In celebration of Dwarf Fortress getting its first update in two years, I will share some of the most amusing stories/bugs the game has generated from across the web.
The target audience are people who are interested in what Dwarf Fortress is, but have had no experience with it. I will attempt to explain the background of some changes and provide a context for why the current version is hilarious/nuts.
I will make errors, so veteran Dwarf Fortress players feel free to chime in.
What is Dwarf Fortress?
Dwarf Fortress is less of a game, per say, and more of a world and fantasy simulation. Most things (names, historical events, enemies such as Megabeasts/Night creatures, quests and just about everything else) are procedurally generated. Certain entities like elves, humans or dwarves will be (mostly) homogeneous. Ie all elves will have two arms and two legs while this will not always be the case when you compare two Megabeasts.
Functionally this means that every game you play will be totally unique.
Dwarf Fortress has four modes that are strung together. There is World Generation that you don't really play so much as set the parameters for the world you want, hit compile, and come back after dinner and a load of laundry until its done.
In previous versions, once World Generation is complete, the civilizations, sites(locations), enemies and artifacts generated would be static until the player interacted with them in Adventure or Fortress mode. That has changed in the new version! (see below)
You can "play" or explore the text descriptions of all the people, places and things generated in your own unique world through the Legends Viewer
In Adventure Mode you control one elf, dwarf or human adventurer (represented on the map by an '@') and explore the world any way you wish. Townspeople will give you directions to local horrors that need killing like animals, bandits, dragons, minotaurs, titans, Megabeasts, werebeasts and necromancers. If the local population has had a rash of disapperances and killings then likely you have a vampire somewhere so you can accuse people of being the nefarious beast. I think vampires can have a cult so this can be more dangerous than you suspect as the vampire and his cronies jump you upon accusation. Everytime you kill a horrible thing you can brag about your deeds to the townspeople, increasing your reputation. Also you can steal goods from merchants, you filthy thief.
Or raid a tomb and fight mummies! Or single handedly invade a necromancer's tower and steal the secrets to immortality!
Or homicidally rampage through a random civilization and sell all their stuff to the nearest friendly merchant. Whatever.
One note however. Currently there are no boats, so you are landlocked.
In
Fortress Mode, the primary game mode, you pick a location on the world and supervise seven dwarves towards the goal of creating a successful outpost and eventually town. You give orders to make crafts for trade based on the natural resources available to you and merchants from friendly civilizations show up periodically to trade for your goods in exchange for rarer items you fancy or need. Your fortress increases in dwarfpower by periodic migrant waves of dwarves from your parent civilization. In the current version, all these migrants (and your starting seven) have a detailed history and possibly family.
The 'goal' is to dig down past cavern one, cavern two and the magma sea until you hit adamantine and start using it for production of goods. Once you hit the fabled adamantine a King or whatever will show up and bestow you with the highest honor, turning your site into a capitol.
Thwarting your development are evil civilizations like goblins and orcs and necromancers from their towers if they are within reach. Generally the assault begins slowly with goblins sending lone thieves to steal your stuff and snatchers to kidnap your children. Then small goblin groups begin attacking and this can culminate with full on warbands of 20-30 orcs mounted on everything from cave alligators to flying vampire bats trying to siege your fortress. Necromancers can show up and turn every piece of a corpse within range into a near unkillable zombie. Megabeasts and worse can crawl up from the cavern layers to try to break into your fortress. Also dragons, hydras, titans made of living metal, infectious werebeasts immune to everything but a specific metal will attack you from the surface as you grow more famous by trade. Vampires can hide in the dwarf migrant waves, appearing like just another dwarf, but once the blood drained bodies start piling up you know you have one. Also, didn't properly bury your dead? Have a ghost, which can range from mildly annoying to poltergeists that throw furnature around with fatal intent or spirits that make the walls bleed and literally try to scare your dwarves to death.
And that barely scratches the surface.
Unmodded Dwarf Fortress does not have modern graphics. It is rendered in ASCII and text.
Who is the head programmer?
One guy, Tarn Adams. PhD in Mathematics at Stanford (2005). Dissertation titled "Flat Chains in Banach Spaces". He spent one year of a post-doc at Texas A&M then left after a bout of common sense.
Personally I think this is one of the (several) reasons Richard Garfield (of Magic the Gathering fame) who is also an ex-academic (Professor of mathematics at Whitman College) donates regularly to Dwarf Fortress.
Since Tarn is primarily a mathematician and not a computer programmer this may explain many of Dwarf Fortress's, er, unorthodox design and development choices.
Tarn works with his brother Zach to develop Dwarf Fortress.
Who cares? Or the Cultural Significance and Industry Impact of Dwarf Fortress.
Dwarf Fortress was featured in the Museum of Modern Art in New York City in 2013. I've already mentioned the New York Times article. There was an article in the New Yorker:
http://www.newyorker.com/online/blogs/culture/2013/04/simcitys-evil-twin.htmlYou may have noticed a growing number of "procedurally generated" games that involve colonization and management of a civilization being (pre)released on Steam such as Prison Architect, Maia, Space Base DF-9, RimWorld, Gnomoria, Towns, Clockwork Empires...you get the picture. The developement of these games have been influenced by Dwarf Fortress.
What crazy stuff did Tarn add THIS release?
Note: "Entities" refers to humans, dwarves, elves, goblins and intelligent enemies like Megabeasts and Demons.
Changes important to understanding Dwarf Fortress stories and bugs below in italics
-Significant changes to Combat and Movement.
-Sound indicators and NPC cones of vision should allow sneaking as a valid tactic in Adventure Mode. Get your Solid Snake on.
-Every entity leaves tracks which you can follow in Tracking mode.
-Vampires now can sense and track blood
-Ability to jump and climb added.
-Multi tile trees added.
-Goblins/Elves/Dwarf civilization sites now have procedurally generated explorable locations. Yes Elves now reside in treehouses and Goblins live in places that look like Moria. Dwarf hill and mountain sites differ apparently.
-Procedurally generated divine-associated materials
-Demon Sites
-Necks. I believe creatures having necks is new thing. Yes this implies necks previously did not exist in all entities.
-Morale! All entities now respond to violence! Sometimes they run away! Sometimes they are stone cold murderers! Sometimes they will choose to fight non lethally! I believe an entities fear/acceptance of violence is a function of the new Discipline stat.
-Morale! Entities now can have loyalty(or not) to their organization! This means that if you are an enemy of their organization they may attack you, refuse to deal with you or be nasty! Or maybe they really didn't like their home organization in the first place and they don't care what you do! Entities may now rise up against their leaders!
-More Personality! Entities have emotions! Townspeople may lie to you! People recognize body parts from dead people and will react depending on their personality and how well they knew them! People may have life goals like wanting to take over the world!
-Civilizations are no longer static after World Generation!!!!!
This has the following ramifications:
• Starting a new Fortress or Adventure Mode currently result in two weeks of game time passing before play begins. Crashes may abound.
• Armies now exist on the world map and move about during play, and you can encounter their camps.
• Bandits harass townspeople
• Invaders cause mayhem in conquered sites
▬ Destroyed buildings, killed historical figures, things impaled on upright weapons...
▬ Killing their leader should often get them to leave
• Invaders have camps with tents for soldiers and large tents for their commanders.
• Commanders chased out of their camp try to return due to their responsibility.
• Soldiers patrol the camp, raise the alarm, etc.
• Entities have various “claims” to sites, rather than outright uncontested ownership every time.
• Sites may change ownership during play!
• Goblins will hunt down a civilization’s leaders and kill them, instead of just slaughtering indiscriminately.
• THIS MEANS YOU CAN TOO!!! KILL A KING AND TAKE HIS THRONE!!! OR OVERTHROW A MAYOR!!! WHATEVER!!!
• Retired fortresses can be reclaimed.
• Civs will now continue to build settlements after worldgen, with some limitations. No roads or markets will be made in these post-worldgen sites
• Armies inhabiting foreign conquered sites can now alter the sites to some degree.
▬ Goblins will begin building trenches and small towers “in human villages, elf sites and dwarf hill sites that have been taken after some time passes”
Full unoffical DF 2014 changelog here:
https://docs.google.com/document/d/1Vgy5h5tmWFZLqCJMYd1cbGG67SUCSIn30Y--DNymzdg/editWhere can I get the new version (0.40.02, as of 7/10/14)?
http://www.bay12games.com/dwarves/WHY DOES IT KEEP CRASHING? Wasn't it just released?
In the words of Tarn Adams (07/10/2014) "It's not DF without save corruption!"
Welcome to Dwarf Fortress. Don't expect fully stable version for at least two months.
Kaalak how do I...?
Hahahaha. I have no clue. I suggest asking reddit, Something Awful or the Dwarf Fortress forums.
I recommend Getting Started with Dwarf Fortress by Peter Tyson.
http://shop.oreilly.com/product/0636920022565.doSeriously. I don't know.
Comments
Dwarf fortress gameplay is generally hilarious, Tarantino levels of text-gruesome, or Lynchian surreal, and frequently all three.