

The moment you kill something, it gets right back up. Particularly evil biomes have the ability to resurrect anything that is dead, which can easily fall into this trope both on their own, and as a result of the fact that nothing dies in an evil biome.Your best bet in evil biomes is to seal yourself off from the outside world and never look back. The worst of these will zombify your dwarves instantly and turn them against you. A few minutes after the new version was released there already were reports of particularly nasty clouds wiping out entire embarks before they had a chance to dig in. Although they're not strictly enemies, they deserve mention here: The evil biomes occasionally have clouds of ash or mist that wash across the map, and, just like a forgotten beast, poison your dwarves with a random syndrome.However, forgotten beasts made of such material are now laughably easy to kill one punch will tear off limbs. Then, a forgotten beast made of any intangible material could only be killed by being encased in obsidian or ice. Also in previous versions, a Forgotten Beast made of poison mist.To make things even worse, if the Random Number God hates you, they can also have a dust attack that is, in its most deadly form, an "Instant Death" Radius with about the same range as your archers. You also occasionally run into randomly-generated enemies that are made of solid stone or even metal, and are as hard to kill as that would imply.In previous versions there were the elephants, then the carp (even Toady One thought he made them too strong).Not excessively hostile, but if you fight them they are terrifying.
#Dwarf fortress combat log serial#
Elephants have been toned down greatly from the days of Boatmurdered, but unicorns have since gained a reputation as psychotic serial killers who brutally murder dwarves at random.Wolves, especially in adventure mode, where they can ambush a hapless low-level traveler and kill them in a matter of moments, provided they're surrounded.Their only redeeming grace is that, should you go through the dangerous task of capturing one, they are among the most profitable creatures in the game, generating tons of high-value silk without ever stopping.

If you ever see a zombie giant cave spider, RUN.

They can trap dwarves with their webbing, paralyze them with venom, and go for the head for a straight kill. Literally with giant cave spiders, as they are of the bear-sized, venomous, web-spitting kind.No matter what, your fortress is eventually going to die, so you might as well make sure that the fortress and everyone in it dies in as hysterically violent, absurd, and over-the-top a manner as you can possibly contrive. Crosses the Line Twice: Arguably the entire point of the game.After all, getting people to recognize your dorfiness is about as close as you get to actually winning. Given that "Losing is Fun", there's no reason not to come up with the most completely nucking futs solution to every problem, in hopes that your lunacy at least yields a memorable story to share on the Bay12 forums (said solution actually working is just a bonus). Crazy Is Cool: A trait that is actively encouraged in players.Tarn and Zach's work on accessibility and tutorialization of the whole game for the Steam release has calmed the latter camp down significantly.
#Dwarf fortress combat log full#
Others feel it's a terrible idea - being free gives the game an excuse to be in it's current shape, but putting a price tag on a game that has no planned date for even a beta release, is full of bugs that sometimes don't get fixed for years and is overall just extremely difficult will likely result in the Steam release being flooded by negative reviews by players who aren't as forgiving as the current players are. Those who couldn't be happier since being on Steam gives the game a larger audience, and Toady will receive more revenue to keep the game rolling forward.
