Maybe I’ll use this website again whooo knowwws

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Maybe I’ll use this website again whooo knowwws
goblin doodle
The new dwarf fortress devlog has me so hyped for the next update.
Necromancers in the world are now being tied into the villain mechanics toady has built up. Instead of becoming hermits and writing books for the rest of their lives, necromancers now go out graverobbing, invade nearby towns, and plan world domination.
They also can now raise up "intelligent" zombies that have elements of their previous personalities. According to the log, that to a hilarious bug where a zombie disregarded the necromancer and went on to join a traveling dancing troupe (honestly I'd love for that to become a feature)
First, alliances. When civilizations are feeling set upon by the more evil threats (any group that requires the killing of neutrals, like gobs and the undead), they can join up now, for as long as feels necessary, and beyond, if they get along. This has had the desired effect of keeping the necromancers in line. A typical scenario is that the necromancer will bide their time, raise many zombies, and attack a small market to attempt to get a snowball going. This sets an alliance to be formed, and the necromancer is subsequently defeated. In one such case, the necromancer Morul Searedgorge did exactly that to a coastal town of humans, and the next year found himself captured by an alliance of humans, elves and dwarves in roughly equal numbers. He was imprisoned in a dwarf fortress for 20 years. He might have escaped, but a hydra came and ate him and everybody else. I did have to fix a bug where the human and dwarven allies also ate the dead if the elves led the attack.
There are all sorts of variations on the general pattern. In one world, a militia commander obsessed with their own mortality defected to the necromancers, was killed, raised, and imprisoned for decades (and still in prison at game start.) In the same world, the main necromancer was also killed, but was brought back by an apprentice who had assumed control, who was later killed, and the now truly undead main necromancer became the leader again, until the alliance was finally fully successful. I only had one small world where the wind just blew the wrong way for everybody and the necromancer completely won, after 700 years of tracking down the last villages. In the end, heroic animal people were the last resistance, settling in the final holdout locations, slaying multiple forlorn butcher lieutenants as they inevitable fell to the army of 10000+ zombies and became forlorn butcher animal people themselves. By the year 834, every settlement was destroyed, and history effectively stopped, aside from chronic book writing and some animal heroes that still arose and wandered the regions (they found nowhere to settle and died of old age peacefully.) The necromancers don't yet attack the wilderness.
- DF Devlog May 22, 2019
Necromancers keep getting better and better. I cant wait to see what he does with them once he gets to Fortress mode.
oh my god?! greatwyrmgold from bay12?? I feel like I've seen a ghost
Finally! Someone who recognizes me from somewhere other than the Worm comment section!
Anyways yeah same GWG. I'd say "good to see you again," but I have no idea who you are.
#SPXRROWBLXCK .... if you ever need to catch the bus to the shop.... #22Bordeaux #Bay12 #MusicCityCentral #nashvilletn #nashville #MusicCity (at Music City Central)
recycled content // source: Liberal Crime Squad, 2004
I love the justice system in Dwarf Fortress.
During the early part of the game where my prison was not yet built I appointed 10 dwarves as guardsmen to keep the peace. Shortly after there was a mayor that violated a trade agreement. What did my fine upstanding bastions of justice decide was the appropriate response to this minor, white-collar crime?
Immediate. Fucking. Gang. Beating.
10 stout little fuckers wearing leather gloves with iron studs and steel-shod boots just knocked this ex-city official’s teeth across the dining room. Good times.