Hell yeah! Just finished reading the rules. Love it.
This is the greatest ruleset I never knew I wanted.
Great! I put you on the list, so you'll get the honor to start the turns this time, if you want to.
Here's a link to the latest save:
https://dffd.bay12games.com/file.php?id=16894
And the Seer's foretelling for your turn:
Whatever that means is up to you to figure out during your turn.
Well, I've certainly being doing a lot of "discovering" this turn. For instance, discovering what some of these levers do. To some extent, how the hell the place has managed to sustain itself. That there are dwarves who continuously fish for animals in this fort despite that they no longer spawn in the designated fishing hole. That for some reason, none of the nobles had any rooms. Some, if not all, of the horrors of this particular biome, and why we don't seem able to keep any meat in the fortress. That more than 60% of the fort's labor force has legendary in masonry, but that only roughly half of them have only the default peasant labors enabled. Also, I discovered how to occasionally let in migrants who manage to actually make it to one of the fortress bunker entrances, and then somehow
survive, against all odds, for at least a week, before I happen to casually notice that they've been shouting and slamming on the door to let them in since they arrived, and all of their fellow migrants were devoured by whatever currently inhabits the nearby "tree of death", which is the name I've given to this particular tree that now houses a very large concentration of corpses of both varieties of death, including a megabeast now, which was killed by this tree dwelling undead horse.
I'll do a full write up with screenshots and stuff. But we discovered and caught some glowworms in the 2nd (or possibly third?) cavern layer, which was cool, because they glow. Also, the 2nd cavern layer is somehow completely safe? We also discovered and harvested some adamantine, which is accessible from this layer.
But yeah,
this happened: I'm guessing I should resolve the mutiny before my turn is over? I was thinking of calling it at the start of spring 281, its mid autumn 280 now.
Unless you think my "solution" to the seer dying counts as "saving" them.
We've also been discovering the art of
brand recognition.