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Team Dwarf Fortress 
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Post Re: Team Dwarf Fortress
Would reclaiming the fortress work?

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Mon Jul 05, 2010 11:52 am
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Post Re: Team Dwarf Fortress
It would work, but still wouldn't solve the migrant issue with the current location. You can regen the world but keep the landscape, although the current fort won't be there. I don't know if you can reclaim a fort on a regenerated world.

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Mon Jul 05, 2010 8:19 pm
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Post Re: Team Dwarf Fortress










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Tue Aug 03, 2010 6:21 pm
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Post Re: Team Dwarf Fortress
For those still interested: Dwarf Fortress has been updated yesterday:

Quote:
Here's the release we've been working on for nearly eleven months. I've tried to collect the major changes below, but it won't be a complete list. I hope you enjoy the game!

New stuff

cities in adventure mode that have various buildings, dungeons, items, livestock, etc.
protect your community from secret vampire dwarves or hunt them as an adventurer
defend your fort during the full moon or risk a werewolf infestion -- hunt/be hunted as an adventurer
face armies of the dead in dwarf mode or visit their necromancers' towers and learn their secrets as an adventurer
evil regions where the dead and pieces of the dead can come alive, with evil mists and rain
tombs built in world gen which can be visited in adv mode, either beneath towns or out in the wilds -- beware the dead!
revamped justice/witness/death notification system in dwarf mode
immigrants to your fortress will now be historical figures whenever possible, which means more family relationships and history for each one
dropped items/bodies tracked between plays in the wilderness anywhere in the world
more battlefield information tracked/war dead raisable in world gen
all sponsorship animals and their giant/man versions are in the game now
various new abilities for creatures (see file_changes.txt for list and syntax)
adventurers can use creature abilities/learned powers and they can be tested from the arena
new site travel map to make navigating towns easier
reading/swimming/observer (for traps) relevant in adv mode now
established historical figures can lead bandits
rivers block movement in adv mode travel
eating/drinking required in adv mode
ingested syndromes are now possible
ability to make campfire (from 'g') and warm items at campfire/fire/magma (from 'I') in adv mode
traps work in adv mode, once spotted they can be ignored
gems now have different cuts
necromancers can write books about various topics (all books are in their towers as it stands)
moon phase indicator in fort
alphanumeric world gen seeds and some more world gen params (see file_changes.txt)
the legends xml has a lot of new info for historical figures


Major bug fixes

buffer overload from aborted world gen fixed
fixed cave-in-on-embark issue with hidden underground structure, and a few others


Other bug fixes/tweaks

designations over z levels all at once now possible
unit screen divided into four sections
rivers/pools have ramps now
able to trade portions of stacks in both modes
messed with adv mode currency trading and made items teleport to you
tweaked how fire damage works
made vision work through floor grates and bars properly
fixed some road/bridge problems
crystal glass items possible again
tweaked adventure mode swimming and alt-movement readout (use alt-movement to get into a river you want to cross)
skeletons/zombies replaced by animation effect
demons masquerading as gods will try a little harder
restricted mandates so they'll be more reasonable
stopped blank map from being exported when you back out of detailed map export


Get it here.

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Wed Feb 15, 2012 1:42 pm
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Post Re: Team Dwarf Fortress
If this game wouldn't be so darn hard to play, I'd be playing it all the time. :P

Ah, I really miss when we took turns with the one save game. I enjoyed writing those reports. I actually still have the save file on my desktop...


Wed Feb 15, 2012 3:24 pm
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