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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[–] Doubledee@hexbear.net 5 points 3 days ago* (last edited 3 days ago)

A Tour De Fort, for anyone who doesn't want to go to the trouble of loading up the save to see the current state of things (Sorry I had to go to work, otherwise I would have done this earlier).

In literally descending order:

The new dormitory and library, 4 z levels below the main entrance, with space for offices

Apartments, guild halls (rangers to the right, farmers south) and the new farms

The tavern and dining hall center, levers to the drawbridges right through the door. Clothing and industrial area top level south. Pastures, poultry, and animal handlers' guild to the west.

Food production, workshops, path leading to trade depot airlock

Trade depot and exit road, with statue gallery

[–] Doubledee@hexbear.net 7 points 4 days ago* (last edited 4 days ago) (2 children)

The Prelude, if anyone missed it.

This is a lemur leather codex containing Can Beardrenched Save the World?, an historical guide to the fortress Beardrenched in the year 203. Overall the prose is amateurish at best.


Two dwarfs are drinking in the tavern, one decked in steel armor and attempting to clean dried blood from their pauldrons. "That's the third dingo this week, our fortress couldn't keep out a concerted bandit attack, much less something serious. And now they're saying we have to post guards at the cavern entrance too? I don't like it, doc, we're begging for trouble. Monsters in there. How do we defend the caverns with an open door to our backs, to the surface?" they complain, putting their weight into the task. Beside them Doubledee ponders while she quaffs strawberry wine, mulling over the problem.

"What if... we flip it around?" The medical dwarf hastily scrawls out a rough diagram on the table, the caverns below, the surface, the fort. "We move into the caverns, wall them in, then we turn the old fort into a proper gate? Turn the problem on its head, you know?"

Oreb runs a finger along the blade, silent for a few moments. "Show this to Gay Prince Charles," they say at last.


Year three was eventful! A lot happened, a lot worse could have happened, and a lot of stuff I wanted to get to did not get done, sorry in advance.

My first priority was to clear the tunnels in the caverns and secure a large space where we could move the fort lower, to hopefully give us more space between us and the surface to build real defenses. We basically had to build 7 sections of shale wall and we could secure a large space in the first cavern level. This also has the advantage of giving us a large secure pasture and very fertile farmland! This project, clearing, building, making blocks etc. took until 19th Hematite, just into summer.

The entire time this was happening the human monster slayers were running around the caves and slowly getting more angry. For whatever reason they're hostile to basically everything including Troglodytes, which are, so far as I can tell, NOT hostile to dwarfs? At least they never seemed to initiate fighting with dwarfs and combat only happened incidentally. Gay Prince Charles even got briefly frightened by the fighting happening nearby but was never injured. On the surface, we saw a bear but were mostly dealing with dingoes, who killed one of our dogs and kept trying to get into the fort.

At some point in all the chaos of the troglodyte incursion they set off the trap bars leading into the tunnel. It took me an embarrassing amount of time to figure out how to reset it (in my defense flipping the lever once didn't actually fix it). I ended up digging a temporary second exit until I figured that out so work could continue.

We also got our spring elf caravan, although I don't have much to say about it. I bought some food, a pipe flute for the tavern, basically any excuse to be generous and buy/give them stuff so that they might come back with more/better things next year. Did get some fruits which added variety to the drink stockpile.


"Could all the Animal Caretakers and Herbalists form an orderly line to the right please?" Gay Prince Charles pinched the bridge of their nose and glowered at the newcomers. There were 22 new arrivals, and an odd number of them had shaved heads. What new fashions are the mountainhomes cooking up? They turn their attention back to the dwarf in front of them and back to the intake form. "Name?"

"Iteb Ducimbavast."

"Occupation?"

"Necromancer."

The quill stops scratching momentarily, the two dwarfs' eyes meet, and a tense beat passes before he adds, "And I'd rate my happiness yellow neutral face."

We got a lot of migrants this year, over two waves we more than doubled the fortress population. For some reason an absurd number of them were animal caretakers, but we got a few skills we needed as well. And animal caretakers will make fine recruits! I quickly expanded the militia to a full squad and updated their training routines to try and keep some training and some on watch at all times, to at least keep the dingoes and sneaky intruders out.

I put a refuse stockpile on the surface so we could haul out the corpses of the crocs and troglodytes that the adventurers were killing. Also the body of one adventurer that got killed, not sure if by a croc or a troglodyte, they're pretty fragile. At the time I didn't know whether we needed to bury adventurers. Spoiler alert, I guess.

Also the dingoes kept attacking us while we brought up the bodies, until one of the animal handlers had enough and bit one of them to death.

Then, IT happened.

One of our militia dwarfs, Nomal Cattenatham was alone in the pasture when a horrific creature burst through the door to the surface, dingo blood on its face, and charged the pen. He was unarmed but did his best, dodging and attempting to land blows on the foe, while the rest of the militia scrambled to reach the threat.

Fortunately for him the beast had spent a while killing dingoes before revealing itself, and turned back into an unarmored elf in the middle of the fight, and so the threat was easily contained. The victim was quickly sent to the infirmary for treatment of his... bite wounds.

Once he returned to service he was posted in a new location, and walls were constructed behind him while he stood guard.

"Um... guys?"


Hematite: We've been spotted.

Fortunately for us, this appears to just have been a scout, they arrived alone, poorly armed, and immediately fled upon meeting resistance. But I have my doubts that this will be the last we see of the goblins. Good thing the fortifications are being built at a stiff pace.

Shortly afterwards, humans arrived to trade. Similar to the elves, I bought foodstuffs and wool cloth and tried to be generous so that they'll bring more in coming years. Nothing too extravagant here, but I also took the time to queue up some work orders to get some clothing going and make yarn bags.

(continued in part 2)

[–] Doubledee@hexbear.net 6 points 4 days ago* (last edited 4 days ago) (1 children)

Part 2

I think I'm just locked out of posting more images atm? I'll see if I can insert them later or something.

Anyway, Nomal is definitely a werelemur, and is trapped in that chamber now, so don't release them no matter how angry DFHack gets that a citizen is stranded.

With the caverns walled in, however, it was time to do more engineering. The goal is to have a direct entrance into the center of the old fort, where most attackers will go by default.

Separately, down a long winding cave route, we want a large road for wagons to take in and out, down to the caverns, AWAY from where enemies will typically be. And so the second entrance was laid out and construction began.

Are we missing some of our human adventurers? Surely that won't be a problem

We also got a second wave of migrants, 10 this time including a legendary stonecrafter! This put us over several thresholds apparently, as in short succession:

-We got a new mayor (congrats Shorast Zefonning)

-We got two guild requests, one for farmers and one for animal caretakers

-Someone was taken with a mood! Our first artifact?

Not the fanciest but hey! Gotta start somewhere.

The guild requests prompted me to move the farms and pastures down, I built a guild near the pastures for animal handlers and a guild for farmers by the farm.

Over the summer we had occasional attempts by kobolds to get in, but nothing too alarming. The constant threats, however, pushed me to make up some basic iron gear and wooden shields, just whatever could be quickly managed to get our militia reasonably protected and armed. We still don't have particularly skilled armor or weaponsmiths so masterwork steel is kinda out of the question. The new "Light Duty" order has a couple guards posted at the surface entrance, at least 3 in the squad training, and gives the other 5 leave to attend to other needs, I figure it's a good balance of keeping skills sharp and letting other stuff get done.


While work on the entrances moved ahead in fits and starts, we busied ourselves trading with the caravan from the mountainhomes that arrived! We bought some steel and black bronze, foodstuffs and a book My Thoughts On The Human. This prompted us to dig out a proper library for it, and maybe for any books the adventurers bring with them. We also asked the caravan to bring more books and supplies, as well as valuable ores, coal, and labor intensive materials like lye for soap. They told us they anticipated a demand for rings, so maybe save those crafts for the next caravan. Although honestly, with our clothing industry starting to churn out fresh clothes I anticipate textiles will be our major export for the foreseeable future.

We redid work orders to ensure a steady supply of common things like barrels and beds, and I also updated brewing and cooking to keep stocks higher, given our population keep growing.

At the same time, we got our last small wave of migrants (4) including a legendary gemsetter. And our first haunting!

So this is how I realized that all those dead adventurers would be a problem, and we hastily dug them a little burial complex and put in some wood caskets for them. It was a frightening couple of days, since the ghost mostly haunted the tavern, but we put him and his comrades to rest in short order.

We also built a massive industrial complex to move everything into the caverns, with large adjoining storage spaces and reasonable proximity to the tavern, living areas, and the new cavern trade depot. The new path to the new trade depot is wide, begins at the edge of the map, and winds down into the caverns before entering an airlock, access to it is overlooked by bolt throwers, although they're not loaded atm. The pathway is lined with statues so hopefully sneaky monsters will topple them to alert us to their arrival if they choose that entrance.

I've also just now realized, in typing this up, that that entrance will need reworking because I don't think wagons will be able to path to it, I think we'll need a second path into the long tunnel because I built too close to the edge of the map. I'm so sorry.

Once we hit winter everything was a blur, I was mostly trying to clean/move things ASAP to get things in decent order for my successor. Got a lot of little things done, more rooms excavated, finished the guild halls. Porkroll even got a mood and made us a legendary mug!

I'll make a followup post that highlights what I think are major areas of concern and things to keep in mind for the next leader.

[–] Doubledee@hexbear.net 6 points 4 days ago* (last edited 4 days ago) (3 children)

The Big Picture

The fort is relatively secure, but both entrances could use some more work. Specifically, the foot/main entrance should probably get walls and fortifications so dwarfs can shoot down/through at intruders, the cavern entrance has an airlock installed and some bolt throwers. We'll need more ammo to keep them all loaded too.

Main entrance (The floor above this has old apartments and a space constructed where we can shoot down, I think it would be best to build walls and carve fortifications on that upper level but I'm not the boss)

To the left there are three large rooms that I figure would make sensible barracks in the future, so we can keep the army close to where they are likely to be needed.

Cavern Entrance:

To the left is a staircase leading into the airlock, which has stations for dwarfs to fire bolts into the airlock hallway or out into the caverns if anything approaches the gate.

I've put up a burrow on the tavern level that highlights where the walls were constructed so you can get a rough idea of what's inside the fort and what's not. It's hard to get a picture that shows all of that because of the elevation/tunnel changes.

I had my hands full moving things down, so while I did manage to dig out more rooms I didn't get enough doors or furnishings prepared to actually give everyone rooms (further complicated because the population more than doubled in the last year). Until that can be addressed we have a couple decent dorms though.

We have a decent tavern, dining hall, temples and a new library. None of them have been decorated too lavishly, doing so would likely help with mood. I told the dwarfs to bring more books so maybe we can buy more manuscripts and writing supplies.

There's space dug and designated to be offices, but I never appointed the new roles that are available (sherriff, hammerer, splitting jobs off of our combined manager-broker-leader etc.). If that seems low priority they can be made into offices or maybe prison cells? We'll probably need those soon.

A lot of our supplies are still up in the upper levels, I've been gradually moving the storage into the caverns but it's a lot of manpower and time. On the other hand it's a lot of walking time to go retrieve things from up there so efficiency will mean we eventually need to complete the move. Once that area is clear it can be further revamped to give even more security options perhaps?

We have a small collection of caskets for the dead humans, and I buried them in a little barrow on the northern end of the cavern complex. We will eventually need a burial complex for dwarfs, your call how high priority that is but it feels like we're about to have some big violent events to me.

We have a necromancer. No idea what the best thing to do with him will be, but we should try to keep him away from bodies and away from things that frighten him.

I've been trying to do my normal engraving trick, using an engraver's guild designated in the tavern/dining hall to passively teach people to engrave. As it stands our engravers suck ass and it takes forever to learn. But the trick isn't working, not sure if it's just not enough down time or what. Feel free to get rid of the guild if it's not doing anything. Maybe we can get some decent engravers through migration.

There's a big pit in the caverns that connects to the next layer. It would be an easy enough way to get down, if we maybe built a gate on one of the outer walls? Sorry I didn't get us down another layer, I thought securing the caverns would be a better use of our time.

Turkeys and guineafowl are/should be shortly hatching. I ordered some cages so once those are placed we can cage the poults, and then consider rotating the poultry around/butchering etc. Just as a warning because there's about to be a tonne of turkeys.

Going forward what to do with garbage is a big question. Keeping access to the surface will be a safety risk, we'll need a secondary option at the very least for when sieges come, maybe throw the garbage down the pit or something.

[–] Oreb@hexbear.net 5 points 3 days ago

What a year! Seeing the two different outcomes from the Werelemur attack really drive home what makes DF great. Moving deeper was a great idea and I really like the look of a fortress setup in the caverns. The thought and effort you put into the training schedules has made Oreb's job so much easier. Seeing some new barracks dug out also has Oreb rubbing their hands together, ready to expand our military further.

[–] PorkrollPosadist@hexbear.net 7 points 4 days ago* (last edited 4 days ago) (1 children)

Well played and a great write-up. rat-salute

I think I'm just locked out of posting more images atm? I'll see if I can insert them later or something.

What I did was cheat a little. I drafted my post in a text editor and uploaded the images as I was writing them. For better or worse, Lemmy doesn't attach image uploads to posts or discard them if the post is abandoned. The Marktor app on F-Droid even displays them inline.

in my defense flipping the lever once didn't actually fix it

I discovered this recently when trying to be cheeky. I was trying to build an irrigation system where pulling one lever will open one floodgate as the other closes. Turns out, levers don't toggle - they set every attached building to either on, or off. Depending on the state of the attached buildings, a lever pull might not cause it to change state. When I pulled the lever on my irrigation system, both of the floodgates opened, even though I had one open and one closed when I attached the mechanisms. Fortunately this was a dry run.

We have a necromancer. No idea what the best thing to do with him will be, but we should try to keep him away from bodies and away from things that frighten him.

Yeah. I just recently had this problem. Thought it would be cool to have a necromancer as Captain of the Guard, but some troglodytes started getting chopped up unexpectedly and absolute chaos ensued with dozens of re-animated arms and legs and Dwarven babies brawling next to the trash chute. I'd definitely give him a well constrained burrow to keep him away from problematic functions of the fort. Technically, these guys don't even need to eat or breath, so you could completely isolate them, but this dumps on their mood (unlike a vamipre, who will not eat or drink anything except blood) and will decrease their efficiency if you choose to make them a book-keeper or lever-puller or something. Could also be funny to wall them off and make them a pump-operator, but unfortunately manually-operated pumps do not transfer power to other machinery.

Regarding the werelemurs, lycanthropic curses begin during world-generation (or gameplay) from characters being cursed by the gods for rolling a critical failure on divination dice or causing damage to holy sites. Like vampirism, it continues to spread through the population from character to character. There are likely more werelemurs at the site this attack originated from. Makes sense - it was an Elf, we're surrounded by Elves. It is very likely we will see more visits from werelemurs specifically (even though there are dozens of other potential lycanthropic curses). They are coming from one (or more) specific nearby settlements. This is also why I prefer not to expel them. It's like catching a mouse and releasing it on your porch. Without boats to deliver them to a remote island, the only solution is magma.

The Goblin visit is interesting. At first I assumed it was just baby snatchers (a relatively benign event, like Kobold theves showing up), but the fact that it is announced as an army with a commander rather than "Snatchers! Protect the children!" means we're definitely in the crosshairs. You are correct, this is not the last we'll see of them. By moving things downward you have cleared space for a Goblinite farm (another potential solution to our coke problem), or any number of other potentially deadly Dwarven hijinx. The original dining hall could potentially drown a whole army, if we find out how to put enough water above it (there IS an aquifer above it, but it would need to be drained into a LARGE cistern over a long period of time in order to be weaponized).

Edit: looking at the save, it might just have been snatchers after all. Guess we'll see.

[–] PorkrollPosadist@hexbear.net 5 points 4 days ago* (last edited 4 days ago) (1 children)

The Elven werelemur who attacked us, Alala Lenavaci, was born in the year -21 (nothing untoward here, Elves are naturally immortal). In 70, he settled in Yelltarget to pursue scholarship. He became an accomplished naturalist, the author of several books on the subject. He is known for being the first to develop the theory of classification by physical features. In 104, he became the Head Executioner of The Curious Coalition, the local government of Yelltarget.

Alala developed a gambling problem, and later became the subject of political intrigue due to his position in Yelltarget. He was the subject of a number of espionage attempts, some which succeeded. In 179, he had been corrupted completely and became an agent of Human outcasts. Bandits probably, or some other criminal conspiracy.

In 184, he profaned The Sanctuary of Menacing in Yelltarget, perhaps by attempting to steal artifacts from the temple. He was cursed by Tacnu Buriedfatal the Fated Skulls, the human deity of death and murder, to take the form of a lemur-like monster every full moon. Shortly after, he fled Yelltarget. The rest of the chronicles detail a series of rampages and expulsions from a number of sites. That's about 20 years worth of full moons for those of you keeping track.

Interestingly, Alala was the patriarch of this curse. He recieved it directly from a deity, not second-hand through infection. This either means we actually ended the curse (unlikely, lycanthropic curses don't work like the White Walkers), or that he simply has been expelled from more sites than anyone else with this curse and our fortress just became a suitable place to visit (I am not going to look up the number of people sharing this curse. That's quite a bit more spoilery).

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

Thanks for going into legends for this info! Dwarf Fortress just keeps giving.

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

Also you should really changes this

Overall the prose is amateurish at best.

to

Overall the prose is masterful.

[–] PorkrollPosadist@hexbear.net 3 points 4 days ago* (last edited 4 days ago) (1 children)

~~The file you uploaded appears to be in the same state as Moonworm's save from last week. Before doing anything, make a backup of your save folder, and then try to find the correct save. If you didn't choose "Save and return to title menu" followed by "save to this timeline," the original save never got overwritten. Your current save likely still exists in an autosave (assuming this is how you stopped the clock), possibly in addition to a named save, depending on which save option you chose.~~

~~With a back-up prepared (just in case) you should be able to load the autosave and then quit, saving to the timeline.~~

[–] Doubledee@hexbear.net 4 points 4 days ago* (last edited 4 days ago) (1 children)

Got it, let me try again.

EDIT: Yeah I was looking in the wrong spot for saves. It's in two places on my computer for some reason, which is kinda strange. But I think I fixed it.

[–] PorkrollPosadist@hexbear.net 4 points 4 days ago

Perfect! I didn't know you could update files on DFFD, that's pretty cool.

[–] 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 3 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.

[–] Oreb@hexbear.net 5 points 4 days ago (2 children)

Really looking forward to this week after that mid-week update!

[–] PorkrollPosadist@hexbear.net 5 points 4 days ago* (last edited 4 days ago)

I've got unfortunate news for you unless Doubledee managed to step on the same rake Prince Charles did.

Update: lmao looks like they did step on the same rake.

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

Oh I should link the teaser to the main post or something.

[–] PorkrollPosadist@hexbear.net 5 points 4 days ago* (last edited 4 days ago)

Pings

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The old pins are no longer needed (including the announcement). These will be back-linked in any new posts. (and thanks!)

We probably don't need a site-wide pin either. c/games is sufficient