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Topics - Robsoie

Pages: [1] 2
1
Other Games / The Cataclysm games thread.
« on: October 27, 2020, 08:02:57 am »
Attempt of new thread about the excellent Cataclysm serie of games.

Quote from: Cataclysm original readme
Cataclysm is a post-apocalyptic roguelike, set in the countryside of New England
after a devastating plague of monsters and zombies.

Cataclysm is very different from most roguelikes in many ways.  Rather than
being set in a vertical, linear dungeon, it is set in an unbounded, 3D world.
This means that exploration plays a much bigger role than in most roguelikes,
and the game is much less linear.
Because the map is so huge, it is actually completely persistant between games.
If you die, and start a new character, your new game will be set in the same
game world as your last.  Like in many roguelikes, you will be able to loot the
dead bodies of previous characters; unlike most roguelikes, you will also be
able to retrace their steps completely, and any dramatic changes made to the
world will persist into your next game.

Cataclysm's gameplay also includes many unique quirks, and the learning curve is
somewhat steep, even for those experienced with roguelikes.  Included with the
game is a tutorial which runs the player through most of the key features.

So far i am aware of 4 games in the Cataclysm serie :

Cataclysm (the original from Whales)
https://github.com/Whales/Cataclysm
http://www.bay12forums.com/smf/index.php?topic=87501.0

Cataclysm: Dark Days Ahead (the first fork that appeared after Cataclysm development ended)
https://github.com/CleverRaven/Cataclysm-DDA/
https://cataclysmdda.org/
http://www.bay12forums.com/smf/index.php?topic=174824.0

Cataclysm: Bright Night (the fork of CDDA following a different direction )
https://github.com/cataclysmbnteam/Cataclysm-BN
https://github.com/cataclysmbnteam/Cataclysm-BN/releases

Cataclysm Z (the continuation and bugfixing of the original Whales game)
https://github.com/zaimoni/Cataclysm
http://www.bay12forums.com/smf/index.php?topic=174897.0

At some points Whales wanted to come back and create Cataclysm 2 but development halted
https://github.com/Whales/Cataclysm2
http://www.bay12forums.com/smf/index.php?topic=137846

Edit : forgot about one
Cataclysm: Looming Darkness (a multiplayer rewrite of CDDA)
https://github.com/stolencatkarma/CataclysmLD

Edit : there also exist a game extremely inspired by Cataclysm, "what if Cataclysm was in real time instead of turn based"
Nearly Dead
https://monosw2000.itch.io/nearly-dead

Links to past Cataclysm threads on Bay12 (the 3 are locked) if you're interested in old Cata thread archeology :

Whales' Cataclysm thread :
http://www.bay12forums.com/smf/index.php?topic=121194.8175

CDDA thread 1 :
http://www.bay12forums.com/smf/index.php?topic=121194.0

CDDA thread 2 :
http://www.bay12forums.com/smf/index.php?topic=149157.0

NOTE :
I'm not involved in any ways with the development of any of them so hopefully this will allow the thread to not getting locked for heating too much as the previous thread unfortunately did.

I understand it can be hard to do this when you're attached to a game but please try to stay cordial and keep your cool.
Always ask yourself what the Fonz would do in a zombie apocalypse and it should be OK :D

2
DF Dwarf Mode Discussion / Your fortress baron is deserting ?
« on: February 04, 2018, 10:13:45 am »
On my long 17+ years ongoing fortress i decided to make a backup save and retire it so i could check a bit the legends to see what happened around as the ingame civ -> news isn't any good for any kind of detail you want.

After checking, instead of reloading my backup save, i decided to simply unretire the fortress, hoping the nasty bugs wouldn't happen (hostile non-hostile, thousand of merchants and animals coming out of nowhere and crippling performance etc...)
And it unretired just fine, no problem to be seen.

Oh the old annoying noble "required" bug is still there in 44.05 , but i noticed , out of that for some reason i had now a captain of the guards and a hammerer (despite i didn't assigned those position on purpose in my fort), there was something actually missing
before retiring the fort
Spoiler (click to show/hide)
after unretiring the fort
Spoiler (click to show/hide)

My baron wasn't listed anymore ?
I thought it was yet another unretiring bug i hadn't ran into before, so i checked the "u" list and quickly noticed that this guy wasn't there anymore ?
He's been in my fort for years before i apointed him as baron, so he wasn't a "baron migrant" .

I retired again the fortress and went to check whatever happened to my baron

Spoiler (click to show/hide)
What ? the guy just deserted us and went to settle somewhere else ?
That's the first time i have something like this happening, but i wonder can it happen at actual gameplay time or is that only possible in "worldgen" update time like when you leave your fort "living/frozen" and play another one or adventure in the same world ?

3
DF Gameplay Questions / Marksdwarves rushing to their death
« on: January 08, 2018, 08:46:04 am »
It's been like that since several versions, but it is still happening in 44.xx
I don't mean the "jump through fortification" that happened everytime before, i mean the fact that sometime marksdwarves will stop staying at their shooting station and they just go climb anything to move near their target instead of staying at safe range.

In 44.03 i have built an archer tower, surrounded by fortification and with roof.
As i was experimenting i had made a copy of my save when a gob army came.

Half of the time i have my marskdwarves station in my archer tower and shoot, at least the one that are placing themselves correctly.

So far it's good enough, but half of the time, i observe marksdwarves leaving the location (despite they were shooting from there) climbing down the tower , walking the distance between the tower and the fortress wall, climbing the wall (amusing considering the gobs in all my df2014 and 44.x games have never ever been able to climb my fortress walls despite i never smooth them on purpose), then dropping on the ground and then shoot from this ridiculously open area.
Obviously being murdered horribly as they're then not protected and are then very close to the gobs.

Anyone found a setup to prevent this , as i'm starting to get out of idea with those morons ?

4
DF Gameplay Questions / used bolts
« on: December 05, 2015, 12:09:35 pm »
In the past i was cleaning my map from all the used (but not broken) bolts by simply mass reclaiming/dumping them into my simple atom smasher.
The reason was that as it's impossible to recreate stack (and still after all those years still not possible) , if i didn't dump them they were taking way too much place in my stockpiles.

But since i'm now using quantum stockpile, having tons of "stack of one" bolt isn't a problem anymore.

So i am wondering if instead of atom smashing them all, should i keep them for my marksdwarves ?

I mean are marksdwarves able to pick up a lot of those "stack of one" bolts or are they considering their quiver full as those lonely bolt are still considered a stack by the game ?

I would like to avoid a marksdwarf shooting a bolt, then instead of picking another one from the quiver having to path back all the way to the stockpile to take another stack.

5
DF Gameplay Questions / winter source of water protected still freezing
« on: December 04, 2015, 06:49:15 pm »
In prevision for winter in my current 42.01 fortress, i have been building a wall , and walls/roof around it in order to protect it from the external cold, so while the main river would freeze, the water under the protected well should not.

But unlike what i thought, it didn't worked.
Winter came, the river water froze, but the cistern under the well froze as well, making the well exploding from the ice :


The section on the south is my fortress that is under the hills , there's no opening at all.

Here's the roof protecting from the above temperature :


And a view of the what happened under the well :


As you see i had an underground canal to transfer the water from the river into my cistern reserve for the well, and as you can see that water isn't frozen at all.

Fortunately i still have the aquifer for my dwarves thirst, but i'm still puzzled as to why this happened to my protected well ?
Did i overlook something there ?

6
Other Games / Videogame Music V3
« on: October 05, 2015, 11:57:06 pm »
2010 had its thread that shared the sound
2012 had its thread that kept the sound coming

And then the music went silent, so it is time for a 2015 thread and bring back the good sound, the good music and the good song that you discovered in new, old videogames, new members and ancient, let's share the new/old stuff from videogames that sounded good to your ears.

To give a start, here are some 6 videogames songs i recently listened to, all of different genre.

Heard in the Burnout racing serie, Animal Alpha - Bundy
https://www.youtube.com/watch?v=nKgNMiy2p5Q

Heard in Clockwork Knight (old sega saturn title) , Salsa de Pepperouchau :
https://www.youtube.com/watch?v=QjKTsZZXUGI

Heard in Silent Hill, the intro theme (still remember this one so much, ... Lisa, damn)
https://www.youtube.com/watch?v=eds1ivwq1oc

Heard in WWE'14 , Story of the year - Just close your eyes (wrestler Christian entrance theme)
https://www.youtube.com/watch?v=7eZQj1zzHOQ

Heard in Civilization 4, Baba Yetu
https://www.youtube.com/watch?v=FCARXtbWEcM

Skyrim, Dragonborn (never played it , but Jeremy Soule work is just so great that i listen to everything he does)
https://www.youtube.com/watch?v=5OWdMHIRld8

Let's hear your music !
(and probably see you in Videogame Music V4 in a couple of years :D )

7
Mod Releases / World of Fear 0.47.02
« on: August 18, 2015, 06:58:27 pm »
Imagine a world at peace, walking in front of demon worshipping goblins that are smiling happily while greeting you, imagine walking around animals that are ignoring you in their joyous wild life, imagine that you only have to fear the night in case you're alone, just imagine.

Now just imagine the opposite, everything and everyone hates your guts and will do all they can to annihilate your very existence with only your people providing some help, imagine you do not only have to fear the night, but you have to fear the day too.
Imagine a World of Fear !

World of Fear is a minor mod not meant to be taken seriously but that aims to give an actual challenge to your dwarves in fortress mode and your adventurers in adventure mode.

The concept is very simple , every creatures in the raws , excepted of the domestic animals (so your starting seven if you play fortress modes aren't annihilated at the start and you can still count on your dogs and cats) and the dwarves (as the fortress mode end immediately if they have those tokens) are subject to :
Code: [Select]
[NOFEAR]
[OPPOSED_TO_LIFE]
[CRAZED]
[VISION_ARC:360:0]
and have removed
[BENIGN]
[MEANDERER]
[VISION_ARC:50:310]
that could be passive-inducing problems considering the new tags

While the mod is aimed toward Adventure mode (in which you can play any race), it is playable in Fortress mod for the dwarves.
In term of Fortress Mode gameplay it means that basically the whole world is the enemy of your dwarves, everything and everyone hates your dwarves and everything will not stop until your dwarves are dead, and don't think they aren't noticing your dwarves when they hide, they all hate your dwarves so much they'll know.
You'll see elves and humans visiting you with wagon, maybe you'll think they're trader, but don't be fooled they are just sending dwarves-killing merchants !

Those tokens seems to do nothing in worldgen (in case they do and kill everyone during worldgen maybe increase the world size just a bit), so it will not prevent civs to be built even by your elf/human/gobs arch-enemies, so they can send their merchants to try to kill your dwarves , along sending armies too when triggers are reached.

To install , just download a default 47.02 version of Dwarf Fortress and then download the zip archive :
http://dffd.bay12games.com/file.php?id=14706

Open the zip archive, take the .txt files inside and and overwrite the files of the same names into your  :
...\yourDF47.02directory\raws\objects\

Of course back up your raws before in case you hate the guts of that minimod as much as it hates you and want to go back to more peacefull worlds.

archive version for 44.12 :
http://dffd.bay12games.com/file.php?id=13969
archive version for 40.24 :
http://dffd.bay12games.com/file.php?id=11065

8
DF Modding / How do you really put a cap to a site population ?
« on: March 01, 2015, 11:14:45 am »
Hello,

I like adventure mode, and a nice part of adventure mode is to explore, all those 0.40.x sites are just asking to be explored, especially the goblin sites, that additionally has quest-things to do with the rescue of prisonners and children .

But then the problem : goblins sites are barely playable, it's so insanely slow and laggy that it quickly kills the fun you can have during those times.

Checking the world/legend viewers , it seems rather obvious why most of those sites are barely playable : populations are skyrocketting in thousands of goblins and thousands of trolls so with the pathfinding spam / dialogues /"it's terrifying" stuff, no wonder it's unplayable there.

I often read "just use the cap setting" , hmm right, so i tested around it and found that it does not work the way i thought it would.

An example
I set up my world as a small island, and then edited the paramaters to have very low cap


I let the world generate for only 100 years


Then start to check in world viewer to see the populations before going in.


huh what's with those insanely high pop ?

I then wondered if the source of that problem was in the entity_default.txt , a pop setting overriding the worldgen parameter but noticed that

MAX_SITE_POP_NUMBER was at 120 for every of those sites.
Looking on the wiki :
Quote
MAX_SITE_POP_NUMBER    number    Max population per individual site. Generic site types will not hold any more than this number of entities. Must be at least 80 for towns to be generated. In general, lower pop numbers mean more sprawl, and higher numbers mean more needing to crawl when entering town stores, which are not affected by this cap. Defaults to 50.

Either i don't understand how it is truly working, or there are settings that are just plain ignored.
So please help, how can i get site population to keep a reasonnable (i mean playable in adventure mode as it does not impact fortress mode anyways) amount of population in them ?

9
DF Gameplay Questions / questions about bins in new version Fort mode
« on: August 22, 2014, 07:24:16 pm »
In 34.11 i ran into unpleasant situations in which my marksdwarves had lots of bolts in my ammo stockpiles, but once they were running out of  their starting bolts from their quiver they never went to refill them despite hundred of new bolts were waiting for them in the stockpile :
http://www.bay12forums.com/smf/index.php?topic=133302.0

I found out that the problem was that my bolts were inside of bins, it was apparently a know nasty bug, it then led me to not have made a single bin since 34.11 and through all my 40.0x

But then my question : is it still needed to NOT make any bins to avoid this bad bug, or is the problem fixed in 40.0x ?

10
DF Dwarf Mode Discussion / Operation Pick Rescue
« on: August 10, 2014, 05:45:11 pm »
On my 40.07 fort, i embarked over an aquifer, but it was willingfully as i wanted to make use of it as an easy water source underground

I made a cave in to pierce the aquifer with a few 3x3 layers dropping into it.

I think it worked good, though as usual my miner making the final channel on the surface to drop the whole thing i prepared got unconscious from what i assume is some kind of shockwave, but he recovered quickly.

Here's the aquifer that is now pierced by the accumulated fews layers i dropped on it


Happy that everything went smoothly, i ordered a floor tile leading into the mass piercing the aquifer and ordered a stair down.
The floor was made but the stair wasn't , waiting for a while , still not dug down.


I looked at the list of message the fight reports and noticed the miner fighting, "slammed into obstacle, unconscious, get up", well that was the wind/shockwave of the cave in i guess.
Looking for the miner he was nowhere to be seen, and i then noticed a "horrified" dwarf message.

Zooming in i saw, the miner was drowned in the river


What? why is that miner went to jump in the water and drown for ?
It couldn't be the cave-in shock that threw him there (as seen the distance is too big) because i saw when he moved away after the cave in and his supposed short unconsciousness, so for reason i have no idea the guy must have jumped on his own.

Wouldn't be that bad if the miner was not still in possession of the unique pick of the whole fort.
And no dwarf is ever going to dig that stair without a pick.

No metal or stone available yet on the surface and diggable area, so no metalsmith forge and so no pick forging possible.
Caravans are probably a few months away, so no trading a pick (despite i made several wood craft in prevision)

So my solution was to build a screw pump to drain a bit of the river and get someone to fetch the dwarf corpse and throw it to my corpse stockpile while waiting for slab/coffin
Unfortunately my first attempt failed, i forgot to build some walled corridor to lead the water extracted away from the pump operator i just assigned to the job, so the guy ran away afraid of the water getting around him


The pick was still there, i needed to mount a better rescue operation, and additionally the poor bugger corpse so i could bury him


Migrants came but not a single guy with a pick, so i still had to follow my plan.
So i setup another pump , this time some walling enough to lead the water away a bit
Assigned a few more pump operator to the migrant so i could at least get 2 guys working at the same time, and the pump started


And ... it worked !
The water lowered enough (1/7 water around the corpse+items)  apparently for the dwarves to carry what they had to carry (i had enabled the order to gather outside refuse too, just in case)


No more item in the river bottom, success !


Yes ! the pick was well rescued, along the poor guy corpse.
The mission was completed, i was proud of my dwarves.

Though there was a couple more ponds out there


And when all was well, the digging of the stair (that i changed to up/down one, as i noticed fortunately before the digging that i did a designation mistaked) ...




You must be kidding me, a 2 layer aquifer ?

Oh well looks like the game really hates me .

11
Behold Fikod Olinduthnur, champion amongst the dwarves, let me regale you with tales of his exploits

To the east of Distanceglaze, a modest dwarven hillocks was lying the ruins of what was once a proud fortress named Inkpartner, Fikod Olinduthnur in his early heroic years heard the villagers telling about how good the treasures investigation of the place would help their cause.



And so Fikod generously walked on their behalf to that place of doom, he walked through the mountains , he walked around the animals, he walked until he reached the fortress



Climbing the walls would have been a great challenge noble Fikod thought, but in his early years Fikod wasn't yet known as the "Miraculous Climber", and decided it wasn't time to tempt the fate in frivolous exploits.



With his immense courage Fikod Olinduthnur decided to enter by the main gate , ready to face any fallen guardians and other ghosts of this dark past. But to his surprise there was only silence, the place was empty, excepted for a curiously still standing Trade Depot



Time to dive into the depth of the fortress, scaling the stairs Fikod found that the interior was gigantic, the dwarves had worked a lot to build such an enormous fort.

  -

Several depths, several floors , Fikod thought himself lost several times, as you must remember it was before the night Fikod would be known as the "Pathfinding Master" .

But Fikod Olinduthnur was rather puzzled by a detail, where were all the treasure evidences of the dwarven lost existences that built the once proud Inkpartner ?
This titanic place was not only devoid of life and ghost, but it was entirely empty, except for some remnant of the workshops, and a magma smelter.

Frustrated by being unable to find any treasure memento of the dwarven ingenious spirit, Fikod decided to explore it all to see if he missed anything.

Until he found in a dark corner of fortress a living nightmare .





The forgotten beast Vimara ! that is known in the common language as Vimara Crabshore the Ugly Clam. Fikod Olinduthnur was still unseen due to his prodigious abilities, the beast seemed to be distracted by the sight of the dwarven workshops.
Maybe thinking about the terrifying error it did by provoking the wrath of heroes like Fikod Olinduthnur.

Honor commanded that Fikod shouted his name, the name of his weapon and then battled the beast in singular combat, but it was a time in which Fikod was not yet know as the "Vanguard of Honor".
Using his ambushing ability instead of announcing his presence, Fikod decided to sneak behind the strong monster and used his axe to dispense justice over the creature.



This wasn't yet the era in which Fikod would be known as the "Breaker of Mountains" , his arms power weren't yet at the level of the day he would be called the "Strength without Equal" .
So the treacherous beast scales were entirely impervious to the fantastic strikes of Fikod trusted axe.

At some point Fikod understood that he would just be wasting his life for nothing, better live to fight another day for more glory than die in a forsaken location far from everything. Honor commanded that Fikod would run away from the creature.

You need to remember it was a summer of strange reality, in which monsters and warriors weren't really caring about being hurt or even killed, it was known as "One of the Bugs of the New Release" , so the forgotten beast just never even tried to retaliate, it didn't even turned around to look at the hero.

Fikod Olinduthnur was a modest warrior in his heart, one that does not brag about his heroic actions, but he knew that the villager needed to hear about his legend to understand the peril of Inkspartner.

And the reaction of the villagers was of an incredible enthousiasm, happyness and joy filled the air, Fikod was their champion !


12
Other Games / ASCII Dreams, roguelike of the year 2013
« on: December 18, 2013, 04:19:45 am »
As it happens every years since 2007, the ASCII Dreams roguelike of 2013 vote has started, be sure to vote for your favorite roguelikes :

http://roguelikedeveloper.blogspot.com/2013/12/request-for-votes-ascii-dreams.html

(remember you can vote for more than 1 )

13
Hello

It's been very frustrating in nearly every fortress i ran at some point the same thing happens.
As most people do, in my military i always get a marksdwarf squad.

For a time it seems to go well, they pick ammo before going to where i station them .

But after some time it is -very- rare they pick ammo, either in siege or in my life shooting training against the various trolls and elk birds i pitted.
I simply can't understand why :

- i have a stockpile full of self manufactured bins containing a very lot of iron/copper/silver/bronze bolts stacks (real stacks, not those individual bolts you may pick up, i never bother with those) that i had created from my metalsmith workshops or got from trade or dead enemy crossbowmen that didn't had the time to use their quiver.

- none of those stacks is forbidden, their quality is good and some are even masterwork

- every of the marksdwarves have a crossbow and a quiver constantly with them (at least they pick that up everytime)

- in the military panel, for that marksdwarves i made sure they require 300 bolts for Combat/Training (and i have much more than that in stock)

As said, rarely one of those dwarves will pick ammo, but even when it happens, the other ones in the squads will go with their empty quiver and crossbow, being then utterly useless despite their high marksdwarf skill

All i can think is that i'm running DFHack and the files from Modest mods (for the important bugfixes) , nothing else edited that i think could lead the dwarves into caring less and less about picking up ammo from the dedicaced stockpile after a few game years

14
DF Gameplay Questions / jobs priority ?
« on: November 12, 2013, 05:40:36 am »
Hello

As i am reclaiming a good fort that due to an unfortunate bad timing encountered a nasty fate , with the reclaim i'm now faced with a problem : the job priorities that seems really insane (though my embark dwarves have not yet reached that state of mind :D ) .

So i'm marking area for reclaiming items with D -> B etc... as with a reclaimed fortress everything is thrown now all over the whole map
As expected the dwarves then went to fetch everything and drop them into the newly designed stockpiles.

Then giving a look at my reclaimed fortress walls i decided to fix what was the source of the death of the previous expedition : the unfinished wall and the entrance that would be bridge controlled.

I then noticed that the dwarves have then been completely ignoring that and continue to happily fetch the tons of item over the map and put them into stockpiles, despite all the required stone is already availble in the appropriate redesigned stockpile (as fortunately those didn't got scattered by the reclaiming)

Noticing bunch of ghosts popping up too, i decided to relaunch the coffin making industry and setup the stone workshop to produce them.

Again the able dwarves are completely ignoring this

As an attempt to prevent them to oddly focus exclusively on the item hauling, i decided to D -> B -> then forbid tons of items.
I cancelled too the workshop order and instead decided to use the manager to order the building of coffins as i remembered the manager was able to order specific amount of items manufacturing .

But unfortunately this changed nothing, the dwarves are still completely obsessed with hauling the remaining of items i didn't forbid into those damned stockpiles instead of doing those much more high priority jobs.

Is there anything i can do other than having to forbid even more of those items or is there really no way to give better priority to some jobs over this obviously super high priority hauling job ?
The job screen does not give the option to increase priority to a specific listed job, while the manager screen only have 1 job displayed (the coffin making one) and so the priority increase will do nothing there.


15
DF Adventure Mode Discussion / Remember Deduk Ringtome !
« on: October 21, 2013, 02:31:15 pm »
Yes, remember the tale of Deduk Ringtomes , the Lantern of Shames !

A brave heroic dwarf that died too young at only 56 years old


Deduk decided early in his youth that the world needed all its wrongs to be set right , and his silver axe would be the most appropriate tool for that.

To achieve his goal, he had to fight terrible night creatures, former humans that became monstrous under the influence of their evil ways, enemies that were terrorising hamlets and cities.
And everytime he put an end to their horrible threat.


In the course of his life , Deduk befriended a human, Mudi Spatteredeagle, that accepted to join him in his crusade to free the world from its evil.
Together their fame reached the ears of everyone, making them heroes in their eyes, hope of a better tomorrow was starting to spread and would never be stopped.


But in the year 106 , the most powerfull order of evil named the "Homely Hammers" decided to do everything that was still possible to destroy those heroes before it was too late.

The Homely Hammers tasked their strongest members led by the order mistress herself, Laspar Fillcuddled, to ambush and kill the heroes while they were heading to destroy another nest of night creatures.

Under the surprise, Deduk and Mudi were hit by volley of arrows while the enemy troops rushed at them from every side, but the heroes' resolve was so great that even badly wounded, they struck down the Homely Hammers elites one after another.
.. Until Laspar herself faced Deduk in a battle that was so epic that the land went silent as if nature itself was holding its breath while blows after blows the rocks were shattering around the scene.

Mudi was mortally wounded at some distance but managed to kill his enemy, and helping himself with a tree, he was still standing to observe the fight that was the conclusion of his and Deduk's war over evil.

Deduk despite the intense pain of the arrows that were hurting him was still fighting, the heroic dwarf managed to deal such a powerfull strike of his beloved silver axe that Laspar, with an expression of intense surprise on her face, was cut in half and her upper body sailed away in a rain of blood as if Armok had a few tears in front of Deduk's last heroic battle.

Two of the remaining elites of the Homely Hammers were still standing , shocked by the death of their powerfull high mistress they thought to be immortal.
But their numbers wasn't giving them a real advantage in front of the dying Deduk Ringtome that showed them that his last breath was still enough to rid the world of their presence.

And walking away from his last stand, having put an end to the Homely Hammers elites and so their reign of terror, the last few arrows that pierced him to death weren't able to remove his smile directed to Mudi, both knowing that the work of their life mattered, that evil wouldn't reign anymore unchallenged.





Dudek died first, as being first at everything was still a Dwarf's duty when in presence of humans, but Mudi knew his time was soon to be following his friend to a better world.

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