this post was submitted on 26 Dec 2025
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It's Fortress Friday! Today we wait for @Doubledee@hexbear.net to finish their turn and for control of the game to pass to @gay_king_prince_charles@hexbear.net, with the following players waiting for a chance to leave their mark on Dwarven history.

Since last week, it appears there has been a mix-up, and I think @gay_king_prince_charles@hexbear.net started playing her turn early. In case it wasn't clear, please refer to the top of the post where I say "this person is ending their turn, and this person is beginning their turn." The list below is upcoming turns. If you are at the top of this list, that means you should be prepared to begin your turn next week. The dates are when the player should check in, download the save (waiting for the previous player to post it first), and begin their turn, not when they should be finished with their turn. I will mark this more clearly going forward.

As a consolation to @gay_king_prince_charles@hexbear.net, she can still comment about what happened, but it will be considered non-canonical, doomed to an alternate timeline, like a nightmarish dream sequence or something. The game must continue from where @Doubledee@hexbear.net left off.

I'm sorry I didn't intervene sooner. I missed it over the holidays.

  1. (Beginning Jan. 2) @booty@hexbear.net

  2. (Beginning Jan. 9) @context@hexbear.net

  3. (Beginning Jan. 16) @Oreb@hexbear.net

  4. (Beginning Jan. 23) @Infamousblt@hexbear.net

  5. (Beginning Jan. 30) [First slot for new players / second turns begin] @PorkrollPosadist@hexbear.net

  6. (Beginning Feb. 6) @Moonworm@hexbear.net

  7. (Beginning Feb. 13) @Doubledee@hexbear.net

New players are encouraged to apply in this thread. All players and spectators are welcome to load up the save and see what's going on first hand.

As we approach the point where players will begin their second turns, we will transition how we handle adding new players to the queue. Applications at this point will be put +/- two weeks back in the queue (after the next player) so people can have a reasonable amount of time to make adjustments.

Lore

How to play

Importing the save

Dwarf Fortress saves are not stored in a single file. They are stored as named directories containing over a thousand individual data files. In order to load the game, you need to download a zipped archive of the save and place it in your Dwarf Fortress save directory. This directory can be located in a number of places depending on which OS you are using and what settings you have enabled.

If Portable mode is enabled (not default), the save directory will be located in the same directory as dwarfort / dwarfort.exe. If you are using Steam with the default locations, these are:

On Linux: ~/.local/share/Steam/steamapps/common/Dwarf Fortress/save

On Windows: C:\Program Files (x86)\Steam\steamapps\common\Dwarf Fortress\save

This directory might exist, even if Portable mode is turned off (default), but in that case it will be ignored by the game. Instead, save files are stored somewhere in your user directory.

On Linux: ~/.local/share/Bay 12 Games/Dwarf Fortress/save

On Windows: %AppData%\Roaming\Bay 12 Games\Dwarf Fortress\save

Extract the FFSeason1 directory from the archive and place it inside of the appropriate save directory, then you should see it after starting the game.

Stopping the clock

By using a combination of the "Autosave Frequency" (any setting as long as it is not "Off") and "Pause after every autosave" options, you can cause the game to pause at the exact moment the calendar ticks over to 1st Granite (the first day of the year).

After the game pauses, you still have the opportunity to do a couple minor things, like designating blueprint tiles to label hazards, noteworthy sources of material, or leaving graffiti. You can also rename stockpiles and rooms, etc. before writing the final save. You should avoid doing anything that will substantially change the behavior of the fort or generate labor tasks (like creating / removing stockpiles, changing which items are allowed to be stored in stockpiles, enabling / disabling standing orders, creating new work orders, or designating new rooms / meeting areas). Military schedules often change at the start of a season (e.g. the "staggered training" preset). This is fine.

Any blueprints left are merely suggestions. The next player is free to ignore them. If you wanted something built there, you should have microed your miners better :P

Exporting the save

When Dwarf Fortress creates auto-saves, or if you use the "save and continue playing" feature, Dwarf Fortress will write these saves to an alternate directory (e.g. autosave1 or pull the lever). When you finish your turn, you need to use the "Save and return to title menu" option and choose "Save to this timeline." You need to do this even though the game just created an auto-save. This will write the save back to the FFSeason1 directory, which you can then place in a zip archive and submit.

Making your submission.

Save files can be e-mailed to fortress-friday@matapacos.dog ahead of time. Some e-mail services (like Gmail) prohibit sending large enough attachments, but if it works on your end, it should work on mine. Otherwise, the file may need to be hosted using a third-party service. Dwarf Fortress File Depot is the canonical service for this (they have a category specifically for community games), but any service which doesn't require me to create an account or jump through flaming hoops is acceptable. Currently, the compressed save is about 50MB. It won't get any smaller with time.

Alternately, submissions can be made as a reply to the following week's Fortress Friday post, which will be posted in anticipation of a submission. This thread will be posted and used to coordinate the game and get the proper files into the hands of the next player regardless of if the anticipated turn was completed.

Whether or not the file was transferred in advance, The player who just completed their turn should make a top-level comment in this thread describing noteworthy events of their turn. You are encouraged (but not required) to roleplay and continue to spin a fantasy narrative out of it, but you don't need to write us a Tolkien novel - especially if you are pressed for time and have other shit to worry about. This shouldn't feel like a homework assignment.

My initial submission will be excessive because I am also covering the results of world-generation, the historical circumstances of the civilization we chose, and the embark. Subsequent posts will mostly be focused on chronicling events in Fortress Mode. You are absolutely not expected to export the world history and spend hours dicking around in Legends Viewer spinning up backstories for every minor goblin who gets turned into dog food.

What if a turn is not completed / running late?

If you anticipate not being able to complete your turn, just let us know (the sooner, the better) so we can make adjustments. Shit pops up. There are more important things in life than a stupid game. We won't be mad at you.

In case Fortress Friday rolls around and there is no submission, Tentatively, I think we give the player 24 hours to actually make their post before we start openly contemplating passing to the next player, followed by another 24 hours to find out which of the next players is actually available. So if there is no update by mid-Saturday, we find another candidate, and if there is no word by mid-Sunday, they are given the green light to play.

What if a turn is completed early?

You can tease us (it's reassuring to know progress is being made), but hold on to your spoilers until Fortress Friday. I think keeping this thing on a regular schedule will do a lot to keep everybody looking forward to updates and keeping things organized. If anticipation is eating away at you, try to fill in some lore and backstory.

Rules

There are not many hard rules, but generally

  • You play for one year in-game time. Turns should begin and end on 1st Granite.

  • Avoid using blatant exploits (the game is built of cheese, so this is sort of like the pornography rule, "you know it when you see it.") Things like perpetual motion machines or material duplication schemes should be shunned. Some things classified as exploits, like "atom smashers" should be fine as long as their applications aren't egregious.

  • Try not to save-scum (Do save though. Crashes happen, and named "save and continue" saves won't clutter the main save).

  • You are free to use DFHack, but do not use any of it's "Armok" (god-mode) features. Also, try to keep it modest. The fort shouldn't fail catastrophically if the next player doesn't have DFHack installed. ___

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[–] gay_king_prince_charles@hexbear.net 6 points 4 days ago (2 children)

Unofficial Year — Fortress of Death and Dispair

I misread my date and played this year, but the save file will not be used, as Doubledee is doing the actual playthrough. What follows is for entertainment only.

cw dwarfCLASSIFIED//MINING INTELLIGENCE//NOELF

From the desk of Gay King Prince Charles, Expedition Leader

Expedition leader's log

1 granite - The fortress appears to be in excellent condition with no clear infrastructure flaws or places for improvement. Currently, the doors used for entry/exit into the caverns are vulnerable to building destroyers in a way that bridges aren't, so I added drawbridges to reinforce all entryways. Additionally, I attempted to construct dwarven atom-smashers to further fortify the hamlet.

10 granite - We have ran out of dimple cup seeds. Someone should look into that. Also a wolverine bit a guy.

14 granite - Terrible news. An elven caravan has arrived

19 granite - There are two obsidian pillars lined with diamonds and sapphires due north northwest in Y=9. This is a promising development and I will mine this once I develop the military slightly more

22 granite - The Elves have a giant cougar. I shall purchase it

24 granite - 9 troglodytes and an obsidian pillar are far SE at y=7

2 slate - troglodytes are more of an issue than previously thought. A monster hunter was slightly injured in combat with one. Pillar W y=9

7 slate - Emtha Boltsransack is badly injured when fighting troglodytes. Survival unlikely. Patrols of the caverns preformed by the copper claws likely to start shortly.

13 slate - migrants arrive. The population has risen to 47 and the construction of new lodging is in order. They don't seem to have extraordinary skills, but there are a few animal handlers which should benefit the cougar training efforts. There is a legendary gelder, however. This should allow us to cut many testicles off many creatures.

15 slate - Jesus, that's a lot of migrants. Population rises to 54

4 felsite - damn we have a necromancer. I did not expect that to happen.

5 felsite - It looks like the necromancer decided to keep reviving and killing three troglodytes, which wasn't ideal. I intend to create a prison/asylum/execution chamber in case things get pesky.

8 Felsite- the necro goes by Iteb Workgilded and doesn't seem too evil, but an eye should be kept on him nontheless

9 Felsite - the rodent men blowgunners are in the trees and must be dealt with by crossbowmen. Rat bastards.

19 Felsite - A mysterious construction begins in a jeweler's workshop

22 Felsite - fuck me. A werelemur crossbowman cheiftan has appeared and I only got the chime after he slipped through the bridges that I created to specifically prevent this exact thing from happening. Carnage will ensue.

23 Felsite - damage was minimal. The cheiftan was stopped before going past the trade depot. 9 dwarfs injured and 1 killed. The woodworker Solon Asmelnish is the first causality of the expedition, and her sacrifice will not be forgotten.

24 Felsite - the rodentmen blowgunners hiding out in the trees of the cavern appear to be going through withdraws from alcohol

5 Hemanitie - The rodent invaders have began to fight the trogydlites, which is a useful development. The injured are recovering well with no further casualties expected, and the monster slayer who was injured earlier made an unexpected recovery. Efforts to create a mortuary are underway due to a dead body traumatizing everyone. Pillar y=8 SW

9 Hemantite - Solon has been put to rest. There is a troll in the caverns that I may send the militarily after.

14 hemantite - efforts to create a stairway to the deeper cavern are underway. We have to go deeper.

19 hemanitie - fuck me with pig iron. Remember the werelemur from earlier? I forgot that lycantrhopy spreads through bites, and that 9 dwarves were injured in combat. Worse yet, the injured dwarfs were primarily soldiers, reducing how much we can deal with the problem. I was unable to put one and one together and now there is a big fucking problem. Currently, doubledee (the cheif medical dwarf), Eshtan Humidbridge (a doctor), and myself (the expedition leader, manager, broker, and bookeeper) are werelemurs. Those three have been locked in the hospital and contained for now.

Werelemurs:

  • Shorast Zefonning the tavernkeeper has turned in the tavern and there's no easy way to contain them.

  • Kol Spirittin, clother, is in combat with Avuz Inkyhelps and Nomal Rocksdips in the altars.

  • Lolor Lensteeth, animal caretaker, is in combat with Zulban Mansionlegend in the bedrooms

  • Udil Agkubuk, animal caretaker, is in combat with Thratpin Aquovkonli, Rimtar Stuksoamith, and Vucar Dumantiles in the second story of the tavern.

The military has been ordered to kill all werebeasts.

20 Hemanitite - Well. well, if it isn't the consequences of my actions? The necromancer has elected to perpetually revive the body parts of fallen werelemurs and fallen dwarfs to increase the overall bloodshed. I intend to lock him into a room with a lot of levers for the rest of eternity in order to avoid this in the future.

21 Hemantite - The horrors persist and I do not (I was bitten by a werelemur, became one, got hacked to bits by my comrades and then those bits got revived by the necromancer and also those bits got killed again. It is not going well for the remains of gay king prince charles). Current fatalities:

Inod Atullolor, Rith Akrustulkron, Avuz Likotuasen, Kadon Litasteish, Ezum Silbrekber, Zulban Muthkatgomath, Nomal Cattenatham, Lolor Ceroraz (werelemur), Momuz Gidthurterur

22 Hemantite - A lapse in the bloodshed. The rest of the werelemurs have turned and an execution chamber is being constructed for them, along with the injured. A full casualty report will follow.

23 Hemantite - There is a kobold thief in the aboveground. The remainder of the military has been dispached. In the meantime, I will create a list of the injured to execute along with the werebeasts.

[–] Doubledee@hexbear.net 5 points 4 days ago

Holy shit pandemonium! It's interesting to see that a lot of this stuff is indeed written into the history of the world and not randomly generated, we did indeed get attacked by the same guy. I just really lucked out on containing the carnage!

One thing I think it's very important to point out to you, just in case you are not apprised:

Currently, the doors used for entry/exit into the caverns are vulnerable to building destroyers in a way that bridges aren't, so I added drawbridges to reinforce all entryways.

This only applies to the old building destroyers. Besiegers can and will come with means to destroy drawbridges. So we need more proactive defenses now.

You probably are already aware, but it would be a disaster if you planned the security of the fortress on the old assumptions about safety given the new paradigm, so I figured I should mention it just in case.

[–] gay_king_prince_charles@hexbear.net 5 points 4 days ago (1 children)

pt. 2

cw dwarf2 Malachite - The blood stains the tavern floors and the undead roam the halls. I am unconcerned about the slayers and necromancer, but the werebeasts need to be purged.

6 Malachite - the children have found entertainment in beating the shit out of ducks. 5 dwarfs are at a high risk of severe mental illness.

10 Malachite - these lazy bums need to speed up my execution chamber before the next moon. It is currently a half moon and we have around a week or two till the next lycanthrope attack.

11 Malachite - a human mercenary has came to visit. This is a welcome development, but the dead bodies and miasmas depress him.

16 Malachite - 11 migrants have arrived. This is another welcome development, but the moon gets fuller with each passing night. I fear for the next turning.

17 Malachite - Fuck me. The moon keeps getting full. Another turning has occurred before planned, and I was unable to execute the werelemurs in time, and the locked hospital doors will not hold long enough to save others. This will not end well.

20 Malachite - The turning is over. The casualties were fewer than before, but there was still far too many. I can't find the full casualty list on account of my log acting up. Abridged casualty list: Rimtar Stukosamith, Nish Akrulekast, Snamoz Kutsmobxoku, Zon Kodorstinthad, Booty Rigothsin, Preb Alathison, Porkroll Cobaltfleshes, Avuz Stintadtthal, Zuntir Gusgashlikot, Urvad Abanarros (a duck), Zuglar Bromrekkulet

1 Galena - Executed rigoth igamkubuk, Iteb Ducimbavast (necromancer), Athel Berodkish, Mistem Onolikthag (expedition leader). Context assumes the position of expedition leader

12 Galena - working on corpse cleanup. Executions are behind schedule, but it seems Mistem Onolikthag and Athel Berodkish have died.

15 Galena - Another turning occurs, but now there are only 15 non-infected citizens left and I cannot preform executions fast enough to deal with the problem. This calls for a new solution - letting everyone become werelemurs. I understand that this isn't an ideal solution, but the fortress will fall to ruin at the current pace.

17 Galena - Casualty report: Dastot Matulstakud, Nethu Dapenanthil, Desli Ilosptath, Catet Ucimci, Emtha Thorgrastmar, Jepum Sedastowda, Ettad Emothalcil

10 Limestone - Business as usual. All projects have slowed significantly due to only having 14 citizens left. I fear the end of the fortress is in sight.

13 Limestone - Another turning occurs, I won't try to actively resist the lycanthropes, but casualties ensued regardless.

Casualty report: Basar Athrabcika, Vucar Tulonocig, Ineth Uzolimketh

14 Limestone - a caravan has appeared during the turning. Hopefully they avoid the incident.

Casualty report: Rigoth Igamkubuk, Cobar Birodwumu

15 Limestone - The outpost liason has narrowly avoided being murdered by werelemurs. downward passage NE y=-12

17 Limestone - 8 dwarfs remain. I have decided to mine the obsidian pillars in order to get a small win. Pbu Coniabba has been found dead

21 Limestone - Doubledee Lorsithfeb is haunting what remains of the fortress

26 Limestone - new migrants arrived, the population has risen to 17 and hopefully they don't die

4 Sandstone - Zefon Atirlathon has been strangled to death by a troglodyte

7 Sandstone - We found and killed a Rutherer, whatever that is

8 Sandstone - One day before the next turning. All doors have been locked to reduce casualties, but I expect many dead nonetheless.

11 Sandstone - Another turning occurs. Casualty report: (included in image form due to brevity)

25 Sandstone - A rutherer has found its way into the fort. Shouldn't be too bad

8 Timber - I expected the previous turning to be the last, but another one has occurred. We are down to a single werelemur, but he is the militia captain, which will be problematic.

10 Timber - Casualty report: Asub Vushdodok, Bemul, Ilruomasen, Id Kikrostdolek

20 Timber - In an ironic turn of fate, Piss Israog has died due to dehydration

1 Moonstone/Retrospective - This did not go well. I've lost count of the dead, and miasma fills the entire fortress. Corpses rot throughout these once great halls, and a single dwarf remains. Thankfully, this wasn't the real year.

CLASSIFIED//MINING INTELLIGENCE//NOELF

[–] gay_king_prince_charles@hexbear.net 4 points 4 days ago (2 children)
[–] PorkrollPosadist@hexbear.net 6 points 4 days ago

21 Hemantite - The horrors persist and I do not (I was bitten by a werelemur, became one, got hacked to bits by my comrades and then those bits got revived by the necromancer and also those bits got killed again. It is not going well for the remains of gay king prince charles).

lol. lmao.

[–] Oreb@hexbear.net 3 points 4 days ago

This alternate timeline was super cool to read/see. Like Doubledee already wrote, peaking through into how world generation determines the events of a year is exciting.

Might be interesting to think about playing a succession game where two players play the same year and the group decides which save to continue with. Or big brain multiverse stuff with multiple saves/timelines flying around.