Dorf Fortress

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Postby daoist » Apr 02 2010 08:48:52 am

Okay, dfterm has released a version which supports df2010. I'm going to set it up at home some time this weekend when I get my lan put back together. Going to have to install this on a spare machine since I don't want df running 24/7 on either of my laptops.
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Postby daoist » Apr 02 2010 12:39:41 pm

Definitely use auto-save in the init file, guys. This game is buggy as shit :(
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Postby Tom the Cat » Apr 02 2010 02:21:18 pm

I haven't had any instability. Or are you talking about the multiplayer thing?
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Postby daoist » Apr 02 2010 02:28:52 pm

i'm talking about df2010 standalone.

Seriously, save your game right now, exit, turn on autosave, and play again.
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Postby daoist » Apr 02 2010 02:29:31 pm

my instability is primarily in 2 places: 1. loading, 2. military stuff
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Postby Tom the Cat » Apr 02 2010 02:36:31 pm

I haven't had any instability. Then again, I've barely embarked. I got a bad location, and can't seem to get my dorfs to make any charcoal so I can smelt up an axe and another mining pick. :disgust:
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Postby Wilbur » Apr 02 2010 03:04:04 pm

The biggest "gotchas" I've seen so far are migrant dwarves who arrive with an entirely different set of labors enabled than what they have skills in e.g. an architect who by default was set to cooking.
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Postby Tom the Cat » Apr 04 2010 10:05:49 am

You take a shot at setting up that multiplayer thing yet, dao?
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Postby Tom the Cat » Apr 04 2010 12:24:17 pm

1270400079691.jpg
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Postby Reagraham Lincool » Apr 04 2010 04:17:07 pm

:awesome:
MarcusAurelius wrote:i can say in no uncertain terms i was admitted here thanks to better social skills than my peers.
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Postby daoist » Apr 04 2010 10:06:04 pm

This weekend was packed with much cleaning, unpacking, and dforting, so I didn't get the shared thing set up yet :-(
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Postby daoist » Apr 05 2010 08:51:04 am

The neat thing, and plenty of people on the dfort forums have mentioned it, is that the world is just bristling with ores, gems, and economic stones now. So there's no more "omfg woo I can make iron!...oh shit it was only 5 pieces". Every room I dig out reveals more sweet ass stuff.
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Postby daoist » Apr 05 2010 08:52:51 am

Ex:

I couldn't make cool shit fast enough, so I wanted to make a second forge. So I tried and it told me I needed another anvil. "Shit!", I thought, those are expensive as fuck and since I already did my import agreement this year I'll have to wait. Oh yeah, I had enough iron just laying around taking up space that I queued up a few more anvils and moved them to the top of the stack! I need to make more woodcutters to keep up with charcoal production.
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Re:

Postby Tom the Cat » Apr 05 2010 12:11:18 pm

daoist wrote:I need to make more woodcutters to keep up with charcoal production. dig until I reach a magma sea.

fixed that for you
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Postby Tom the Cat » Apr 05 2010 12:23:10 pm

I'm getting more and more excited about this now that I have a first season safely completed with my new fort. All is going according to plan, but the bit I've read online has told me (without spoiling too much) that now that you can dig down more Z-levels, you can expect every fort to have underground caves, rivers, chasms, lakes, and magma... but what's really exciting is that the old "secret" found deep in the mountain near adamantine veins--the glowing pits to hell, filled with tortured souls, awesome engravings, and crazy-ass demons--is no longer the most interesting or scary thing out there. I've heard about magma seas, Forgotten Ones (which are uniquely-generated creatures found deep underground), and even other stuff that I didn't read about because I didn't want to be spoiled.

Word is that if you're in a big hurry to see this stuff, you can just dig straight down and eventually you should run into something interesting.
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Re: Dorf Fortress

Postby Warlock » Apr 05 2010 12:29:56 pm

Oh is he finally adding most "post game" stuff to do? I kind of felt like after I had dealt with my Happy Fun Stuff and my fort was un-siegable, the game sort of lost its point :P

Also yeah, Magma really needs to be on every map because it's beyond ridiculous when you don't have it.

P.S. - Do Dorfs still go insane trying to make glass items on sand-less maps with sand still never available for trade? :P
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Postby Tom the Cat » Apr 05 2010 12:35:27 pm

Warlock wrote:Oh is he finally adding most "post game" stuff to do? I kind of felt like after I had dealt with my Happy Fun Stuff and my fort was un-siegable, the game sort of lost its point :P

Also yeah, Magma really needs to be on every map because it's beyond ridiculous when you don't have it.

P.S. - Do Dorfs still go insane trying to make glass items on sand-less maps with sand still never available for trade? :P

I believe sand is available on all maps as well, now. Like, if you don't have it higher up, you can find it below ground.

And yeah, I accidentally just spoiled myself on the new endgame content, and it sure sounds like there's plenty to do for big, established forts now.

Given that I've never survived opening a glowing pit, though, I doubt I'll ever see Hell and live to tell about it.
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Re:

Postby daoist » Apr 05 2010 01:11:36 pm

Tom the Cat wrote:
Word is that if you're in a big hurry to see this stuff, you can just dig straight down and eventually you should run into something interesting.

Yup.

The trick is that you can't dig through the magma sea, so you have to find an adamantium vein. You can dig down there, and by poking around carefully follow the vein through the Z level(s) of magma sea, then once you bust through you can get down to the HFS area. Note that unless you want to make a save and then force close Dfort so it doesn't overwrite the save, you shouldn't do this. Many of the demons are immortal (That *might* be a bug) and the stone hell is made of, Slade, is unmineable and totally useless.
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Re:

Postby daoist » Apr 05 2010 01:14:14 pm

Tom the Cat wrote:
Warlock wrote:Oh is he finally adding most "post game" stuff to do? I kind of felt like after I had dealt with my Happy Fun Stuff and my fort was un-siegable, the game sort of lost its point :P

Also yeah, Magma really needs to be on every map because it's beyond ridiculous when you don't have it.

P.S. - Do Dorfs still go insane trying to make glass items on sand-less maps with sand still never available for trade? :P

I believe sand is available on all maps as well, now. Like, if you don't have it higher up, you can find it below ground.

And yeah, I accidentally just spoiled myself on the new endgame content, and it sure sounds like there's plenty to do for big, established forts now.

Given that I've never survived opening a glowing pit, though, I doubt I'll ever see Hell and live to tell about it.

1. enemies can dig and break doors now, so it's not as easy to be unsiegable. Gives the game more challenge.
2. As TTC said, there's magma everywhere (and plenty of ore to play with)
3. You can trade for sand now.
4. Oh yeah, you can MILK COWS NOW! Holy shit!
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Postby Gretyl » Apr 05 2010 01:49:40 pm

like, cow maggots? I don't follow. #fakenerdquestions
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Postby daoist » Apr 05 2010 11:17:46 pm

My bookkeeper has holed himself in his office to update the counts. In his left hand is a dwarven battle axe. In his right hand is A WHOLE BARREL OF ALE. Apparently he didn't want to have to get up.

I shall call him...


bith.
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Re: Dorf Fortress

Postby Warlock » Apr 06 2010 11:06:56 am

I just stumbled on the change list:
http://docs.google.com/Doc?docid=0AT8EQ ... tanA&hl=en

Didn't see it in an obvious place on the website so there ya go if you haven't seen it yet.
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Postby daoist » Apr 06 2010 11:17:25 am

A few of the bigger bugs people have noticed so far (that I have noticed them bitching about / experienced):

1. crashes during saves / loads (I have had this. Basically my region was bad somehow)
2. crashes on the military screen. (had this too :-( )
3. Some monsters are invincible rather than very hard to kill.
4. military dwarfs do crazy things like stand around and can't be decommissioned in some cases.
5. Some times rain is deadly. Really. (the reports are for a map rain is either deadly or not. So the first time it rains if your guys die, abandon your fort. Otherwise, you're good.)
6. Hospitals require soap, but since soap can't be put into any stockpiles, you can't get it there. (had it)
7. vermin corpses won't rot, so your refuse piles will fill up entirely. (had it. you can deal with it via quantum stacking / atom smashing)
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Re:

Postby Silver Chalice » Apr 06 2010 12:10:46 pm

daoist wrote:7. vermin corpses won't rot, so your refuse piles will fill up entirely. (had it. you can deal with it via quantum stacking / atom smashing)

Aha! I wondered if I was going crazy or maybe just had a fuckton of lizards running around.

On the topic of refuse, am I stupid or can you not designate a stockpile for just bones/skulls/shells anymore?
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Postby daoist » Apr 06 2010 02:36:03 pm

Started a new fort. Nice location. Right off the bat, my guys are hounded by buzzards. I start digging out and trying to get everyone inside. Then, the first thing in my announcement log tells me that a buzzard stole all my plump helmets.

Shit.

Okay, I've got a farm and irrigation set up now (seriously this is the fastest irrigation project I've ever done) and I'm getting produce from it. I don't think it'll be fast enough. A couple guys already went insane. A third is dead.
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Postby daoist » Apr 06 2010 02:47:35 pm

hahahaha migrants. I can eat migrants, can't I?
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Postby Gretyl » Apr 06 2010 02:57:09 pm

They seriously need a "Cannibalism? Yes/No/Donner Party" toggle.
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Re:

Postby Tom the Cat » Apr 07 2010 12:23:53 pm

daoist wrote:Started a new fort. Nice location. Right off the bat, my guys are hounded by buzzards. I start digging out and trying to get everyone inside. Then, the first thing in my announcement log tells me that a buzzard stole all my plump helmets.

Haha oh snap.
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Re: Dorf Fortress

Postby Warlock » Apr 07 2010 12:28:59 pm

I wonder if Carps are still super deadly. Also did he fix the Cat breeding problem?
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Postby Tom the Cat » Apr 07 2010 12:31:09 pm

Warlock wrote: Also did he fix the Cat breeding problem?

Supposedly, yes. I purposefully embarked with a male and female cat to test it. But I still have barely passed the first season.
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Postby Silver Chalice » Apr 07 2010 12:53:05 pm

I didn't even think about just leaving the cats alone. I've been routinely slaughtering any females just out of habit.
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Postby daoist » Apr 07 2010 02:20:04 pm

Lots of people report theres few or no fish. Also that the carps are fixed. But if there's no fish who knows.
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Postby agent_o4 » Apr 07 2010 04:44:17 pm

My first embark there were definately carp. but i didn't need to go near the stream to test their deadlyness.
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Postby daoist » Apr 07 2010 11:25:43 pm

I just found out I took the RAM out of the spare computer I wanted to use for this. So gotta find that.
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Postby daoist » Apr 08 2010 04:52:49 pm

.02 released!
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Postby Tom the Cat » Apr 08 2010 04:56:00 pm

Holy shit. My first immigrant of my first wave... and he's actually useful?! Image

omgwhat.jpg
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Postby Gretyl » Apr 08 2010 04:56:37 pm

No Job

fukkin welfare dorfs :neckbeard:
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Re:

Postby daoist » Apr 08 2010 07:02:04 pm

Tom the Cat wrote:Holy shit. My first immigrant of my first wave... and he's actually useful?! Image

omgwhat.jpg

double check his job settings before you notice that your masonry isn't getting mastered; a lot of immigrants come in without jobs related to their skills enabled.
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Re: Re:

Postby Tom the Cat » Apr 08 2010 07:23:01 pm

daoist wrote:
Tom the Cat wrote:Holy shit. My first immigrant of my first wave... and he's actually useful?! Image

omgwhat.jpg

double check his job settings before you notice that your masonry isn't getting mastered; a lot of immigrants come in without jobs related to their skills enabled.

This guy had masonry enabled but bonecarving disabled and stone smoothing enabled. So I swapped those around and am gonna milk him for all the masonry/bone crafts he can give me!
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Postby Cody » Apr 08 2010 07:38:34 pm

sexist! not all dwarves are men. especially Ms. Dedukikal, you sycophant.
Where liquor in a mug / Can warm you like a hug / Happiness is just a Flaming Moe away...
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Postby Tom the Cat » Apr 08 2010 07:44:09 pm

That's true, I forgot. I hain't had time to get to know her, yet!
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Postby Tom the Cat » Apr 08 2010 08:40:55 pm

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Postby daoist » Apr 09 2010 03:03:42 am

go pump stack go!

my first pump stack, and it's 22 levels deep.
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Postby Tom the Cat » Apr 09 2010 07:02:38 am

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Postby Tom the Cat » Apr 09 2010 11:01:20 am

Haha, my first militia squad is named "Torches of Virginity." I guess those are the dorfs most dedicated to not letting something kill the fort!
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Postby Gretyl » Apr 09 2010 11:20:34 am

(besides them, that is)
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Postby Tom the Cat » Apr 09 2010 12:24:36 pm

Holy hell, this military screen is difficult to figure out. But it seems incredibly robust. Big surprise, I guess--something in DFort being complicated but amazingly detailed?! SAY IT AIN'T SO!
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Postby Tom the Cat » Apr 09 2010 02:10:00 pm

Consarn it, my militia commander won't seem to train with the rest of the troops. So instead of classes and sparring, my recruits all end up training alone. :bignotawesome:
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Postby Gretyl » Apr 09 2010 02:18:52 pm

High Master Fapsters, eh?
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Re:

Postby Warlock » Apr 09 2010 02:24:46 pm

Tom the Cat wrote:Haha, my first militia squad is named "Torches of Virginity." I guess those are the dorfs most dedicated to not letting something kill the fort!


Haha, that's great. Are any of them married? You must test their purity!
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Postby daoist » Apr 09 2010 04:51:01 pm

it's alive! found the memory for the spare computer. hope to get dterm set up tonight.
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Postby Tom the Cat » Apr 09 2010 05:34:47 pm

Digging 20 levels straight down to find my first massive cave = :awesome:
Preparing a garbage chute for my dorfs to be able to dispose of garbage without leaving the fort = :bigicame:
Miners getting stuck 15 levels below my fort because they're fucking retarded and dug in such a way that they didn't have a path back up = Image
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Postby daoist » Apr 09 2010 06:00:55 pm

After I broke on through to the other side my guys got eaten by a troll and a giant croc. My military dudez don't train and won't pick up any weapons and insist on attacking ninja-style (one at a time). If it weren't for my penchant for infinity war dogs, my amateur wrasslin squad would have been 100% destroyed.

Rather than 80% destroyed.

:bignotawesome:
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Postby daoist » Apr 09 2010 07:32:32 pm

I have it up and running.

Since this forum is public, and dfort has no authentication, I don't want to post the info here.

PM to get in.

Whoever founds the fort gets to make the thread and name everything :)
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Re: Dorf Fortress

Postby Warlock » Apr 09 2010 08:44:26 pm

So yeah, I officially don't fucking remember how to play this game anymore. *sigh*

Also, did they somehow remove turtles? Or can you just not cheat and embark with a buttload of turtle meat for free shells now?
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Postby Tom the Cat » Apr 09 2010 08:48:44 pm

There's definitely still turtle meat. My fisherman hasn't found anything to catch yet, though.
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Postby Silver Chalice » Apr 09 2010 09:10:23 pm

Two of my three embarks seem to have run out of vermin-type fish within a few seasons. Got a lot of turtles for a little while, then constant "There is nothing to catch in the river/central swamps/etc." messages.

Also, I'm not entirely sure the military is working as intended. I somehow managed to set up a squad and set them to training, but there's no other options available besides training. So they sat in the barracks listening to lectures until they all got too hungry and thirsty and went berserk. I couldn't figure out how to unenlist them so they could at least go grab a beer. Poor little buddies.
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Re:

Postby agent_o4 » Apr 09 2010 09:11:57 pm

daoist wrote:I have it up and running.



how does it work exactly? do we ssh to the machine, or something that would make it run ok on an old mac?
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Re:

Postby Tom the Cat » Apr 09 2010 09:15:26 pm

Silver Chalice wrote:Two of my three embarks seem to have run out of vermin-type fish within a few seasons. Got a lot of turtles for a little while, then constant "There is nothing to catch in the river/central swamps/etc." messages.

Also, I'm not entirely sure the military is working as intended. I somehow managed to set up a squad and set them to training, but there's no other options available besides training. So they sat in the barracks listening to lectures until they all got too hungry and thirsty and went berserk. I couldn't figure out how to unenlist them so they could at least go grab a beer. Poor little buddies.

It's working as intended. You just set the training to be (essentially) mandatory.

I've spent a lot of time figuring the military screen out, and while it's still not easy, it makes a certain amount of sense. the DFort wiki has a lot of good reading on it.
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Re: Re:

Postby Tom the Cat » Apr 09 2010 09:19:36 pm

agent_o4 wrote:
daoist wrote:I have it up and running.


how does it work exactly? do we ssh to the machine, or something that would make it run ok on an old mac?

viewtopic.php?f=20&t=109423
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Re: Re:

Postby daoist » Apr 10 2010 01:02:22 am

agent_o4 wrote:
daoist wrote:I have it up and running.



how does it work exactly? do we ssh to the machine, or something that would make it run ok on an old mac?

exactly, cept it's telnet!
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Postby Tom the Cat » Apr 11 2010 09:24:42 am

Since my game was bugged and my military didn't work right, I decided to just dig, dig, dig. Straight down.

How fun! But goddamn, it was like 85 levels before I got to something that could kill me. It was a bit of a challenge. (Digging around a magma sea, lol) Also, there are absolute tons of Adamantine. I mean, so much I think I would've run out of things to do with it.

Anyone want the save to try and reclaim it? Image
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Re: Dorf Fortress

Postby Wilbur » Apr 11 2010 10:44:15 am

Fun so far:

3< year old fort, hit a cavern at -14z and the miner attracted a Giant Cave Spider lurking nearby. Death Fun ensued.

Experimented with world gen parameters and created a site that is 182 z-levels deep.
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Postby Tom the Cat » Apr 11 2010 03:57:57 pm

So I decided to fuck around in Adventurer mode for shits and giggles... made a sweet little swordswoman, and then was wandering around the crowded inn, trying to get a quest, when I got a "You are melting!" notification.

Sure enough, some fat in my head was somehow melting, and I was bleeding as a result. I wandered around, tried talking to people, but no one seemed to care that I was leaving a trail of blood everywhere I went.

I laid down to sleep in the middle of the floor of the Inn, hoping that time would heal my wounds and (if not) that my fellow humans would care for me and treat my injured head.

I died quietly in my sleep, a disgusting pool of blood welling out around me, right in the middle of the still very crowded Inn.
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Postby Tom the Cat » Apr 11 2010 04:46:18 pm

Haha oh this is rich. Embarked on the outskirts of an evil biome in hopes of having to fight off some scarier critters than your typical kobold/goblin masses.

Day 1 embark: Things look good, trees and grass are all dead, but this will make a great starting point.
Day 10: Hey, there's a skeletal fox up on the mountain. Hope it doesn't come down before I can dig into our entrance and get all our shit inside.
Day 12: Oh fuck, he's scaring everyone away from the embark/dig site. A dog is going to fight him. Goodbye, dog.
Day 13: Wow, the dog has maimed the fox all over and is barely wounded. I guess undead aren't that bad.
Day 14: They're still fighting? The fox is completely full of red injuries now. Better form a militia and finish this fucker off.
Day 18: Holy fuck, my militia are getting to be Expert fighters/wrestlers/dodgers, and the fox is getting more and more toes and teeth and stuff broken, but he won't die!

At this point, my wrestlers and dog have him surrounded and are just wailing on him, but I have a feeling they're going to starve to death before we can kill it. Fun! :awesome:
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