Feel free to voice your opinion about how we'll tyranically manage the turn orders from now on. There are a lot of people in line, this is a reboot, and no matter what we choose, someone is getting screwed over. We just need to find the way that makes it not my fault when that happens. the most convenient and fair for you guys.
O' Taupe you give me far too much credit. I'm still getting a turn down the line anyway so it doesn't have to be now. Besides, I
just finished my turn at
Surprisepalace, and I'm picking up the turn on
Constructivory over the weekend
(not to mention I've got my own 18 year old fort to run). So even if I wanted to, I wouldn't be able pick up my turn. Getting rather burnt out on DF lately. So let me just graciously bow out and say I'll rather
NOT go with [System C].
On the topic of werebeasts, I neglected to mention this but as far as I'm aware,
only bites that penetrate the skin transmit the werebeast curse (so bruises and deflected hits don't qualify). Might be useful to know for whomever is picking up the save next.
As for fortress safety, let's just say
neither hatches nor 1 z-level tall walls stop
kobolds, much less flying building destroyers. When it comes down to it, I trust only bridges.
My recommendation is to remove the hatches, replacing them with floors and have roof access be from outside the fort instead of inside
(using stairs or ramps). Put a bridge in a choke point somewhere to restrict access and to prevent
"oh fuck which lever do I pull" panics. But hey, don't let me dictate how you want to play.
I have my own plans for defensible architecture that I'm planning to implement, once my turn comes around of course. I hope we have lots of blocks by then.
Next up, a closer look at our outpost liaison and pictures of the fledgling settlement!