Even if you can get through the horrid, horrid interface, any fortress you invest a bunch of time designing and building will gradually grind to a halt from items you can't pick up or pools of poison that can never be cleaned or the simple fact that dwarves still don't know to obtain new clothing when their old clothing wears out. I'd give it a big AVOID AT ALL COSTS stamp instead. You can't keep a fortress going for any kind of long period, because it will inevitably start falling apart from bugs in the goddamn code. Instead of making the existing systems work, Tarn just keeps haring off to implement NEW insanely complex systems that don't work right. Why? Because the game is buggy as shit, and it never, ever gets better. I used to be really into Dwarf Fortress, but I don't think I'm even going to bother with this version. DF also allows that if you can get a goblin that your dwarfs have maimed without killing, you can imprison him running through a hellish maze for your own mad amusement, allowing you to play as some eldritch abomination beyond comprehension. Unlike Minecraft, there's no simultaneous multiplayer, though there's a pretty active community and a wiki and round robin games.Īlso, from Copronymus's link: Invaders such as elves or goblins will not work with any of the designs on this page, not unless you managed to dehand them before capture- securely closed doors are no barrier to them. Like Minecraft, one diversion (especially for more advanced players) is to try to Build Something Cool. Well, DF is really more a God game (at least in the more-popular fortress mode, I never did learn the controls for the roguelike mode, although that has its fans.) You direct little dudes to do stuff and try to keep them alive and happy, until you get bored or everything spirals into madness. but in any event Mine-craft has been adding more features that seem similar to what's in DF. actually I don't really know what 'you' do in DF. Posted by Copronymus at 8:22 PM on Februĭelmoi: Obviously they started out differently, they both involve digging but in minecraft you do the digging yourself, while in DF. It's envisioned as a game where you can always walk into the background of a scene to climb the hills and swim in the oceans. Now, he's put a complicated (well, everything in DF is complicated, so that goes without saying) system of terrain development with biomes that take into account elevation, drainage, rainfall, and temperature so that the rivers now have plausible sources and empty logically into seas and every bit of the water you see on the screen could be sourced. In the first versions, every fortress site had the same set of features and the water and lava poured endlessly out of the top of the screen. If this was in the era of infinite river water, I'm guessing it wasn't even that hard.Īctually, while the set of updates that got rid of infinite waves of water/lava wasn't a huge net gain in terms of enjoyable gameplay, it does show my absolute favorite thing about Toady's development process: every time he sees something that's arbitrary and game-y, he asks himself how to get rid of it. Murphy slaw: " I knew I was never going to be a hardcore df player after I logged onto the irc channel and walked into the middle of a conversation about the best way to use pumps and other mechanical devices to build a perpetual motion machine."
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