On August 06 2012 11:06 Jotoco wrote: Great writing.
Pity Nemem had to die.
Pity we don't have other places to adventure to...
If we don't get an update soon I might just go wandering around with a Demigod and have random adventures.
I'll name companions for people in the thread or something.
It is been so long I don't play DF that I don't know anymore.
Could you make the hero a dwarf? Dwarves are more fun, aren't they?
And, I would rather watch a hero getting progressively better than see a newly created Demigod torning everything apart.
But that is just me.
I wish I had the time to play it again. I remember how much I struggled getting my first fortress up many years ago. Much before Lazy Noob Packs were around and even before youtube tutorials were created. THAT was challenging.
Edit: Name a HammerDwarf (or man, as the case may be) after me if I may be so bold as to ask you to.
The main issue with dwarves is the vast majority of accessible civilization is human, and that's where the bulk of your armor comes from. Of course, you could always make and abandon a fort to loot it for gear, but that's harder to find and everything gets scattered on an abandon meaning sometimes you'll just find nothing left at all.
The problem with the 'progressively better' thing is, while true, it tends to lead to you getting killed really, really fast if you don't start from a strong point. Demigods can at least start with 'Great' or higher weapon skill, which is an immense advantage in a fight. You still have to level up all your other abilities, but being able to quickly incapacitate enemies sure helps. Even then, you're hunting named beasts and enemies that frequently have Great or higher weapon skills themselves, so it in no way means you won't die quick.
Nemen was a 'Hero' (medium starting stats) and I pretty much had to lug around an army because a lot of the stuff he was fighting would one-shot him if he bore the brunt of it, and he didn't have the strength or weapon skill to dismember them fast.
Ok, not a problem, then.
I though you would be near-invincible.
I admit to never playing the adventure mode. Last time I played DF Adventure mode was just created.
Nah, demigod just means you have more starting stats/skill points (highest setting - Peasant, Hero, Demi-god). Adventure mode has really undergone a lot of changes: there are proper towns and better trading, there are tombs, forts, and other things to find on the map, and the quests scale up more interestingly imo. It's nowhere near as well-polished as Fortress mode, but it can be fun to spend a little bit of time dabbling with.
For lack of something better to do: The Short Journey of Jol Dressedbright!
Jol was a man, and by gods, did he dress bright. Not only was it right there in his name, but years of cavorting around in fancy clothes, looking like some sort of loot pinata to invaders, had solidified his reputation. That wasn't important anymore. What was important was that being chased by trolls, goblins, and occasionally kobolds on a dare, had led to him being surprisingly competent in handling armor.
He therefore inhabited heights Nemen would never aspire to. Moving with armor on.
For all his fancy nomenclature, Jol was a bit of a brute. Superhuman strength, toughness, and dexterity led to a man that was a force of nature when unleashed, particularly when wielding a mace. Few things could withstand his thunderous strikes - and to everyone's surprise, Jol had the presence of mind to learn about three of them: he learned to read words, swim in water, and hide in the darkness. No ordinary thug was Jol - knowledge truly led to greater bashing.
There's a reason I always put a point in reader, but you're not gonna find out today.
Jol came from a little village in the Hills of Flax. When your entire region can be named after a single, tangible noun, then that says a lot about the excitement of life there. It was time for adventure, for setting out, for getting away from the godawful snow.
If this was Runescape, Jol would already be rich.
We've got much starting information. True to the 'deal with it' nature of the world, Jol began with a questionable-quality bronze flail. Still, it was at least a decently dense metal, suited for caving in skulls. If the world was truly unfair, it'd have given us silver, and the bad luck would have rewarded us greatly. Second, Jol's 'dressedbrightness' consists of a wool dress. Either he's fitting some very specific masculine stereotypes, or was called to adventure midway through exploring a farmer's daughter. The world may never know.
Jol can sneak, dropping his move speed from the 1400s to 528, which, amusingly, is still faster than Nemen could walk normally. Our hero will be sneaking around a lot to build up experience, it's a stat that can be trained right off the bat and there's no reason not to. They should just let us start with Legendary Ambusher/Knapper/Thrower/Archer/Swimmer and be done with it, really.
The ground is caked with frost. Snow and ice build up against Jol's dainty slippers. We go indoors, a temporary shelter from the tormenting needles of the relentless chill. Jol is not the best in social circumstances (indeed, a point in empathy is a point not in hitting things), but he minds his manners and greets the first man he sees. A man named Hode.
Older women are responsible for 48,207 deaths a year in these lands.
Hode presents Jol with a quest, to kill Behal Mansionrisked the Cougar. Who knows what mansion was risked, or what crimes Behal the Cougar has committed in Searedabyss the Bloody Hollows. Perhaps a crime against decent innuendo. Jol can read and appreciate words, you know.
In any case, Hode chides our Mace Lord for daring to travel alone. He does not know our power, but he has Jol's best interests at heart. We're going to find some friends, and then bash some skulls.
I briefly considered renaming their professions to 'Bridgebuilder' and 'Thread Updater', but that would be in bad taste. They're about to die horrifically, after all.
Our own village is too boring to have other brave men - all the martial skill and adventurous spirit has funneled into Jol himself. We march to the Famous Hill, where a nearby village yields to us two mighty men, ready for war. We also collect some more tasks, for why not - there is much evil in the world to kill and be lavishly rewarded for.
The group sets out to the north, braving the snow that had somehow not fallen on the Famous Hill but lay everywhere else. It impeded progress, froze waterskins to ice, and made the surroundings boring, boring, boring. A village elder once told Jol, 'back in our day, we walked uphill in the snow both ways to slay dragons!' Jol is unconvinced of the veracity of this story. The man was a Potash Maker.
Encountering some Turkeys, we engage in some target practice.
From now on, all Thanksgiving Turkeys must be caught this way by the buyer. Bam, just solved obesity in America and created a new reality TV show.
Taking the clear shot, Jol maims the turkey gobbler's leg, then closes in to unleash more devastating blows. The battle tactics for blunt and edged weapons are similar - by crushing the bones in the limbs, the mace or hammerman removes the ability of his foe to attack or move, much like dismemberment. Hits to the upper body allow the attacker to knock out his opponent by damaging the lungs, in the same way the sword or axeman might cause them to black out from lack of blood. Eventually a clear shot at the head opens, and the head is destroyed. Jol has less ability to remove limbs entirely, but his attacks are more effective against armor, making him better-suited against foes from civilized races but less effective against big, fleshy monstrousities.
Jol's still wearing a dress during this, you realize. A pretty one.
We kill the Turkey Gobbler to realize we have no way of butchering it, because Jol did not bring anything sharp. Onwards, to the north! A good amount of the travel is done outside the travel screen, rapidly training our Ambusher skill: 1exp per step.
Is that the edge of the snow I see? At last, we can drink something besides the blood coating our clothes!
Our group at last drops out of hyperspace the travel screen near a mighty Fortress. No doubt the Lord of this place has tasks of great heroism for us to perform. Dragons to hunt, princesses to rescue and then abscond with. In that order, traditionally.
Pretty tempted to scroll one option down at this point.
We swipe everything of value in the Fort for compensation. Emotional damage. Wouldn't want a tantrum spiral.
A good haul! Jol now sports armored boots and a helm. He's replaced his terrible, terrible copper shield with one befitting his ability, and collected a second waterskin as well as a sword for butchering things. He's still wearing a dress - over some trousers and under a robe, but that might actually give us some protection. I'm beginning to think Mr. Dressedbright just put on everything he owned, called it armor, and stepped out the door. This still implies he owned a dress.
We've nothing to train the thrower skill with, however - the fort only has two levels and not that much stuff. Regardless, we're better off than we were, and at no cost to us. The Lord may not have thought we were any good, but we'll show him. We'll show them all. And by pure chance, we encouter a way to do so before we even reach our tasks.
Bet you're glad I picked a blunt weapon now, aren't ya?
Tombs. Tombs are homes of powerful undead, and lots of treasure. They are cursed. Things that die there don't stay dead.
All I hear is 'combat xp'.
This is a surprisingly rare case of the game assuming your character is actually competent.
Jol approches the grey, grim walls of the tomb. The stone is dry and old, beginning to crumble in places. Nobody comes here to maintain it. A single door is set into the sheer face. This is not a place that wants multiple ways in, or out.
The lock is picked, and entrace earned. iGrok and Kurumi, our two lackeys, ready their weapons, and we sneak into the darkness.
Items lay strewn here. Offerings or remains, it no longer matters. A pair of cheap copper greaves, a stack of arrows now belong to us. There's a stone marker standing in remembrance to someone no longer remembered. We head deeper into the tomb.
And we are seen.
I did not walk here sneaking just for this guy to see me, what the hell.
This raises some questions. What is a mummy farmer? Two troubling possibilities. Firstly, this thing farms mummies, meaning his crop could be around, shambling from their plots. Alternatively, he could be a mummified farmer, in which case clearly even the lower castes of society have earned eternal life in death, and their numbers are without limit. Jol is not an anthropologist, however. He attempts to hit the thing.
The undead, especially one so powerful, must be approached with caution. Removed body parts will move under their own power. Our objective, then, is to shatter the limbs while not severing them, leaving this mummy with no tools to fight us with. The blunt weapon becomes ideal here, because we don't need living toes chasing us down. This creature is unarmed, so we must disable all of its limbs.
Swing for the right hand!
Mummies are apparently pretty frail, for a single attack and a counterattack send two parts of the corpse sailing off. How much power does it take to tear someone's hand off with a flail, anyway? In the interest of science, we shall now name this unit the 'Jol'. Hands and feet take one Jol to remove. Mummy, you just got scienced. At least he's one hand down, so he can't grapple us, and one foot down, so we can't be chased. A living hand on the ground is probably a lot less dangerous than a mummy with that hand for wrestling. This might be looking up.
Then there's the matter of the curse. I don't know what it does but there's no good outcome from that. Jol's speed is drastically reduced, so he's not just throwing a fit when it says 'you feel horrible'.
With a gesture, the shattered parts begin to rise. Jol is unimpressed, for the fight goes well. iGrok stabs the mummy's left arm, dealing critical damage to it. Without a right hand and with a shattered left arm, the mummy no longer has offensive capability of note. A few already-smashed parts on the ground can be handled via the 'whack-a-mole' style of combat.
Things are looking up.
And then they aren't.
The mummy has one weapon left. Lunging forward on one foot, he sinks his teeth deep into Jol, and all of a sudden, we are caught in an unbreakable grip. The mummy and his dancing parts are unable to truly harm us, but we cannot escape the hideous, rotting jaw of the creature, and blood flows freely. Our flail is ripped from our grasp; it is a struggle to recover it. Panicking, Jol flails at the mummy, trying to smash the body, the head, anything that will potentially force it to release us. He grows pale at first, then faint, as blood flows unceasingly from the ragged, ripped hole in his flesh.
Suddenly, he is free - and only one smart option remains.
I hope the two inside are ok!
Jol runs into the night, in fear and in pain. The sounds of the battle fade behind him as he escapes the darkness of the tomb. He checks his body parts - all accounted for. His wounds are deep but not fatal, and should heal with a bit of rest.
His companions are forgotten within the tomb. Perhaps they will triumph regardless - iGrok has the glow of one who is legendary. It is not something Jol concerns himself about.
In fact, he concerns himself with a lot of things that aren't the thing he needs to worry about.
The Mummy's curse.
And with an otherworldly 'bing', it strikes.
I like to think the game really does have a malevolent power that can do this, to be honest.
The power of the curse erases Jol's entire life to the point no-one in his world ever knew of him. No saved records of him remain, for what value are saved games in such an Adventure? As the universe collapses around him, Jol ponders a last, cryptic thought.
'Why is 0.34.11 so damn unstable?'
Good try. Why does things latching onto you so powerful? More dwarves and men have died because someone has sunk teeth on then than they die from weapons and arrows...
I truly don't understand combat in this game...
Latching isn't a horrible thing in terms of the damage it deals, but it prevents you from moving at all if you can't break it. In a fight where a lot of stuff can accumulate to hit you (dismembered undead), that's bad. I ended up with a couple red bodyparts before the game crashed. More worrisome was that I was tired/pale from exertion and blood loss, and I thought I might just end up collapsing entirely.
There might be some other stuff, and probably is, but I don't know the full details of how some aspects of wrestling work, especially with teeth.
It's also probably a good idea to bring a Mechanic in the Starting 7 since you'll need to get traps going in that environment. I think if you knew an embark was Necromantic, it'd be doable, but you'd have to prepare for it and it'd take longer for the dwarven economy to get started.
When you stare into the iCCup, the iCCup stares back.
Obsidian United States. August 09 2012 07:44. Posts 261
(and Kurumi, if you want to start your turn... I thought I said you should earlier, but apparently not???)
but basically: - make some more walls/traps on ground level. room to the left is for ballistae. levers to raise bridges should be marked: one on floor -1, one on floor with dining hall (-4?) Hotkeys have been set for convenience. - also make more walls/traps on the level where two of our stairwells ran into caves. - dig down to lavaaaaa. hopefully we're getting pretty close. make magma forges wooooo - make more workshops as needed? probably more food-related stuff near the dining hall; I made some kitchen space there (most food stuff is on -1 right now near the tiny farms, which should also maybe get expanded) - random room to the left on -1 (below ballista room) can be a barracks area. The dwarves need military training, lots of it. - might need to expand office for nobles soon. Also, engrave dining hall once smoothing finishes.
edit: ohhhhhhhhhhhhhhhhhhhhhhhhhhh I finally realized where the TL horse was. SORRY
Last edit: 2012-08-10 06:46:42
move along, move along, just to make it through || RIP KT_Violet <3
Anyone willing to teach a newb how to play? I literally know nothing of the game but it looks interesting.
We all want to live by each other's happiness, not by each other's misery. We don't want to hate and despise one another. In this world there is room for everyone and the earth is rich and can provide for everyone.
if you are patient enough there are really good tutorials on youtube. captainduck's 2012 tutorials are probably the best among them. if you dont want to watch tutorials, you can use the wiki and trial and error method. and you really should get Lazy Newb Pack.
Last edit: 2012-08-11 02:48:13
Roses are #FF0000, Violets are #0000FF, All my base are belong to you.
]343[ United States. August 13 2012 18:54. Posts 8190
I'd been hiding from those damned goblins all winter. This wasn't exactly what I had in mind after dropping out from the College at Miluanba... but I'd heard that some dwarves had started a fortress named "Bloodpages" or something in the near vicinity. Despite their tendency to get completely wasted all the time, I probably had a better chance holing up with them.
When I arrived at their fort in the spring of 704, they were having some trouble with goblins too; the difference was that these goblins were running away from them. But as it turns out, dwarves aren't immune to goblin threats either: as I made my way to their gates, I heard some poor bearded lady crying about how her one-year-old daughter Bembul was snatched by a goblin. Tough luck.
A great start!
As I began wandering the dwarven-halls, it became painfully obvious that these wretched little men were currently leaderless and confused. Half of them stood around with no job; the famed dwarven mines and industry were non-existent; there was no dining room; and hell, they didn't even have any BOOZE. What kind of dwarves don't have booze?
I decided to take things into my own hands, seeing as there were apparently no dwarves competent enough to lead the settlement.
Spring 704. First things first: we need booze. I'm a bloody human and even I can't survive with no booze... poor dwarves. Soon, the dwarves begin gathering nearby plants, and booze production (re)starts in earnest.
Next, there's nowhere near enough space for workshops on the second floor (counting down, of course; otherwise the dwarves wouldn't understand what I was talking about.) I ask the miners to clear out more space so we can put up more workshops--we need a hell of a lot more than one mason, one carpenter, and two craftsdwarves working at a time! Not to mention there are 0 (zero) dwarves engaged in metal production. Go, my little men, and find work to do.
I order as many dwarves as I can afford to engage in working useful things like stone and wood rather than shearing sheep or whatnot. The dwarves have plenty of clothes, but almost no furniture to speak of. The newly allotted bedrooms, in fact, contain nothing but a bed; with such spartan furnishings, no man (or dwarf) could be happy!
Meanwhile, some incompetent goblin thieves attempt forays into the fortress, leaving empty-handed. Suckers. Not like there's much to steal... wait, actually, Cerol Channelmornings has gone a bit crazy. He begins screaming madly about all the animal skin and bones he wants; I guess we'd better let him have it...
The goblin's cue to enter.
Migrants! Apparently dwarves would rather live in a run-down settlement with no booze and not enough beds instead of in the comfort of a real mountain fortress. Whatever suits them, I guess.
Alas! As work begins, a terrifying beast of the deep appears in one of our underground cave networks! I quickly rally all of the fort's best troops to attack the foul creature, which turns out to be made of...
The squirming and fidgeting really add to how scary it is.
After an overly dramatic sigh of relief, the dwarves hack it apart in no time, and everyone returns to their daily work. Cerol suddenly emerges from his favorite Craftdwarf's Workshop carrying a birchen crown, which he names "Release of Trotting." I guess trotting has to do with "Bloodpages," but doesn't have much to do with crowns or the crowned dwarf depicted on the crown. Whew, I'm getting tired just thinking about that...
The peace doesn't last long, though, as reports of a shapeshifting goblin send the military into, as usual, a panic. Luckily, the monster leaves, sated, after devouring an unsuspecting trader. Better them than us.
Yes, I'd fear the night if I could tell when it was nighttime.
The rest of the spring are uneventful; I continue helping the dwarves build up infrastructure (and booze!). Then a dwarf becomes depressed and commits suicide...
Summer 704. Summer arrives. A band of elven traders comes to visit (a bit late? Perhaps the werepanther scared them), followed closely by some curious thieves. The military scares away the thieves, but I can feel an amb---shit. A squad of goblin bowmen pops out of nowhere and attacks the traders. I cower in fear bravely sit in my office as the dwarves courageously engage the goblins. Another band of goblin axemen presses the assault, but the dwarves and traders hold them off; we take a handful of casualties, while the elves... run away like the elves they are. After the requisite weeping and gnashing of teeth, we gather our dead.
The soldiers' deaths expose another deficiency in the planning of this fort: though there seem to be nice tombs for the upper-class dwarves, there's nowhere to bury these poor soldiers' bodies. The dwarves dig out some more tomb space and set up some coffins, burying the soldiers and the suicider, while putting an angry ghost to rest as well.
Sorry I didn't get screenshots of the battles
I find an aging dwarf, Tosid, willing to take an office job managing the fortress's workflow. I'm getting tired of walking up to each and every dwarf, stooping down, and hoping he (or she) is sober enough to understand what I'm saying; hopefully one of their own kind will be more effective (and incidentally save myself a lot of pain.) Some of the other white-collar nobles are getting uppity as well, demanding better living conditions, requesting production of whatever amuses them, banning the export of figurines... well, I guess the mayor really loves figurines.
Reports come in that the dwarves don't have enough stone to build things with. Seriously? We're completely surrounded by stone everywhere, and you don't have any stone? To hit two birds with one stone (ha...), the miners scurry down a few floors and begin clearing out a dining hall. + Show Spoiler [Note] +
Apparently I defaced the Liquid horse at this time. Sorry
A gremlin appears in the stairwell, but fails to do much before getting clobbered. Good job, dwarves!
Another wave of hapless migrants arrive. Apparently some of them are extremely famous for some useless tasks like bonecrafting or whatnot; they can work on stone instead, because unfortunately for them, we don't have that many bones lying around. Unfortunately, this exacerbates the fact that the dwarves have recently run low on food.
Also of note: some dwarf randomly dies of thirst.
Luckily, human traders arrive to conduct their annual rip-offs trading with the dwarves. A kobold thief tries (ineffectually) to sneak in with the traders, but a wandering hunter dismissively shoots it in the face, ending its sneaking.
The dwarves trade piles of crafts and gems for wood, weapons, and seeds (to hopefully jump-start the farming industry again.) As the traders leave, I can hear them snickering about the good deal they got. Good riddance.
A dwarf named Ilral goes a bit batty and claims a Craftdwarf's Workshop. Good for her, I guess.
Autumn 704. The fall is relatively free of excitement. The dwarves diligently construct walls and traps outside to stop invaders, while continuing to dig their famous tunnel networks for reasons I don't know. Thanks to all the migrants this year and the addition of a manager, the dwarves' productivity has skyrocketed. Ilral finishes her muskox bone earring, which the dwarves seem to regard in awe; I guess I don't understand earrings well enough to see why it's so amazing.
Dwarven traders arrive near the end of autumn, along with an "outpost liaison," who appears to be some sort of bigwig from the dwarven mountain-homes. The dwarf broker r.Evo trades yet another large haul of crafts and gems for more functional things, and the traders are again giddy with their profits. The dwarves, on the other hand, seem quite happy to get all that crap off their hands.
Another dwarf pushily claims a workshop for himself. Go for it, I guess.
Mood that I later forgot about. I really shouldn't be so sloppy about them...
Winter 704. The hill to the east seems like a good place from which to rain death on invaders, so I suggest the dwarves clear enough room to place siege weapons there. The dining hall is taking shape nicely; the dwarves begin smoothing the stone, because they like that sort of thing. The miners dig down in hopes of finding lava to power their metal industry, since charcoal has been in short supply. Meanwhile, the dwarven ambassador informs the colony that he'd be actually willing to give good prices on some items!
Looks like they got a new king?
The moody dwarf suddenly goes crazy! I didn't really pay attention to what he wanted, so... oops. The military converges on the berserking dwarf, easily putting him down.
Those dwarves digging for lava instead run into a cave, despite doing their best to try to avoid caves. As they try to dig around this cave, they end up in another one. Unfortunately, this means that there are more angles for monsters of the deep to attack from; the dwarves hastily begin building walls and traps to protect the stairways.
But even as the dwarves toil underground, news comes from above: another werepanther has appeared! He maanges to tear two poor bearded souls apart before the soldiers kill him. This place is getting a bit too... exciting for me.
Turns out there are just werepanthers everywhere...
As the dwarves start digging tombs for the newly deceased, more goblin ambushes arrive! A few dwarves are caught in the open and shot down, while the rest retreat into the fortress for cover.
Try to spot the bow-goblins.
As the goblins try to approach the entrance, traps and a waiting military make quick mincemeat of the invaders. However, one of the dwarven merchants (who is still hanging around for some reason) snaps, and has to be put down as well.
To top it all off, one of the dwarven babies morphs into a werepanther! That's it; as soon as the weather warms up, I'm out of here.
Guess he got bitten.
Spring 705. Farewell, Bloodpages the Shadow of Thirst. I am thankful for your gracious hospitality, but I really need to get the hell out of here.
A new year, a new leader.
Other stuff from this year Artifacts:
Sorry to all for the super-super long wait. And sorry the images are too wide; I'm too lazy to fix that now...
Time to sleep T___T
move along, move along, just to make it through || RIP KT_Violet <3
Belisarius Australia. August 13 2012 20:27. Posts 1862