Hello!
I'm back over here to present a playthrough of adventure mode, followed by a fort of unspecified purpose and length, and then hopefully an adventurer to play Nintendo in it. The catch is that it is that this will most likely be one of the last of its kind that use the old version, specifically v.34.11.
Now, my raws are modded, in so far as I have changed the tags on a few creatures and even added new ones, including a new civ, the Merlocks. However, the base game is exactly the same. Nobody grants me a special cookie because of the changes I have made, and in fact they may prove to make the game more Fun.
Off the top of my head, kobolds are [mischievous] (makes them play with traps, releasing prisoners), merlocks are cannibalistic, and downright hostile on the same scale as goblins, and goblins have a new armor piece they can make and wear. Creatures include Caccodemon, and a dinosaur semi-megabeast.
---Reserved for links---
The world, sans my adventurerBookmark:
The End of IstbarBookmark:
The Story of Ur, the last migrantBookmark:
The Short Story of Elven IncompetenceThe Flag of Covering, Dwarves
Worship List
Domas, deity: wealth, trade
Onget, deity: earth
Logem, deity: mountains, jewels
Medtob Wardedfence, deity: fortresses
Melbil, deity: writing
Noval, deity: the stars, the sky, speech, persuasion, poetry
Fath Droolsnarls, deity: muck
Orshar Webpuzzles, deity: mist, treachery
Reg Bravetrust the Decency of Stockades, deity: mercy, forgiveness
Os Shadowwisp the Hood of Mirroring, deity: lies
The Last Fort, for RealsiesThe whole site, as of Autumn 1051 (Zoom out before looking around, because I included one z level about the highest tower to as low as I could see.)
Year 01:
Year of the Three A's-The aquifer gets dug through, we dig basic quarters, and start our military program.
Our first fortress birth occurs, and we get a profile of the overseer.
Year 02:
this Water won't Drain itself- - We find the caverns after a rather large search, expand our luxuries and begin to plan for the worst case scenario. Zombies directed by a reptile man attack and raid a few tombs for new corpses, which they leave as an abhorrent vigil when they leave. The overseer's psyche sees a change.
A quick Adventurer:
Am I crying because I this hovel reminds me of my own rathole or that I just killed a cheetah, butchered it, and ate its intenstines?- - My first experience with the new 40.xx version of DF, as well as a tour of the fort as if it were lost in the Y02 siege to the reptile man necromancer.
Year 03:
Nope nope, so much nope- -We break the zombie siege, and spend almost 6 months cleaning up the dead.
Year 04:
Heroics?- -The mischievous kobolds get too annoying, we become the barony of Woodwitches, traps get laid in relative earnest, and the humans finally pay a visit.
Year 05:
The Goblins Elves get Upset- -We kill 2 Forgotten Beasts, break two goblin sieges, unleash some zombies and explore the cavern. A massive elven raid occurs, followed by a large New Year's party where we meet new friends in earnest. Year of the warrior indeed.
- - plans for a massive tomb are laid out in the barest of ways.
Year 06:
Heroes Don't Die like Heroes, They Rot- -Another elven raid, our defensive assault on the zombies goes awry, dramatically weakening our military while an Olm Man Diplomat from the humans is executed for crimes against dwarvenkind. The humans respond with a siege and we fight off several Forgotten Beasts, which included the rot-inducing Soil.
- -Soil managed to infect several otherwise healthy dwarves and war animals with Rot, and it spread throughout the fort, mostly to other animals but to an occasional dwarf. Tantrum spirals and massive fps loss ensued while we battled both miasma and waterfalls.
- -We finally get some much needed metal from the mountainhomes and begin smelting in earnest, and our diplomat gets murdered by a bugbat.
Year 07:
Unconventional Warfare means Everybody Loses- -We beat the Rot that claimed the lives of many, reform the army, and suffer several casualties due to carelessness and poor timing.
- -Engraving of the fort starts, we find the magma sea and easily accessible pillars within them, and prep the magma forge chamber
- - Hedge knights besiege us and the freelance necromancers return after being let free from the tombs
Year 08
The War Forge Goes HotAbandoned to a New Overseer- -Zombies, goblins, and a new overseer takes over. Maybe a new migrant will continue the story.
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Migrant Adventurer(s?)I wanna be the Migrant!- - In the mid-autumn of 1058, a dwarf is outcast by his hamlet and ventures forth to find a reason to survive in the dungeons of the human capital, where the last living dwarves outside of Woodwitches live.
- - After successfully sneaking through the sewers and locating the skeleton of a relatively well-equipped dwarf, our hero gets maimed fighting his way back out, and receives the location of Woodwitches as his ultimate reward. If only he could find a crutch he could stroll there at his leisure.
Leg Like a Hole- -We crawl through a forest retreat, encountering all of the outlaws, werebaddies, and outcasts who were skulking in cave around it. Though we didnt see any lawful elves, we killed plenty and obtained a crutch.
- -My hero companion drowns in the river and I find ChamberJest, the tower that assaults my fort.
- -Knappy Rock Time ensues
The River is Time, and You Downing in it Means You're Dumb-I find a tower, and play with the zombies some
-I kill more elves.
-I arrive on site, and discover the paradox I have wrought
Democracy Requires Responsibility-I explore the depths, killing the last Forgotten Beast.
-Game is rendered unplayable in a very anticlimactic way.
Don't be Mad at Me: The story of Elven Incompetence-A short story about an Elf I was currently playing at the time of Ur's unfortunate conclusion
-Watch as I fail at killing things and unwittingly unleash terror
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[Fin]