36
submitted 1 month ago* (last edited 1 month ago) by PorkrollPosadist@hexbear.net to c/games@hexbear.net

It's Fortress Friday! Today we wait for @gay_king_prince_charles@hexbear.net to finish her turn and for control of the game to pass to @booty@hexbear.net (please confirm), with the following players waiting for a chance to leave their mark on Dwarven history.

  1. (Beginning Jan. 9) @Oreb@hexbear.net

  2. (Beginning Jan. 16) @Infamousblt@hexbear.net

  3. (Beginning Jan. 23) [First slot for new players / second turns begin] @PorkrollPosadist@hexbear.net

  4. (Beginning Jan. 30) @Moonworm@hexbear.net

  5. (Beginning Feb. 6) @Doubledee@hexbear.net

  6. (Beginning Feb. 13) @gay_king_prince_charles@hexbear.net

New players are encouraged to apply in this thread. All players and spectators are welcome to load up the save and see what's going on first hand.

As we approach the point where players will begin their second turns, we will transition how we handle adding new players to the queue. Applications at this point will be put +/- two weeks back in the queue (after the next player) so people can have a reasonable amount of time to make adjustments.

Lore

How to play

Importing the save

Dwarf Fortress saves are not stored in a single file. They are stored as named directories containing over a thousand individual data files. In order to load the game, you need to download a zipped archive of the save and place it in your Dwarf Fortress save directory. This directory can be located in a number of places depending on which OS you are using and what settings you have enabled.

If Portable mode is enabled (not default), the save directory will be located in the same directory as dwarfort / dwarfort.exe. If you are using Steam with the default locations, these are:

On Linux: ~/.local/share/Steam/steamapps/common/Dwarf Fortress/save

On Windows: C:\Program Files (x86)\Steam\steamapps\common\Dwarf Fortress\save

This directory might exist, even if Portable mode is turned off (default), but in that case it will be ignored by the game. Instead, save files are stored somewhere in your user directory.

On Linux: ~/.local/share/Bay 12 Games/Dwarf Fortress/save

On Windows: %AppData%\Roaming\Bay 12 Games\Dwarf Fortress\save

Extract the FFSeason1 directory from the archive and place it inside of the appropriate save directory, then you should see it after starting the game.

Stopping the clock

By using a combination of the "Autosave Frequency" (any setting as long as it is not "Off") and "Pause after every autosave" options, you can cause the game to pause at the exact moment the calendar ticks over to 1st Granite (the first day of the year).

After the game pauses, you still have the opportunity to do a couple minor things, like designating blueprint tiles to label hazards, noteworthy sources of material, or leaving graffiti. You can also rename stockpiles and rooms, etc. before writing the final save. You should avoid doing anything that will substantially change the behavior of the fort or generate labor tasks (like creating / removing stockpiles, changing which items are allowed to be stored in stockpiles, enabling / disabling standing orders, creating new work orders, or designating new rooms / meeting areas). Military schedules often change at the start of a season (e.g. the "staggered training" preset). This is fine.

Any blueprints left are merely suggestions. The next player is free to ignore them. If you wanted something built there, you should have microed your miners better :P

Exporting the save

When Dwarf Fortress creates auto-saves, or if you use the "save and continue playing" feature, Dwarf Fortress will write these saves to an alternate directory (e.g. autosave1 or pull the lever). When you finish your turn, you need to use the "Save and return to title menu" option and choose "Save to this timeline." You need to do this even though the game just created an auto-save. This will write the save back to the FFSeason1 directory, which you can then place in a zip archive and submit.

Making your submission.

Save files can be e-mailed to fortress-friday@matapacos.dog ahead of time. Some e-mail services (like Gmail) prohibit sending large enough attachments, but if it works on your end, it should work on mine. Otherwise, the file may need to be hosted using a third-party service. Dwarf Fortress File Depot is the canonical service for this (they have a category specifically for community games), but any service which doesn't require me to create an account or jump through flaming hoops is acceptable. Currently (as of Episode 3), the compressed save is about 58MB. It won't get any smaller with time.

Alternately, submissions can be made as a reply to the following week's Fortress Friday post, which will be posted in anticipation of a submission. This thread will be posted and used to coordinate the game and get the proper files into the hands of the next player regardless of if the anticipated turn was completed.

Whether or not the file was transferred in advance, The player who just completed their turn should make a top-level comment in this thread describing noteworthy events of their turn. You are encouraged (but not required) to roleplay and continue to spin a fantasy narrative out of it, but you don't need to write us a Tolkien novel - especially if you are pressed for time and have other shit to worry about. This shouldn't feel like a homework assignment.

My initial submission will be excessive because I am also covering the results of world-generation, the historical circumstances of the civilization we chose, and the embark. Subsequent posts will mostly be focused on chronicling events in Fortress Mode. You are absolutely not expected to export the world history and spend hours dicking around in Legends Viewer spinning up backstories for every minor goblin who gets turned into dog food.

What if a turn is not completed / running late?

If you anticipate not being able to complete your turn, just let us know (the sooner, the better) so we can make adjustments. Shit pops up. There are more important things in life than a stupid game. We won't be mad at you.

In case Fortress Friday rolls around and there is no submission, Tentatively, I think we give the player 24 hours to actually make their post before we start openly contemplating passing to the next player, followed by another 24 hours to find out which of the next players is actually available. So if there is no update by mid-Saturday, we find another candidate, and if there is no word by mid-Sunday, they are given the green light to play.

What if a turn is completed early?

You can tease us (it's reassuring to know progress is being made), but hold on to your spoilers until Fortress Friday. I think keeping this thing on a regular schedule will do a lot to keep everybody looking forward to updates and keeping things organized. If anticipation is eating away at you, try to fill in some lore and backstory.

Rules

There are not many hard rules, but generally

  • You play for one year in-game time. Turns should begin and end on 1st Granite.

  • Avoid using blatant exploits (the game is built of cheese, so this is sort of like the pornography rule, "you know it when you see it.") Things like perpetual motion machines or material duplication schemes should be shunned. Some things classified as exploits, like "atom smashers" should be fine as long as their applications aren't egregious.

  • Try not to save-scum (Do save though. Crashes happen, and named "save and continue" saves won't clutter the main save).

  • You are free to use DFHack, but do not use any of it's "Armok" (god-mode) features. Also, try to keep it modest. The fort shouldn't fail catastrophically if the next player doesn't have DFHack installed.

all 21 comments
sorted by: hot top controversial new old
[-] PorkrollPosadist@hexbear.net 6 points 1 month ago* (last edited 1 month ago)

@gay_king_prince_charles@hexbear.net is busy today, but submitted her entry early.

From the desk of Gay King Prince Charles, Manager of Beardrenched

Year 203

Granite: The fortress is in excellent condition and well-set-up. I intend to seal up the old fortress entrance and replace with a more defensible alternative, as a single building destroyer could cause some serious damage in the current situation. An elven caravan showed up and didn't have anything good (as expected). A human poet sallow slayer has appeared, which is disconcerting but not immediately disqualifying. A new plan for a creature/invader entrance lined to the teeth with traps is underway. Additionaly, Vucar Hamelance is a visiting Dwarf Poet Necromancer. A dwarf has started a secretive construction but requires metal bars and cloth but refuses to get them.

Slate: Migrants have arrived, raising the population to 91 and turning beardrenched into a town. The naturalist Zuntir Gusgashlikot has become incredibly popular and keeps gaining students. Additionally, we keep accumulating prophets. The dwarven child has finished a strange mood and offered it to the hammers of reason. Dari Divedtrim, monster hunter has applied for residency but was denied on account of only being a competent spearman.

Felsite: A human beast hunter empty slayer has appeared, we will proceed with caution. In addition, the Lord Consort has visited. Hopefully we impress him enough to attract more nobles. A sallow slayer poet has appeared. There must be some highly cultured evil nearby.

Hemanite: Obi, Night's Fist Lasher - a horrific failed experiment created by a necromancer in 117 - has came to visit. He isn't outwardly hostile, but the fortress will be sealed. If he doesn't attack the bait cats, he might be allowed in under escort. But horrors clearly exist outside the fortress walls. The experiment seems safe upon isolation outdoors and will be let in along with a caravan. The experiment later requested citizenship to eradicate monsters and was granted it, on account of being nonhostile, cool, and too weak to pose a threat. An attempt was made to launch the werelemur into the void with a bridge for my enjoyment, but it unfortunately didn't work. Instead, he was atom smashed for convince. The fortress is currently experiencing a devastating coal shortage and efforts to find coal are underway.

Malachite: The human merchants are greedy bastards who are lucky I don't have magma yet. Additionally, a lady consort is visiting. We need to get a legendary engraver soon. In addition, the mayor has a strange mood that might be promising. Another prophet has visited, I should make a few nicer temples.

An Ambush! 9 goblins have attempted to attack the fort. The military was dispatched and made quick work of them, however there was 1 injury and 1 fatality from the attack. As it stands, we are woefully unprepared for ranged invaders. To remedy this, marksdwarves and better defenses are in order.

Galena: Migrants have arrived and raised population to 103. A drathla killed a dog, but he was asking for it. Work continues at pace with no large developments.

Limestone: A lot has happened. An artifact whose name escapes me has been stolen, and the fortress has been locked down in response. Investigations are being conducted. But more importantly, representatives from the mountainhomes are impressed with our efforts and have named Monom Zulzatthud the Baroness of Beardrenched! She requires much finer accommodations which are under construction. Additionally, coal has been found on the edges of the giant pit. We need to be careful to excavate the vein, but it should end the steel shortage. The future looks bright for Beardrenched.

Sandstone: The future does not look bright for Beardrenched. A forgotten beast has decided to wander into the caverns. Thankfully, due to the forethought of my predecessor, the caverns are walled off, and the beast can't harm the fortress. Business as usual will continue.

Moonstone: Not much is happening. A miner died in a cave in, but other than that, nothing of note has happened.

Rest of the year: Very boring. Progress was made on making the Baroness' quarters up to spec (as well as all of the other officials to be fair), Most of my effort was spent excavating the coal veins in the sides of the pit, which happened successfully. Overall, the fortress is in good condition and a lot of progress has been made, such as elevating a peasant to a Baroness, achieving metropolis status with 165 population, revamping the foot entrance, fending off invaders, and a few other things. While I'm happy with the status quo, I do have a few recommendations for my successor.

  • Put a roof on the guard house outside of the foot entrance. The sun keeps making dwarfs sick and we are vulnerable to flying creatures right now.

  • Find a way to pump out the water filling up the trenches underneath bridges. A bit of water is nice because it drowns invaders, but too much water makes the pit ineffectual. There's a flooded trench in the main foot entrance as well as the gate to the level 2 caverns.

  • Reroute the new entrance such that it doesn't use the same path as the trading depot.

  • Improve the gate to the deeper caverns and possibly explore them.

  • Get the marksdwarves actually training because I don't think I did that right.

  • Restore bolt production

  • Find a way to train the elk birds. They are too cool to sit in cages

  • Get rid of the forgotten beast

  • Last but not least, investigate the theft of brimsstyled. I ran some interviews but forgot to do anything about them and discovered a plot that happened on 1 granite. Sorry for screwing that up, and hopefully it makes for a fun write up,

Save file: https://dffd.bay12games.com/file.php?id=17698

PingsPlayers: @Moonworm@hexbear.net, @Doubledee@hexbear.net, @gay_king_prince_charles@hexbear.net, @booty@hexbear.net, @context@hexbear.net, @Oreb@hexbear.net, @Infamousblt@hexbear.net

Mods: @jack@hexbear.net, @RiotDoll@hexbear.net

Thanks all

[-] PorkrollPosadist@hexbear.net 7 points 1 month ago* (last edited 1 month ago)

Damn, the population growth is giving me vertigo. It's like when you're in high school and your parents have gone away for the weekend so you throw a party and before you know it there are 168 people in your house, uninvited guests throwing up out your second story windows, and piggy banks disappearing left and right. It might be time to discuss what we want to do about the population cap, considering the next player might hit it. Currently, the soft-cap is at the default setting of 200, but I am not opposed to raising it somewhat. The game's performance has improved over the years, but not everybody has a super-computer to play on. If nobody comments, we'll leave it alone.

Shit is popping off, between the criminal conspiracies, the escalating Goblin assaults, and the constant stream of necromancers coming and going. It is also beginning to look like a proper ~~Mos Eisley Cantina~~ Dwarven Fortress, with an expanding gore-pile on the surface and all manner of characters in the tavern. We can count many Elves, Goblins, Humans, and even necromancer experiments not only as guests, but citizens of the fort, with the children of Dwarves, Humans, and Elves running around and playing together in the same halls. For "The Fortress at the End of the World," it is beginning to look like a dream of what the future of Teyo Ametha could potentially look like, with people of various races and afflictions living together in harmony, despite the acute civilizational conflicts unfolding around them.

It looks like it has been another busy year so it's understandable that this got mentioned only in passing, but I believe it is worth mentioning the fort's very first Forgotten Beast visit. Usu Ataccaccast, "Usu Hatednightmares."

Character card for Usu Ataccaccast, Forgotten Beast. A towering feathered loris. It has two short horns and it has a gaunt appearance. Its teal feathers are patchy.  Beware its deadly spittle!  It is quick to heal.

Character card for Usu Ataccaccast, Forgotten Beast.  Three notable kills (unknown creature).  7 other kills, all in Devilfaints, except for one troglodyte in Beardrenched.

It might not be a terrible idea to build a bath at the cavern entrance before dealing with this thing. Or we can just wait for something with webs or fire breath to take care of it for us. blob-no-thoughts

As far as forgotten beasts go, this one doesn't seem too dangerous (to a prepared military with shields), but don't forget this thing is roughly twice the size of an elephant and will relentlessly tear unarmed victims to pieces.

It also looks like this so I think we're safe

[-] PorkrollPosadist@hexbear.net 5 points 1 month ago

If it weren't for the deadly spittle I'd suggest chaining it up in the nursery.

[-] Doubledee@hexbear.net 5 points 1 month ago* (last edited 1 month ago)

I think we can keep the population question open for the future, maybe pausing at 200 angled getting our feet under us before raising it might be wise, we are literally doubling year over year at the moment which is pretty nuts. A break could be useful.

For "The Fortress at the End of the World," it is beginning to look like a dream of what the future of Teyo Ametha could potentially look like, with people of various races and afflictions living together in harmony, despite the acute civilizational conflicts unfolding around them.

One of the coolest and most underrated parts of Dwarf Fortress is how the seemingly straightforward Tolkienesque fantasy is always subverted unless you go to insane lengths to prevent the peaceful mingling of all types in a social order where everyone freely takes what they need and contributes what they can.

[-] Oreb@hexbear.net 4 points 1 month ago

Agree with Doubledee about the population cap. Would be interesting to see if we can maintain the fortress with ca. 200 ppl for a few years. The pop would in theory continue to grow though as children are born, right? Might be neat to see how quickly that gets out of hand.

[-] Doubledee@hexbear.net 4 points 1 month ago

Assuming we have couples (which I would imagine we do?) they could have kids. As busy as most forts are weddings and new couples are pretty rare in my experience.

[-] Doubledee@hexbear.net 5 points 1 month ago

Oh boy a lot going on. I wonder if the prophets themselves are a bad omen.

[-] Grownbravy@hexbear.net 6 points 1 month ago

Woah, when did we start one of these!?!?

[-] Doubledee@hexbear.net 6 points 1 month ago

A few weeks ago, you can still get on the list! Always could use more hands.

[-] PorkrollPosadist@hexbear.net 5 points 1 month ago* (last edited 1 month ago)

Digging around (cheating big-cool ) in Dwarf Therapist. The fortress demographics currently are 105 Dwarves, 30 Humans, 26 Elves, 6 Goblins, and 1 Night's Fist. Night's Fist is the type of thing Obi is. An important thing for future fort administrators to keep in mind is that while Dwarves, Goblins, and Elves are roughly the same size, clothing made for them is too small to fit Humans (and vice versa). One or two Humans are a write-off, but with 30 of them, we will need to make sure we have supplies of Human-sized clothing and armor.

I was curious about Obi in particular, wondering what his physical characteristics might be. His size is a little bit below an average adult dwarf (bigger than Prince Charles, though farquaad-point ). While the clothing he arrived in is described as "small," he is not too small to fit in Dwarven clothes. There's nothing else remarkable here which isn't described in his character card. He's got some military skills, which is kinda cool, but his description states he is unquestionably weak. Dude is a goddamn social butterfly though. He might just end up being elected for mayor.

[-] Doubledee@hexbear.net 4 points 1 month ago

Wow 165! That is quite the growth spurt. Plenty of bodies to throw at defenses I guess!

I wonder if the necromancer experiment was part of the plot to steal the artifact? Perhaps we'll need an expeditionary force to retrieve our lost treasure and let our neighbors know we aren't to be trifled with.

I wonder if the necromancer experiment was part of the plot to steal the artifact?

Obi was implicated but didn't steal it and isn't the leader. It goes deeper than him, and your faves will be implicated.

[-] PorkrollPosadist@hexbear.net 5 points 1 month ago* (last edited 1 month ago)

your faves will be implicated.

This is correct (spoilers), but DO keep in mind that people can lie in interrogations. For instance, hypothetically, if you interrogate a vampire about a recently drained murder victim, they will often blame one of the other witnesses unless the interrogator (Captain of the Guard) is really good at their job.

more spoilery but really just another hint

I have no idea who actually stole the bauble, but last week I was digging through the legends and I might have noticed somebody (a fave, you might say) got themselves involved in something. From my potentially omniscient dungeon-master perspective, they are the most likely suspect, but they have not yet turned up in any of the intelligence reports.

[-] booty@hexbear.net 3 points 1 month ago

Hey there everyone! Been busy lately but I should be good to go!

[-] PorkrollPosadist@hexbear.net 1 points 1 month ago

Sweet. I was just about to start looking for you :)

[-] context@hexbear.net 3 points 1 month ago

looks like i'm going to be busier than i expected. i'm afraid i'm unable to participate for the foreseeable future. someone else can take my place next week.

[-] PorkrollPosadist@hexbear.net 2 points 1 month ago
[-] Oreb@hexbear.net 2 points 1 month ago

Yep! Works for me.

this post was submitted on 02 Jan 2026
36 points (100.0% liked)

Games

21227 readers
251 users here now

Tabletop, DnD, board games, and minecraft. Also Animal Crossing.

Rules

founded 5 years ago
MODERATORS