He was interested in analyzing this relatively simple game, demonstrating that with In an extended version of his game The Giant and the Dwarfs was. Playing this game, you will immerse yourself in the world of Markus Heitz's bestseller novel The Dwarves. As dwarves, you want to save Girdlegard from the evil. Half-dwarfs separated into two generic types (1) long internodes, few in number, It is pointed out that foresters so far have materially failed to recognize game.
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Overall, many of the changes occurred under the hood, in preparation for the myth and magic release, but now the magic release will be able to incorporate artifacts of all kinds without additional delay, so hopefully it was time well spent.
As usual, your old saves should work, but please back them up before diving into the new release! It is quite likely that forts will fall into technical ruin as bugs come up and are handled at this early stage.
We will be focusing on the worst bugs crashes etc. My Linux computer died during the release process, so the Linux version will have to be delayed until we figure that out.
All the same, when confronted by a goblin glassmaker near a watch tower, Buddy A quick-wittedly shouted out "My name is Tode. Buddy A held this identity until we made our way out of the site.
You can screw up, if your identity is chosen very poorly. The various remaining artifact issues were uneventful. Now the main thing left to do is handling all this companions-during-infiltration business, the issue being that a goblin might address one of your companions instead of you, due to line-of-sight, etc.
Might take some days due to the various various ways it can All Go Wrong. Then finally some bugs I promised to do before the release.
Then we should be ready! I made sure rulers could form new artifact claims post w. There are four things left to do. Ha ha, probably another Deadline Disaster from Team Great Predictions over here, but at least the last things are becoming done around the right time.
I used my debug power to manifest as the Manifestation, holding the quest crossbow, which I immediately handed over. So I sorted it out and got a happy reply about turning over the crossbow properly.
Reloaded, tested out various personality combinations, got mugged, etc. Still racing against the clock! What have we got, ten days left in October?
You can then bring the siegers the artifact they are demanding if you have it and choose to do so , and I mentioned then that there were a few bits to finish.
So those bits are done now, and the testing as well So many deaths, so many misunderstandings. Human soldiers spooked by a barn owl and then blasting everything that moves, diplomats shot in the back on their walk out, satisfied invaders leaving stragglers lingering forever on the map, and on and on.
Short from Kitfox Games kicks the day off, then I appear at You can find the other talks on their channel. Now for our yummy yummy dev nuggets. The Future of the Fortress will be a little late, but should be along soon.
And there were lots of tells Elves showing up as peddlars, but the game giving them away as "Warrior" in their travel logs, their printed color being according to their soldier type instead of their cover, and that sort of thing.
The entire conference is here: Day 1 , Day 2 part 1 same link as my talk , and Day 2 part 2. The treasure had belonged to the humans, a favorite piece of clothing and now holy relic of their first nature priest, but the dragon had taken it almost a century earlier.
So, hey, why not bring it to the fortress? Maybe give it back to the humans to improve relations, or failing a visit from them, keep it in a little museum in a display case for the dwarves to admire.
Uzol, my questing dwarf, managed to sneak by the dragon, but found no chausse. Apparently, a mercenary had gotten to the dragon cave two seasons earlier, and brought the chausse back to the human temple, to its rightful place.
Uzol had orders, though, and he followed them to the letter. He broke into the temple and brought me back the relic If your vision of dwarves is less about crafting in the mountains, and more about a lone dwarf descending from the hills to attack a village with a pack of a dozen hounds, your vision is now a reality.
Along with this, the game now more properly handles babies that are carried off on site raids. For instance, if a baby is the lone survivor of a failed raid, they will unerringly crawl back to your fortress all on their own.
At least they are no longer active combatants. Also fixed various issues with cancelling squad orders. The prisoners caused various problems with position selection.
My imprisoned expedition leader just walked home while still considered a prisoner due to some erroneous travel code exclusive to position holders.
Various other fixes to squad reports, their injuries, etc. Last month around this time, there were about 20 nuggets left. That number went up and down as work happened and crap popped up -- now there are about a dozen.
Not as much progress as I had hoped, as usual, but not so bad either. I also fixed some problems where artifact reputation from rumors was getting confused as the state of the world changed that is, artifact rumors needed to carry a bit more data with them to remain understandable as sites changed hands etc.
This can happen in the upcoming release, but far less often. I did a bit with the adventure artifact log, prophecies, and finally got some good tests in on destroying artifacts in fort mode vs.
Poked around and fixed a bug causing divergent world gen results. Has been the case for the last few days, but the icon was new. I posted it a few days ago but in my traditional August heat-addlement forgot to link it here.
They are placed in a bag he likes, and he hangs out there. I should have the Future of the Fortress post ready around tomorrow. In order to set up the historical events and inventory transfers, I ended up making the historically-relevant merchants abstractly swipe the artifacts from their wagons and mules the moment they leave the map.
For animal thieves, they get to become historical themselves, and roam the world map with their treasures. The list is down to about twenty nuggets like this, which take a day or two each.
Today I did a hundred conversation changes where identities were being given away by old forms of incident, rumor and circumstance utterances A marriage ceremony is taking place this Saturday at a dwarf fortress in the Pacific Northwest.
It will be just about as dwarfy as possible. I, Threetoe, am finally getting hitched to a princess from a royal bloodline.
Thank you for all of your support, without which none of this would be possible. As veteran players well know, the dwarves will have to take a few days off to "attend party.
So I sent my expedition leader by himself across the plains to the next mountain range to raid a mountain home. He did not survive. The next season, eight well-armed dwarves and two of their goblin buddies attacked my remaining six dwarves by the wagon.
So one needs to be careful! Current project is turning all of my dwarves into children, letting them be kidnapped by goblins, and then growing them back up so I can send them off on rescue squads.
For instance, a bronze helmet that was the symbol of the dwarven duchess was lost on site after the duchess passed on from natural causes, and it took several years for another dwarf to find it and give it to the next duke -- the handover process is now more routine.
Kobolds are also no longer allowed to make claims on artifacts they still steal them, of course. They always store them in the trophy room now -- finding a single artifact held by a kobold somewhere in the living area was too difficult.
Arranged some display furniture, did more xml, cleaned some teleporting artifact issues, and got halfway through a promise about how library quests would work regarding copied books.
Nothing funny to report To celebrate, we did a Roguelike Radio episode with a few of the author-hosts. Earlier, Zach and I also contributed some recollections to an article in Polygon about games developed in childhood.
Kobolds use their new entity animal definition to keep as pets any creatures in the surrounding environment that are in the new poisonous class which do not have the new mammal class.
In my test cave, this led to a scary pit room filled with giant cave spiders and rattlesnakes. Suffocated due to a weapon trap coated with giant cave spider venom.
The site layouts are a little more involved now than the up-down natural caves, spreading out over a few z levels with some traps, guard posts, living chambers, animals, eggs and stolen objects.
The old tags will still work as usual. Off to kobold caves! The last major step is to get the kobold cave maps up to a point where they are suitable for retrieving artifacts from.
In any case, if you have the requested artifact, you can bring it to the enemy commander, or you can refuse.
An agreement acts as a peace deal which will last as long as those things normally last it has a positive effect on relations for years which may or may not overcome existing hostile attitudes, and the effect is especially strong in the first few years.
This will also allow you to wait for a few petitions if you want to play favorites. The easy starting point was questers that attempt thefts.
Questers so inclined can now sneak in from the edge and try to take their target artifact, either running away or fighting if they are caught, depending on their temperament.
Continuing to handle fort expedition problems, and started a bit on the random promises list, with some XML additions as well as making the next release a little easier on utility makers in terms of finding global variable addresses.
There are still four unresolved expedition issues, but then hopefully we can get started on fort artifact diplomacy!
Chris Bratt of Eurogamer made a video regarding the cat tavern bug. That page also includes the longer audio interview.
Dan Pearson of Eurogamer who interviewed me last year also posted a DF article. So I guess it was stealing. The seven dwarves are now caring for Obol, a four year old human they found in the goblin pits.
An impressionable child, she inherited the goblin ethics of valuing power over others and her personal dream is to take over the world.
Working out the various raid issues. Dwarves electing new expedition leaders when you send your current one away for a few days, lots of that sort of thing.
I have yet to recover an artifact or a kidnapped child, but we should be there soon! We have little missions for groups of squads, and they can leave the map now.
The current possibilities are rescue missions for kidnap victims, artifact recovery missions, and generic raids if you just want to start trouble.
There are myriad issues to sort out, as expected. So we have a map up! You can get site information, travel times, approximate populations, diplomacy states and so forth.
Next up, we should be sending our first squad out of the fort and into the world! Fort mode work begins tomorrow! The talk seemed to go well, I met a lot of people The burnout is real, though.
I should be back together in a day or two. Then we can get started on fort mode! The main features will be the ability to send dwarf squads off the map, artifact-based diplomacy with sieging forces and others, and artifact-interested questers and critters coming to the fort.
It was healthy for Bay 12 when I went there for the first time last year, so I figured I give it another go.
Your adventurer can now name any of their legally-nameable objects so e. The logs will be a bit dull while I test and correct, unless something amusing happens.
The guards have moved on from interrogating me over delivered artifacts to instead interrogating their own master. I returned an artifact, and the lord took the figurine over to an empty pedestal in the hall and stood there making cheerful remarks.
A guard, confused again, ran over and demanded the location of the figurine. The lord was like, "Over my dead body! We have to polish off adventure mode, which involves a lot of testing and tweaking.
There are still all sorts of strange things going on. Lots of permutations to work through. We need to handle artifact diplomacy and the sending of recovery squads off the map, which should be entertaining.
Third, we need to finish the map changes I put off e. Last, there are some random requests and promises that have accumulated some memory address help for modders, a little bit of XML, a few priority bug fixes.
All positive and negative reputations will be associated to that identity for as long as you assume it, unless you screw up. You can have multiple identities and flip between them or return to your true identity.
There was a cascading split of various reputation data objects according to true, visual, historical and false identities, and lots of tracing up and down partial data to see where a new bit of information should be stored or what it implies.
It is taking a while to sort it out. Where the game previously formed a single set of reputations for one historical figure, people can now give different answers for the true historical figure and each identity, as well as what they think on sight which may or may not involve any names -- they keep track of which identities they associate with the physical appearance.
For example, if the player robs somebody without saying their name, a problem with the new system was that only the people that witnessed the event thought ill of the player even after a few days, since other townspeople could no longer make the link between the player and the event.
A Future of the Fortress reply and the report. We finished up the monks and other new critters, and today was the first real day engaging with agents enjoying their new covers.
The last agent I looked at involved a human town on the border of two separate evil lands that was itself half-goblin by year Kutsmob Dentblack decided to assume the identity of a prophet of Oled the Gleeful Healing, the god of justice, and wandered around town shouting about the impending doom of the world.
Over the years, he befriended a human priest as well as the gangster boss that hung out at the Fragrant Brunch tavern.
At the same time, a human from a civilization to the south had infiltrated the town pretending to be a petty criminal, and a goblin from the other evil civilization, pretending to be a bard, had made it in as well.
It was fun to load up the world and see them all talking together with the ganglord at the Fragrant Brunch. In order for the agents not to stick out for the player, their cover professions need to be held by real counterparts.
It should be good to toy around with those ideas a bit first before we get to the full implementation.
For instance, a goblin civilization sought two items stolen by kobolds and one held by a dragon. And there are occasional world-gen situations where the idea works.
Working a bit on the criminals in town in preparation for the even more ill-natured agents to come and associate with them.
Pulling many criminals out of the sewers and catacombs and into some of the taverns and out on the streets and so on, provided they vaguely fit in to the larger community.
If a situation goes particularly badly, an artifact seeker can kill an artifact holder and then actually remember to pick up the artifact to bring it back to wherever they are going, which is unusual since adventure mode characters are generally so oblivious to ground objects.
Or it can be more happy. So if you are a questing adventurer bringing an artifact back to a location, for instance, you might run into other questers, guards, or entity representatives before or during your return, and they should react in some way or another without waiting for you to initiate everything.
There are six levels of knowing the location of a held artifact as it stands: The knowledge fades over a course of weeks and years while maintaining longer-term reputation effects, and it also has to constantly work in any new information and so forth according to their time stamps at the individual, site gov, site culture and civ levels.
But it seems to be working so far! Apologies for the lack of logs these last two weeks. We should be able to refocus on the artifact release now.
There have been all sorts of conundrums and edge cases. I have a little teleporter debug command that causes the last artifact mentioned in a conversation to appear in my hands, which really speeds things up.
I think the trickiest part will probably be getting them to handle artifacts held by people, especially moving ones including your adventurers , and that should be coming up after I handle the new rumors and some other issues.
There are lots of conversation elements to handle too. There are various sorts -- families seeking heirlooms, scholars seeking books from ruined libraries, and so on.
The next step is to get the non-player characters to respond to the messages and get the artifacts moved around by them.
Then we can move to player involvement. Some of the apparently disconnected forts just has really bizarre ways to the main staircase -- having to go from the wide hallway to a side hallway, through a door, down a side hallway, through a stockpile, through a door, around a corner, and back to a wide hallway which connects to the main stairwell.
Now it tries to ensure that the wide hallways are connected from end to end, which is practically enough. It would still be better to have some engravings and the ability to ask directions.
Here are recordings of the streams from the two tracks at the Roguelike Celebration: Room 1 , Room 2. Direct link to our talk. Schedule to help you navigate.
There are a lot of B12 tasks piled up to unbury ourselves from, but we should be getting back to work toward the artifact release again soon.
The first half of this month is going to be a bit different, as there are several events in succession. Zach gained 2 XP.
His fiancee Annie says he needs 4 more XP to gain a level. The game has display cases and pedestals now, in all modes. So you can set up artifact display areas, or you can just use regular masterpieces, or junk, or skulls, as you see fit.
The displayed items show like the food on tables so you can admire them yourself. More as I get to each civilization! Thanks to everybody that has played the game, enjoyed the stories and supported Bay 12 through the years.
On to the next decade! There was an unfortunate elven civilization called the Distant Oak that lost three druids in three years. The last one was killed by goblins and had their body hung from a pine tree, which must have made the goblins happy since they organized a yearly candlelight procession commemorating the event back at their tower.
On the th occasion of the procession, the dragon Niweni attacked, killing several goblins and dwarves. Finally the beast entered the tower and stole the Renowned Gill, a legendary crossbow created by a dwarf for the chameleon demon 20 years before, bringing it back to the cave.
Artifacts can now be given between entities during peace or when peace is made. For instance, in events spanning years, the periclase bracelet Lusterlabored was made by a dwarf in a goblin tower and given to the dwarven master the original demon was killed by an elephant while invading the elves.
Stored in the tower for several years, it was eventually stolen by the kobold Tobogochrursnus. Tobogochrursnus brought the bracelet along on various thefts, only to be cornered by a human hamlet lord, Emim Squashchewed.
Emim kept Lusterlabored as a family heirloom for forty years, but this eventually brought the attention of the same dwarven master back in the goblin tower.
A war was launched, and Emim went to defend the main human city of Largeplot, where he was killed by the elf Ber who had grown up in the tower.
Ber took the bracelet and assumed the position of administrator over the conquered town. She had a more or less peaceful rule for decades, until the rampage of a werehyena found Ber devoured and Lusterlabored with a new owner.
We also did an interview with the Stoned Gamer. The elves routinely attacked the town and ate people, and on the third attack they drowned Thil as an example for the other humans.
It only took another year before the elves returned and ate some more people, and looted the temple, taking Glowedlull back to their forest home.
Hopefully all of our recent additions taken together will provide enough backing for fortress mode and adventure mode artifact interactions.
The main interesting addition was a sort of family placeholder mechanic to make heirlooms work. The initial couples all get associated family structures, and then those links are passed along to the children and so forth.
Of course, this opens up all kinds of world-determining issues, depending on how marriage interacts with family membership and which child has which inheritance rights over heirlooms etc etc etc, and so forth.
For now, it runs an "importance" check on the family groups during a marriage -- if there is no winner, then it just flips a coin. Artifacts will pass down family lines to keep them in play longer and to set up interesting conflicts.
One medium world I ran for years had a dwarven hero named Fath that killed the hydra Osplu Juicepukes. After the fight, she named her steel shield Gladdashed and it became a family heirloom attached to the Kosoth Giltmirrors family group Kosoth was an original dwarf, and by the end of world gen, that line had living members -- Fath was a grandchild.
During a later koala demon invasion, a goblin named Ngokang Spideryweaver killed Fath and claimed the shield -- even though the invasion failed, Ngokang survived and took the shield back to the goblin capital of Ghoulsullied.
That goblin family had 49 living members. Sometimes they are potentially useful, like the steel spear used to kill a giant, and sometimes you get an elf commemorating the slaying of a minotaur by naming their wooden low boot which presumably saved their life or something.
Our first official holy relic: They placed the skull in the temple, while the rest of the body was entombed in the catacombs under the city.
This would not be possible without help from our community -- you can view the exciting and sometimes late-night discussion over in the 0. This release should also make worlds generated with the same seed more consistent, and it has a few other minor fixes we managed to sneak in.
The main obstacle to being through with the bit version is actually a bit version now -- we lost bit Linux with all the updates we had to do for bits.
This is the culmination of years of work on Dwarf Fortress and our other projects which never saw the light of day. BAS, and are looking forward to finally being able to place the dwarves into a more meaningful, mysterious and exciting universe!
Work on the bit version is ongoing. So far we have a windows test version and a linux test version. We should be almost through with Mac as well -- just need to clean up the sound library situation.
That thread will also work for weird bit happenings. Linux and Mac up next! They have early bird tickets available at that link until July 17th.
We also had a release-mode-only world gen crash that stopped reproducing only when logs were enabled, but that might be handled now. As part of the recent fix that brought armor back to invading soldiers and others, we need to deal with the effectiveness of armor, since there are too many fights that never end.
Then the release should be ready. Stone axes will work in adventure mode again. Things are partially back together now, with the new compiler in place.
Embark profiles should load fish properly instead of cancelling them all. I made dragonfire affect metal items again after a long hiatus, though fire effects in general are still a bit odd.
You can now dive in deep water correctly in adventure mode. There are free tickets for general admission, as well as dinner tickets.
There are lots of details over at the event page. Bug-fixing has been underway. There was an issue with the material display when building adventurer sites -- it was still counting some objects you had already used, so be sure to check the material is actually on hand when you try to build.
I also stopped mountains from incorrectly restricting actions like sleeping. I cleaned up some issues with restraints and cages vs.
I also fixed a few problems with mineral placement that screwed up native platinum veins in larger clusters and a few other configurations.
Bees should appear in temperate forests. Glazers will gain skill properly now and improvement reactions more generally will apply skill properly.
And a few other small fixes. With the work order additions and adventurer-created sites, this one ended up with more new stuff and fewer bug fixes than expected, and my version calculator just tipped over at 0.
For dwarf mode work orders, you can set conditions and details from the manager. You can also create orders tied to specific shops from their workshop profiles.
Then all we have left are work order job detail settings as well as some bugs to fix. You can also build the conditions up manually The maximum number of work orders a given shop accepts at a time can be set, and the shop can also ban work orders entirely or by labor type.
Hopefully the coming days will just be super super normal and I can finish this off, maybe with a bit of rest. You can also set perpetual orders.
So that works better all around. Some friendly bacteria are doing a colony management sim in my head, and they managed to implement all sorts of impressive routines.
Rapid temperature fluctuations without lag, top-notch eyelid closure mechanics, something reddish and growing It will all be fine. The XML dump provides exact site rectangles now.
The creation myth generator was very well-received, and I look forward to getting it into the game as soon as I can so you can all create worlds with this new foundation.
First we need to get this release done! The airport and a windstorm forecast up next! In any case, the zones are almost done -- I just need to allow you to declare actual locations like the halls in human villages so you can claim your own site with a named group.
Then a few more site tweaks, work order changes, bugs and done. The main problem was that since the sites are larger than 1x1 at the dwarf embark map scale they are up to 3x3 right now , they could cross world map tile edge boundaries, and that opened up various issues.
Having fixed what came up, we are much closer to allowing dwarf embarks to cross world map tile boundaries as well, though there is still a bit to do there.
I still have a few more adv site features to add for this time. You can see the upper floor in the z-window on the right. The little bridge on the left is mine as well.
Every tile takes a log as in fort mode, and the current rate is one tile per hour of work. More on that as it is implemented!
The new specifications for individual jobs and engravings are more or less ready now a few loose ends left. I made the "really attack? It uses their most prominent feature either the body shape or a specific part After that, it was time for something dwarfy.
So I started on the ability to specify materials for tasks. They should also store owned objects a little better. I fixed a problem causing certain sites with underground layers to be disconnected from the surface.
Other highlights are the fortress mode sparring and mug-carrying fixes. I spent a long time hunting an inconsistent map problem -- the dwarf fortress site maps were being generated differently depending on the direction you approached from.
Generally, when that sort of thing happens, it means that some piece of temporary mid-level world information is being used inappropriately in the local map generation process.
In this case, the large underground mushrooms were being drawn from too broad a population pool that depended on which sections of map were loaded, and how the caps grew out influenced the map generation algorithms for the forts, sending it down different tracks.
So that should be fixed now. Nothing interesting or dynamic or gray there, but at least you can be credited now for things we already had. What have we got I fixed holes in the ground caused by former trees in the town.
And I started the reputation update with an easier case, hunting beasts. People recognize your accomplishments much better than before.
Next up, the more difficult case of bandits. Here is a Future of the Fortress reply. The server migration is nearly complete.
I also fixed a bug that was causing reanimated undead to end up on two sides of conflicts which caused further issues. The animated critters no longer block, dodge, parry, wrestle or sprint, and they do charging attacks whenever possible.
Their strength bonus has been reduced. Severing all non-smashed heads on a zombie kills it smashing already worked , and severing or smashing any working grasp on a headless zombie kills it.
Zombies can still be reanimated if they have a working grasp. I still sometimes get those invincible unsmashable zombie heads.
I also set six sword humans against twenty zombies, and they won without any losing anybody. On the other hand, I set ten unarmed unskilled humans against ten zombies, and the zombies won without losses.
That sounds about right to me -- the zombies have many advantages in unarmed combat. Incidentally, one unarmed unskilled elephant person was able to kill ten human zombies without any trouble, since they have smashing power.
Then an elephant person zombie was able to kill the elephant person I fixed sparring as well. The roll failed every time for them, so drunken sparring partners just sat there without throwing shots.
I held off on common domestic animal people for now, but there are plenty of canine and feline critters that got the treatment. I have only now regained the ability to speak.
It was more like fish cartilage than fish jello this time. The newer animals from the sponsorship drive came with those forms, but we never did have giant elephants and various large bears and all the great cat people and so forth.
I also fixed some of the problems with visitors vs. A few more give-aways for vampires have been fixed, along with a string entry problem.
I cleaned up some long-standing problems with cities. In world generation, vampires would prey on cities and eventually stop them from getting beyond the smallest size.
I fixed some problems with sewer bandits causing them to have way too many stolen items or to be placed aboveground.
New bug-wise, I stopped the animal fights slowing down goblin towers and fixed a crash from trading goblets in saves loaded into 0.
And some other minor stuff. The "add new task" button remembers menu position like it did before. I fixed up the horse etc.
I reduced the severity of syndromes from ingested spatter which should stop self-cleaning cats spattered with alcohol from getting sick all the time.
I stopped outside nobles from making mandates and demands and allowed goblets on embark. I also stopped the weapon slayer list from giving away fort vampires.
Modded wood furnace reactions are listed properly now. There are still some strange things going on horses all over, duplicate companions, etc.
Major bug fixes Fixed world generation freeze caused by error in poetry refrains Fixed crash from building constructions on tree leaves etc.
Temples in the location list show their deity now. Vampires are not outed on the occupation list. I also fixed the older bug causing constructions to crash when placed over tree tiles.
The flow of fortress life is quite a bit different now -- specific breaks and parties have been replaced by taverns and performances and needs and inebriation.
You can designate a tavern, temple or library from a meeting area zone, bedroom or dining room using the new Assign Location option. The bug fix list below is partial.
Large chunks of the game were changed, which has a way of making old bugs go away while bringing in new ones to take their place.
The next set of bug-fix releases will be measured on a scale of days and weeks rather than months, as usual.
There will still be plenty of issues left for you to enjoy, along with all the new stuff. Fix fix fix, fix fix fix. Four more things to go.
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. I fixed an old issue where brawls would automatically elevate to "non-lethal" status.
I also cleaned up some of the performance text. Now we just need to settle in and get some final work done. Various other needs seeing animals, learning, practicing martial arts, etc.
I also made dwarves somewhat more resistant to the effects of alcohol -- creature castes can now be given an extra dilution factor vs. I grabbed a blank scroll from the library with my first test character and ended up writing a bad essay about the historical event of me leaving my home town on an adventure I left it in the library for posterity.
You can copy down any poems, music or choreography you know. Some more prompts for adv mode dancers. Old bug fixed with occupancy for units pushed by flows.
You can make clothing and armor for non-dwarfy critters now. A few promises managed: Cleaned up dancing patterns -- cats and other critters were already getting in the way, and then I made the patterns a little more dynamic, so the interruptions became worse.
Now animals get pushed aside, which is pretty amusing when kitty cats keep reintroducing themselves into the dance. Toys have joined instruments and goblets with items that can be used by dwarves in the game for the next release.
Children can also play make believe and do little performances anywhere, no building required. The work goes on, mostly cleaning up taverns, visitors and the new occupations.
It was messy, but the drinks got delivered. I also added more ways for a single composition to become well-known in a civilization, and various other little tweaks.
We had a dwarven dancer become so talented a century into one world gen that he invented his own complete dance form, and the bold inventor decided to pattern the motions of the dance on a troglodyte attack he suffered in his youth.
This important knowledge was then passed down to several students and then out into the world via a performance troupe.
Before that I was messing around with non-player fortress tavern maps, as well as instrument timbre adjectives and their changes over registers.
The collection of problems is growing smaller, anyway! During research discussions, if somebody is better at skills associated to the topic and has broader knowledge, the dwarves or permanent residents can decide to strike up an arrangement.
This will allow scholars to teach their students directly, and they can teach all of their present apprentices at once to speed things up.
During my first test, a human doctor arrived at my library and I accepted her petition to study at the fort. After a discussion on bandages, three of my dwarves decided to sign up and were soon learning all about pulmonary medicine from their new master.
For instance, the written works of scholars are treated as sort of semi-artifacts, like named weapons, and this was leading to trouble when somebody would write on a quire and then a bookbinder went to make it into a codex.
Watching and fiddling with a churn of scholars, scribes, scrolls, book bindings, quires, scroll rollers and sheets. You can watch them set out their writing materials on their little tables or sit in a chair to read.
After fixing up a bug with tantrums that stopped them from toppling the statues, it worked out pretty much as hoped There are obviously a lot of ways this could go, and right now the game is just using the unsubtle easy one.
I also ensured that the player can be cursed in the default town temples as well as retired player temples. You can kick people out of the band, of course -- I suppose it might come up in practice if a member ends up being predisposed to bar fighting.
I was able to collect some peasants from my first village as a demi-god poet by impressing people from house to house with my recitals.
The RNG came up with "the Ace Bees" for my first troupe name you can also pick it yourself , but it was a short and sad tale, unfortunately, since I had to kick everybody out of the troupe to test it.
Poetry written in certain poetic forms can currently spread values before philosophers come up with specific language that can be used in prose, though not all civilizations will have such traditions.
For instance, after the difficult concept of an alternate history is tackled by historians, they can write books pivoting around the negation of particular events.
One historian wrote a book considering how things would have been if the author had remained an architect instead of becoming a historian a decade before.
It would be possible to weight the event selected with an importance check, but there are complications as usual. There are also cultural histories, genealogies, atlases, chronicles, the various biographies I mentioned before, etc.
Since everything is considered "written content" as with the necromancer and newer books, the titles are currently in that format.
For my first attempt, I had a novice poet write in a short poetic form that could take any subject I went ahead and shared that with everybody in the import market.
People can speak about performances they have seen or taken part in or just heard about , and then offer their opinion according to the skill of the performers if they saw it , their general beliefs about the arts, etc.
You can also talk about your own performances if you want -- I told the story of the founding of the city to one shopkeeper, and then went to the next shop and told that shopkeeper about how great my oration was, and she told me how much she appreciates eloquence.
In any case, we should get to a few practical artistic reputation effects before the release. Right now, the option is grouped with starting conversations, but instead of shouting or praying, you can begin a performance.
Then you can choose between stories, poems, music and dancing. Your character begins knowing the basic art forms of their culture more depending on skill selections as well , and they can also tell stories about any historical event that they know there are groupings and filters to help a bit with the number of choices.
Once you start a performance, an activity is created which will allow other people to join in either as another performer for certain dances and music or a spectator.
It would also be good for the sun to diminish and go into the west, for a few months at least In the keep where I began, there were a few dwarven soldiers You bet, just let me go to the tavern first.
Right around the corner we had an establishment. It was called "The Cinnamon Fruit of Mouths" or something.
Through the doors, we have the tables and barrels Do I have sleep resistance? So I looked at it. Barley beer in a mug!
Say hello to the new laptop. The last one died of some hinge-related illness I opened it and something caught, which peeled up the front face and made the power cord stop working.
This one has sturdy-looking hinges. We had our first barfights and our first alcohol-related death aside from whatever fiery shenanigans and so forth you all have been up to for years.
There were a lot of things that needed to be altered or improved or fixed to get it to work. Effects are more smeared out and syndromes can be set to add concentration up to a maximum so that multiple drinks matter, for instance.
Syndrome effects used to abruptly start and abruptly end the peak was mostly meaningless , but now you can explicitly set abrupt starts and endings, or have the syndrome gradually grow to the peak and gradually fade.
Syndromes can now be linked so that all of the alcohols go together without this, you could drink one mug of each alcohol in the world without having serious trouble.
If a large stationary instrument is available, one can be installed at the border of the activity area the first two places I visited had a metal frame with four hanging wooden triangles and a clay-and-leather drum on a stone stand, respectively.
Managed to find both the original books and copies made during world gen. Next up, hard drinking in adv mode taverns. You can make quite a bit of progress if you attract some dedicated scholars and support them with your own scholars and scribes, probably more than any world generation site over the same number of years since you can expend all your effort toward the work, but it still takes time.
Depending on how gregarious they are, scholars will tend toward discussing their topic with other researchers or working by themselves. They work kind of like position appointments.
Tavern performers are special artists like those from the traveling troupes -- dwarves will still sing, dance and tell stories without needing to be given an occupation.
Scribes will focus on copying existing codices and scrolls while scholars will mostly just think and talk to each other.
I started by diversifying the "work satisfaction" thought by feeding in the job type and filtering it through the individual. Your username will be displayed on your review.
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Internet Explorer 7 or later. Reviews at a Glance. Rated 4 out of 5 by myyorkies from Fun The bright, vivid and colorful graphics are a highlight to this game!
It follows its storyline through out, but what sets this M3 apart from all others is that by right-clicking your mouse, you change the color of your cursor, and thus, the color-coordinated icon that you are going after.
It can also be played in the Relaxed untimed mode. It has HO and mini games, as well. Very cute and fun concept, but needs to be much longer.
I also would have liked more variation to choose for the avatar, but overall an enjoyable game. Rated 4 out of 5 by steevographics from steevos review I love the progression of the game.
Rated 4 out of 5 by cleggum from Way too short I really liked this game, it was easy and fun to play but way too short for the price.
I wish I would have waited until it was the Deal of the Day. Good fun but would have like to have had more levels.
Unfortunately, my first impression seems accurate. This game makes zero sense to me.