I'm back. Apologies for the whole mess; a few things got screwed up with IRL and I wanted to get the first year through so enough stuff was present in the fortress. I'm done with this now and will update when I get the file on DFFD.
If people want to go for a longer-scale game as a result (7 days to play a year or so), they should post it here.
Since no other preferences for dwarves were declared, I've dwarf'd everyone playing in no particular order, with the exception of Valrandir, whom I've dwarf'd as Melbil Fathbim, the armorsmith who is currently in a strange mood.
I've made that decision to encourage creative roleplaying. And because Valrandir mentioned something about his/her/the robot's/the AI's turn.
Posting to watch, as I'm always interested in seeing how my mod plays out for other people.
Also, if anyone has any questions on it feel free to ask. I know that the Alchemy in particular can get confusing.
Does verdenite have any real use in the game, besides being a bright green stone to make stuff out of?
I've got a rough idea of Alchemy. By the way, I think your magma alchemist workshop thing is screwed up a bit, since it shows up in the workshop options to begin with (I have no magma yet, and the other magma workshops don't show up either).
Recommendations:
Try adding [DEEP_SURFACE] to the metal stuff you just don't want Dwarves showing up with. If you add [DEEP_SPECIAL] to the metal, it can end up in the upright swords.
Boatbusted has a blazing incendium HFS sword, but I suppose that's better as blazing incendium isn't really available in-game, whilst [CLASSIFIED_INFORMATION] is.
I think we should be able to use standard DF containers rather than jars to store alchemical stuff, like jugs or vials.
I think you need to cut down on the maximum starting civ numbers, as other civilisations may just not appear.
I also added Mr Frog's extra content from Spearbreakers (note: I copied it from the Spearbreakers save file, this was before the standalone mod was released), after making some corrections to broken content, but I only got the Mountain Barbarians to appear in the game. This was probably a result of the starting civ numbers.
Here's the rest of the report:
13th Timber, 21Lor has been possessed! I have set up a Leatherworks to deal with the situation.
Update, 14th Timber, 21Lor grabbed the Giant Thrips chitin and some rough lavender jades, and has begun work on something.
The caravan is also here! Fortunately they came through the forest, so they should be safe enough. I'm having our wooden corkscrews traded.
I've begun work on some weapons. We have a falchion, and some more picks. If all goes to plan, we will have seven miners by the end of the year, or enough to keep
Boatbusted expanding for the forseeable future.
Interlude: Vile PresenceIn the middle of a large glowing circle, Captain Mana tempered the pick. Fire and magic worked to bind the molten metal to his will. Smoke billowed out into the earth, and across the underground farm, where the plump helmets were just beginning to sprout.
The circle faded abruptly, before flaring up. Mana jumped back just in time to avoid a jet of fire from the forge.
"We're here. We're here. Come to us."
Out of the circle sprang a burning sword, lighting up the room, and searing Mana's eyebrows off.
"We're here. We're here. Come to us."
Mana grabbed the tongs from the forge, and draw a series of runes in the ground. The sword did not approach him. After a pause, a flare of light showed up and-
"Shorast Dorenginet, Outpost Liason from the Mountainhomes. I'm here to-"
"Not now." Mana replied, dashing out of the room.
Archmage Mana's report, 19th Timber, 21Today, working at the forge, I felt a presence, emanating from deep underground. I have roughly located the point of origin, however, we should be prepared before we investigate.
The caravan has arrived, and I will deal with them after I'm done forging one more mattock. I've made one so far I'm very pleased with.
Lor Luritonel has finished her artifact, Ming abir "The Burn of Romancing", a giant thrips chitin targe shield. This will prove very useful in equipping our army.
Mana's report, 20th Timber, 21It looks like Lor has also gone on break. I've also nearly finished making mattocks. Once they're done I will look to equipping some more miners.
I'm placing priority on finishing the base of the tower before the end of the year, so the fishers are being recruited into masonry.
23rd Timber, 21More eerie smoke!
Autumn ReportAfter sleeping, drinking, and eating, I have traded the weapons for all the food the caravan brought, as well as a crate of medical manuscripts, some gems, and some metal.
I have designated an area further underground which may serve as a storage area, although it will likely not be dug out under my watch.
I have called for the production of some actual furniture.
Either myself or future overseers will have to clean up the wood on the surface, and consolidate it in stockpiles.
Moonstone 10th, 21I've observed a large quantity of (immobile) giant thrips corpses on the other side of the river. It looks like the eerie smoke was responsible.
It looks like thanks to prioritisation, the furniture isn't getting made. The tower, however, is getting built and I am going to try to secure it by the end of the year. I'll also put up some nestboxes for the giant beetles.
16th Moonstone, 21A Giant Louse got too close to the trade depot and was eliminated by the caravan guards. It looks like we'll have some more supplies soon.
17th Moonstone, 21The traders are leaving, and I'm going to arrange next year's supplies from the outpost liason. Meanwhile, the excavation of our proper quarters continues underground. We'll need to recruit a few more miners sometime in the near future.
27th Moonstone, 21The tower base is complete. I'm putting in some entrances, each of which will have a gate and a drawbridge to seal it off completely.
CutsceneThe view zooms in on the settlement at
Boatbusted. The wagon is parked on some green grass right on the shore of the lake, near the mouth of a large river. A number of workshops are sprawled near it, and there is a large pile of wood haphazardly laid out there. To the east of it is a structure that looks like a tunnel running into a purplish pyramid, which clearly is the entrance to the survival bunker. To the east of the bunker is the base of a colossal tower. Some staircases lead up some way, but end abruptly. The tower base is still open to the air - work on the upper levels has not been completed to any extent. Some goats roam around within the walls of the tower.
Both the tower and bunker are built on an area growing feathers instead of grass. Some of the trees in the nearby area have been felled, but the logs mostly lie where the trees fell. There are two abnormal kinds of trees appearing here; the first has a white trunk and grows feathers for leaves. The second has a silvery trunk, and metallic leaves. In the distance to the west, we can see a vortex of yellowish smoke.
We zoom to one of the workshops, which is apparently constructed out of a blackish substance. There are stone blocks everywhere. The Mason is absent, but we see a exceptionally beautiful geniss door in the middle of the workshop. It is covered in black marks, and there is an empty mug and a plate lying on it. A swarm of flies crawls over the plate. Ral Abandag appears, picks up the door, and drags it through the ground over to the bunker. We can see that the bunker is wide open to the outside, and has two chambers. The first has a dirt floor, but is roofed over. A thick yellowish line runs most of the way across the smooth pitchblende walls, around two or three nogs above the ground, and there are further yellowish stains hanging down . The second chamber has a block staircase leading down, and the ceiling rises up to a point. Ral attaches the door noisily between the first and second chambers, before leaving the door wide open. Captain Mana soon enters from the outside, and takes one look at the door, and walks downstairs whilst adjusting the gold rings on his fingers.
5th Opal, 21Today was a great day for
Boatbusted! My temporary office is finished, and we have a door on the bunker. One of the guildhouses is in the process of being dug out, and it will either serve as a mason's workshop or as a carpenter's room.
7th Opal, 21Today we had our first major encounter with zephyrs - one tried to sneak into the bunker to steal something. After travelling down the stairs from the surface, one needs to go through an underground hallway. In the future, this hallway will be protected by traps and drawbridges, but today it was filled with giant beetles, which shredded the zephyr. Hopefully the stains will come off the walls.
In the interests of consolidating our army quicker, I have officially created two squads, one containing the militia commander, and the other containing myself as a militia captain. I have armed myself with a falchion of my own making, and have taken up Ning Abir as my shield. I'm considering commissioning some armoured clothing from the bookkeeper before he buries himself in his work (or most likely, I will take over as bookkeeper on stepping down in the near future), but I would rather wait until we have steel available. This means I'm going to have an anvil cast for the finishing forge.
It is midwinter, still very hot and still raining heavily over the swamp. No sign or likely possibility of blizzards or snow or frozen water or the other kinds of phenomena to be expected around Twilighttours.
Opal 17th, 21We had another zephyr strike today. Once again, the zephyr did not make it through the beetle-filled corridor. Now to get the mess cleaned up.
I've also ordered some more wood turned into charcoal at the Charcoal furnace. We've run out of charcoal for fuel, which will naturally make smelting iron somewhat harder.
Opal 18th, 21A zephyr thief got into the bunker and was eliminated in the beetle hallway, but not before injuring the Outpost Liason, who was following me on my way to fix up the crucible. The hallway is covered in teeth, but they're not mine, so its OK.
7th Obsidian, 21We're now well into the last month of the year. Negotiations with the Outpost Liason continue, and I have put in an order for essential supplies such as food, drinks, rare stone, metal, and gems.
9th Obsidian, 21The Outpost Liason left today, leaving a list of the things the Mountainhome needs. Apparently, they're low on seeds, musical instruments, backpacks, refined coal, and ammunition. Things must be getting really desperate over there.
(Here there is a large stain of what looks like vomit.)
It seems whilst I was negotiating for the future, the zephyrs in the beetle corridor were left to rot. The stench has reached most parts of the bunker. Fortunately, the new residences have been dug out in the actual fortress of
Boatbusted, and I'm moving in right away. The sheriff can use my desk and bedroom in the survival shelter whilst we get more rooms up.
Now that I'm free of my diplomatic responsibilities for now, I can get to smelting some of that iron.
17th Obsidian, 21Haematite is being hauled up to the surface smelter from
Boatbusted. Once I have enough steel, I am going to cast an anvil (and possibly some bridges). Other than that, I am not going to push production too far. The surface workshops will need to be moved down, and I'm moving both the stoneworkers and the woodworkers to main fortress.
25th Obsidian, 21This morning, Melbil Fathbim ran out of his room with a strange look on his face. He's claimed the single metalsmith's forge we have. I wonder what he's going to make. I've made sure he's gotten some steel to start on.
End of Year Report: 28th Obsidian, 21As of tomorrow, I am stepping down as leader of
Boatbusted. In our first year, we have established a survival shelter, and have begun digging out the main fortress.
Future leaders can look towards finishing and securing the tower, and also securing a better trading location. Farming areas are still needed in the main fortress, and we need to set up a dining area.
It will take a while to move the wood down to the stockpile, but we can recruit some of the spring migrant wave to deal with that. There aren't any traps or operating doors in the fortress besides the beetle corridor. In order to breed beetles, we'll need some nestboxes.
The population of
Boatbusted as of the end of the year is 22 dwarves.
We have one strange mood in progress, which will result in a piece of armor and a legendary armorsmith.