MAJOR SPOILERS! SKIP THIS IF YOU DON'T KNOW THEM ALL!OBLIGATORY PREFACE:Angelcrux is a fort situated on both a terrifying glacier (complete with reanimation and thralling clouds) and on a vault, courtesy of DFhack's embark-anywhere. Also it's near three towers and dwarves are extinct outside of the fortress. In addition, there is light modding to replace goblins with bugbears (big hairy goblins), make humans a bit more norse-like, and give dwarves a few new weapons.
Previous Updates:
Update 1Update 2Update 3Update 4Update 5Update 6Update 7
Angelcrux has been busy lately. Long term goals are finally starting to bear fruit, and even more ambitious plans are taking their place. The fortress thrives, and I'm excited to see the outcome of the next several years and eventually, the next several decades.
First and foremost, the honeymoon suites have finally begun paying off. Within the next three years, the fortress will receive an influx of thirteen children growing to adulthood, and the first six honeymoon children are already adults.
These children are going straight into the military, and I have just (within a few in-game days) finished rounding out my melee squads. The fort has three melee squads and two planned ranged squads. Each squad has or will have four dwarves, which may sound a little small but is quite effective for the kinds of sporadic combat seen frequently in reanimating biomes. These squads armored in divine metal, and will eventually grow to use only artifact weapons. In the mean time, the hammer squad (our oldest squad by far) has iron hammers and our other two squads use simple divine weaponry, which may be upgraded to adamantine before the creation of full adamantine artifacts. 50% of the artifact weapons will be able to be made with this generation, but the other half will have to wait a long time unless tragedy befalls the fort and a large number of dwarves die, which I'm not keen on letting happen for obvious reasons.
The marksdwarves sound like a bad idea as well, but I have an important mission for them: soot zombie control. Melee dwarves cannot engage without also getting sooted (as the disaster in reclaiming the fortress proper showed, among a few other encounters that my dwarves were not combatants in), so ranged units are a must to take these monsters down. I've currently just been trapping them, but this won't be an option every time. Mostly though, I just want to be able to pelt things with bolts because why the heck not?
In other military matters, I have also drafted all civilians and armed them with divine metal swords and helmets. Swords may sound an odd choice, but they are a versatile weapon, and good at quickly dispatching undead even if the undead don't stay down. I don't expect civilians to do the real fighting, just to survive long enough for soldiers to get onto the scene, and also to not run away when some ram wool or cat skin or whatever reanimates.
Another project that has borne fruit is our incursion into the vault. Through some sneaking, the murder of a Starry Pawn (the lowest tier of angels, and not very dangerous), and the construction of two oddly placed staircases, I have been able to retrieve the remaining three slade bars from the vault, thus exhausting its usefulness to me, at least for now.
Something else that has been a long time in coming is the full reclamation of the original fortress. While the actual fort was reclaimed, the initial suture stairway that leads to the glacier was held by an abominable soot necromancer experiment for a very long time, until I was able to trap it these past few years. This has allowed two groups of merchants to make it into the fort unmolested (which were unremarkable spare the acquisition of steel and some other metal I didn't have), and also given me access to my old magma minecart filler and the adamantine mines, which means I'll actually be able to finish the second forge room.
Oh right, that reminds me. I took over part of the caverns. The Southeast portion of the caverns is finally free of undead, and cleaned up, with one casualty of a fresh adult due to an entirely preventable incident with a troll. Not much else to say on the matter.
Further plans: cavern and ultimate goal of making the surface safe via storming the vault. Also hell?
Ultimately, I'm now moving into my endgame of ridiculous megaprojects. The next goal is the total reclaim of
all of the caverns, and a walling off and deep clean of them as well. Not too complicated, but it'll be a while before my armies are ready to defend such a vast area from undead incursions, and I'll require an actual staging area to hasten the cleaning and walling off process.
After that, I'll either look upwards or downwards, probably the former, but I might delve deeper as a side project, ridiculous as it sounds. Upwards is the vault, the key to the surface. Its spire rises high above the ground, and the roof is safe from all but the evil clouds that plague the surface. By taking over the vault, I'll save some FPS by killing its denizens as well as gain access to the roof, which I'll use as a staging point to roof over the entire embark and end the threat of evil clouds for good. This project is by far the most dangerous I'll ever undertake, and by almost anybody's standards would be a ridiculous project even with a mighty fortress of 200. But I will attempt it with 40. I'll spare the details for now, but I have more plans for the surface afterwards, which tie into the main project and are just as insane. Anyways, next!
Underground, the demons of hell await me. I won't meet them in honorable combat like I will the angels, obviously. Unlike angels, demons can be baited, so I'll make a spike corridor. Except I'll just use artifact bait so I don't have to make it long, and I'll use divine metal spikes and mechanisms, which cannot melt under the onslaught like iron can. Don't ask me how a magma safe metal is melting, I just know that it happens due to multiple previous experiences. But once that is done with, artifact bait will again assist me in the ultimate conquest of the underworld. An artifact surrounded by raising bridges and a roof will trap a group of demons, preventing any others from entering the map. Raise the bridge, and bam! Hell will be ours! Though, I might just let the actual conquest fester, I mostly just want the adamantine. Also I'll have a few semi-expendable fresh adults for this, which will be unfortunately likely to die between the soot cloud project above and this project in the deeps. It is a necessary sacrifice to let dwarvenkind prosper.
The fortress is currently 28 years old (year 318 of the world), stands at 40 population (the pop cap I have set), and has 70 million dorfbucks of wealth.