Keep in mind that I’ve just reclaimed the fortress after being retired in order to allow for the Adventure Mode shenanigans. I’m sure this accounts for a lot of the weirdnesses, especially since I retired several adventurers in the fort who had just gone by and slaughtered nearly everything alive in the local necromancer’s tower. On the last visit there, the living inhabitants kept exclaiming that The Old Boat (my Dwarven civ) is at war with them. There must be some triangulation of diplomatic relationships going on in this situation, which goes a long way towards accounting for the non-hostile “hostiles”. The citizen traders may be related to the fact that the king has moved in and made us the new mountainhome. I think these new citizen traders are probably the old mountainhome caravan which has visited us in the past, now in residence at the new digs.
There are some additional upsides and downsides to the reclaim. One item in particular seems to be a bit of both: various items in the stockpiles are missing. On one hand, the overwhelming number of spider webs in the caverns are all gone. The 3000+ “silk threads” were an obvious source of processing delay in various operations within the game, contributing on some level to frame rate issues. Similar but less beneficial is a vaporization of all the fort’s drinks, meat, fish, and prepared meals. Etostamost boasted (ha ha!) nearly 2000 drink, 2000 – 3000 meat and fish, and nearly 19,000 (!) cooked meals. They are all gone on reclaim. Brewers, hunters, and cooks are working feverishly to replace the lost assets. Naturally, the 37 quintillion useless rotten bones, mussel shells, and random teeth littering the map all remain.
Also, as I’m sure most of you are aware, nearly every unbuilt item in the fortress is in a random location on the map. This is already true before the Fortress Mode reclaim – any adventurers visiting the site in Adventure Mode will find that the dwarves essentially detonated a low-order explosive right in the middle of the stockpile the instant the fort was retired. Having a hard time finding that adamantine helm you’re looking for? It’s probably on top of some 15z hill in the corner of the map. Or in the damn caverns somewhere. It also appears that all items have been removed from their bins and barrels.
This caused the fort to hit a blistering TWO frames per second for a few minutes immediately after reclaim as every single last dwarf pathed to Narnia and back while working out stockpile routes.
--(( fort runs for a few minutes ))--
Wait wait wait wait wait. The king is gone.
The nobles screen no longer lists the king, nor the outpost liaison. The “royal guard”, the four legendary martial dwarves which accompanied the king, remain. I can’t remember the regent’s name, so checking the units list for him is not an easy task.
The nobles screen makes it obvious that all the built containers (chests, bags, cabinets) in the fortress have been unbuilt and blown around the map at random with all the rest of the goods. This also reminds me that the current mayor is a goblin who originally applied for residence as part of a performance troupe.
I need to get all the chests and bags returned to the critical locations in the fort – the hospital, library, tavern, and etc.
--(( fort runs a while longer ))--
Traders just arrived… and all of my large steel serrated discs are gone. In an update to the “everything has been removed from bins and barrels”, it now seems that anything in a container when the fort was retired is gone completely, vaporized. We’re frantically trying to piece together some trade goods in their place.
Ah, they arrived with an outpost liaison, who introduces himself as being from the Mountainhome, and offering goods as normal. Apparently our new status as Mountainhome didn’t survive the reclaim cycle – that’s why the king is no longer present. Still odd that the Royal Guard remains.
I guess that should do it for now. I’m continuing to run the fort, so for sure there will be further updates in days to come.