So deeper you must dig, if you want to claim the title of Mountainhome as your own! But even then, the monarch's thirst for treasure runs much deeper. It took almost every treasure I had to decorate the queen's throne room to her standards. It's not enough to merely bring the monarch to your fort. Running on the defaults, the nobles need about the same amount of wealth to attract. While waiting for my wealth to pile up I spent most of my time on projects like connecting the various parts of my fortress with minecart tracks in order bring treasure up from the magma forges and goblinite down to the smelter. But you need that lumber, and farming is so much easier in the underground. Savage creatures from above and below become irritated by your activity. Your industry can also bring attention from the locals. This extravagance attracted the typical invaders, but it's not only wealth that brings chaos to the fortress now.
I was able to do this around year 104, spreading wealth around like crazy. This will also open up diplomacy with the elves.
The caravans are pretty small in the beginning and the only way to get those big wagon trains is to establish a barony. To achieve this victory of sorts, you now have to be nice to the nobility. By early spring of 109 I had my Moutainhome. I started the run in a savage biome that was heavily forested next to a decent river. (The new balance of triggers and difficulty that can be adjusted in the settings menu.) This meant that all the hazards are active and the event triggers are pretty much the same as in the current version. I started the game in the year 100 on a small world with standard difficulty. The nine hour speed-run is impressive, however the rules have changed in premium!) If you want to avoid spoilers- read no further! You could probably cut that time in half if you cut corners and knew exactly what you were doing. It took about 47 hours of playtime to establish a new Mountainhome.
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Looking at these screens, obviously there's more that needs to be done and some of the glyph choices are Questionable (it was hard enough keeping my eyes open after doing ~2000 entries.) But on the plus side, it looks like we'll have a Classic release on the website at-or-around the initial launch, and every one of these glyphs is also easily moddable in the txt if you want to make different choices.
After days of grinding away at a 120KB txt file, I ended up just finishing a whole preliminary look.Īll of the new menus are converted - the tooltips are essential for the small buttons of course, and we have those. This required entering a semi-conscious data entry state. Before doing that, I thought I'd take a good stab at Classic and get a better feeling for how long it would take to do the conversion. As we're trying to figure out the final shape of the release, we ultimately have to make some decisions about Classic, Adventure mode, and Arena mode, as we've been discussing here and elsewhere for the last months.
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Coming to Steam and itch.io! DOWNLOAD DWARF FORTRESS CLASSIC 0.47.05 (January 28, 2021) Windows |Īll Versions Current Development: RSS Feed, Release Feed, Here's the report for the month and also a Future of the Fortress reply.