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Author Topic: Dwarf Fortress 0.31.17 Released  (Read 70290 times)

Flaede

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Re: Dwarf Fortress 0.31.17 Released
« Reply #120 on: November 12, 2010, 04:07:42 am »

I am curious why the doors to the hidey holes of Hags & co. dissapear after they are defeated. It means I can't use the place as a safe haven at night.
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

forsaken1111

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Re: Dwarf Fortress 0.31.17 Released
« Reply #121 on: November 12, 2010, 04:12:41 am »

I am curious why the doors to the hidey holes of Hags & co. dissapear after they are defeated. It means I can't use the place as a safe haven at night.
They don't disappear, but if an item is on that tile they will remain open until it is moved.
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Flaede

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Re: Dwarf Fortress 0.31.17 Released
« Reply #122 on: November 12, 2010, 04:14:04 am »

I am curious why the doors to the hidey holes of Hags & co. dissapear after they are defeated. It means I can't use the place as a safe haven at night.
They don't disappear, but if an item is on that tile they will remain open until it is moved.

I am fairly certain the hatch was gone for an old hole that I had cleared out when I chanced to pass that way again much later.
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

forsaken1111

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Re: Dwarf Fortress 0.31.17 Released
« Reply #123 on: November 12, 2010, 04:15:25 am »

Hm, I've never observed them vanishing. I'll make a point to revisit some old lairs some time and see.
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Flaede

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Re: Dwarf Fortress 0.31.17 Released
« Reply #124 on: November 12, 2010, 04:16:16 am »

I was really annoyed, because there was no way I was getting back to civilization that night, weighed down as I was with Hydra-loot.
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

forsaken1111

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Re: Dwarf Fortress 0.31.17 Released
« Reply #125 on: November 12, 2010, 04:33:11 am »

Bogeymen go away after you kill a few apparently. My axedwarf killed about 7 and they all vanished.
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NerfJihad

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Re: Dwarf Fortress 0.31.17 Released
« Reply #126 on: November 12, 2010, 04:36:56 am »

*wipes blood from eyes*

I love this game so much... so so much...

I decided to take the 'direct' route to the lair of a night creature, starting at midday. Found it, stabbed it in the hand with a long sword (which I lost possession of) and had to punch / wrestle it to death. I lost an arm, an eye, both legs, and four teeth, but I got the bastard, right before bleeding to death. SO MUCH WIN!

Next adventurer was sent to a nearby area, I decided to check out the lair of the night creature, get my sword.

ITS FREAKING HUSBAND WAS THERE

I hacked it in the mouth, breaking two teeth, then in the leg, where it bled and gave my left lower-leg a red wound. I hacked it in the lower body until it bled to death, I grabbed my sword, and I slept.

I awoke to the sound of incessant cackling all around me. I hid in a choke-point in the lair, and watched as nine of the slavering brutes came in and took their lumps. I survived the night with the loss of my left hand, two fingers on my right hand, and an eye, but I *SURVIVED*. I slept again, woke at dawn, and slew the night creature, moving (wisely) to a local village where I regaled them with tales of conquest and adventure.

On traveling back to the quest-giver's fortress, I was ambushed by a particularly unruly vein of goblinite, and struck down.

I love how this game lets you taste victory before stabbing you to death by stinking green pedophiles
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forsaken1111

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Re: Dwarf Fortress 0.31.17 Released
« Reply #127 on: November 12, 2010, 04:41:56 am »

Made a human demigod, spear, shield and dodge skill with some fighting skill.

On my way to the first quest, go kill some bandit

Suddenly: "Black Bear!"

A black bear ran up, mauled my leg, then ran off. He left me with permanent nerve damage, inability to stand, and a useless right leg.

WTF game?
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Haspen

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Re: Dwarf Fortress 0.31.17 Released
« Reply #128 on: November 12, 2010, 04:44:41 am »

Made a human demigod, spear, shield and dodge skill with some fighting skill.

On my way to the first quest, go kill some bandit

Suddenly: "Black Bear!"

A black bear ran up, mauled my leg, then ran off. He left me with permanent nerve damage, inability to stand, and a useless right leg.

WTF game?

Didn't you know?

Games love to mock demigods.
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forsaken1111

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Re: Dwarf Fortress 0.31.17 Released
« Reply #129 on: November 12, 2010, 04:48:30 am »

Next character, I go to kill the mate of some ogress.

First attack, he punches me through my stomach and blows my spine out my back.

WTF GAME?!
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EmeraldWind

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Re: Dwarf Fortress 0.31.17 Released
« Reply #130 on: November 12, 2010, 05:16:21 am »

I was playing adventure mode a good bit the last week or so...

And I can see all the improvements.

I got ambushed by Kobolds... and a pack of camels tore them apart! It was awesome.

I went and killed a troll... but before I could report it, I was ambushed by other humans in front of the fort I was using for quests...

Now I can't even figure out which one of my party members killed the troll... does it not come up if we didn't report it or something?

And I can't remember the troll's name... so I can't check that...

I kind of wish the historical maps had the names of specific sites on it. Then I could figure out the name of the troll's lair... once I know the name of the lair I could look it up and find the troll's name. But the historical maps only have Entities on it.

I guess I need to make a return trip and see.
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Haspen

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Re: Dwarf Fortress 0.31.17 Released
« Reply #131 on: November 12, 2010, 05:51:10 am »

Check their weapons, closely, it shows their kills.
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SigFlags!
Quote from: Draignean@Spamkingdom+
Truly, we have the most uniquely talented spy network in all existence.
Quote from: mightymushroom@Spamkingdom#
Please tell me the Royal Physician didn't go to the same college as the Spymaster.

Eugenitor

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Re: Dwarf Fortress 0.31.17 Released
« Reply #132 on: November 12, 2010, 07:11:50 am »

So Toady's made a game in which horrific monstrosities stalk the land in a world where blood propagates on its own and all clothing slowly rots off and the inhabitants don't wear more.

Trying to open up the Japanese market I see.
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vaaern

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Re: Dwarf Fortress 0.31.17 Released
« Reply #133 on: November 12, 2010, 07:33:29 am »

har har, I'm new to this game (played it first one week ago), and I cannot win in adventure mode at all (31.16 was easier I guess). But it's one of the most awesome games around! keep it up.

Getting killed by a croc is not really cool :p I don't come close to rivers anymore now ;)
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CharlesPeter

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Re: Dwarf Fortress 0.31.17 Released
« Reply #134 on: November 12, 2010, 07:51:12 am »

Hi, Toady, I just wanted to say that I've played the game for a while, on and off for maybe a year and a bit now, and when the April update I played it almost every day for a long time. I recently stopped, and have just been keeping track of the updates. I would say that this update is on par, or above the April update, in terms of gameplay add-ons. It literally opened up a whole other part of the game to me. Expect some money coming your way at the end of the month. Thank you.
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