It isn't unheard of for dwarves to be bedridden for life ( often leading to the player euthanising them), or to have even worse injuries (say, to be missing all their limbs and still be working). Averted, from the point of view of the dwarves.Amusing Injuries: We are many, many versions away from seeing the message, "Urist McDwarf cancels swing pickaxe through load-bearing pillar/pull lever to drop drawbridge on own head/blithely ignore being set on fire/Armok knows what else: Not that bloody stupid." Hilarity Ensues, often.This keeps the o-so-clever AI terminally walking the walk of pointy pain. Which is provided with the same mechanism. Now the only way in is on the other end of the corridor. As soon as a creature approaches the end of the corridor, doors lock and other open.
This way is littered with infallible reciprocating pointy sticks. Lock down your fortress but leave a single way in. The players, of course, abuse its quirks mercilessly (particularly regarding avoidance of locked doors).
Averted by a few mythical beasts, magical creatures, and gods that are flagged to appear in procedurally-generated art but will not appear in any world. All Myths Are True: There's always supporting-to-conclusive evidence to be found for any event of the Age of Myth: razed hovels, plundered hoards, injured victims, surviving eyewitnesses, and the beasts themselves.Dwarves will only go sober if hospitalized, or if there is no alcohol available (and this will cause their productivity and mood to drop precipitously). The Alcoholic: ".S/he needs alcohol to get through the working day." Every dwarf, except in Adventurer mode.Abnormal Ammo: You can encrust your ammunition with bone details, wood or gems.The game in general provides examples of: See the community page for tropes and links relevant to the Dwarf Fortress community.
Or you can get the Lazy Newb Pack, which includes the above + tutorials + assisting software and loads of useful stuff here. You can find the game here, the invaluable gameplay wiki here, and some graphical tilesets here. If you intend to play this game, keep that in mind.ĭwarf Fortress is free, with further development paid for by donations. Both modes have no way to win, but hundreds of ways to lose: thus, losing is fun. The Adventure mode is rougher and less polished, like a very freeform Roguelike. The main game is Fortress mode, which plays like a dizzyingly complex hybrid of Dungeon Keeper and The Sims, if all your little people were manic-depressive alcoholics. It's not there yet - it's technically still in alpha - but it already has about two games worth of content, and an extremely fanatical fan base. And to cap it all, it intends to do it in ASCII character graphics. Its goal is to be nothing less than a fantasy world simulator, simulating dozens of nations and hundreds of thousands of characters over a thousand years, where you can watch history unfold from a godlike perspective or take the role of any character or civilization and make history. Slaves to Armok II: Dwarf Fortress is two games: the game it is right now, and the game it hopes to be. PAGES WILL BE DELETED OTHERWISE IF THEY ARE MISSING BASIC MARKUP.
DON'T MAKE PAGES MANUALLY UNLESS A TEMPLATE IS BROKEN, AND REPORT IT THAT IS THE CASE. THIS SHOULD BE WORKING NOW, REPORT ANY ISSUES TO Janna2000, SelfCloak or RRabbit42. The Trope workshop specific templates can then be removed and it will be regarded as a regular trope page after being moved to the Main namespace.