 5 story commie block
>>
>>1908061
seek psychiatric help
>>
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>>1908063
i have taken 2000mg of pregabalin, thank you very much
>>
>>1908065
tell the doctor to double your dose
>>
>>1908061
based
>>
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I have people with upper spine injuries who "cannot breathe" not dying until after I expel them from the fort
>>
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>>1908088
Poor bastids suffocate as they're crawling away to the edge of the map
And yet citizens with the same condition will live forever
>>
>Mayor is a cool military dude with 100 kills
>Goblins show up seeking a parley
>station marksdwarves at their burrows
>station melee squads at the bridge
>mayor is in the cool dudes squad
>has station order
>click yes to parley just so they attack sooner
>mayor immediately goes beddy bye in his fancy room
>wakes up, goes to parlay battle axe at the ready
>immediately starts chopping on the goblins
>takes down a few but gets winded and dies
Fuck you too game
>>
>>1908061
Too much empty space. The way I see it, kobolds would prefer cramped environments, with lots of walls and tight spaces.
>>
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How many dwarves without noses do you have? This is my third. They all get the "Nosy" nickname.
I don't keep track of earless dwarves.
>>
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Dwarf casually pocketing an artifact vial to use as a beer flask on long patrols
>>
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Tips for getting rid of corpses?
Every year I have ~100 elves and ~100 goblins show up, that's 200+ corpses per year
I tried pitting them into a surface garbage pile, that's slow because the mass dumb command dumps their equipment too
I tried throwing them into magma, that's also slow and creates a pile of unmelted iron crap
Now I'm trying an underground corpse garden where it's just a huge room with a human/elf/goblin corpse stockpile
>inb4 some kind of magma cannon to burn away the corpses
>>
>>1908219
flood room with magma
>>
>>1908220
My magma stack is a piece of shit with 30+ MANUALLY OPERATED pumps
There's a water moat in the way
And I'd have to poomp another 10 Zs
And it'll evaporate before it burns away most of the corpses because the room is huge
>>
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Corpse garden idea seems to have cleaned the place nicely, except for a small group of fresh goblins
>>
Why are giant rats so OP? A 0 year old pup bullied my giant cougar and then proceeded to bully various other war animals
>3 times larger than a dwarf
wew
>>
Also I wish I could butcher voracious cave crawlers for dope leather items, but butchering creatures slain in combat seems to be bugged to all hell
I have assloads of dead VCCs
>>
>>1908254
If I had to guess, Toady did something to buff regular rats and then didn't balance it when he made the giant version.
>>
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>>1908257
I am managing to butcher Arena rutherers, should have tried this sooner
>>
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Apparently I'm now at war with "The Old Lenses", a dwarven civilization
Greed has taken the better of them and they seek to bargain for one of my artifacts (they probably lost one too many caravans at my place)
They have really cool helmets
>>
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>>1908291
Dwarf Bros are demanding this thing, I mean what are the chances
A dwarf bone figurine made by a sick fuck
It's pretty low value so I say they can have it
>>
>>1908291
iirc it's not war yet, but it can end up like that if you kill em
>>
I kinda stopped playing right now because there's nothing going on besides something like this >>1905921, also since I reclaimed the fortress there were a couple of undead left and they don't really cause problems or move, but I wanted to get rid of them once with untrained squad, but those guys got obliterated, I thought a rotting guy with brain and leg damage would be no problem and I thought wrong.
I had a couple of squads in training, don't really know if I should try taking on those undead again, was thinking of building fortifications around them or something. Didn't see marksmen using archery targets while in training, but I think everything is set up properly in there. I also want to send them into caves, but it's a pain to check what dangers are in there.
Should I close down library to avoid nerds fighting? Should I remove all necromancers from my fort? Should I figure out who keeps grabbing golden statues in the library (probably that goblin scholar)?
>>
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The moat claims another victim, this time one of the finest military dudes in the fort
Crazy goblin + goblin + elf ambush siege, dodged nothing in particular and went into the moat
>>
>>1908373
Good, good.
Now you must mod your game.
or take inspiration from the forts of old.

https://dwarffortresswiki.org/index.php/Category:Modding_Examples
https://dwarffortresswiki.org/index.php/Category:Tokens

http://www.bay12forums.com/smf/index.php?PHPSESSID=389e54fa0c239245eef5ce8539aa63d2&board=13.0

http://www.bay12forums.com/smf/index.php?PHPSESSID=389e54fa0c239245eef5ce8539aa63d2&topic=168375.0
>>
>>1908373
>but those guys got obliterated, I thought a rotting guy with brain and leg damage would be no problem and I thought wrong.
not every undead in DF is like a resident evil zombie. Some of them are quite literaly super human and even have magical powers or can instantly turn other cratures into more super human undeads through bites. Even the most basic bitch undead can still be dangerous, even after the nerfs, because they dont play by the same rules as normal living beings (getting debilitated by fear, pain, tiredness, multilation, nervous system damage and others)
>>
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Nailed some blue idiot for 252 days in prison
>>
>>1908412
>intelligent undead monster slayer
That is actually pretty cool and edgy
>>
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Holy shit, I actually managed to raze and nuke a site off the map
You have no idea how many tries it took
>>
>>1908415
That's only a cover story, she's a lot older than 29 and her name is fake
>>
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So the traders left all their shit at the depo and refused to leave my map , so i deconstructed the depo thinking it would fix this but they just left and my dorfs stole all their shi. Is this gonna cause me trouble?
>>
>>1908546
No. It's an annoyingly common bug.
>>
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>carries body to coffin one tooth at a time
>>
>start new fortress
>get a cool waterfall generation on embark
>think "what if i built the fort in the cliffs around the waterfall so that mist filters in? i heard dwarves like that"
>miner immediately slips as i try to clear space down to the water level at the bottom and falls into the river
>with them goes my only pick
so do i just restart? i haven't played this game in like ten years so i just used the default embark profile because trying to remember what skills and items i should bring gave me a headache
>>
>>1908639
cut down trees and gather plants for a year, then get a new pick from the caravan for barrels full of strawberries
>>
Anyone still playing 47.05/Classic, or has pretty much everyone moved over to the Steam version?
>>
>>1908639
>play now
>1 pick
>>
>>1907484
You sound mighty queer. You would fit right in at Kitfox
The ost is made by a guy who has been making music for DF probably since before you were born

https://soundcloud.com/simonswerwer
>>
>>1908639
If you can make a good number of pumps you can retrieve it by pumping the river fast enough to lower its water level
>>
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friendly reminder that this is what they took from you in 50.01+ among other things
>>
>>1908639
>embarking with 1 pick
lol

>>1908880
I'm a tileset baby
>>
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Does having unmolten iron trash in your magma trash chute impact performance?
>>
>>1908937
Technicaly yes. How much of an impact it would cause however, would depend on the amount and if it is making constant temperature checks and calculations or not.
If it isnt, then the amount of impact wouldn't be any worse than all the 5000+ stones you typicaly have laying around your fortress.
If it this doing temperature calcalations, then it will be something that might be a problem if this pile keeps growing
>>
>>1908937
>>1908954
In any case, if you ever feel like this might be a problem you can aways DFhack it away
>>
>>1908954
>>1908956
I'm using DFhack tweak/fast-heat so it doesn't spam temperature updates
>>
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Local Axedwarf is up to 222 kills
>>
>>1908986
I hope he's got a grand tomb waiting for him when he finally falls in battle
>>
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>>1908987
Not really since he goes on missions and his rooms/tombs get blanked
He will get a statue of himself of course, and my tombs are very lavish by DF standards
Picrel his war buddy's tomb
>>
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I made meeting zones of rows of slabs so dwarves are forced to look at them, but now my funeral halls look like this
Check minimap for how extensive the halls of dead niggers are
>>
>>1908781
I do. I dont see much point to switch yet. Alpha is free with lots of tilesets to use. Plus adventure mode.
>>
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Is there a way to cap my pop???I dont want anymore dorfs for now
>>
>>1909014
You can change the population cap in the settings
>>
>>1909014
Yeah. It should be doable from the menu, and if you cant do that, it is a quick txt edit in the config files
>>
>>1909014
>I dont want anymore dorfs for now
pussy
>>
dorf butt
>>
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WHAT A WASTE OF ADAMANTINE
>>
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OOOH WE COOKING WITH ADAMANTINE BOYS
TALENTED WEAPONSMITH
GET HYPE
>>
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>>1909121
It's...
NOOOOOOOOOO YOU BITCH
TROLLED
>>
>>1909126
Perfect for your Hammerer.
>>
44 years into the fort I finally made a blacksmith/metalsmith/metalcrafter guildhall
The adamantine troll gets the nickname "Feathers", cause that's what she gave me: a very expensive feather
>>
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>>1908291
>>1908317
They're back demanding another artifact
This time it's bloodletting time
Never negotiate with terrorists
>>
>>1909149
How come their dorfs are monoethnic
>>
>>1909150
You mean your dwarves aren't?
Do we need to start post the guide again?
>>
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They do indeed have steel armor but they're no match for my squads of elite marksdwarves perched on their towers
>>
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>>1909157
I would give them the taste of my adamantine but some asshole started a massive brawl again
Plus I'm curious to see what else these dwarven rapscallions are gonna do
>>
>>1909162
The really funny thing is these dwarves... are riding horses
That must be some advanced technology they have
>>
And they're in full retreat having lost 4 people and realizing the rain of steel bolts ain't gonna stop
>>
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Post gas chambers
I use this one for upper spine injuries since expelling is a death sentence anyway
Cool marksdwarf who liked to kill buzzards
Cool crutch walking guy who charged serpent men hordes with nothing but a woodsman's axe
RIP
>>
i hate marksdwarves so fucking much
>>
>>1909216
Post them next to not one but two ammo cans (as in bins) and make sure they can't move, this is the only way they'll be useful
>>
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I simply must dig deeper
What do we think, collapse cavern floor to block the magma flow and then pump it?
>>
I don't even know what's happening anymore
>>
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>>1905493
Guys i need help, i have this cool fort but it's from that version where the orcs are missing from the sieges, maybe two versions before the adventures mode update, so if i play now this would be fixed? i think i read somewhere i gonna need a new world to play with orcs again, i don't want to play in an outdated world but i really like this fort, i have steam DF beta branch installed.

Someone can give a qrd about the new features from i am missing playing in this world? i mean i still getting the update fixes, but some changes are worldbound right? what changes from that version to now in general? and what state and what's going on with adv. mode is right now?
>>
>>1909243
Unless they change generation, which they haven't since 50.01 and the initial steam fortress update, then you can still play your old world.
>>
>>1909243
>>1909249
As for Adv mode, it is almost up to speed with pre-steam df... almost.
>>
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Magma laced with magma
>>
>>1909243
I not sure think that the adventure beta branch is fully compatible, or if it is, then at least while beta it wont recognize a save from 50.xx because I remember it not letting me do so. But I could be wrong, so dont let me stop you. Further more if you want to experince the new adventure mode stuff you might need a new world gen anyways, even if it same as your old one but using the same seeds
You should still be able to play in the lastest main branch version (50.14) with your save without issues however


>>1909251
>As for Adv mode, it is almost up to speed with pre-steam df... almost.
I think that as off the last beta update, it is pretty much side by side with with 47.xx Adventure Mode, since all Toady is working on now is the Chosen stuff and tutorials as per his monthly report
>>
>>1909277
As I said. Almost
>>
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Wicked Horse Dwarves of the South are back, this time a hundred strong
They're just sitting there, waiting, hoping to starve me out
I'm gonna enjoy counterattacking their fortresses with my legeandary axe dudes and their adamantine and divine metal axes
>>
>>1909156
Oh, I just thought that it was reverted back to the whole "civs have a defined ethnicity associated with them" thing instead of having every individual member of a civ be randomly generated from every skin colour and facial feature combination under the sun for literally no reason
>>
>>1909374
I wish I had your optimism
"We respect our employees and players. Kitfox has a zero-tolerance policy for harassment and cyberviolence. Everyone must be treated with respect, whether online or offline, and abusers will not be permitted to harm our employees or players. Victims of cyberviolence can also refer to Crash Override for guidance on safe next steps."
>>
>>1909381
are you stupid? we spent the entire last thread discussing game genetics and their relation to civs.
>>
>>1909156
>Do we need to start post the guide again?
I'm not sure what guide you mean but I'd like to see it. I'm very new.
>>
>>1909500
He means the one after the mega
>>
So I've made it a year in. When do my dwarves actually start moving furniture? I've had a bunch of bedrooms set to have a bed and door delivered for literally six months and nobody has gotten around to it. Is there some priority system I'm not seeing? Am I running too many workshops?(2 crafts, carpenter, and stone with 18 dwarves)
>>
Returning player here.
I've been trying to gen a world with a dead dwarf civ to try out a "rebuild civilization" scenario. Managed to gen a world that had absolutely everyone dead except about 100 000 gobbos. There were no elf civs left, zero dorfs left alive with one civ officially "dead" but playable, all the humans dead but their civs populated by goblins etc. Still I'm getting migrants and caravans like nothing had happened. Every yearly Legends dump shows more dwarves alive in the world, apparently just materializing out of thin air at the edge of my map.
Apparently that "first two hardcoded migrant waves and then nothing" isn't a thing anymore.
>>
>>1909746
Yes, welcome to Steam Fortress
>>
>>1909746
yes that was established right after steam fortress came out
next question
>>
okay so i'm new at this, how the fuck do i get my dwarves to use the bins i made?
they took so long to haul all the goods to the trade depot that the caravan fucking left because they're grabbing them all one at a time
>>
>>1909776
>next question
How do they do it? How can they manage to disappoint in new ways every time?
>>
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>>1909781
trannies
and toady is checked out and heading for the beach
>>
Yes, I am autistic enough to build thematic temples and other rooms.
Say hi to The Hungry Church, where people worship The Foggy, the deity of water and nature that takes the shape of a female green devourer. The central statue is of the deity eating a lungfish while dwarves pray to it
>>
>>1909780
Not everything goes on bins.
Also check the the stockpile configurations if bins are actually enabled on that particular stockpille, the dorfs will start reorganizing things into bins gradualy after a while
Further more if you have wheelbarrows assigned to a stockpile, it will limit the number of dwarfs hauling things there to number of avaliable wheelbarrows in that stockpile
>>
>>1909780
bins and barrels are the first thing you make out of wood right after beds, and unlike beds you automate that shit so there's always empty bins and empty barrels
if you already have a stockpile of just loose crap it takes a while for it all to get put into bins
>>
>>1909830
almost everything goes into bins, bags are supposed to go in barrels but that seems bugged
>>
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You like?
>>
>>1910067
nyet
>>
>>1909769
>>1909776
Does building a bridge to an island to make caravans come still work?
That's my next fortress idea
>>
>>1910070
You mean using fort(s) to connect two separated landmasses? I think you can still do that
>>
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>>1910092
I want a volcano fort, but the only volcano is on an isolated island
So I wanna build a yuuuuuuuuuuge bridge on a 7x2 embark or something to link it up
>>
>>1910096
Yes you can do that, and I think you dont even need to actually build a bridge for it work since the actuall terrain will get abstracted once you retire the bridge fort.
>>
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Found hundreds of snake people murdering my framerate, now they're forcing my military guys to go swimming
Only one miner died so far which is amazing, maybe snake bites will kill more wounded guys
>>
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Snake people OP
>>
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Marksdwarf forgets to pick up ammo, pays the ultimate price
>>
>>1910101
>Only one miner died so far which is amazing, maybe snake bites will kill more wounded guys
Lost 4 axe/sword dudes and couple more civilians
Drowning and overexertion being chief causes of death
>>
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I don't look forward to fishing the corpses and adamantine weapons out of there
>>
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And this little beauty got woken up by the commotion
I look forward to losing more of my experienced fighters to drowning and then losing the entire fort to this one
>>
>>1910115
Sounds like a good excuse for a minor project. Setting up some fortified positons so that you can drain the pools and retrieve the weapons
>>
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>>1909216
Marksdwarves are gonna solo this fucking goblin siege since I'm still mopping up snake people

>>1910124
Frankly I'm retiring the fortress next year, framerate is BAD and it's rather boring besides all the goblin and dwarf sieges and elf and snake people ambushes
Haven't seen an FB in decades, too many have died already
>>
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>>1910126
>Marksdwarves are gonna solo this fucking goblin siege
NEVER MIND THEY GOT STUCK NOT PICKING UP AMMO AND DISOBEYING STATION ORDERS
Somewhat depleted melee squads are mopping up the survivors
>>
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OK silver lining and all that
>>
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>>1910132
>>
>>1910133
>in wagon wood
Im impressed that you managed to save pieces of your wagon for this long
>>
>>1909830
so it seems like the main problem i'm having is that they never put anything in stockpiles, I just have mountains of crafted goods sitting on the workshop floor
do I need to have like, three dwarves assigned only to hauling or something? they're all fucking around with the pig tail seeds i bought from the dwarf caravan two seasons ago
>>
>>1910137
Without actually playing your save, I would guess that your issue is with your dorfs not having to many labors and not having enough time to do hauling work (and you not having enough children to do that as they were meant to in this current version)
You should also check to see if it isnt a stockpile configuration problem. If your stockpile for example, has even one wheelbarrow assingned to it, then it limits the number of dwarfs that can make deliveries to this stockpile to the number of wheelbarrows the stockpile has iirc
Also seeds are stored in bags first before going to barrels, so this could also be a source of haulers ineficiency as they are trying to stockpile seeds one by one.
>>
>>1910140
yeah i only have like 18 dwarves and have gotten no migrants for the past 2 seasons, so that's probably a factor. do you have to manually assign wheelbarrows and bins to each stockpile? that would explain a lot about why they're not getting used, i'm just using default settings atm
>>
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Local goblin turns into a goat mid-siege
>>
>>1910142
You are given a manual control for bins and wheelbarrows as an option, but I dont remember what configuration they come with by default.
Also, dorfs will sometimes drag stuff into stockpiles first before they actually start organizing them into bins.
Since you are still at a low pop, I would recomend that you dont bother with trying to stockpile everything yet with the exception of food and drink, and specific items like ores for your smelthers which benifts from being transported via wheelbarrows due to their heavy weight.
>>
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>>1910145
And this is the power of Friendship
>>
>>1910145
I hope it got cause some fun instead of getting an arrow between its eyes
>>
the spritework on the steam version is ugly. when the fuck will i be able to change the tileset.
>>
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You like?

>>1910159
I think it's pretty good, definitely the best tileset out there
>>
>>1910132
How could a child have a non-craft mood? Can they learn at guild halls or something?
>>
>>1910136
Your starter wagon is made of some civ-available wood. Wagon wood is what you get when trader wagons deconstruct/"die".
>>
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>>1908986
>>1908987
Local Axedwarf is up to 299 kills these days, he's an absolute beast

>>1910162
>How could a child have a non-craft mood? Can they learn at guild halls or something?
Yeah I have overlapping guilds for metalcrafting/metalsmithing and weapon smithing
>>
>>1910163
Yeah I wouldn't believe me hanging on to 48 year old wood
>>
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Aw bugger
>>
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You know, there's only like 18 demons in the underworld
And the entrance to their clubhouse IS pure adamantine
I could probably take them, right?
Right now they seem content to swim in the magma sea
>>
121 dorfs, 99082 wealth, plenty of food drink and I dont know what to do.
>>
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The clowns have got in through the magma pump area, bullying some peasants to death. One has breathed poison gas on my dudes, hope they don't drop dead. I should have seen this giant opening into my fort.

>>1910188
Create more wealth, like adamantine weapons. I am at 9909488 created wealth.
>>
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We like?
>>
>>1910188
dumb dwarf tricks
>>
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Why does butchering my chickens produce no meat????Do they need to age more or some shit???
>>
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>>1910594
Nvm
>>
>>1910596
>>1910594
Iirc, the animal size does affect the amount of meat you get from a carcass. Some animals can be too small to yield anything, and age is a factor in animal size
>>
>>1910594
>>1910670
Y'all niggas need to take the pig pill
Or actually wild boars in my case +ivory -milk
>>
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Local dwarf has 2% of the Fortress GDP strapped to his body
>>
I discovered too late greaves and chain leggings are mutually exclusive and cannot be layered, so as part of the NO MORE BROKEN KNEES plan it's leather trousers + greaves for all
>>
What if I give my veterans squad dyed silk robes and silk hoods for a sort of Dark Angles vibe, will they wear them over the armor and will their sprite reflect that?
>>
>>1910741
Seems like a no
Can't wear hoods over helmets and the robe is worn under the armor and doesn't show on the sprite
>>
Newfag here. I don't get farming, specifically seeds.
>read wiki
>"Anything you do (except kitchen) produces seeds, including making drinks."
>make drinks, focus on fishing to produce food
>run out of seeds
What gives?
>>
>>1910760
>>run out of seeds
Have you actually verified this from your stockpiles menu (Im assuming that you have an Bookkeeper keeping track of your items); or you are assuming this from messages telling you that some dwarf canceled his planting job due to having no seeds?
Because if it is later it could be just a hauling job conflict where one dwarf trying to take a bag/berrel of seeds will block all the other dorfs from accessing those seeds (the same goes for dorfs hauling newly produced seeds back to stockpiles)
>>
>>1910762
I'm looking at the empty farms directly and it says
>no seeds
>>
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I have 300 confirmed elf kills
>>
>>1910760
I run out of plump helmet spawn all the goddamn time, the solution is to go gather plump helmets from the cavern every once in a while
Maybe I should have a look at the cooking menu some day huh
Everything else I grow including surface crops never runs out of seeds
>>
>>1910763
One possibility is that your seeds got eaten by vermin. Im not 100% sure if they can eat seeds, but the can eat food and drink, especialy if left outside of barrels.
>>
okay i'm having a terrible time trying to understand this
which quern bill do i use for things that aren't 'turn all our fucking crops into paper' because both of them seem to do that and i've got like a hundred pig tail slurry sitting on the floor in the quern
>>
>>1910770
I just buy parchment from caravans and then never use it because it's impossible to sell copied scrolls
And scholars never sit down to write anything anyway
>>
>>1910770
Mill plants for sugar, dye, or flour, depending on the plant.
Mill seeds/nuts to paste for paste which is used to make oil at a screw press.
Mash plant into slurry for slurry which is used to make paper at a screw press.
>>
>>1910770
Use stockpile configurations and chaining orders to filter the plants that you want to mill.
>>
>>1910763
How many plump helmets do you have? The most common reason for running out of seeds is that you planted them all so they're currently being stored in your stockpiles as plump helmets.
>>
>>1910779
frankly plump helmets need to be overhauled because it's a fucking mushroom, one plump helmet spawn should give many, many plump helmets because that's how mushrooms work
their main use is just to have some dwarven wine just in case someone likes it as a food source they're not all that great
>>
>>1910800
>their main use is just to have some just in case someone likes it as a food source they're not all that great
Welcome to Dwarf Fortress.
>>
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>>1910814
I have local dwarves bringing free food in the form of horse mounts, just needs a little legwork and it's meat for days
>>
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Poor babies have some steel armor but I have adamantine
>>
Toady needs to give invaders actual leaders with high skills and good gear, some named weapons, stuff like that
They're never even historical figures, just get generated on the spot with no history, no groups, no relations
>>
Human bros aren't doing so hot in world gen vs the endless green tide, so I'm gifting them steel weapons purely as roleplay
Does this actually have any effect on anything? I'm guessing it's not that advanced
>>
>>1910824
It should ramp up.
>early game invaded by literal who
>eventually, around the time you get your own nobles, enemy historical nobles start attacking you
>>
>visiting goblin is telling a story
>performance troupe he's part of was formed 230 years ago
>skills related to performing are merely adequate
>dabbling schemer
really makes you think
>>
>>1909412
>start adventure mode game pre steam fortress
>hit randomise appearance
>get a lot of similar looking people, same skin colour and similar facial features
>start adventurer mode game post steam fortress
>hit randomise appearance
>everything from MQESE MBUTO tier dark to pale
>>
>>1909746
>Still I'm getting migrants and caravans like nothing had happened.
Feature removed. Not bugged out, removed.
My theory is that during the initial Toady flip out when he signed with Kitfox, they, in their retarded quest to "mom" the game into a casual experience, demanded no useless scenarios after world gen. So now migrants and caravans are hardcoded. Same reasoning behind why babies are a thing and dragons are tameable now.
>>
>>1909746
>>1910860
You can have the same Dorf Bunker experience by playing an incredibly hostile biome and having all the merchants become fog zombies
Since no profit reported to the mountainhome, no migrants
>>
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I picked up DF & Caves of Qud on Steam. They're fun.
>>1905493
>or as a paid premium version on Steam or Itch.io
I think not!
>>
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Wait, they can breed? What the fuck
>>
>>1910895
>dwarf fortress
which is harder
dwarf fortress or distant worlds with the bacon mod
>>
>mushroom tree is holding up the slab of rock I want to cave in
REEEEEEEEEEEEEEEE
I'll get the ballista ready then...
>>
>>1910895
>>1910927
Dwarf fortress is an easy game for casuals since the steam release
Who knew lack of a proper human usable interface was the only thing causing its alleged difficulty
>>
>>1910966
Always has been, funny that it took a slightly less pretty UI and ASCII-esque graphics to filter mouth-breathing retards
>>
>>1910967
When I was playing the lazy newb pack I had the most enormous difficulty setting up irrigation for the farms... which I didn't even need since you can grow shit on sand
Also the idle dwarf counter made me deeply upset, I'm glad it's gone since down time is actually good for the lazy fucks who won't replenish their own needs
>>
>>1910966
>Dwarf fortress is an easy game for casuals since the steam release
>
Each combat update has made the game even more iopsided. Either you curbstomp several hundreds of scrubs or meet a single enemy that depopulates the entire fort.

Used to be a time when a maxxed legendary anything could murder just about everything with anything on hand. Today if you don't have a proper kit you are just fucked.
>>
Don't even get me started on danger rooms.
>>
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So first time im encountering one of these cunts , can i turn it into nuggies??
>>
>>1911223
Sometimes you can. It depends on what it is made of. The biggest issue is that they weight so much that they will most likely rot before one of your dorfs can drag back inside your fort. But that pretty easy to solve, most of the time, by simply building a butcher shop right next to it.
>>
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why the fuck did these assholes start killing eachother mid spar ?!
>>
How will magic fuck up the combat?
>>
>>1911265
We cant really say how batshit magic will/can get until the magic update is done, since the biggest aspect of it is that it will be proceduraly generated. But it also be the player will have some control over by chosing how much magic will be prevalent when generating a world as per Toady own words
The only real reference we can get is the magic abilities that are already in the game, that until now was avaliable only to special undeads. But apparently it is also now avaliable to the player with help of the magical item as of the last adventure beta release.

And of course, we always had necromancy which has aways been pretty broken to put it lightly.
>>
>>1911265
completely broken undoubtedly
>>
>>1911279
Blisters Causes the target to grow blisters all over their bodies. Does not hamper fighting ability, making it mostly useless in a fight.

Dizziness The target is affected by dizziness, possibly inconveniencing them in combat.

Pain The target is afflicted with pain, to the point of being stunned by it.

Suffocate Causes the target to become winded. Does not last long enough to kill by suffocation, but will make the target take longer to take actions.

Bleeding The target suffers blood damage across the body. Can stack, leading to death by blood loss if multiple undead use it on the same target.

Sicken The target coughs blood, vomits blood and/or feels nauseous, leaving them vulnerable.

Blind The undead deprives its victim of sight temporarily, making them appear as if blind. In adventurer mode, it appears to have a typo, giving the message "You your sight is fading!"Bug:11858 Creatures with
[EXTRAVISION] are immune to this power.
>>
>>1911284
Rot A random body part of the target will suffer minor necrosis. Can lead to extreme fun if the body part ends up being a dwarf's/your adventurer's eyes.

Paralysis The target is completely paralyzed. Generally leads to near-instant death in most creatures, as paralysis of the diaphragm leads to suffocation.

Raise Fog The undead changes the weather to create a temporary fog, limiting vision.

Ice Bolt The undead launches a sharpened bolt of ice at the target, causing varying physical harm.

Vanish The undead immediately enters stealth, becoming invisible. Players are unable to retaliate, block, or dodge against the undead's attacks, due to not being able to target them, but may hit them with thrown items.
Creatures with [EXTRAVISION] can see the undead normally, negating the power.

Propel Away The undead blasts the target with force, launching them away from it. Effect varies on the foe's weight; smaller creatures can be seriously injured if they impact with a surface, while heavier targets can resist or
flat-out shrug off the blow. Can be used to free the undead from a grapple.



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