It is when we keep the animal population and cleanliness under control. It sounds like it needs a Clean all and some pop control
Fortress started with 260 animals and 500 meat units; after cleanup 44 animals and 2700 meat units though some may have rotten away. Corpses to D, clothing un-F, metal M. My computer handles Smallhands alternating between 17 and 33 FPS not sure what may cause bottlenecks.
I stopped bauxite block/green glass corkscrew production and umbrella construction as the goal right now was basically cleaning up.
It has been a while, so I'm going to post a request for a new dwarf again. Also, I didn't think there were any more drastically different types of overseer we hadn't had yet, but I was wrong. Looking forward to the latest round of shenanigans.
The militia commander Momuz Swordhatchets is named now Fatcat.
1st Hematite
A vile force of darkness has arrived to execute a special military operation
(let me know if politics is ok here). Some 25 invaders. The outer gate was closed. Meanwhile some dwarves were still scavenging whatever was still unplundered on the surface but found shelter within the fortress through an alternative entrance through the former water storage that has been leaking now for a year. Some invaders found a way inside through the umbrella construction. Doors were closed, burrow adjusted. However, there was no stopping them through the power provision tunnel, and the military was sent in to deal with the invaders.
After the swordmaster ambushed and beheaded the elf recruit the remaining invaders left the fortress. Two prisoners were taken.
Traders came we exported 17k. Also, wtf:
6th Sandstone
All the corpses during this year were dumped into the resurrection chamber but this had some
!fun! consequences. It appears that our Titan Hunter saw our necromancer through the shutters that were not closed at this time and gave it a straight shot with his crossbow. His lung got punctured and he decided to call some friends:
Our necromancer is just fine:
Moments later some 3 non-named dwarfs died. But we have a friendly troll forlorn ghoul now!
18th Timber
Malfoy went starving mad:
Good possessions, work and beverage seemed to lift up her mood. But the lack of relationship (everyone was busy in the hive cleaning) and restlessness must have been the last drop. Momuz Scrapesyrup has been named 'Malfoy'. He's currently 9 years old.
1st Moonstone
A vile force has arrived, again. 280 invaders. The Trolls started to tear through the pipes and gear-assemblies that were encompassing the Tall Bar:
Further down they also destroyed magma pumps:
And, though unexpected, our fire imp finally decided to use some of its natural powers. Albeit his frustration of captivity was first released on our temporarily retreating warriors:
The shooting range seems to have been to short to hurt anything, but the bursts set a nice fire. In the meantime trolls used the midair stairway to get on top of the Tall Bar and destroyed all they could find:
Some unfortunate dwarves, feeling that the Tall Bar was an invincible stronghold, were not ready for the assault and got crushed by the Trolls. The citizens were avenged:
The invaders were losing interest on the site and the beakdog cavalry mass went south, but some skirmishers remained hunting the local wildlife:
At least they were catching also the local sicknesses:
Back to the Tall Bar, some unfortunate individual decided on hearing the lost civilians, that this was the right time to get some proper socks. Three remaining goblins saw him coming and climbed the Tall Bar. He was dodging their slashes and fell down, breaking some bones but still survived. Scrambling back to safety he was unlucky to find the goblins searching for him again. But he too, was avenged that day:
And this is how the siege ended, but not the consequences. Elpho got so badly hurt, his bleeding wouldn't stop:
By now he was treated two months by our best doctors and the bleeding just won't stop. I don't know how to fix this. At least the doctors get very good at surgery.
The rest of the year was again about cleaning up the last siege. There are two new levers now on level 118, one to open/close the water-reservoir and another one for a secondary gate. It seemed to be beneficial that retreating dwarves may use another entry while a siege is happening, as these always appear on the top-left corner and the secondary gate is on the cave-in site on the right corner.
I also wanted to better comprehend the fortress of Smallhand itself. I found it as example very interesting how the current goo-hive entry was a former trap labyrinth for invasion forces, and since then went through some revisions. Maybe it would be interesting to screenshot/gif fortress levels through the safe-files but it seems like a lot of work. For now I thought of trying this format for this year. It's a list showing on the left column the deepness level and on the right more or less what this level entails.
15 deepest dug
16-18 raw adamantine
19 magma enter with traps, magma pump to obsidian casting container
20 obsidian casting container, magma pump start
21 3rd cavern layer end, levers, furnances and forges, obsidian factory
22-24
25 lots of traps to map edge
26 3rd cavern layer start, sunset art
27-34 2nd cavern layer end
35-36
37 entrance to 2nd cavern layer
38-49
50 pit
51-56
57 2nd cavern layer start
58-91
92 1st cavern layer end
93-94
95 clean caverns
96 clean caverns, personal room
97 stone/bar stockpiles, magma smelters, adamantine strands
98-99
100-101 graveyard
102 graveyard, various mason workshops
103 enemy drop chamber end
104 craftsdwarf guildhall, corpse display hall
105 enemy drop chamber start, farmer and armorer guildhall
106 3 personal rooms
107 cavern collapse potential (no responsibility or liability for writer)
108 temple, library, 7 personal rooms, paper/artifact/furniture stockpile
109 2 temples, gem industry, mechanic workshops, cavern collapse potential
110 temple, finished goods/leather stockpile, clothing industry, Salmeuk's suicide chamber, cavern collapse potential
111 4 personal rooms, 40 2x6 rooms, Salmeuk's suicide temple, ressurection, graveyard, food/furniture stockpiles, glass industry, water reactor end
112 water reactor, tavern, hospital, 2 personal rooms, 18 2x2 rooms, food stockpiles, museum, important levers
113 prepared meal/foo/refuse/weapon/armor/ammo/seeds/animal stockpiles, 1 personal room, 3 barracks, 3 pastures, animal industry, umbrella start, outside start, necromancer tower start
114 log/finished goods/ammo/food stockpiles, wood furnance/carpenter workshops, archery range, 1 barracks, 5 personal rooms
115-117 weird stairs siblng rooms, water reservoir
118 farms, water source, 2 wells, food, 2 barracks
119 pasture, besiegertrap tunnel, tradedepot
120 farms, many traps, fortress entrance start, magma mug trap tower start
121 food stockpiles
122 necromancer tower end, graveyard
123 food stockpile
124 food stockpile, fortress entrance end
125-126
127 tavern
128 magma chamber
129
130 magma mug trap tower end
131-134
135 umbrella
File:
https://dffd.bay12games.com/file.php?id=15891