![]() ![]() Once the necromancer is feeling powerful enough, they attack the outlying villages of a market town and if the snowball gets big enough, the market town as well, all in the same invasion during a given year. Necromancers can infiltrate site graves and catacombs to sneak out some zombies, before they are ready to attack (in the currently released version, they only raid old battlefields.) Necromancers captured during such risky infiltrations are generally executed. Such regions become evil slowly, emanating outward visibly from the tower tile by tile. The wilderness population can still be used for invasions, but they are also able to roam on to player forts in the region and also encounter adventurers. If the necromancer is at their zombie cap, they can still raise more zombies, but they are added to a wilderness population instead. I've added a bit more information to the necromancer towers, allowing the zombies to build them up a bit to increase a site zombie cap. hector doepos Posts: 1251 Joined: Fri 12:37 am it could be interesting to try and start a new fort somewhere else on the map with this loaded, traumatized group of dwarves. seems like the kind of game that i will play once every year or so for the next decade lol. her only sense of ease comes from a distant memory of a waterfall. it seemed to me they were having an intimate moment, in a golden room, covered in vomit after murdering their fort. i also noticed two of the conspirator were clinging together. Someone had vomited all over the golden furniture in the leaders quarters. ![]() reading over their thoughts they were traumatized to various degrees. a rush of ascii characters and my fort was reduced to the 5 dwarves in the leadership team. When the time came to pull the switch, it was sort of anticlimactic. meanwhile, the leaders had also been building their own quarters, entirely out of gold - including all of the furniture and the walls. ![]() when the switch in the center of the room was triggered, the roof would cave in - killing everyone. The leaders of the fort, who were orchestrating the ritual death, built a trap above the hall. first i had the dwarves create the ritual hall, a nicely paved room with statues and the fortress' alcohol supply. i decided that i would stage an elaborate ritual death - the fortress was to become a death cult. My first proper fort was going well too well - it was getting boring. granted, if you have the energy for this sort of thing - it is very generative. the dwarves minds are a wall of text with many details. it also takes a lot of effort to read into the details of the simulation. Setting up a fort isn't hard, but it's tedious. it is definitely interesting lol, but i'm not sure if it is fun. you decide how to please yourself within a complicated systems sandbox. it is a very unique experience that is hard to describe. the extent to which you create your own fun in dwarf fortress is on another level to anything else i've played. I don't know if it is really the game for me. i feel like i crossed off a bucket list item lol. I went super hard on this game for like a month at the start of the year. ![]()
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