Thoughts: I need to make an entryway that can be accessed during all seasons, but that is safe to go through. Also, that is not safe for invaders to go through. I'm thinking a Grinder. I saw a very efficient minecart design that I think I have an improvement on (maybe). If the original design fit a minecart into 1/4 of the tiles, I think I can put one in 1/3 of them. Of course, I need either wood or coal to do so. Metal is no problem, this haunted biome is just chock full of iron and copper. The fuel to make it is... nonexistent, it seems.
For interests note, it's at this point, at 715 PM, march 4th, that I've looked up Trap Design on the wiki. At 735, I have absorbed the information on the page.
740 PM, March 4th
Load game, try to remember what I was doing. Oh, yeah. Either going up or going down. Well, I don't think I can impliment my design yet, so down it is. There's a thin gap between the two aquifiers, so I have a tunnel through it. I designate some stairs to send a miner down to find the caverns, and hope that the passive reanimation doesn't reach down there. Sonic the Hedgehog, in his game Adventure 2:Battle, summed it up nicely in the first level with "Guess what lies ahead, only one way to find out."
742
The merchants will be leaving soon. What merchants? *sees one surviving elf* Oh. Uh oh. Well, he's being mobbed anyways. No problem.
745
He's "embarked". Too bad he's a bit too unconsious to actually go anywhere. To report the death of his fellows to anyone. A "Fisherdwarf" is mining my tunnels to find the caverns, finding lots of various rocks and-
748
You have discovered an expansive cavern deep underground. Too bad revealing it didn't create any anouncements of finding fuel! Time to dig a tree farm.
755
No signs of cavern life yet, but the oceans thawed, dumping 50+ corpses and body parts into the sea. Surprisingly still in the patterns they had while they were stockpiled. Easy to seal off the stairs where they breached the caverns, and spores have already drifted up, so I should expect trees, soon. The fisherdwarf became a miner, yippee!
Considering the death around here, how is my leader still only a dabbling consoler?
800
expanding my mason and crafts workshops. Making stone stockpiles, too. Population at 19, FPS at ~70.
Aparently the thawing of the oceans caused some undead to fall and die. Not the flying ones, but the ones at my gates for sure.
... I have some names showing up as memorialized, but no slabs engraved. I didn't bury them, so what's up? The names seem elvish, perhaps their civ found out somehow anyways and memorialized them.
811
I see fuel! Near the north edge of the shore, there's some lignite. Aditionally, some migrants arive. At the south edge. On an islet. Surounded by mist, with no way to the submerged fort. Flying zombies are closing in. Seems to be a single farmer, that's it. Her husband came here in the last migrant wave, and died a swordsdorf with no sword.
816
Wait, I was mistaken. There he is, it's not a 1 dorf wave. I was thinking of a different peasent. Let the hauling job cancellation spam begin! (wood stockpile on the shore, lots of trees marked cut down, spare training axes up top)
821
Kill the left hand! Escape the edge of the map! Dead migrant, dead migrant, dead migrant. Darn. 1 dead, 2 dead, famer dead, ranger dead.
825
One of the dorfs that arived, a potter, killed a raven, before even claiming his axe. And he's a competent axedorf. Yay?
Also, I found Konvudthar Enorrodum, Konvudthar Enorrodum's corpse. I believe this is what happens when a water buffalo has died twice or more and comes back again.
833
There are orcas on my map. "KILLER" whales. Please don't die and reanimate. Found another ghost in the halls. Missed the start of a mood, but I see it clearly now. A farmer, claimed a crafts shop. claimed one stone and started.
840
I have a bauxite earing. In a haunted area where I couldn't trade it away even if I artifacts could be.
842 Game momentarily froze. My best guess, the ocean froze. Yup. If any mirgrants from this wave had survived, they'd be getting in about now.
Also, the reason my tree farms weren't being built fast enough is my miners thought they were also haulers. Wrong.
845
Kobold ambush. Meh. And another. Hmm.
850
Get those rocks and gems out of my tree farm! Also, still no cavern life on the 'U' tab. I can't be that lucky... Somehow I missed summer and autumn ariving, too. It's almost winter.
900
Don't know why it didn't show up before, but profane mist has arived on the map. Wonder what it does? It dissapeared at the biome's edge, but then another immediately popped up. Doesn't do anything to the undead, and leaves nothing behind. So...? FPS was at 80 when I glanced at it, and it immediately dropped to 70, as if to say, "Oh, silly me, I'm only supposed to boil when you're NOT watching the pot". Then went to 65 for good measure.
My cat is clawing my legs. And purring.
I've run out of plump helmet spawn. Probly the large farm's fault. Cat's on the keyboard.
910
How long have I played so far? Including wiki time. 6 hours... 40 minutes. Also, finding wonderful lignite everywhere now, even in my bedrooms. Do'h.
912
Bituminous coal, finally.
913- 916
break to feed kitty cat. Grab myself some juice, too. Obviously forgot to pause, as I spy migrants with my little eye. They are instantly set upon by the last wave and a ghost. The ghost doesn't hurt them, though.
927
I spot a rabbit trailing it's guts behind it. 2 tiles of ~, that move when it does and don't show up on the loo'k' screen. Bleck, undead are gross.
Still only have 5 beds, for 19 dorfs. Plus the migrants battling undead with training axes up above. But they could make beds if they weren't spamming my anouncements. The ones down here can't.
931
A migrant jeweler becomes possesed. Fun. With a capital F, because I don't even have a workshop for him below, not to mention above. Possesion, though, so no worry. I'd have lost him anyways.
I have enough statues, already! Stop the production!
Oh, and the garden is complete.
935
Kobold ambush. yawn. These ones engaged some undead. Oh, and another ambush. And a dorfen caravan. Agh, I wish, I wish, I wish I had a depot.
Jeweler cancels strange mood: dead.
More kobolds. And another ambush. These ones brought cross bows, impressive. But a dead leader means they ran off again.
AHH! Run away from the rabbit gaurding the axe! it's guts are spilling out, it must be dangerous![/sarcasm]
940
time to set up space for forges, I think I have enough lignite. For now. I go to find a dorf who's throwing a tantrum, but he aparently died. must've been a migrant. Four still out there.
Found more lignite while mining the forge space. Yay! Fuel abounds, just not vertically. Still no cavern life? Well, I'm still not unsealing that cap. Some trees in the farm are mature enough to cut now. YAY!
The earing made earlier? it's creator is now making masterwork pots. Good.
950
I struck gold. In pursuit of coal. Save and quit. Time spent total: 7 hours, 20 minutes. Time remaining: 2 hours, 40 minutes.