Tunicate posted:And if you kill everyone, random encounters still happen, but nobody comes.
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# ? Nov 10, 2015 09:08 |
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# ? May 26, 2024 02:54 |
It does, but they slowly replenish themselves now.
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# ? Nov 10, 2015 09:31 |
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You know it's Adventure Mode in my Dwarf Fortress worlds when someone goes kung fu kamikaze and punches their neighbors to death every two weeks.
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# ? Nov 11, 2015 01:22 |
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Toady One posted:Toady One I finished up the various non-dwarf item code. The "foreign" weapon stockpiles are a bit odd now (shrinking as you add resident races), and mercenaries will mostly ignore you if you try to fiddle with their equipment in ways that would make them drop their owned equipment, but hopefully it works well enough for a first release pass. Diplomats will hang out in taverns for a bit after their official duties, and bandits will also occasionally arrive to relax as well. Diplomats and bandits are always welcome in my fort tavern, The Tap Trap of Blades.
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# ? Nov 11, 2015 17:41 |
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I can't wait to see the Taverns of Death that are made. The drawbridges will raise around them and wild animals or seawater or bees will fill the tavern. It will be marvelous.
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# ? Nov 11, 2015 20:51 |
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TildeATH posted:I can't wait to see the Taverns of Death that are made. The drawbridges will raise around them and wild animals or seawater or bees will fill the tavern. It will be marvelous. Nah, it's a new trap for seigers. The wall of the tavern will slide open and all the attacking goblins will suddenly have to deal with some VERY pissed off drunks.
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# ? Nov 11, 2015 20:57 |
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Alternately: the walls of the tavern slide open and the attacking goblins are enticed by all the booze and get slobbering drunk. At which point they're easy pickings.
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# ? Nov 11, 2015 21:58 |
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KillHour posted:Nah, it's a new trap for seigers. The wall of the tavern will slide open and all the attacking goblins will suddenly have to deal with some VERY pissed off drunks. You joke, but I can imagine making a god-tier adventurer and retiring in a bandit camp near where I plan to make a fortress for this specific purpose.
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# ? Nov 11, 2015 21:59 |
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TildeATH posted:I can't wait to see the Taverns of Death that are made. The drawbridges will raise around them and wild animals or seawater or bees will fill the tavern. It will be marvelous. I would like to re-create Bee Cave, Texas.
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# ? Nov 11, 2015 22:15 |
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KillHour posted:Nah, it's a new trap for seigers. The wall of the tavern will slide open and all the attacking goblins will suddenly have to deal with some VERY pissed off drunks. nah. the walls slide open, and the legendary dancedwarves unleash their mystical combat riverdance
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# ? Nov 11, 2015 23:08 |
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my dad posted:You joke, but I can imagine making a god-tier adventurer and retiring in a bandit camp near where I plan to make a fortress for this specific purpose. This is similar to what I was thinking as soon as I saw it. Make sure it's a dwarf—or can other races get martial trances in adventure mode/as NPCs in fortress mode? Imagine having Sankis and the burning axe just outside your fort. Or even, dare I say it, a nondescript dwarf with a backpack.
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# ? Nov 12, 2015 05:43 |
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A titan appears on your map. Pull lever, exterior walls open. The crowds at the pub and temple switch places.
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# ? Nov 12, 2015 05:44 |
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It's a bummer that dwarves actually clean surfaces now. I used to pride myself on a particularly filthy, vomit and blood encrusted spiked death pit.
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# ? Nov 12, 2015 06:33 |
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Shibawanko posted:It's a bummer that dwarves actually clean surfaces now. I used to pride myself on a particularly filthy, vomit and blood encrusted spiked death pit. Those beautiful cyan streaks of troll blood from blade traps were sublime.
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# ? Nov 12, 2015 08:55 |
Shibawanko posted:It's a bummer that dwarves actually clean surfaces now. I used to pride myself on a particularly filthy, vomit and blood encrusted spiked death pit. Just take the Cleaning job off everybody.
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# ? Nov 12, 2015 09:15 |
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Nietzschean posted:This is similar to what I was thinking as soon as I saw it. Make sure it's a dwarf—or can other races get martial trances in adventure mode/as NPCs in fortress mode? Imagine having Sankis and the burning axe just outside your fort. If i recall correctly, trances are a dwarf-only thing.
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# ? Nov 12, 2015 13:51 |
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Crimson Harvest posted:Those beautiful cyan streaks of troll blood from blade traps were sublime. The height level and lethality of your traps really mattered for your mass dumping area. I always wanted them to survive the fall so they could do some decorative vomiting or maybe get crushed by their plummeting friends, having them fall from too high up would just gib them instantly which i thought banal and crass. I did not want the first weapon trap to kill them either, after all you don't get that nice streaking effect if they don't walk around after losing a limb. You had to fine tune it.
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# ? Nov 12, 2015 14:42 |
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Well said. This is why the green glass serrated disc reigns supreme; multiple hits per attack, totally incapable of penetrating armor, yet guaranteed to sever an unarmored extremity if hit, it is practically guaranteed that interlopers will lose something vitally important to their combat ability, but also has a high chance that whatever they lose won't be instantly lethal, allowing them those extra few exsanguinating seconds to turn your fortress entrance into Jackson Pollock.
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# ? Nov 12, 2015 17:01 |
Mzbundifund posted:Well said. This is why the green glass serrated disc reigns supreme; multiple hits per attack, totally incapable of penetrating armor, yet guaranteed to sever an unarmored extremity if hit, it is practically guaranteed that interlopers will lose something vitally important to their combat ability, but also has a high chance that whatever they lose won't be instantly lethal, allowing them those extra few exsanguinating seconds to turn your fortress entrance into Jackson Pollock.
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# ? Nov 12, 2015 18:22 |
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I don't care bout yer glassing, I want me taverns. https://www.youtube.com/watch?v=R1gF0uhHsqk
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# ? Nov 12, 2015 18:27 |
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Does this upcoming update actually add gameplay
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# ? Nov 12, 2015 18:30 |
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Average Bear posted:Does this upcoming update actually add gameplay Define gameplay. Taverns add a way to interact with the world outside your fortress beyond war and trade.
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# ? Nov 12, 2015 18:32 |
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Average Bear posted:Does this upcoming update actually add gameplay yes it does
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# ? Nov 12, 2015 19:27 |
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Average Bear posted:Does this upcoming update actually add gameplay Define upcoming.
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# ? Nov 12, 2015 19:57 |
Average Bear posted:Does this upcoming update actually add gameplay nah lmao
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# ? Nov 12, 2015 20:25 |
I think the "gameplay" feature isn't expected to be released until 2076
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# ? Nov 12, 2015 20:30 |
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my dad posted:I don't care bout yer glassing, I want me taverns. Wow, didn't know these songs were in actual DF dwarfish, i always stop and listen to them when they come on in Soundsense. I just assumed it was Finnish folkmusic D: (finnish is a special kind of gibberish) Dongattack fucked around with this message at 03:07 on Nov 14, 2015 |
# ? Nov 14, 2015 03:00 |
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Like does it add stuff to do in fortress mode.
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# ? Nov 14, 2015 03:11 |
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Average Bear posted:Like does it add stuff to do in fortress mode. yes
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# ? Nov 14, 2015 03:20 |
Average Bear posted:Like does it add stuff to do in fortress mode. managing taverns, scribe halls and temples alone should provide plenty of new toys to think about
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# ? Nov 14, 2015 03:31 |
Dongattack posted:(finnish is a special kind of gibberish) What did you think Finnish is if not actual dwarfish
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# ? Nov 14, 2015 18:31 |
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Average Bear posted:Like does it add stuff to do in fortress mode. The new goal of the game is to make a fort; make a library; make an adventurer; procure a necromancers book and return it to your library. I dunno what happens. Nobody does man. Adventure.
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# ? Nov 15, 2015 04:23 |
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I want to put a magma-powered sauna in my tavern now.
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# ? Nov 15, 2015 04:24 |
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Sounds good. Fortress mode got pretty dry when sieges were made way less frequent. I remember fighting hell instead and building a fort down there
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# ? Nov 15, 2015 05:30 |
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Begin ignition sequence...The Toady One posted:Various tweaks with grumpy ignored residents, music descriptions vs. harmony, spectator text, and written content. With an impressive enough performance/reputation, your adventurer can petition to be an official performer for a town (the same as the dwarf mode occupation), which doesn't mean much but gives you permission to sleep in villages and a merchant discount in market locations (also extended to hearthpeople). Along with the tavern discounts for various reputations, it'll have to do for now in the absence of a meaningful economy. Four more things to go.
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# ? Nov 18, 2015 08:10 |
Bad Munki posted:What did you think Finnish is if not actual dwarfish Oh man that reminds me about that nordic language project somebody had going once. The scandic languages were all done first, but for once they'd taken the time to compile a Finnish dictionary as well. My next adventurer's first name was Dinnerplate. I didn't stop laughing for weeks
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# ? Nov 18, 2015 12:00 |
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Dongattack posted:(finnish is a special kind of gibberish) I know. I have Hungarian friends.
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# ? Nov 18, 2015 12:06 |
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Alehkhs posted:Begin ignition sequence... I can't wait for the new meta to include taking lots of performance skills to get special discounts in all towns.
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# ? Nov 18, 2015 16:22 |
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I'm actually pretty excited to have visitors come to my fortress. Should be fun building a foreign quarter
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# ? Nov 18, 2015 22:22 |
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# ? May 26, 2024 02:54 |
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Average Bear posted:I'm actually pretty excited to have visitors come to my fortress. Should be fun building new and exciting torture chambers.
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# ? Nov 18, 2015 23:41 |