12/28/2023 0 Comments Dwarf fortress embark prfilesSee the reasons for our rules here, and please report any problems!ĭF can be intimidating, but we're dedicated to helping new players. Use the ☼Dwarf Fortress Questions Thread☼ err, difficult.Want to start playing? Read this sidebar! Ooooh, apparently these guys are tribal and pre-metallurgical? I'm not. (After digging around in the Creatures portion of the Symbol designer during Embark, I'm wondering if these aren't Beak Dogs and "Diseased" Beak Dogs) Finally, we can embark with "Rival Goblins" as pets - I know these are like slaves for the Naga and are an intended part of Goblin civilization, are they an intended part of the Scratchling's identity as well?Īlso Also - I notice they seem to be using a different Dwarven Langauge than the one I'm used to (not just that there are more words, I know that HF adds new languages and expands existing ones), do Scratchlings speak a different language than "proper" dwarfs, or does HF randomize the vanilla dwarf tongue? Both have male and female varieties, as well as hunting and war-trained variants of both, it's like the entries are doubled up. Also, there are two separate "Beak Dogs". Food is there, but no drinks of any kind. Some additional notes on the weirdness that is the Bisexual Bastards' embark screen, there appears to be no access whatsoever to drinks for the Dwarf Scratchlings. Very cool you were able to get the save-refresh for updates working so easily - brave new world for Dwarf Fortress modding. A civ of dwarves named the Bisexual Bastards who reject dwarven standards? Are you kidding me? That's legendary."Īre you kidding me? There's no way I'm not playing them. I'll confirm later that these changes (include the digging implement fix) don't require a new world. A civ of dwarves named the Bisexual Bastards who reject dwarven standards? Are you kidding me? That's legendary. hf's dwarf embark profile includes a copper pick. I'll almost certainly release that, with the first graphical update, tonight EST.Īlso, I need to check this, but I'd be willing to bet that using an embark profile (place the file in prefs) gets around this. I don't fully understand the bug, which is vanilla caused, but there's a really obvious solution that I'm working to code now. Re the digging implement bug: I just encountered that myself and it's a real problem. Annoyingly, the creature descriptions are hidden in Unit -> Health -> Description, which is unfortunate since hf encourages the player to constantly examine descriptions to learn things such as, for example, my expedition leader had celestial lineage. Most likely there's a true dwarven civ around your world somewhere. What you discovered was an alt-civ of "dwarven scratchlings", a 16% chance to replace a goblin civ. Out of curiosity, I tried embarking as the other Dwarven civilization in this world, the Gopher Fence, and they also demonstrate the Digging Implement bug, but have a standard Dwarven domestication list. I have no access to dwarven domestic creatures, and in fact can embark with a wide range of hunting and war-trained cavern creatures - mononoke of various stripes, Beak Dogs, slimespawn, something called a "Sustainer" (which sounds deeply Sinister), and most interestingly, "Rival Goblins". Perhaps weirder is this "Dwarven" civilization I found, the Bisexual Bastards, which is typed as Dwarven in the civilization list, and has 7 dwarves available for its embark, but it's whole domestic Animal list is distinctly Goblin. I can confirm some reports I've seen that "Digging Implements" seem to have been replaced by various types of weapons for various civs - I'm guessing this is some sort of issue akin to raw-dupes, but I'm not an experts. So I haven't started a fortress yet, but I've been generating worlds and poking around the Embark interface.
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