They can't tell steel made with charcoal from steel made with mined coal, so they'll take either but any glass but green glass needs wood ash to turn into pearlash, and beds and bins must be made of wood, so elves are notoriously unpopular. Animal Wrongs Group: Elves, but for trees (they still tame animals and use them as weapons.) They will be horribly offended when presented with anything made from wood or charcoal.It makes for excellent Dungeon Crawling in Adventure mode, and a source for necromancers to summon their armies from in Fortress mode. Ancient Tomb: The 2012 update added elaborate burial tombs where sentient creatures born and died during world generation will be interred.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.They're even procedurally generated so no two are alike, with a penchant for taking human mates and transforming them into beasts like themselves, and a taste for human (or elven or dwarven) flesh. All Trolls Are Different: The creatures simply named "troll" are big, hairy brutes that goblins use to tear fortifications apart (and shear like sheep), but the Night Trolls best match the old troll mythology.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.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).
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