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BlankSystemDaemon
Mar 13, 2009



Pharnakes posted:

You might not like it, but it turns out peak dwarf performance actually looks like elf.
This is dorf erasure.

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Tias
May 25, 2008

Pictured: the patron saint of internet political arguments (probably)

This avatar made possible by a gift from the Religionthread Posters Relief Fund
getting back into the steam version, and man is the military system hard to use.

Can someone explain how I can make a uniform set that is just metal armour and own choice of melee weapon (and preferably save it, so I can make more squads of the same kind) ?

FurtherReading
Sep 4, 2007

Tias posted:

getting back into the steam version, and man is the military system hard to use.

Can someone explain how I can make a uniform set that is just metal armour and own choice of melee weapon (and preferably save it, so I can make more squads of the same kind) ?

The default metal armour set is that already. I have an old video here where I talk a little military stuff that might help show more details on making custom armour sets and setting squad uniform.

RBA-Wintrow
Nov 4, 2009


Clapping Larry

Pharnakes posted:

You might not like it, but it turns out peak dwarf performance actually looks like elf.

You're right.
I don't like it.

JonBolds
Feb 6, 2015


Pharnakes posted:

You might not like it, but it turns out peak dwarf performance actually looks like elf.

:mods:

DPM
Feb 23, 2015

TAKE ME HOME
I'LL CHECK YA BUM FOR GRUBS

Tias posted:

getting back into the steam version, and man is the military system hard to use.

Can someone explain how I can make a uniform set that is just metal armour and own choice of melee weapon (and preferably save it, so I can make more squads of the same kind) ?


https://www.youtube.com/watch?v=B6_I2eDXWNg

frytechnician
Jan 8, 2004

Happy to see me?
So with over 100+ hours clocked in, I can say that I'm out of beginner territory and into intermediate. Get in.

You definitely need to hammer at it past a point to have more fun for sure and that usually begins when you get around 40+ dwarves in and have set up your industries and city a bit better. The problem this game has is that there are mini admin tasks to do for virtually every main bit of the fortress and getting to grips with their obtuse design staggers the imagination part, which is what makes the game fun.

I appreciate its depth and complexity but there are some seriously wonky things you have to do as a newer player. Obviously, when these become second nature they're not such a big deal so I don't consider it a long learning curve, more just 14 or so short, steep ones. The solution to this would be improvements on their in-game tutorial, for sure. I'm normally dead against hand holding but in this case, I think DF would really benefit from telling you how to properly set up and manage your dwarves better through a tutorial fortress where the game gets you to understand things like cloth production, farming, booze etc.

All that said, the game owns and I like it more every time I play it.

BlankSystemDaemon
Mar 13, 2009



Count yourself lucky that you're playing in an era when you can set up conditional orders once you have a manager - with well-designed stockpiles, you can basically automate the entire fort.
Worst that means is that you have to look at job cancellations, but you can turn those off if they bother you that much.

Also.. In between doing things in Elite Dangerous, I've picked up Dwarf Fortress again - and I just had a bit of a ~thing~ happen:
One of the three remaining dwarves from my embark had gotten into a bit of a :mood:

During spring of the same year, she spent a fair bit of time where, despite having her needs fulfilled to the best of my ability, she was doing 'no job' - which doesn't normally worry me, except this time I'd just noted it because it seemed persistent.
Then, during the summer of that year, her wife tragically got killed in a goblin siege (which she must've observed through a window, because of the fortress layout), and this understandably enough affected her - but I didn't realize how much, until during summer got a fell mood and ended up producing a grim artifact that depicted her wife being killed.
This artifact shield had a lot of spikes and goblin teeth, and required me scuttling the wagon as it was made from wagon wood, and thankfully made it into the inner gem-studded clear-glass window vault where no outsiders go, and which is kept locked unless an artifact is placed - and that's in view of her bedroom.
During the autumn, however, she was back to doing 'no job', so despite being one of the few dwarves who was angry, I figured everything was fine?
Turns out it wasn't, because in the winter of that year, I happened to have a raid come back with some books - and because I forgot to check, I hadn't seen that it included the Necronomicon.

So now I have really pissed Necromantress who's out for vengence..

BlankSystemDaemon fucked around with this message at 02:32 on Mar 16, 2024

ChickenWing
Jul 22, 2010

:v:

hmm



hmmmmmmmmmm



ok



good poo poo kiddo






also when was the most recent DF LP? Archives don't show any since an abandoned one in 2013

The Demilich
Apr 9, 2020

The First Rites of Men Were Mortuary, the First Altars Tombs.



I have a necromancer who is starting to get sad.
His can I force this guy to chillax?

Jyrraeth
Aug 1, 2008

I love this dino
SOOOO MUCH

I've been putting my crabbiest dwarves into a squad set to constantly train but the squad does not have a location to train. The members will instead take care of their needs because their tasks are blocked by squad. It's been working so far.

DPM
Feb 23, 2015

TAKE ME HOME
I'LL CHECK YA BUM FOR GRUBS

Jyrraeth posted:

I've been putting my crabbiest dwarves into a squad set to constantly train but the squad does not have a location to train. The members will instead take care of their needs because their tasks are blocked by squad. It's been working so far.

gently caress that's pretty clever

The Demilich
Apr 9, 2020

The First Rites of Men Were Mortuary, the First Altars Tombs.



Jyrraeth posted:

I've been putting my crabbiest dwarves into a squad set to constantly train but the squad does not have a location to train. The members will instead take care of their needs because their tasks are blocked by squad. It's been working so far.

Should I also set them to do only assigned tasks in the labor tab (while making sure no tasks are checkboxed)?

FurtherReading
Sep 4, 2007

Putnam says that unmet needs don't really impact happiness very much. It mainly affects about how fast dwarves work so it's not that important to focus on.

The happy memories from skilling up and teaching skills via military training are a better way to cheer up sad dwarves. I also put my barracks zones inside my tavern so they socialise, watch performances, etc while they train for extra happiness.

Tea Party Crasher
Sep 3, 2012

Hello dwarf fortress thread, if any of you hang around the dungeon crawl stone soup thread you might have seen my posts about my success in setting up a purely hands-free voice controlled way of playing that game. It's been exciting to delve back into traditional rogue likes after a long hiatus because of issues with my hands, and now I'm curious if I can apply it to other games in order to get some variety.

So now I'm looking at dwarf fortress to see if it's also possible to interface with via voice and make it accessible. Which is why I came here to ask everyone for tips on useful macros in order to do things in a few commands as feasily possible.

In my imagination It all seems fairly feasible, because I imagine I'll be able to tab between dwarves which should streamline things a bit. Meanwhile menus seem easy enough to do with voice commands. The only thing that I see being tricky is designing structures, but I figure with some macros I can design things out of basic predetermined shapes.

Anyway thanks in advance for any advice (or concerns, of course) and it's great to see if still active community around this awesome game

FurtherReading
Sep 4, 2007

Tea Party Crasher posted:

Hello dwarf fortress thread, if any of you hang around the dungeon crawl stone soup thread you might have seen my posts about my success in setting up a purely hands-free voice controlled way of playing that game. It's been exciting to delve back into traditional rogue likes after a long hiatus because of issues with my hands, and now I'm curious if I can apply it to other games in order to get some variety.

So now I'm looking at dwarf fortress to see if it's also possible to interface with via voice and make it accessible. Which is why I came here to ask everyone for tips on useful macros in order to do things in a few commands as feasily possible.

In my imagination It all seems fairly feasible, because I imagine I'll be able to tab between dwarves which should streamline things a bit. Meanwhile menus seem easy enough to do with voice commands. The only thing that I see being tricky is designing structures, but I figure with some macros I can design things out of basic predetermined shapes.

Anyway thanks in advance for any advice (or concerns, of course) and it's great to see if still active community around this awesome game

One of the critiques of the steam version is that keyboard only control isn't possible right now. It's gotten better and there's a ton you'll be able to do but there's still stuff you need mouse pointer to click on, if that's an obstacle.

The structure stuff is probably the easiest, you can create macros for shapes to mine out and select them using the keyboard. The issue will be mainly in navigating lists + tabs on certain screens. The pre-steam version though can be controlled entirely with just a keyboard, which might be an easier thing to build something like this for.

I'd suggest you reach out to the DFHack devs. They're probably the most knowledgeable dwarf fortress modders out there and their DFHack mod is a great platform to build features like this.

Gnoman
Feb 12, 2014

Come, all you fair and tender maids
Who flourish in your pri-ime
Beware, take care, keep your garden fair
Let Gnoman steal your thy-y-me
Le-et Gnoman steal your thyme




Tea Party Crasher posted:

Hello dwarf fortress thread, if any of you hang around the dungeon crawl stone soup thread you might have seen my posts about my success in setting up a purely hands-free voice controlled way of playing that game. It's been exciting to delve back into traditional rogue likes after a long hiatus because of issues with my hands, and now I'm curious if I can apply it to other games in order to get some variety.

So now I'm looking at dwarf fortress to see if it's also possible to interface with via voice and make it accessible. Which is why I came here to ask everyone for tips on useful macros in order to do things in a few commands as feasily possible.

In my imagination It all seems fairly feasible, because I imagine I'll be able to tab between dwarves which should streamline things a bit. Meanwhile menus seem easy enough to do with voice commands. The only thing that I see being tricky is designing structures, but I figure with some macros I can design things out of basic predetermined shapes.

Anyway thanks in advance for any advice (or concerns, of course) and it's great to see if still active community around this awesome game

This is going to sound stupid, but there's various ways of controlling the mouse pointer with your head - by taping a motion controller to a hat or dedicated devices intended for flight sims, there's even some apps that do it via webcam. Maybe combining this with a couple of foot pedals to act as clickers would help?

Tea Party Crasher
Sep 3, 2012

FurtherReading posted:

One of the critiques of the steam version is that keyboard only control isn't possible right now. It's gotten better and there's a ton you'll be able to do but there's still stuff you need mouse pointer to click on, if that's an obstacle.

The structure stuff is probably the easiest, you can create macros for shapes to mine out and select them using the keyboard. The issue will be mainly in navigating lists + tabs on certain screens. The pre-steam version though can be controlled entirely with just a keyboard, which might be an easier thing to build something like this for.

I'd suggest you reach out to the DFHack devs. They're probably the most knowledgeable dwarf fortress modders out there and their DFHack mod is a great platform to build features like this.

Oh that's interesting, going from a game that you couldn't play with a mouse at all (at least as far as I remember) to one where you need it.

This is good insight, thank you. Especially going the extra mile with the hack devs, I'll definitely do that

Gnoman posted:

This is going to sound stupid, but there's various ways of controlling the mouse pointer with your head - by taping a motion controller to a hat or dedicated devices intended for flight sims, there's even some apps that do it via webcam. Maybe combining this with a couple of foot pedals to act as clickers would help?

Not stupid at all, I've actually been looking into that. My main constraint is My budget; the head tracker that got the most recommendations was an eye-watering 1095 dollars. So maybe in the future I'd be able to do that, but for the moment I think the best option for me is an eye tracker which keeps things in the three digit range lol. So that plus a foot pedal sounds very doable

Jyrraeth
Aug 1, 2008

I love this dino
SOOOO MUCH

The Demilich posted:

Should I also set them to do only assigned tasks in the labor tab (while making sure no tasks are checkboxed)?

I haven't had luck with this, but it could help. It might be more that I didn't have patience for keeping track of the angry dwarves without dfhack and the squad menu was simplest.


FurtherReading posted:

Putnam says that unmet needs don't really impact happiness very much. It mainly affects about how fast dwarves work so it's not that important to focus on.

The happy memories from skilling up and teaching skills via military training are a better way to cheer up sad dwarves. I also put my barracks zones inside my tavern so they socialise, watch performances, etc while they train for extra happiness.

Maybe my technique works because they're not getting any new bad thoughts by hauling corpses or getting caught in the rain repeatedly. I'll have to try the sad dwarf bootcamp social. Kind of like summer camp, now that I think about it.

FurtherReading
Sep 4, 2007

Jyrraeth posted:

I haven't had luck with this, but it could help. It might be more that I didn't have patience for keeping track of the angry dwarves without dfhack and the squad menu was simplest.

Maybe my technique works because they're not getting any new bad thoughts by hauling corpses or getting caught in the rain repeatedly. I'll have to try the sad dwarf bootcamp social. Kind of like summer camp, now that I think about it.

Another tip is to make a mist generator, those things make happiness very easy to maintain. I usually either mine a waterfall to splash through part of my central staircase rooms or build a ring generator at the entrance to my living quarters. A mix of that and military service tends to result in my happiness sitting at yellow and above, unless the dwarf has an "always angry all the time" trait.

Pharnakes
Aug 14, 2009
For that we upgrade to the lava mister.

Cup Runneth Over
Aug 8, 2009

She said life's
Too short to worry
Life's too long to wait
It's too short
Not to love everybody
Life's too long to hate


Waterfalls, while awesome, are very bad for FPS, FYI.

Jyrraeth
Aug 1, 2008

I love this dino
SOOOO MUCH

I usually play dwarf fortress on a geriatric laptop so I miiiiiiiiight get a mist generator set up but man that laptop doesn't love my fortress in general.

(I do use a few of DFHack's FPS tools, which does help a little.)

BlankSystemDaemon
Mar 13, 2009



Fun new fortress defense idea, seen from the side:
pre:
_____________________________
_____________________________
_____________________________
_____________________________
_____________________________
_____________________________
_____________________________
_____________________________









^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
Single width bridge (_) across a span, where there's a stair at the end leading down to the next one.
Invaders have to walk across them, while being pelted with steel bolts - which'll either soften them up sufficiently that my militia can hopefully get some skill from fighting them without dying, or cause them to dodge into the pit traps (^) below.

Stuff can then be collected, and the last surviving enemies slain, by opening the the door (|).

ChickenWing
Jul 22, 2010

:v:

Tea Party Crasher posted:

Oh that's interesting, going from a game that you couldn't play with a mouse at all (at least as far as I remember) to one where you need it.

This is good insight, thank you. Especially going the extra mile with the hack devs, I'll definitely do that


You could always just fire up the classic version, which is still free and graphical enough if you use a tileset

Zereth
Jul 9, 2003



Cup Runneth Over posted:

Waterfalls, while awesome, are very bad for FPS, FYI.
Has anybody tested the artificial mist generators which are only moving a few tiles of water around for FPS impact?

FurtherReading
Sep 4, 2007

Since multithreading you don't really need to worry about FPS as much. My current fort is 200 dwarves with both a ring mist generator and an artificial waterfall that usually sits at a comfortable 45 fps.

I used to have a way less efficient set up - five water reactors and a different waterfall that emptied into the middle of a cavern layer rather than through fortifications. That was like maybe 10-20 frames less.

Pickled Tink
Apr 28, 2012

Have you heard about First Dog? It's a very good comic I just love.

Also, wear your bike helmets kids. I copped several blows to the head but my helmet left me totally unscathed.



Finally you should check out First Dog as it's a good comic I like it very much.
Fun Shoe

BlankSystemDaemon posted:

Fun new fortress defense idea, seen from the side:
pre:
_____________________________
_____________________________
_____________________________
_____________________________
_____________________________
_____________________________
_____________________________
_____________________________









^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
Single width bridge (_) across a span, where there's a stair at the end leading down to the next one.
Invaders have to walk across them, while being pelted with steel bolts - which'll either soften them up sufficiently that my militia can hopefully get some skill from fighting them without dying, or cause them to dodge into the pit traps (^) below.

Stuff can then be collected, and the last surviving enemies slain, by opening the the door (|).
It's easier to just dig an extremely deep open pit (You can use a collapse to smash out all the floors at once afterwards if you just want to mass designate the whole thing with a regular dig designation for this) then putting a series of single tile wide and ten tiles long retractable bridges across it arranged such that enemies must cross every single one of them to enter (With an alternate, closable path for wagons), then hook very single one of them up to a single lever in your tavern.

Just pull the lever on repeat when the enemies start getting close to the end of the bridge areas and watch entire siege forces fall to their deaths.

For added lethality, coved the bottom of the pit in constructed steel or silver floors, then cover those with weapon traps. Then go up a single Z level and build a series of retractable bridges that together completely cover the entire bottom of the pit, connect them to a single lever, and open them up so they are no longer visible, then tunnel in about four floors from the bottom, install a floodgate, and set up a pump to add water so you can drown the survivors. It doesn't matter if they can swim when you can trap them under a bridge with no air. Just be sure to install a draining mechanism too.

cheetah7071
Oct 20, 2010

honk honk
College Slice
I've gotten speed issues on a decent computer before but it always turns out there's like 300 enemies sitting in the walled off caverns. Exterminate them with dfhack and the soeed came back to a reasonable pace. The other big culprit is fire. If a dragon attacks, it won't end your fortress by killing your dwarves, but by slowing the game to a crawl as it models fire dynamics.

Speaking of which, the newest dfhack update includes an ability to cap the number of cavern invaders, so they won't just pile up endlessly if you wall off the caverns

The Bible
May 8, 2010

My current fort is now mostly just a huge tavern aboveground.

It started normally enough, but I put a masterwork quality statue in the tiny pub and bards wouldn't stop loving showing up and asking to stay, so I just said yes to every single minstrel group and solo bard to wander in, which happened pretty frequently.

The pub was rocking so hard day and night, books scattered everywhere, that I eventually just built a giant pub/library aboveground and a multi-level apartment building for all the bird-people/humans/goblins who now outnumber the dwarves 4:1.

There's just one goblin and some dick keeps sculpting statues and writing books about the time some goblin got butchered by a tiger. Always the exact same story too, just really digging in there.

Facebook Aunt
Oct 4, 2008

wiggle wiggle




cheetah7071 posted:

I've gotten speed issues on a decent computer before but it always turns out there's like 300 enemies sitting in the walled off caverns. Exterminate them with dfhack and the soeed came back to a reasonable pace. The other big culprit is fire. If a dragon attacks, it won't end your fortress by killing your dwarves, but by slowing the game to a crawl as it models fire dynamics.

Speaking of which, the newest dfhack update includes an ability to cap the number of cavern invaders, so they won't just pile up endlessly if you wall off the caverns

I find the animal people in the cavern aren't too much trouble as long as they aren't the flying kind. My favorite was the blind cave fish people. You had to nearly bump into them before they'd notice enemies were nearby, so they weren't a threat to civilians (except job cancelation spam).

Nowadays I have some guys tunnel to the caverns as quickly as possible to find out what's down there. If it's too awful I just abandon the fort and move on with my life.

BlankSystemDaemon
Mar 13, 2009



Pickled Tink posted:

It's easier to just dig an extremely deep open pit (You can use a collapse to smash out all the floors at once afterwards if you just want to mass designate the whole thing with a regular dig designation for this) then putting a series of single tile wide and ten tiles long retractable bridges across it arranged such that enemies must cross every single one of them to enter (With an alternate, closable path for wagons), then hook very single one of them up to a single lever in your tavern.

Just pull the lever on repeat when the enemies start getting close to the end of the bridge areas and watch entire siege forces fall to their deaths.

For added lethality, coved the bottom of the pit in constructed steel or silver floors, then cover those with weapon traps. Then go up a single Z level and build a series of retractable bridges that together completely cover the entire bottom of the pit, connect them to a single lever, and open them up so they are no longer visible, then tunnel in about four floors from the bottom, install a floodgate, and set up a pump to add water so you can drown the survivors. It doesn't matter if they can swim when you can trap them under a bridge with no air. Just be sure to install a draining mechanism too.
Pretty sure I've done this exact thing many a time, I'm just coming up with new ways to make the game Fun.

The thing about using a bridge to dunk swimming nerds sounds like a good idea, though - I'll have to remember that.

cheetah7071 posted:

I've gotten speed issues on a decent computer before but it always turns out there's like 300 enemies sitting in the walled off caverns. Exterminate them with dfhack and the soeed came back to a reasonable pace. The other big culprit is fire. If a dragon attacks, it won't end your fortress by killing your dwarves, but by slowing the game to a crawl as it models fire dynamics.

Speaking of which, the newest dfhack update includes an ability to cap the number of cavern invaders, so they won't just pile up endlessly if you wall off the caverns
Fire (well, technically speaking it's the smoke) acts as temporary walls that can pop in and out of existence every tick.

Facebook Aunt posted:

I find the animal people in the cavern aren't too much trouble as long as they aren't the flying kind. My favorite was the blind cave fish people. You had to nearly bump into them before they'd notice enemies were nearby, so they weren't a threat to civilians (except job cancelation spam).

Nowadays I have some guys tunnel to the caverns as quickly as possible to find out what's down there. If it's too awful I just abandon the fort and move on with my life.
I forget where, but somewhere in a menu, there's the option to completely ignore job cancellations.
One thing I wish a future update will bring is the ability to filter job cancellations by whether they're from an automated job by a manager, or something you've designated.

NewMars
Mar 10, 2013
So apparently someone made a fallout mod for DF, here: https://steamcommunity.com/sharedfiles/filedetails/?id=3145551426&searchtext=fallout

It any good?

ChickenWing
Jul 22, 2010

:v:

opinion time, goons: what sort of worldgen settings and embark would you consider "standard difficulty" - i.e. no training wheels, but no challenges above and beyond the "typical" DF experience. Obviously turning down mineral occurrence is a key one, but I've also seen it mentioned that the right amount is somewhere between Rare and Sparse and best tuned with the advanced generation parameters

Griddle of Love
May 14, 2020


ChickenWing posted:

opinion time, goons: what sort of worldgen settings and embark would you consider "standard difficulty" - i.e. no training wheels, but no challenges above and beyond the "typical" DF experience. Obviously turning down mineral occurrence is a key one, but I've also seen it mentioned that the right amount is somewhere between Rare and Sparse and best tuned with the advanced generation parameters

The answer to this is going to have to be arbitrary. I'd almost recommend rethinking the question altogether, and figuring out what kind of a challenge you want, because it sounds like you would like to have a bit of a challenge to figure out how well you can roll with what DF can throw at you.

Sparse is a good starting point, especially when you combine it with starting in a more challenging biome, or in an embark that doesn't have every critical resource that you'd want, forcing you to trade for things. Rarer than sparse will probably see you dedicate extra dwarf-hours to just probing for minerals quite a bit beyond any digging that you are already likely to do.

ChickenWing
Jul 22, 2010

:v:

Griddle of Love posted:

The answer to this is going to have to be arbitrary. I'd almost recommend rethinking the question altogether, and figuring out what kind of a challenge you want, because it sounds like you would like to have a bit of a challenge to figure out how well you can roll with what DF can throw at you.

I mean yeah that's basically it but I was also being a bit intentionally vague because I assume there'll be lots of differing opinions. You've got it about right, though, in that I think I'm ready for something that isn't handing me everything I need on a silver platter, but I'm not about to try an evil or glacier embark just yet. Basically wondering what the thread's go-to settings are for a fort that's engaging but not hard mode

BlankSystemDaemon
Mar 13, 2009



ChickenWing posted:

opinion time, goons: what sort of worldgen settings and embark would you consider "standard difficulty" - i.e. no training wheels, but no challenges above and beyond the "typical" DF experience. Obviously turning down mineral occurrence is a key one, but I've also seen it mentioned that the right amount is somewhere between Rare and Sparse and best tuned with the advanced generation parameters
BlindIRL is currently working on a series exploring advanced world gen, which also covers the basics in some detail.

Speaking of him, I wonder what happened to the reading of Bostmurdered he was working on?

Lowen
Mar 16, 2007

Adorable.

ChickenWing posted:

opinion time, goons: what sort of worldgen settings and embark would you consider "standard difficulty" - i.e. no training wheels, but no challenges above and beyond the "typical" DF experience. Obviously turning down mineral occurrence is a key one, but I've also seen it mentioned that the right amount is somewhere between Rare and Sparse and best tuned with the advanced generation parameters

Difficulty depends less on worldgen gettings and more on where you embark (evil biomes, near necromancers, etc, are harder), and playing by self enforced rules to stop you from breaking the game.

For example, enemies can't mine, tunnel, or destroy constructions at all, so creating an impossible to break defense is very easy once you learn what you need to do.
So to make the game at least somewhat challenging, you might make a rule that you need to deliberately make your fort vulnerable to building destroyers.

e: I would consider standard difficulty a standard embark (so no evil biomes and not near necromancers) and just come up with the rules as you discover the cheese stats, then immediately enforce them.

Lowen fucked around with this message at 04:26 on Mar 26, 2024

Spanish Matlock
Sep 6, 2004

If you want to play the I-didn't-know-this-was-a-hippo-bar game with me, that's fine.


A Kea broke into my second story tavern looking to steal stuff and this lady took that personally.

Spanish Matlock fucked around with this message at 04:31 on Mar 26, 2024

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The Demilich
Apr 9, 2020

The First Rites of Men Were Mortuary, the First Altars Tombs.



I got really tired of werebeasts so I started a game without them, only to be met with forgotten beasts pretty early on. I was actually doing super well with my fort so I figured I'd just kill the damned thing via DFHack. Then I kept on doing it cause I was constantly busy with something else and of course they'd come when my military is out raiding.

I've exterminated at least 20 forgotten beasts now.
Honestly I would have figured the game would have taken a break by now with these damned things.

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