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Masterwork has a feature where you can protect yourself against hidden vampires, werewolves and other such dangers through Wards of Armok. These are effectively pets that you can pasture in well-travelled areas of your fort that will detect and purify night creatures. To get them you have to sacrifice one of your healthy dwarves to Armok. Having lost a couple of forts to Warlocks in the booze stockpile and werewolves anywhere (they are almost unkillable without silver) I've gotten proactive about getting the things. In my most recent fort, following a few attacks, I've been having some trouble with the morale of my frontline troops. As they patrol the front gate they have to put up with being nauseated by the sun along with the usual military bad thoughts. Despite this, most of the squad has been in fairly high spirits aside from a few troublemakers. Getting tired of their gripes, I looked into the pair of whiners. A married couple, two of my original seven, they had had four children. One snatched, one dead in combat, two sacrificed to Armok to provide wards for the rest. And they still patrolled the entrance, day in day out.
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# ? Aug 4, 2014 00:57 |
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# ? May 13, 2024 09:32 |
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my dad posted:The morale bug is something he's working on. Making morale work well isn't exactly an easy task, particularly when you consider everything a creature AI needs to take into account. It's a small wonder that it works at all, as is. He's been tweaking it since the new version was released, so hopefully it will be goon enough soon enough. I'm not entirely sure that the current state is worse than before. It used to be you could have a huge field of fetid corpses and corpse parts. Dead monsters, goblins, humans, elves, and even dwarven visitors piled high and rotting in the sun. Rats, flies, and maggots everywhere. Nobody blinks. Nobody minds. Nobody even mentions it unless poorly placed bodies start generating miasma. Residents willingly wade through the field of putrid flesh to add another corpse to the far side of the refuse stockpile. Immigrants walk past without a word, only commenting on how nice your front door is. Merchants happily stroll past, even if the front of the heap contains the rotting corpses of last year's merchant expedition, "Oh, so that's what happened to Steve's group, I wondered what happened to that guy. Oh well, never liked him anyway." The implications of that are really hosed up. The main change I'd like to see is for everyone to become hardened faster. So within a few months the refuse haulers in your fort aren't bothered by walking past that human-that-used-to-be-a-weretortise skeleton, but newcomers still think it is hosed up to leave that thing lying next to the front gate.
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# ? Aug 4, 2014 01:05 |
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it will probably just end up being a mood thing "urist got to see a dead guy today!" "burist was forced to walk past decaying corpses" and then if the thing is very freshly dead, morale check against what it was, how gross it is, is it a scary bug etc
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# ? Aug 4, 2014 01:10 |
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Angela Christine posted:The main change I'd like to see is for everyone to become hardened faster. So within a few months the refuse haulers in your fort aren't bothered by walking past that human-that-used-to-be-a-weretortise skeleton, but newcomers still think it is hosed up to leave that thing lying next to the front gate. Invaders do need to have their initial hardening state increased; I really don't think that any sane nation sends in a greenhorn raiding party.
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# ? Aug 4, 2014 01:11 |
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i really hope stuff doesnt get hardened to infinity by turtle shells and mule bones though
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# ? Aug 4, 2014 01:13 |
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If you retire a necromancer with their undead minions, the undead minions will attack them when you unretire them. The worst part is I have no idea where I died so the slab is lost forever.
GorfZaplen fucked around with this message at 01:22 on Aug 4, 2014 |
# ? Aug 4, 2014 01:19 |
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Zomborgon posted:Invaders do need to have their initial hardening state increased; I really don't think that any sane nation sends in a greenhorn raiding party. The first couple "invasions" by one or two squads could literally be some racist goblin teenagers out for a lark. The first sight of blood or danger and most of them freak out and gently caress off. But yeah, once the real organized armies start showing up with Elite soldiers, generals, and cavalry they should have enough discipline to get into real fights. A bit of lingering moods would be good too. A dwarf can be overcome by horror or go into emotional shock, but there is nothing in the thoughts to indicate what they are so upset about. I used the dump trick to get a dead dwarf out of a cage, and then forgot about it until everyone walking past the dump tile started freaking out. Oh right, that guy, I need to unforbid his corpse so they will bury him.
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# ? Aug 4, 2014 01:22 |
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Speaking of dwarfs in cages, I've noticed dwarfs actually bringing water to dwarfs in cages.
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# ? Aug 4, 2014 01:27 |
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I've had a dwarf simultaneously unconscious and in a state of mortal fear in my main dining hall for an entire season now. All my other dwarves are happily drinking and eating around him. He is being brought food and water.
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# ? Aug 4, 2014 01:28 |
"Oh, that's just Old Screamin' Jim. We just gotta remind him to have a bite every now and then. His pitch changes with humidity."
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# ? Aug 4, 2014 01:30 |
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Moridin920 posted:I've had a dwarf simultaneously unconscious and in a state of mortal fear Dwarven nightmares are the worst.
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# ? Aug 4, 2014 01:31 |
Gimmick Account posted:Really? Even just a 'the side with more soldiers wins automatically'-sanity check so that situations such as those unstoppable handful-of-men-armies don't occur anymore? So anybody who could put together a decent sized force would still steamroll your forts when you looked away from them. GorfZaplen posted:If you retire a necromancer with their undead minions, the undead minions will attack them when you unretire them. The worst part is I have no idea where I died so the slab is lost forever. Check legends for where you died?
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# ? Aug 4, 2014 01:50 |
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What do I have to type into dfhack to make a shell appear? I've tried every combination of items and materials in the createitem command but I can't get it to work. I'm surprised it's not a standard command since this problem probably accounts for like 30% of their downloads...
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# ? Aug 4, 2014 01:53 |
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Angela Christine posted:Dwarven nightmares are the worst. Dwarves have nightmares when they see the UI off to the side. The insanity of it instantly drives them mad. Dwarves that only saw a part of it pathologically climb trees, in an attempt to flee from it.
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# ? Aug 4, 2014 04:40 |
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Angela Christine posted:I'm not entirely sure that the current state is worse than before. It used to be you could have a huge field of fetid corpses and corpse parts. Dead monsters, goblins, humans, elves, and even dwarven visitors piled high and rotting in the sun. Rats, flies, and maggots everywhere. Oh, I completely agree with you, it certainly gives the dwarves a lot more humanity than they used to have, which is always a good thing. I think that having a different reaction to a corpse based on whether it's from a sentient being or not would be good move.
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# ? Aug 4, 2014 07:30 |
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I've been playing Masterwork while I wait for the break inbetween updates to become a bit longer, and I've been trying out all the races (Except dwarves since they never seem to survive world-gen.) I'm playing a race that's supposed to have big above-ground stone palaces, but I always just dig out dwarf forts underground. Anyone got any tips on how to improve my stone -> block workflow, or build an aboveground fort? Last time I really sat down and played DF boulders weren't quite so heavy.
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# ? Aug 4, 2014 07:40 |
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Tyty posted:I've been playing Masterwork while I wait for the break inbetween updates to become a bit longer, and I've been trying out all the races (Except dwarves since they never seem to survive world-gen.) Instead of digging tunnels build terraced quarrying pits instead. Dig squares straight down to the bedrock and stock up on wheelbarrows and maybe make a minecart network.
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# ? Aug 4, 2014 07:46 |
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v40.06 seems to have introduced a new bug: loose women. Early autumn of the first year and It is Scandalous.
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# ? Aug 4, 2014 09:47 |
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Dorf sex.
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# ? Aug 4, 2014 09:59 |
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my dad posted:Oh, I completely agree with you, it certainly gives the dwarves a lot more humanity than they used to have, which is always a good thing. Power Goal 325: Some dwarves, on seeing animal carcasses, will convert to veganism and upload insufferable tumblr posts from your computer.
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# ? Aug 4, 2014 10:16 |
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Angela Christine posted:v40.06 seems to have introduced a new bug: loose women. Early autumn of the first year and who are their fathers?
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# ? Aug 4, 2014 10:36 |
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Is this new version unoptimised? I'm finding the DF2014 releases to run insanely slow, FPS wise, compared to previous versions.
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# ? Aug 4, 2014 10:47 |
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That's because now the entire world is running and updating in the background, while before time would only pass for your little fort
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# ? Aug 4, 2014 11:46 |
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Angela Christine posted:v40.06 seems to have introduced a new bug: loose women. Early autumn of the first year and I wonder if what this is is dwarves having their histories being generated in the 2 weeks before the game starts proper?
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# ? Aug 4, 2014 11:54 |
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Verviticus posted:who are their fathers? Oh, my. The first one was fathered by the doctor. And so was the second one. And the third. Apparently 'Doc' Muscleseal is a huge slut. Dude just sprays his dwarf spores everywhere.
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# ? Aug 4, 2014 12:12 |
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that owns. i didnt even know that was possible (or im pretty sure it wasnt)
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# ? Aug 4, 2014 12:15 |
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Does mothers' relationship screen mention the father?
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# ? Aug 4, 2014 12:36 |
40.06 string dump status: - New announcement tag: BIRTH_WILD_ANIMAL. That's one way to take care of that bug, let people decide if it's worth giving a poo poo about. - Shorter interface blips for adventure mode: Slp!, VDrw, Drws, Strv and Hngr. The text cutting off was also a bug. - New job cancellation reason: (needs) strand body part. Hair and wool. - An all-new kind of wound: partially butchered. Has an entry both in the health screen and creature description wound listings. Don't ask me. - Two errorlog messages for auto-fixing stuff in old saves.
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# ? Aug 4, 2014 12:52 |
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Kennel posted:Does mothers' relationship screen mention the father? All three list him as a friend. e: I just checked on Doc and he actually has 4 kids. The last is with a lady that came in the first immigration wave, so that one is 3 months younger than the others. Facebook Aunt fucked around with this message at 13:06 on Aug 4, 2014 |
# ? Aug 4, 2014 12:57 |
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What is he a 'doctor' of exactly
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# ? Aug 4, 2014 13:09 |
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Interesting. In their relationship screens all his kids correctly identify their own mother and father, but they don't list each other as siblings. If anyone is curious what a dwarfen Don Juan looks like: The ladies just can't resist his wavy hair and sunken blue eyes.
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# ? Aug 4, 2014 13:13 |
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Angela Christine posted:Interesting. In their relationship screens all his kids correctly identify their own mother and father, but they don't list each other as siblings. A meager feel for social relationships and a poor kinesthetic sense? Your dwarf ladies are falling for a shut in clumsy lover.
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# ? Aug 4, 2014 13:21 |
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He is quite durable. He slept without a proper room recently. He has been satisfied at work lately. Doc Thumurvad, Accomplished Sexual Therapist. Shame about his poor kinesthetic sense, but they don't seem to mind. e: drat you! ^^^
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# ? Aug 4, 2014 13:22 |
Tyty posted:I've been playing Masterwork while I wait for the break inbetween updates to become a bit longer, and I've been trying out all the races (Except dwarves since they never seem to survive world-gen.) Dig a standard underground fortress, then excavate it. Sure it won't be block walls, it'll be even better: engraved walls!
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# ? Aug 4, 2014 13:40 |
And don't just settle for a hole in the ground - carve up half of a mountain. Less soil that way, too.
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# ? Aug 4, 2014 14:16 |
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Tyty posted:I've been playing Masterwork while I wait for the break inbetween updates to become a bit longer, and I've been trying out all the races (Except dwarves since they never seem to survive world-gen.) Mass produce bricks. Or if you're a warlock have an ethereal forge churning out bricks 24/7. Bricks are your best bet to make ridiculous amounts of building materials. Alternatively, start an Orc fortress and get that one building that lets you make bricks in batches of 40 for minimal resources. Then cackle insanely as you carpet the game world in your constructions.
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# ? Aug 4, 2014 14:33 |
He leads a fast paced life, open minded, he doesn't care what people think about him, he is a friendly individual. A charming poly dorf that doctor.
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# ? Aug 4, 2014 14:34 |
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Tyty posted:I've been playing Masterwork while I wait for the break inbetween updates to become a bit longer, and I've been trying out all the races (Except dwarves since they never seem to survive world-gen.) Put some stone stockpiles near your mason workshops, set the stockpile to non-economic stone, assign them wheelbarrows, then set the stockpile to give to the mason's workshops.
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# ? Aug 4, 2014 14:40 |
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Warlocks have the easiest time because they can mass produce cheap blocks for free. Sit one warlock in the ethereal gate with Summon Ethereal Brick (in the colour of your choice) on repeat and you can basically construct anything you want.
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# ? Aug 4, 2014 14:45 |
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# ? May 13, 2024 09:32 |
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AXE COP posted:Warlocks have the easiest time because they can mass produce cheap blocks for free. Sit one warlock in the ethereal gate with Summon Ethereal Brick (in the colour of your choice) on repeat and you can basically construct anything you want. That has to be a boring, lonely life. Sorry no breaks, we gotta meet ghost brick quota this week
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# ? Aug 4, 2014 14:58 |