I realized that we haven't had a proper playtest turn in a while, so I thought I'd step up to the challenge. I'm going to be playing the latest raws from the GitHub master branch, probably as lizardfolk because they don't seem to have received much playtesting.
Already noticed one bug: the "make zirecon bars" reaction in ZtG's "new cheap metals" patch has a typo in the reagent/product names, causing DF to complain in the error log.
Fixed and pushed to GitHub.Genning a medium world with all default settings now. Quite a few rejects in the civ placement stage, but after 20 failures it's now generating history.
Here are the
worldgen params,
history,
sites and the
world map.
Looking at the history dump, I'm struck by how the names are a mixture of the inspired and the inane, even more so than in vanilla. For instance, the spider-centaur civilization "The Tit of Minds" worships "Secrete the Secret Secrets of Secret", a god of the stars, the night and dreams.
On the other hand, the very same civ also worships the death god "Skull the Lethal Reaper", a god of deformity named "Moto the Pock of Foul", and "Khur Liemisty the Secret Traitor of Evil", a god of treachery, lies and trickery.
I also rather like this list of troll gods:
Reaver, deity: victory, war
Homewood, deity: nature, water
Sniffer Blademurders, deity: revenge
Badland Vinetits the Tricksy Beards, deity: freedom, hunting
Gall, deity: trade, wealth, the wind, the sky
Dunno what to think about the halfling civ names. I'd love to know what went through this one particular civ's founders' minds when they decided to name themselves "The Flowering Idiots".
Also, apparently the clockworkers speak French.
Tried to find a good region to embark in, since I want to see if the happy weather finally works. They're pretty scarce, though, except for one ocean and this rather inappropriately named glacier:
Finally found a reasonable-looking embark spot. It's not really what I imagine as typical lizardfolk habitat, but it's got a good-aligned forest, a brook and some mountains. It should do.
Also, as a bonus, those purple "I"s are clockworker towers, so I might get to meet them too.
Looks like the French is rapidly becoming the
lingua franca of the local lizardfolk civ:
Here's what the game initially suggests I should bring. Looks like the cheap metals are working, at least in this respect:
Looks like I can embark with some "liquid".
Also, nest boxes can apparently be made from coal and "unmined copper". Is that intentional?
Anyway, here are my final embark choices:
And here's Putnam's fortressintro announcement in action:
...and here's what the place actually looks like:
It's getting pretty late, so I think I'll continue the actual game tomorrow. See you until then.