Dwarf Fortress/YMMV: Difference between revisions

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** Due to a few of the particulars of combat and skill training, along with an overpowered bite attack, carp in previous versions had the ability to very quickly tear your people to shreds.
** Due to a few of the particulars of combat and skill training, along with an overpowered bite attack, carp in previous versions had the ability to very quickly tear your people to shreds.
** A good bit of the popularity of the game -- aside from the whole ridiculously-detailed fortress-building thing -- is due to various bugs, perhaps "misfeatures", that produce unintentionally hilarious results: for example, dwarves not recognizing that they are on fire before attempting to drink from the extremely flammable booze stocks. The developer's constantly updated progress log is a good source for these stories.
** A good bit of the popularity of the game -- aside from the whole ridiculously-detailed fortress-building thing -- is due to various bugs, perhaps "misfeatures", that produce unintentionally hilarious results: for example, dwarves not recognizing that they are on fire before attempting to drink from the extremely flammable booze stocks. The developer's constantly updated progress log is a good source for these stories.
** See the [[Community (TV)/Dwarf Fortress|community page]] for a batch of examples that the playerbase named.
** See the [[Community/Dwarf Fortress|community page]] for a batch of examples that the playerbase named.
** Pinching (yes, ''pinching'') is ludicrously overpowered. Pinching someone in the neck while they're sleeping will ''sever their head and send it flying across the room''.
** Pinching (yes, ''pinching'') is ludicrously overpowered. Pinching someone in the neck while they're sleeping will ''sever their head and send it flying across the room''.
** And of course, the nicely illustrative, 'Got rid of world gen crash during succession after death of prolific long-standing position holders with inbred descendants.'
** And of course, the nicely illustrative, 'Got rid of world gen crash during succession after death of prolific long-standing position holders with inbred descendants.'
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** The release of .31.13 introduced a mind-boggling amount of change to civilization development, including city sprawl, farms, villages, trade, the possibility of literally hundreds of thousands of unique individuals tracked through wars and city building through a thousand years of world generation. At default settings as much as 10% of the map can end up covered with city/village/farmland sprawl. On the one hand it puts a thousand years of history of civilization and development into a slightly more realistic perspective. On the other, it leaves much less "wilderness" and unpopulated land suitable for new fortresses. And on the gripping hand, Adventure Mode now has orders of magnitude more interesting landscape and people with which to interact. Let's just say the changes have caused much debate. However, if history is any indication, balancing and tweaking will occur, and everyone will be happy again. (Except the dwarves. They are all still doomed.)
** The release of .31.13 introduced a mind-boggling amount of change to civilization development, including city sprawl, farms, villages, trade, the possibility of literally hundreds of thousands of unique individuals tracked through wars and city building through a thousand years of world generation. At default settings as much as 10% of the map can end up covered with city/village/farmland sprawl. On the one hand it puts a thousand years of history of civilization and development into a slightly more realistic perspective. On the other, it leaves much less "wilderness" and unpopulated land suitable for new fortresses. And on the gripping hand, Adventure Mode now has orders of magnitude more interesting landscape and people with which to interact. Let's just say the changes have caused much debate. However, if history is any indication, balancing and tweaking will occur, and everyone will be happy again. (Except the dwarves. They are all still doomed.)
* [[Failure Is the Only Option|Rule Of Fun]]
* [[Failure Is the Only Option|Rule Of Fun]]
* [[The Scrappy]]: ''Everyone'' [[Screw You Elves|hates the elves]]. They're irritating, stuck-up little bastards who spend all their time getting snooty at you for chopping down trees or selling them wood and trying to sell you poor-quality trade goods ([[Hypocritical Humor|made of wood]]). Elves are basically the ''reason'' people invented trade-depot-drowning traps.
* [[The Scrappy]]: ''Everyone'' [[Screw You, Elves|hates the elves]]. They're irritating, stuck-up little bastards who spend all their time getting snooty at you for chopping down trees or selling them wood and trying to sell you poor-quality trade goods ([[Hypocritical Humor|made of wood]]). Elves are basically the ''reason'' people invented trade-depot-drowning traps.
** Not ''everyone'' hates Elves. They are very useful; they come every year, bringing exotic animals and vital supplies, along with valuable stacks of cloth. And, when you seize all their belongings for free and send them back into the wilds, they come back the next year with even better stuff!
** Not ''everyone'' hates Elves. They are very useful; they come every year, bringing exotic animals and vital supplies, along with valuable stacks of cloth. And, when you seize all their belongings for free and send them back into the wilds, they come back the next year with even better stuff!
** Players also devote a lot of time and energy devising "[[Video Game Cruelty Potential|unfortunate accidents]]" to befall their nobles.
** Players also devote a lot of time and energy devising "[[Video Game Cruelty Potential|unfortunate accidents]]" to befall their nobles.