Update! So, picking up from where we left the last session, we had a surplus of migrants, and a deficit of wood for beds. Fortunately, I have a cunning plan to get more wood. Since the surface is pretty much scoured of anything useful...
Somewhere below our fort, there will be at least one "cavern" layer, loaded with underground fungus-shrubs and fungus-trees. And a load of nasty creatures, so we'll need to prepare for potential combat. First priority is to locate the nearest cavern layer, then to make some weapons and armor.
(https://i.imgur.com/ABS7qck.png)
Of course, it's never quite that simple, is it? Oh yay, MORE migrants, and our housing situation is already strained. Actually, it's not that dire, but each dwarf having their own room really helps smooth out shocks to happiness.
(https://i.imgur.com/R64CL55.png)
In preparation for our push into the deep, I order the newly-christened head smith Gortina to produce a set of basic iron gear for our first two military recruits, Dante and Kobar. As requested, these two will get to be axedwarves.
(https://i.imgur.com/tiJ0EwN.png)
Every military needs a barracks to sleep and train in, and an old depleted quarry area is in just the right spot. I slap down some of the few beds I have left, and mark the area as a barracks. Barracks also function as a flophouse for homeless dwarves, and the transient currently hogging one of the beds is one of the new arrivals without a proper room. I built the barracks first because I wanted Dante and Kobar to get a little practice with their gear before trying to chop up some wildlife, but at first they didn't want to do their training-type things. After closer examination, I headdesked upon remembering that I had forgotten to assign the barracks as an available training area. I mark the area, and Wallbones' army of two gets right to training.
(https://i.imgur.com/L0uhnq5.png)
Success! (http://www.youtube.com/watch?v=C_VheAwZBuQ) Underground caverns are an interesting thing- they repersent a lot of exposed rock, so I'll generally get a massive influx of potential gems and minerals. There's often an underground water source like a subterranean lake or river, but not this time apparently. Also, and the biggest reason why I need an army, the entirety of the cavern is *not* revealed once the miners punch through. Once I'm ready to actually go into the cavern, Kobar and Dante will recon the area near my chosen entry point.
(https://i.imgur.com/bJu7dMr.png)
Of friggin course. Unsurprisingly I don't have anything to trade away, but I do have a cunning plan. And my plan is a bit better than simply tossing a grenade at a car (holla NGTM-1R and HLP-XCOM).
(https://i.imgur.com/lalEbrZ.png)
Select the primary craftsdwarf's workshop...
(https://i.imgur.com/rJHrJTL.png)
...go into the workshop profile and dial up the minimum skill level. Looking over the skills of my dwarves, I noticed that redsniper and Apollo are very skilled stonecrafters, so I pretty much restrict this workshop just to them. Stonecrafting is basically free money, since just about all forts will produce a lot of extra stone, and having skilled crafters just multiplies the potential profits. Oh, and they work faster too, so I can crank out a run of stone trinkets for these latest traders.
(https://i.imgur.com/kLC5svV.png)
A wave of kobold thieves makes the mistake of sneaking into the fort. There were three in total; the first and third escape the fort with their lives and none of our stuff, but the second kobold... well, he had some trouble.
(https://i.imgur.com/B3z4nGD.png)
Specifically, one of Wallbones' pet dogs. All alone, with no support, the dog ripped apart the invader! Who's a good boy? Huh? YOU ARE! :3
(https://i.imgur.com/v87PfIr.png)
But it wasn't without cost- the dog, Meng Dishgears, got hurt really badly in the fight. If everything in Dwarf Fortress worked properly, an injured animal would need an Animal Caretaker dwarf to patch them back up. Such as things are though, animals can self-heal impressively well. Meng will be limping and pretty messed up for a while, but he should eventually be fine.
Oh, the wound system. For those who don't know- Dwarf Fortress actually uses a surprisingly gritty wound system. Rather than a simple stack of hitpoints, injuries to limbs, bones, and internal organs are tracked seperately, and death occurs from typically fatal injuries: bleeding out, corporal annihilation in some form, decapitation, or otherwise destruction of the brain. A body part in brown has taken minor damage (which can still include bleeding), yellow generally indicates a "break" or some loss of function, cyan indicates functional failure without integrity failure, red indicates a "mangled" part with loss of structural and functional integrity. Parts in dark grey have been severed. Also, not every single part of a creature is listed at first; an uninjured creature usually has just major body parts listed.
(https://i.imgur.com/9UIHLYH.png)
Just about to break into the cavern layer now. You can see the stairs, indicated by "<" for upward stairs, near the center of the screen. I wait on breaking in while I move Dante and Kobar into position on our side of the tunnel. Right after the miners break through, I'll plop some sturdy doors into the opening to keep undersirable elements out.
During all this, I trade away the small pile of stonecrafts that redsniper and Apollo cranked out. In exchange, we bartered for a big pile of wood from the Humans' wagons, a few bars of metal, and some surface booze.
(https://i.imgur.com/mjy8iS2.png)
:mad2: Seriously people, cut this **** out. Ah well, at least it's not a massive wave of useless peasants, like in most of the previous versions.
(https://i.imgur.com/YZ0bGaW.png)
Hey now! Not long after that migrant wave, one of the new dwarves, a clothier, gets a big idea. I quickly have a space excavated, and one of the non-mooded clothiers build the appropriate workshop.
(https://i.imgur.com/kQ8g12E.png)
Unlike Wallbones' previous mood, this guy doesn't get right to gathering. Instead, he's sitting in the shop, showing people these odd sketches, presumably of things he needs. A clothier naturally would want some cloth for his artifact, and I could've sworn we had some...
(https://i.imgur.com/rFVrYAG.png)
...yep. "Oh crap" mode engaged. Apparently silk made from Giant Cave Spiders isn't good enough for this prima donna, nooooo. Apparently this joker needs *plant fiber* cloth. Grump. I've had this happen way too many times, and I don't think I'll be able to get any plant fiber cloth before this guy goes nuts. Oh yeah, the risk of a mooded dwarf- if they can't finish their artifact for whatever reason, they'll go insane. One possible insanity is the Berserk state, which is just what it sounds like. Berserk is BAD; even an out-of-shape, unarmed dwarf can overpower and kill armed fighters. To mitigate that risk, I build most workshops into their own little cubbyholes that I can lock down if the worst comes to pass. I quietly order a door placed in the entry to the shop.
(https://i.imgur.com/L09mf3d.png)
Hmm. Maybe I can salvage this guy's project after all. A dwarven caravan means the potential for some Pig Tail cloth. Pig Tail is one of the dwarves' underground plants, which can be brewed into ale, or spun into thread and cloth. I also wouldn't have enough time to grow any of my own. Here's hoping that caravan can get here soon.
(https://i.imgur.com/kWJvPqe.png)
There's a naked mole dog in the fort! Everybody run for your lives! Soon after the caravan's appearance, some animals managed to get into the fort; Dante and Kobar kill a few wimpy subterranean critters, but a few get through, and apparently a vulture managed to bumble into the farming area. Kobar's been making a much bigger mess than Dante thus far- Kobar was the first dwarf through into the caverns, and earned the first kill of Wallbones' army.
(https://i.imgur.com/xyeOAuz.png)
After securing the lower "backdoor" and remembering to lock the doors, I order traps built in that corridor: weapon traps with automated giant axeblades, and a number of stonefall traps to squash unwanted creatures. I then get Dante and Kobar to kill off the vulture in the fort. The vulture is no threat on its own, but it disrupts the workflow by causing the civilans to run away. Current killcount: Kobar 4, Dante 1, Scourge 1, doggy Meng 1, and redsniper 1/2.
(https://i.imgur.com/1g25qNE.png)
Whoops. Time to lock Mr. Alathlinar in with his failed project. Berserk dwarves can't knock down buildings like doors (thank Armok!) so I'm just going to keep that area locked down until he dies of thirst or starvation. Cruel, but a better move than risking several lives to stop a superdwarvenly strong and tough berserker.
(https://i.imgur.com/H8TXgKP.png)
Seeing as that poor SOB is pretty much a dead dwarf walking, I order the first coffins built. I also located a good spot for Wallbones' Hall of History, the combined burial area and artifact vault. I'll show that off in a later post.
(https://i.imgur.com/RtfLxpS.png)
The caravan arrived right after Mr. Alathlinar lost his ****, so they (naturally) won't be helpful in saving him. I sell off our stock of remaining trinkets, but I notice something on one of the crafts while trading. Crafts can take many forms, in this case, the form of an actual historical figure or deity. There are a lot of deities in any world history, and a metric ****-ton of living historical figures. Craftsdwarves often craft goods that express their personal preferences (or in some cases, grudges!), so perhaps this figurine and others like it tell us something about Trash, hm?
(https://i.imgur.com/a3WqlSW.png)
Congratulations to DeeJay for birthing a lovely girl.
(https://i.imgur.com/UiQWSad.png)
One of the unnamed newbie crafters just had a child too!
(https://i.imgur.com/wwn4410.png)
...and in quick succession, Wallbones' bookkeeper just had a child as well! Did I miss a monstrous party a few months ago or something? Dwarven babies grow into children at 2 years of age, at which they can't be assigned any work per se, but they will help pick crops, and can still have Moods. At... 10 years old (I think) children grow into full-fledged dwarven adults.
(https://i.imgur.com/1AhF7La.png)
I'll end this on a cliffhanger. What will become of the insane crafter? Will Wallbones' greatest threat come from within?
He's going to die; in fact, he's already critically dehydrated. And.... probably not.
Update time. This is a big one, so I'll be breaking it into two posts. Also, without giving anything away just yet, there is a decision regarding the fort's future that must be made. I will leave it to y'all.
First off, our current roster (regarding actual forumites):
Polpolion- Miner/Administration
Scourge (of Ages)- Tanner
(Cmdr) DeeJay- Mechanic/Brewer
Mongoose- Farmer/Carpenter
Scotty- Miner/Gemworker
Trashman- Head physician/chemist
Wat(isname)- Weaponsmithing/Engineering
Kobar(44)- Axefighter
Apollo- Craftsdwarf
Patriot- Armorer/Mason RePatriot- Smithmistress
(SpardaSon) Dante- Axedwarf
(NGTM-1R) Night- Expendable soapmaker
redsniper- Stonecrafter
(FireSpawn) Spark- Glassmaker
Ghostavo- Miner
Dekker- Siege Engineer
deathfun- Suturer/wound dresser
pecenipicek- Weaponsmith
Gortina- Smithmistress
Pred- Axedwarf
(https://i.imgur.com/goKYPbH.png)
The oldest of Wallbones' babies has just matured into a Child. Dwarven children aren't much better than babies, but they can help out a little bit around the fort, mostly by harvesting crops.
(https://i.imgur.com/8S0CxvM.png)
I set the smiths a-working to make some metal armor and weapons for our melee squad. Well-crafted copper gear should be at least passably good.
(https://i.imgur.com/JEZMBpW.png)
Damnit. Meng Dishgears, canine hero who killed a kobold thief, has succumbed to infection. I *knew* there was something bad about that beast's blood. Our dwarves are unaffected because they washed the tainted blood off, but dogs aren't quite smart enough to do that.
(https://i.imgur.com/I5lAMpk.png)
I notice a cloud of miasma following another dog around, and get a little curious. Oh, miasma manifests as a thick purple cloud in-game, and indicates a really bad smell, usually coming from rot. Yes, this rot can come from necrotic tissue as well as decaying corpses.
(https://i.imgur.com/uUhpTtw.png)
Argh, just as I feared. Well, nothing much I can do about it, since animal healthcare is pretty much non-functional at the moment. This dog might get better on her own, but I wouldn't count on it. Infections are currently waaay OP- if certain body parts get infected (like fingernails, yes really) they can't be operated on and the infection will eventually kill the patient.
(https://i.imgur.com/kn9fOIS.png)
Night likes her helms. So much so that Wallbones is forbidden to export any. No skin off my nose, though the helms *would* fetch a nice price in trades.
(https://i.imgur.com/ZAmXToS.png)
Oho! Scotty's got a big idea for something.
(https://i.imgur.com/7s0a9QM.png)
Scotty's a miner, so it makes sense that his potential artifact would involve stone somehow.
(https://i.imgur.com/GJ3LnqC.png)
He's managed to get all his materials together. Let's give it a few moments and see what he comes up with.
(https://i.imgur.com/9NyEWSY.png)
Boss. Another kickass furniture piece to put into the common area!
(https://i.imgur.com/GcKCiSa.png)
I have no idea who Ushat Copperlords is, but apparently he's got a thing for giant hares. Ushat must be a historical figure of some importance or fascination to Scotty. If anybody's interested, as always I'm willing to investigate the connection.
(https://i.imgur.com/79C37mL.png)
Night had been complaining for a while about not having a "proper mayor's quarters", so I spent a good amount of time and effort to put together the first really nice suite in Wallbones. The walls and floors have been smoothed then engraved, thus all the decorations.
(https://i.imgur.com/bGdq1Kq.png)
Captain of the Guard apparently also necessitates nice quarters, so I whip up an apartment next to the barracks.
(https://i.imgur.com/b9HTvYF.png)
With the melee squad properly equipped, I think it's time to go and reveal the remainder of the first cavern layer. I need intel on the whole area so I can block off access points to the outside.
(http://i1102.photobucket.com/albums/g449/Ironcitadel99/572e0dfd-e218-4925-84aa-521faa25d55c.jpg)
During the course of our explorations, we come across a Cave Crocodile. What do we do with dangerous wildlife? We kill the crap out of it, of course!
(https://i.imgur.com/gkcNHuy.jpg)
Kobar's squad takes down the croc, but Kobar takes some pretty serious injuries in the process. He'll live, though.
(https://i.imgur.com/Z0VuY4N.png)
A no-name woodcrafter gets an idea for something cool. Can't wait to...
(https://i.imgur.com/OpRSl1j.png)
...oh **** me. Of course I started letting dwarves back into the cavern. "Surely there won't be another beast this soon!" Hahahaha no. Rescue as many dwarves as possible, consign the rest to death, you know, typical response. I don't want to play with a poisonous bite.
(https://i.imgur.com/U8urBkO.png)
What the ****, really? Did I burn down an orphanage in a past life? A Titan is essentially the surface equivalent of a Forgotten Beast- randomized attributes, but uniformly dangerous. Some of my most recent migrants still have hunting and fishing enabled, so those bumblers will buy me time to seal off the rest of the fort. Shame they'll have to wind up a Titan snack.
(https://i.imgur.com/EYDL3h5.png)
The new bridge system completely locks out the Cobra Beast from below, but traps three citizens in the cavern layer.
(https://i.imgur.com/Yz8b4RK.jpg)
At the same time, I have my masons wall off the stairs leading out from the fort. Once again, poisonous bite. Do not want.
(https://i.imgur.com/Hyz8XSt.png)
Goddamn shame, but better just them than everybody.
(https://i.imgur.com/ZjLLPOc.png)
Once the fort's all buttoned up, I notice something odd about the melee squad. First is Kobar- despite getting treatment for his upper body injury, he somehow managed to get his eyelid infected. Yes, his eyelid. It got scratched in his fight with the cave croc, and the infection may just kill him- remember what I said about incurable infections? Yeah, I think this is one of them.
Not pictured: Pred. I never noticed, but in the fight against the Antlion Beast, he suffered permanent nerve damage in one of his legs and needs a crutch to get around. He can still fight with his axe and shield on the same arm, he just walks a little slowly.
(https://i.imgur.com/W9VhTb0.png)
Start plopping down some of the furniture we've made to improve the quality of life for our newer immigrants.
(https://i.imgur.com/Dj6ZcXi.png)
As I've mentioned before, not much time passes between most of these pictures. Naturally, in the middle of all this chaos, some elves arrive. They'll get torn apart by the Titan. Screw 'em.
(https://i.imgur.com/1Jd3yJ6.png)
Moving the marksdwarf squad into position by the backdoor to try and pincusion the Cobra Beast. I'll be much more attentive with the beast's movement this time, so we should be able to kill it fairly easily.
(https://i.imgur.com/lXphx8a.png)
The beast is currently overshadowed by a pointer, but it's right at the gates. Holy ****, my harebrained scheme might actually work!
Unless you look real closely at the bridge in the corridor. What do you see? That's right- a braindead civilan dwarf running right to the beast. Apparently my melee sqad decided to play as well.
(https://i.imgur.com/DtkvO7U.png)
Triple ****nuggets. Yep, I must've done something bad in a previous life. Now we have the Caterpillar Beast, and Kobar's decided to take them both on before his squad can back them up. Shockingly, my archers aren't shooting. Line-of-sight error, perhaps?
Of course, Kobar's squad and the flood of civilans get slaughtered. I should have been more careful with the bridge management.
Kobar has been slain.
Dante has been slain.
Pred has been slain.
(https://i.imgur.com/yUdGZOw.png)
Attempting to open up the line of sight, I order my miners to open up the channel to the lower levels. Five internet points if anybody can tell me what I did wrong, and why Wallbones may now be screwed.
I didn't see that I'd be channeling into a rock wall, rather than into empty space. So, some rock ramps were created, allowing the Cobra Beast into the fortress!