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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Menu&amp;diff=153529</id>
		<title>v0.31:Menu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Menu&amp;diff=153529"/>
		<updated>2011-10-07T17:47:35Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: /* Justice Screen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:16, 18 April 2011 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
The purpose of this page is to help players look up the meaning of user interface elements. See {{L|Dwarf_fortress_mode#Gameplay_User_Interface|Gameplay User Interface}} for more general information about the UI.&lt;br /&gt;
&lt;br /&gt;
==Main in-game Menu==&lt;br /&gt;
 [[Image:MainMenuDF2010.png|right]]&lt;br /&gt;
* {{K|a}}: View Announcements - Displays recent {{L|Announcement}}s&lt;br /&gt;
* {{K|b}}: Building - [[#Building Menu|Building Menu]]&lt;br /&gt;
* {{K|r}}: Reports -  [[#Combat reports screen|Combat reports screen]]&lt;br /&gt;
* {{K|c}}: View civilizations - Shows {{L|Civilization}}s that have been met&lt;br /&gt;
* {{K|d}}: Designations - [[#Designate Menu|Designate Menu]]&lt;br /&gt;
* {{K|o}}: Set Order - {{L|Standing orders|Orders Menu}}&lt;br /&gt;
* {{K|k}}: Look Around &lt;br /&gt;
* {{K|j}}: Job List - [[#Jobs Screen|Jobs Screen]]&lt;br /&gt;
* {{K|m}}: Military - {{L|Military interface|Military Interface}}&lt;br /&gt;
* {{K|s}}: Squads - [[#Squads Menu|Squads Menu]]&lt;br /&gt;
* {{K|N}}: Points/Routes/Notes - [[#Notes Menu|Notes Menu]]&lt;br /&gt;
* {{K|w}}: Define Burrows - [[#Burrows Menu|Burrows Menu]]&lt;br /&gt;
* {{K|p}}: Stockpiles - [[#Stockpiles Menu|Stockpiles Menu]]&lt;br /&gt;
* {{K|i}}: Zones - Place a {{L|Activity zone|Zone}}&lt;br /&gt;
* {{K|q}}: Set Building Tasks/Prefs - &lt;br /&gt;
* {{K|R}}: View Rooms/Buildings - View {{L|Room}}s and {{L|Building list|Building List}}&lt;br /&gt;
* {{K|t}}: View Items in Buildings&lt;br /&gt;
* {{K|v}}: View Units&lt;br /&gt;
* {{K|h}}: Hot Keys - [[#Hot Keys Menu|Hot Keys Menu]]&lt;br /&gt;
* {{K|n}}: Nobles and Administrators - [[#Nobles Screen|Nobles Screen]]&lt;br /&gt;
* {{K|z}}: Status - [[#Status Screen|Status Screen]]&lt;br /&gt;
* {{K|Tab}}: Move this menu/map - Moves the menu/map into another arrangement&lt;br /&gt;
* {{K|?}}: Help - [[#Help Screen|Help Screen]]&lt;br /&gt;
* {{K|Esc}}: Options - Set {{L|Dwarf fortress mode#Options Screen|Options}}&lt;br /&gt;
* {{K|;}}: Movies&lt;br /&gt;
* {{K|D}}:  Depot Access - View whether your {{L|Trade depot}}s can be reached by other civs&lt;br /&gt;
* {{K|Space}}: Resume&lt;br /&gt;
* {{K|.}}: One-Step&lt;br /&gt;
&lt;br /&gt;
*{{K|u}}'': [[#Units Screen|Units Screen]] - Not displayed on Menu.''&lt;br /&gt;
&lt;br /&gt;
=== Building Menu ===&lt;br /&gt;
[[Image:BuildingMenu2010.png|right]]&lt;br /&gt;
:This menu lists objects/buildings that can be placed.  Some require dwarves to have a specific hauling labor set, others require dwarves to have another labor set.&lt;br /&gt;
* Armor Stand ({{K|a}}) - Place a built {{L|Armor stand}} (req. {{L|Furniture hauling}})&lt;br /&gt;
* Bed ({{K|b}}) - Place a built {{L|Bed}} (req. {{L|Furniture hauling}})&lt;br /&gt;
* Seat ({{K|c}}) - Place a built {{L|Throne}} (req. {{L|Furniture hauling}})&lt;br /&gt;
* Burial Receptacle ({{K|n}}) - Place a built {{L|Coffin}} (req. {{L|Furniture hauling}})&lt;br /&gt;
* Door ({{K|d}}) - Place a built {{L|Door}} (req. {{L|Furniture hauling}})&lt;br /&gt;
* Floodgate ({{K|x}}) - Place a built {{L|Floodgate}} (req. {{L|Furniture hauling}})&lt;br /&gt;
* Floor Hatch ({{K|H}}) - Place a built {{L|Floor hatch}} (req. {{L|Furniture hauling}})&lt;br /&gt;
* Wall Grate ({{K|W}}) - Place a built {{L|Wall grate}} (req. {{L|Furniture hauling}})&lt;br /&gt;
* Floor Grate ({{K|G}}) - Place a built {{L|Floor grate}} (req. {{L|Furniture hauling}})&lt;br /&gt;
* Vertical Bars ({{K|B}}) - Place {{L|Vertical bars}} (req. {{L|Furniture hauling}})&lt;br /&gt;
* Floor Bars ({{K|Alt}}+({{K|b}}) - Place {{L|Floor bars}} (req. {{L|Furniture hauling}})&lt;br /&gt;
* Cabinet ({{K|f}}) - Place a built {{L|Cabinet}} (req. {{L|Furniture hauling}})&lt;br /&gt;
* Container ({{K|h}}) - Place a built {{L|Container}} (req. {{L|Furniture hauling}})&lt;br /&gt;
* Kennels ({{K|k}}) - Construct a {{L|Kennel}} (req. {{L|animal training}}, {{L|small animal dissection}} and/or {{L|trapping}} labor)&lt;br /&gt;
* Farm Plot ({{K|p}}) - Place a {{L|Farm}} (req. {{L|Farming (fields)}} labor)&lt;br /&gt;
* Weapon Rack ({{K|r}}) - Place a built {{L|Weapon rack}} (req. {{L|Furniture hauling}})&lt;br /&gt;
* Statue ({{K|s}}) - Place a built {{L|Statue}} (req. {{L|Furniture hauling}})&lt;br /&gt;
* Table ({{K|t}}) - Place a built {{L|Table}} (req. {{L|Furniture hauling}})&lt;br /&gt;
* Paved Road ({{K|o}}) - Build a {{L|Paved road}} (req. {{L|Architecture}} labor)&lt;br /&gt;
* Dirt Road ({{K|O}}) - Build a {{L|Dirt road}} (req. {{L|Architecture}} labor)&lt;br /&gt;
* Bridge ({{K|g}}) - Build a {{L|Bridge}} (req. {{L|Architecture}} labor)&lt;br /&gt;
* Well ({{K|l}}) - Build a {{L|Well}} (req. {{L|Architecture}} labor)&lt;br /&gt;
* Siege Engines ({{K|i}})&lt;br /&gt;
** Ballista ({{K|b}})&lt;br /&gt;
** Catapult ({{K|c}})&lt;br /&gt;
* Workshops ({{K|w}}) - [[#Workshops Menu|Workshops Menu]]  - Menu to build various {{L|Workshop}}s&lt;br /&gt;
* Furnaces ({{K|e}}) - [[#Furnaces Menu|Furnaces Menu]]  - Menu to build various {{L|Furnace}}s&lt;br /&gt;
* Glass Window ({{K|y}}) - Place a built {{L|window|Glass window}} (req. {{L|Furniture hauling}})&lt;br /&gt;
* Gem Window ({{K|Y}}) - Create a {{L|Gem window}} ('''with job''')&lt;br /&gt;
* Wall/Floor/Stairs ({{K|C}})&lt;br /&gt;
** Wall ({{K|w}}) - Build a {{L|Wall}} (req. {{L|Masonry}}/{{L|Carpenter}} labor)&lt;br /&gt;
** Floor ({{K|f}}) - Build a {{L|Floor}} (req. {{L|Masonry}}/{{L|Carpenter}} labor)&lt;br /&gt;
** Ramp ({{K|r}}) - Build a {{L|Ramp}} (req. {{L|Masonry}}/{{L|Carpenter}} labor)&lt;br /&gt;
** Up Stair ({{K|u}}) - Build a {{L|Up stair}} (req. {{L|Masonry}}/{{L|Carpenter}} labor)&lt;br /&gt;
** Down Stair ({{K|d}}) - Build a {{L|Down stair}} (req. {{L|Masonry}}/{{L|Carpenter}} labor)&lt;br /&gt;
** Up/Down Stair ({{K|x}}) - Build a {{L|Stairs|Up/Down Stair}} (req. {{L|Masonry}}/{{L|Carpenter}} labor)&lt;br /&gt;
** Fortification ({{K|F}}) - Build a {{L|Fortification}} (req. {{L|Masonry}}/{{L|Carpenter}} labor)&lt;br /&gt;
* Trade Depot ({{K|D}}) - Construct a {{L|Trade depot}}&lt;br /&gt;
* Traps/Levers ({{K|T}})&lt;br /&gt;
** Stone-Fall Trap ({{K|s}}) - Build a {{L|Trap|Stone-fall trap}} (req. {{L|Mechanics}} labor)&lt;br /&gt;
** Weapon Trap ({{K|w}}) - Build a {{L|Weapon trap}} (req. {{L|Mechanics}} labor)&lt;br /&gt;
** Lever ({{K|l}}) - Build a {{L|Lever}} (req. {{L|Mechanics}} labor)&lt;br /&gt;
** Pressure Plate ({{K|p}}) - Build a {{L|Pressure plate}} (req. {{L|Mechanics}} labor)&lt;br /&gt;
** Cage Trap ({{K|c}}) - Build a {{L|Cage trap}} (req. {{L|Mechanics}} labor)&lt;br /&gt;
** Upright Spear/Spike ({{K|S}}) - Build a {{L|Trap|Upright Spear/Spike}} (req. {{L|Mechanics}} labor)&lt;br /&gt;
* Machine Components ({{K|M}})&lt;br /&gt;
** Screw Pump ({{K|s}}) - Build a {{L|Screw pump}} (req. {{L|Mechanics}} labor)&lt;br /&gt;
** Water Wheel ({{K|w}}) - Build a {{L|Water wheel}} (req. {{L|Mechanics}} labor)&lt;br /&gt;
** Windmill ({{K|m}}) - Build a {{L|Windmill}} (req. {{L|Mechanics}} labor)&lt;br /&gt;
** Gear Assembly ({{K|g}}) - Build a {{L|Gear assembly}} (req. {{L|Mechanics}} labor)&lt;br /&gt;
** Horizontal Axle ({{K|h}}) - Build a {{L|axle|Horizontal axle}} (req. {{L|Mechanics}} labor)&lt;br /&gt;
** Vertical Axle ({{K|v}}) - Build a {{L|axle|Vertical axle}} (req. {{L|Mechanics}} labor)&lt;br /&gt;
* Support ({{K|S}}) - Construct a {{L|Support}} (req. {{L|Architecture}} labor)&lt;br /&gt;
* Animal Trap ({{K|m}}) - Place an {{L|Animal trap}} (with hauling)&lt;br /&gt;
* Restraint ({{K|v}}) - Place a {{L|Restraint}} (req. {{L|Furniture hauling}})&lt;br /&gt;
* Cage ({{K|j}}) - Place a built {{L|Cage}} (req. {{L|Furniture hauling}})&lt;br /&gt;
* Archery Target ({{K|A}}) - Build an {{L|Archery target}} (req. {{L|Architecture}} labor)&lt;br /&gt;
* Traction Bench ({{K|R}}) - Place a {{L|Traction bench}} (req. {{L|Furniture hauling}})&lt;br /&gt;
==== Workshops Menu ====&lt;br /&gt;
[[Image:Workshops Menu.png|right]]&lt;br /&gt;
*Leather works ({{K|e}}) - Build a {{L|Leather works}} (req. {{L|Leatherworking}} labor)&lt;br /&gt;
*Quern ({{K|q}}) - Build a {{L|Quern}} (req. {{L|Milling}} labor)&lt;br /&gt;
*Millstone ({{K|M}}) - Build a {{L|Millstone}} (req. {{L|Mechanics}} labor)&lt;br /&gt;
*Loom ({{K|o}}) - Build a {{L|Loom}} (req. {{L|Weaving}} labor)&lt;br /&gt;
*Clothier's Shop ({{K|k}}) - Build a {{L|Clothier's shop}} (req. {{L|Clothesmaking}} labor)&lt;br /&gt;
*Bowyer's Workshop ({{K|b}}) - Build a {{L|Bowyer's workshop}} (req. {{L|Crossbow-making}} labor)&lt;br /&gt;
*Carpenter's Workshop ({{K|c}})  - Build a {{L|Carpenter's workshop}} (req. {{L|Carpentry}} labor)&lt;br /&gt;
*Metalsmith's Forge ({{K|f}}) - Build a {{L|Metalsmith's forge}} (req. {{L|Weaponsmithing}}/{{L|Armoring}}/{{L|Blacksmithing}}/{{L|Metalcrafting}} labor)&lt;br /&gt;
*Magma Forge ({{K|v}}) - Build a {{L|Magma forge}} (req. {{L|Weaponsmithing}}/{{L|Armoring}}/{{L|Blacksmithing}}/{{L|Metalcrafting}} labor)&lt;br /&gt;
*Jeweler's Workshop ({{K|j}}) - Build a {{L|Jeweler's workshop}} (req. {{L|Gem cutting}} or {{L|Gem setting}} labor)&lt;br /&gt;
*Mason's Workshop ({{K|m}}) - Build a {{L|Mason's workshop}} (req. {{L|Masonry}} labor)&lt;br /&gt;
*Butcher's Shop ({{K|u}}) - Build a {{L|Butcher's shop}} (req. {{L|Butchery}} labor)&lt;br /&gt;
*Tanner's Shop ({{K|n}}) - Build a {{L|Tanner's shop}} (req. {{L|Tanning}} labor)&lt;br /&gt;
*Craftsdwarf's Workshop ({{K|r}}) - Build a {{L|Craftsdwarf's workshop}} (req. {{L|Woodcrafting}}/{{L|Bone carving}}/{{L|Stonecrafting}} labor)&lt;br /&gt;
*Siege Workshop ({{K|s}}) - Build a {{L|Siege workshop}} (req. {{L|Siege engineering}} labor)&lt;br /&gt;
*Mechanic's Workshop ({{K|t}}) - Build a {{L|Mechanic's workshop}} (req. {{L|Mechanics}} labor)&lt;br /&gt;
*Still ({{K|l}}) - Build a {{L|Still}} (req. {{L|Brewing}} labor)&lt;br /&gt;
*Farmer's Workshop ({{K|w}}) - Build a {{L|Farmer's workshop}} (req. {{L|Plant processing}}/{{L|Milking}}/{{L|Cheese making}} labor)&lt;br /&gt;
*Kitchen ({{K|z}}) - Build a {{L|Kitchen}} (req. {{L|Cooking}} labor)&lt;br /&gt;
*Fishery ({{K|h}}) - Build a {{L|Fishery}} (req. {{L|Fishing}}/{{L|Fish cleaning}} labor)&lt;br /&gt;
*Ashery ({{K|y}}) - Build an {{L|Ashery}} (req. {{L|Potash making}} or {{L|Lye making}} labor)&lt;br /&gt;
*Dyer's Shop ({{K|d}}) - Build a {{L|Dyer's shop}} (req. {{L|Dyeing}} labor)&lt;br /&gt;
*Soap Maker's Workshop ({{K|S}}) - Build a {{L|Soap maker's workshop}} (req. {{L|Soap making}} labor)&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==== Furnaces Menu ====&lt;br /&gt;
[[Image:FurnacesMenu.png|right]]&lt;br /&gt;
*Wood Furnce ({{K|w}}) - Build a {{L|Wood furnace}} (req. {{L|Architecture}} labor)&lt;br /&gt;
*Smelter ({{K|s}}) - Build a {{L|Smelter}} (req. {{L|Architecture}} and {{L|Masonry}} labor)&lt;br /&gt;
*Glass Furnace ({{K|g}}) - Build a {{L|Glass furnace}} (req. {{L|Architecture}} and  {{L|Masonry}}/{{L|Metalsmithing}} labor)&lt;br /&gt;
*Kiln ({{K|k}}) - Build a {{L|Kiln}} (req. {{L|Architecture}} and {{L|Masonry}} labor)&lt;br /&gt;
*Magma Smelter ({{K|l}}) - Build a {{L|Magma smelter}} (req. {{L|Architecture}} and  {{L|Masonry}} labor)&lt;br /&gt;
*Magma Glass Furnace ({{K|a}}) - Build a {{L|Magma glass furnace}} (req. {{L|Architecture}} and  {{L|Masonry}}/{{L|Metalsmithing}} labor)&lt;br /&gt;
*Magma Kiln ({{K|n}}) - Build a {{L|Magma kiln}} (req. {{L|Architecture}} and  {{L|Masonry}} labor)&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
=== Combat reports Screen===&lt;br /&gt;
[[Image:CombatReportsScreen2010.png|right]]&lt;br /&gt;
=== Designations Menu ===&lt;br /&gt;
[[Image:DesignateMenu2010.png|right]]&lt;br /&gt;
&lt;br /&gt;
The [[Designations Menu]] (accessed by {{K|d}} provides the means to mark tiles with various designations including Mining, Wood Cutting, Plant Gathering, Stone Detailing as well as removing constructions, controlling traffic and other miscellaneous designations.&lt;br /&gt;
&lt;br /&gt;
===Jobs Screen===&lt;br /&gt;
[[Image:JobsScreen2010.png|right|480px]]&lt;br /&gt;
{{-}}&lt;br /&gt;
===Squads Menu ===&lt;br /&gt;
[[Image:SquadsMenu2010.png|right]]&lt;br /&gt;
:This menu allows you to manage your squads&lt;br /&gt;
{{-}}&lt;br /&gt;
=== Notes Menu ===&lt;br /&gt;
[[Image:NotesMenu2010.png|right]]&lt;br /&gt;
:Allows the placement of notes, also referred to as “points”.  Required to create patrol routes, often used to label levers so you can remember what they are connected to.&lt;br /&gt;
*{{K|p}}: Place - Places a note on the cursor&lt;br /&gt;
*{{K|d}}: Delete - Deletes notes on the cursor&lt;br /&gt;
*{{K|n}}: Name - Name/label the note placed at this point&lt;br /&gt;
*{{K|t}}: Note text - Add additional information for the note&lt;br /&gt;
*{{K|c}}: Change symbol selector - Change which part of the symbol is being modified with {{K|+}}{{K|-}}{{K|*}}{{K|/}}, forecolor, backcolor, or symbol.&lt;br /&gt;
*{{K|s}}: Adopt selected symbol - Makes all future notes use the selected options .&lt;br /&gt;
*{{K|+}}{{K|-}}{{K|*}}{{K|/}} - Modify currently selected (using {{K|c}}) part of the symbol&lt;br /&gt;
*{{K|r}}:Routes – [[#Routes Menu]] allows linking of Notes/points together to form routes for patrols.&lt;br /&gt;
{{-}}&lt;br /&gt;
====Routes Menu ====&lt;br /&gt;
[[Image:RoutesMenu2010.png|right]]&lt;br /&gt;
*{{K|a}}: Add route - Create a new route.&lt;br /&gt;
*{{K|e}}: Edit waypts - Edit points that make up the route.&lt;br /&gt;
**{{K|a}}: Add waypt - Add current point to route.&lt;br /&gt;
**{{K|d}}: Add waypt - Delete current point from route.&lt;br /&gt;
**{{K|p}}: Add waypt - Finish editing route.&lt;br /&gt;
*{{K|d}}: Del route - Delete currently selected route.&lt;br /&gt;
*{{K|n}}: Name route - Name current route&lt;br /&gt;
*{{K|c}}: Center - Center on route.&lt;br /&gt;
*{{K|+}}{{K|-}}{{K|*}}{{K|/}} -  Select different routes&lt;br /&gt;
*{{K|p}}: Back to points/notes - Return to [[#Notes Menu|Notes menu]]&lt;br /&gt;
{{-}}&lt;br /&gt;
=== Burrows Menu ===&lt;br /&gt;
[[Image:BurrowsMenu2010.png|right]]&lt;br /&gt;
:This menu allows the creation and use of Burrows, which help to organize where dwarves are allowed to move/work&lt;br /&gt;
*{{K|a}}: Add new burrow - Create a new burrow&lt;br /&gt;
*{{K|d}}: Delete - Delete currently selected burrow&lt;br /&gt;
*{{K|+}}{{K|-}}{{K|*}}{{K|/}}: Change selection - Switch burrows&lt;br /&gt;
*{{K|Enter}}: Define this burrow - Select areas that make up burrow, multiple areas can be created.&lt;br /&gt;
**{{K|c}}: Change symbol selector - Change which part of the symbol is being modified with {{K|+}}{{K|-}}{{K|*}}{{K|/}}, forecolor, backcolor, or symbol.&lt;br /&gt;
**{{K|+}}{{K|-}}{{K|*}}{{K|/}} - Modify currently selected (using {{K|c}}) part of the symbol&lt;br /&gt;
*{{K|c}}: Add citizens to burrow - Allows you to select which citizens are restricted to this burrow.&lt;br /&gt;
*{{K|z}}: Center on burrow &lt;br /&gt;
*{{K|Esc}}: Done&lt;br /&gt;
{{-}}&lt;br /&gt;
=== Stockpiles Menu ===&lt;br /&gt;
[[Image:StockpilesMenu2010.png|right]]&lt;br /&gt;
:Creates stockpiles, dwarves will place items in the appropriate stockpile if they have the correct hauling labor.&lt;br /&gt;
*{{K|a}}: Animal  - Stores animals in cages/traps, empty cages/traps&lt;br /&gt;
*{{K|f}}: Food - Stores food and food by-products (Meat/Fish/Plants/Drinks/Cheese/Seeds/Leaves/Milled plants/Fat/Blood/Lye/ect.)&lt;br /&gt;
*{{K|u}}: Furniture Storage - Stores furniture and siege ammo&lt;br /&gt;
*{{K|y}}: Graveyard - Stores dead dwarves&lt;br /&gt;
*{{K|r}}: Refuse - Stores garbage/dead animals/bones/skulls/shells&lt;br /&gt;
*{{K|s}}: Stone - Stores stone/ore&lt;br /&gt;
*{{K|w}}: Wood - Stores wood&lt;br /&gt;
*{{K|e}}: Gem - Stores rough/cut gems&lt;br /&gt;
*{{K|b}}: Bar/Block - Stores bars (Metal/Coal/Potash/Ash/Pearlash/Soap), and Blocks (Stone/Glass)&lt;br /&gt;
*{{K|h}}: Cloth - Stores cloth/thread&lt;br /&gt;
*{{K|l}}: Leather - Stores leather&lt;br /&gt;
*{{K|z}}: Ammo - Stores Bolts/Arrows/Blowdarts&lt;br /&gt;
*{{K|n}}: Coins - Stores coins&lt;br /&gt;
*{{K|g}}: Finished Goods - Stores finished goods (chains/crafts/clothing (not armor)/splints/crutches/more)&lt;br /&gt;
*{{K|p}}: Weapons - Stores weapons/trap components&lt;br /&gt;
*{{K|d}}: Armor - Stores armor&lt;br /&gt;
*{{K|c}}: Customer Stockpile - Build custom stockpile (define with {{K|t}})&lt;br /&gt;
*{{K|t}}: Custom Settings - Define custom stockpile&lt;br /&gt;
*{{K|/}}{{K|*}}: Reserved Barrels - Set the number of barrels that will be reserved for workshop use (such as the [[Still]]).&lt;br /&gt;
*{{K|-}}:{{K|+}}: Reserved Bins - Set the number of bins that will be reserved for workshop use.&lt;br /&gt;
*{{K|x}}: Remove Designation - Remove stockpiles&lt;br /&gt;
*{{K|Enter}}: Select - Place start/end corner of stockpile.&lt;br /&gt;
&lt;br /&gt;
=== Hot Keys Menu ===&lt;br /&gt;
[[Image:HotKeysMenu2010.png|right]]&lt;br /&gt;
:Allows the editing of hotkeys.  Pressing a hotkey, F1-F8 or Shift F1-F8 zooms to that location.&lt;br /&gt;
*{{K|F#}}: Select line F#&lt;br /&gt;
*{{K|Shift}}+{{K|F#}}: Select line Shift+F#&lt;br /&gt;
*{{K|n}}: Change Name - Name this hotkey&lt;br /&gt;
*{{K|z}}: Zoom Here - Set screen to zoom the the current location when selected hotkey is pressed.&lt;br /&gt;
{{-}}&lt;br /&gt;
=== Nobles Screen ===&lt;br /&gt;
[[Image:NoblesScreen2010.png|right|480px|225px]]&lt;br /&gt;
:In this screen various {{L|nobles}} can be assigned/removed.   See the {{L|nobles}} article for details on nobles, their requirements/demands/mandates.&lt;br /&gt;
*{{K|Enter}}:  View Unit/Fill Vacancy - Assigns a unit to the position if it's empty, otherwise opens the View screen for that unit.&lt;br /&gt;
*{{K|r}}:  Replace - Replace the current position if possible, or place if empty.&lt;br /&gt;
*{{K|s}}:  Settings - Only available for the {{L|broker}}&lt;br /&gt;
{{-}}&lt;br /&gt;
=== Status Screen ===&lt;br /&gt;
[[Image:StatusScreen2010.png|right|480px]]&lt;br /&gt;
:Shows basic Fortress status.&lt;br /&gt;
*A - [[#Animals Screen|Animals]]&lt;br /&gt;
*B - [[#Kitchen Screen|Kitchen]]&lt;br /&gt;
*C - [[#Stone Screen|Stone]]&lt;br /&gt;
*D - [[#Stocks Screen|Stocks]]&lt;br /&gt;
*E - [[#Health Screen|Health]]&lt;br /&gt;
*F - [[#Justice Screen|Justice]]&lt;br /&gt;
*G - Date - Day Month, Year, Early/Middle/Late Season - {{L|Trade}} caravans arrive late in the month.  Elves/Humans/Dwarves : Spring/Summer/Autumn&lt;br /&gt;
*H: Summary of your wealth, requires Broker with Appraisal skill to see - More wealth often leads to larger groups of {{L|immigrants}}, and {{L|siege}}s.  The wealth of unground structures you can't see is listed here.  “?” at the end of a value means you haven't had your bookkeep keep records precise enough to know the exact value yet.&lt;br /&gt;
*I: How much wealth you have acquired through trade, or traded away (Import/Export)&lt;br /&gt;
*J: How much food you have.  Other contains prepared meals, as well as some inedible plants.&lt;br /&gt;
*{{K|←}}{{K|→}} - Move sub-menu&lt;br /&gt;
*{{K|Enter}} - Select sub-menu&lt;br /&gt;
{{-}}&lt;br /&gt;
==== Animals Screen ====&lt;br /&gt;
[[Image:AnimalsScreen2010.png|right|480px]]&lt;br /&gt;
:This shows information about all tame animals at your fortress.&lt;br /&gt;
*A: Animal type.  Stray Animals can be toggled to become pets, Tame animals are not hostile to your dwarves.&lt;br /&gt;
*B: Gender:  Amulet is Female, Bag (circle with arrow) is male.&lt;br /&gt;
*C: Who owns the animal.  Animals marked unavailable can't be adopted.  Animals marked “Ready for Slaughter will be slaughtered by a butcher at a butcher's shop.  Cats are marked as Uninterested and can't be set as available, cats will adopt dwarves themselves.&lt;br /&gt;
*{{K| ↓}}{{K|↑}} - Move between animals&lt;br /&gt;
*{{K|Enter}} - Toggle pet availability (not possible on untamed or cats)&lt;br /&gt;
*{{K|b}} - Slaughter&lt;br /&gt;
{{-}}&lt;br /&gt;
==== Kitchen Screen ====&lt;br /&gt;
[[Image:KitchenScreen2010.png|right|480px]]&lt;br /&gt;
:This screen allows you to control what food is processed in which manner.&lt;br /&gt;
*A: Type of food&lt;br /&gt;
*B: Count for that food.  “?” at the end of a value means you haven't had your bookkeep keep records precise enough to know the exact value yet.&lt;br /&gt;
*C: Whether a food is available to be cooked if possible. Blue=Yes/Red=No&lt;br /&gt;
*D: Whether a food is available to be brewed if possible. Blue=Yes/Red=No&lt;br /&gt;
*{{K| ↓}}{{K|↑}} - Move between food items&lt;br /&gt;
*{{K|c}} - Toggle cook.&lt;br /&gt;
*{{K|b}} - Toggle brew.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==== Stone Screen ====&lt;br /&gt;
[[Image:StoneScreen2010.png|right|480px]]&lt;br /&gt;
:This screen lets you restrict usage of stone to specific tasks.  All possible stones are listed here.&lt;br /&gt;
*A: Type of Stone/ore/bar.&lt;br /&gt;
*B: Various reactions that this item is a part of (&amp;lt;b&amp;gt;these can be selected for more information&amp;lt;/b&amp;gt;)&lt;br /&gt;
*{{K|Enter}} - Mark stone economic/non-economic&lt;br /&gt;
{{-}}&lt;br /&gt;
==== Stocks Screen ====&lt;br /&gt;
[[Image:StocksScreen2010.png|right|480px]]&lt;br /&gt;
:This screen lists every item in your fortress.&lt;br /&gt;
*A: General item grouping&lt;br /&gt;
*B: Count of each general type. The white number counts usable items, the red number (if any) counts items that cannot be used, including those which belong to others (such as a caravan) and those which have been forbidden. A “?” at the end of a value means you haven't had your bookkeeper maintain records precise enough to know the exact value yet.&lt;br /&gt;
*C: individual kinds of items.  Items of the same kind but different {{L|quality}} are grouped together unless {{K|Tab}} is pressed.&lt;br /&gt;
*{{K|tab}}: Mode - Changes between listing single items, and grouping items of different quality but same type together.&lt;br /&gt;
*{{K|z}}: Zoom - only available after pressing {{K|tab}}, zooms screen to selected item.&lt;br /&gt;
*{{K|v}}: View - only available after pressing {{K|tab}}, views information on selected item.&lt;br /&gt;
*{{K|m}}: Melt - Marks/unmarks item or group to be melted&lt;br /&gt;
*{{K|f}}: Forbid - Marks/unmarks item or group to be forbiden&lt;br /&gt;
*{{K|d}}: Dump - Marks/unmarks item or group to be dumped&lt;br /&gt;
*{{K|h}}: Hide - Marks/unmarks item or group to be hidden&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==== Health Screen ====&lt;br /&gt;
[[Image:HealthScreen2010.png|right|480px]]&lt;br /&gt;
:''Main article: {{L|Health screen}}''&lt;br /&gt;
&lt;br /&gt;
:Lists all types of {{L|Healthcare}} information about tamed animals and dwarves in your fortress.  Only visible if you have appointed a {{L|Chief medical dwarf}}.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==== Justice Screen ====&lt;br /&gt;
[[Image:JusticeScreen2010.png|right|480px]]&lt;br /&gt;
:Lists information about Justice at your fortress.&lt;br /&gt;
&lt;br /&gt;
* A - Any criminals currently wanted or being punished are listed here, along with the crime committed.&lt;br /&gt;
* B - ???&lt;br /&gt;
* C - This lists the number of cages and chains marked for jailing criminals.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
=== Help Screen ===&lt;br /&gt;
[[Image:HelpScreen2010.png|right|480px]]&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Menu&amp;diff=153528</id>
		<title>v0.31:Menu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Menu&amp;diff=153528"/>
		<updated>2011-10-07T17:44:16Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: /* Stockpiles Menu */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:16, 18 April 2011 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
The purpose of this page is to help players look up the meaning of user interface elements. See {{L|Dwarf_fortress_mode#Gameplay_User_Interface|Gameplay User Interface}} for more general information about the UI.&lt;br /&gt;
&lt;br /&gt;
==Main in-game Menu==&lt;br /&gt;
 [[Image:MainMenuDF2010.png|right]]&lt;br /&gt;
* {{K|a}}: View Announcements - Displays recent {{L|Announcement}}s&lt;br /&gt;
* {{K|b}}: Building - [[#Building Menu|Building Menu]]&lt;br /&gt;
* {{K|r}}: Reports -  [[#Combat reports screen|Combat reports screen]]&lt;br /&gt;
* {{K|c}}: View civilizations - Shows {{L|Civilization}}s that have been met&lt;br /&gt;
* {{K|d}}: Designations - [[#Designate Menu|Designate Menu]]&lt;br /&gt;
* {{K|o}}: Set Order - {{L|Standing orders|Orders Menu}}&lt;br /&gt;
* {{K|k}}: Look Around &lt;br /&gt;
* {{K|j}}: Job List - [[#Jobs Screen|Jobs Screen]]&lt;br /&gt;
* {{K|m}}: Military - {{L|Military interface|Military Interface}}&lt;br /&gt;
* {{K|s}}: Squads - [[#Squads Menu|Squads Menu]]&lt;br /&gt;
* {{K|N}}: Points/Routes/Notes - [[#Notes Menu|Notes Menu]]&lt;br /&gt;
* {{K|w}}: Define Burrows - [[#Burrows Menu|Burrows Menu]]&lt;br /&gt;
* {{K|p}}: Stockpiles - [[#Stockpiles Menu|Stockpiles Menu]]&lt;br /&gt;
* {{K|i}}: Zones - Place a {{L|Activity zone|Zone}}&lt;br /&gt;
* {{K|q}}: Set Building Tasks/Prefs - &lt;br /&gt;
* {{K|R}}: View Rooms/Buildings - View {{L|Room}}s and {{L|Building list|Building List}}&lt;br /&gt;
* {{K|t}}: View Items in Buildings&lt;br /&gt;
* {{K|v}}: View Units&lt;br /&gt;
* {{K|h}}: Hot Keys - [[#Hot Keys Menu|Hot Keys Menu]]&lt;br /&gt;
* {{K|n}}: Nobles and Administrators - [[#Nobles Screen|Nobles Screen]]&lt;br /&gt;
* {{K|z}}: Status - [[#Status Screen|Status Screen]]&lt;br /&gt;
* {{K|Tab}}: Move this menu/map - Moves the menu/map into another arrangement&lt;br /&gt;
* {{K|?}}: Help - [[#Help Screen|Help Screen]]&lt;br /&gt;
* {{K|Esc}}: Options - Set {{L|Dwarf fortress mode#Options Screen|Options}}&lt;br /&gt;
* {{K|;}}: Movies&lt;br /&gt;
* {{K|D}}:  Depot Access - View whether your {{L|Trade depot}}s can be reached by other civs&lt;br /&gt;
* {{K|Space}}: Resume&lt;br /&gt;
* {{K|.}}: One-Step&lt;br /&gt;
&lt;br /&gt;
*{{K|u}}'': [[#Units Screen|Units Screen]] - Not displayed on Menu.''&lt;br /&gt;
&lt;br /&gt;
=== Building Menu ===&lt;br /&gt;
[[Image:BuildingMenu2010.png|right]]&lt;br /&gt;
:This menu lists objects/buildings that can be placed.  Some require dwarves to have a specific hauling labor set, others require dwarves to have another labor set.&lt;br /&gt;
* Armor Stand ({{K|a}}) - Place a built {{L|Armor stand}} (req. {{L|Furniture hauling}})&lt;br /&gt;
* Bed ({{K|b}}) - Place a built {{L|Bed}} (req. {{L|Furniture hauling}})&lt;br /&gt;
* Seat ({{K|c}}) - Place a built {{L|Throne}} (req. {{L|Furniture hauling}})&lt;br /&gt;
* Burial Receptacle ({{K|n}}) - Place a built {{L|Coffin}} (req. {{L|Furniture hauling}})&lt;br /&gt;
* Door ({{K|d}}) - Place a built {{L|Door}} (req. {{L|Furniture hauling}})&lt;br /&gt;
* Floodgate ({{K|x}}) - Place a built {{L|Floodgate}} (req. {{L|Furniture hauling}})&lt;br /&gt;
* Floor Hatch ({{K|H}}) - Place a built {{L|Floor hatch}} (req. {{L|Furniture hauling}})&lt;br /&gt;
* Wall Grate ({{K|W}}) - Place a built {{L|Wall grate}} (req. {{L|Furniture hauling}})&lt;br /&gt;
* Floor Grate ({{K|G}}) - Place a built {{L|Floor grate}} (req. {{L|Furniture hauling}})&lt;br /&gt;
* Vertical Bars ({{K|B}}) - Place {{L|Vertical bars}} (req. {{L|Furniture hauling}})&lt;br /&gt;
* Floor Bars ({{K|Alt}}+({{K|b}}) - Place {{L|Floor bars}} (req. {{L|Furniture hauling}})&lt;br /&gt;
* Cabinet ({{K|f}}) - Place a built {{L|Cabinet}} (req. {{L|Furniture hauling}})&lt;br /&gt;
* Container ({{K|h}}) - Place a built {{L|Container}} (req. {{L|Furniture hauling}})&lt;br /&gt;
* Kennels ({{K|k}}) - Construct a {{L|Kennel}} (req. {{L|animal training}}, {{L|small animal dissection}} and/or {{L|trapping}} labor)&lt;br /&gt;
* Farm Plot ({{K|p}}) - Place a {{L|Farm}} (req. {{L|Farming (fields)}} labor)&lt;br /&gt;
* Weapon Rack ({{K|r}}) - Place a built {{L|Weapon rack}} (req. {{L|Furniture hauling}})&lt;br /&gt;
* Statue ({{K|s}}) - Place a built {{L|Statue}} (req. {{L|Furniture hauling}})&lt;br /&gt;
* Table ({{K|t}}) - Place a built {{L|Table}} (req. {{L|Furniture hauling}})&lt;br /&gt;
* Paved Road ({{K|o}}) - Build a {{L|Paved road}} (req. {{L|Architecture}} labor)&lt;br /&gt;
* Dirt Road ({{K|O}}) - Build a {{L|Dirt road}} (req. {{L|Architecture}} labor)&lt;br /&gt;
* Bridge ({{K|g}}) - Build a {{L|Bridge}} (req. {{L|Architecture}} labor)&lt;br /&gt;
* Well ({{K|l}}) - Build a {{L|Well}} (req. {{L|Architecture}} labor)&lt;br /&gt;
* Siege Engines ({{K|i}})&lt;br /&gt;
** Ballista ({{K|b}})&lt;br /&gt;
** Catapult ({{K|c}})&lt;br /&gt;
* Workshops ({{K|w}}) - [[#Workshops Menu|Workshops Menu]]  - Menu to build various {{L|Workshop}}s&lt;br /&gt;
* Furnaces ({{K|e}}) - [[#Furnaces Menu|Furnaces Menu]]  - Menu to build various {{L|Furnace}}s&lt;br /&gt;
* Glass Window ({{K|y}}) - Place a built {{L|window|Glass window}} (req. {{L|Furniture hauling}})&lt;br /&gt;
* Gem Window ({{K|Y}}) - Create a {{L|Gem window}} ('''with job''')&lt;br /&gt;
* Wall/Floor/Stairs ({{K|C}})&lt;br /&gt;
** Wall ({{K|w}}) - Build a {{L|Wall}} (req. {{L|Masonry}}/{{L|Carpenter}} labor)&lt;br /&gt;
** Floor ({{K|f}}) - Build a {{L|Floor}} (req. {{L|Masonry}}/{{L|Carpenter}} labor)&lt;br /&gt;
** Ramp ({{K|r}}) - Build a {{L|Ramp}} (req. {{L|Masonry}}/{{L|Carpenter}} labor)&lt;br /&gt;
** Up Stair ({{K|u}}) - Build a {{L|Up stair}} (req. {{L|Masonry}}/{{L|Carpenter}} labor)&lt;br /&gt;
** Down Stair ({{K|d}}) - Build a {{L|Down stair}} (req. {{L|Masonry}}/{{L|Carpenter}} labor)&lt;br /&gt;
** Up/Down Stair ({{K|x}}) - Build a {{L|Stairs|Up/Down Stair}} (req. {{L|Masonry}}/{{L|Carpenter}} labor)&lt;br /&gt;
** Fortification ({{K|F}}) - Build a {{L|Fortification}} (req. {{L|Masonry}}/{{L|Carpenter}} labor)&lt;br /&gt;
* Trade Depot ({{K|D}}) - Construct a {{L|Trade depot}}&lt;br /&gt;
* Traps/Levers ({{K|T}})&lt;br /&gt;
** Stone-Fall Trap ({{K|s}}) - Build a {{L|Trap|Stone-fall trap}} (req. {{L|Mechanics}} labor)&lt;br /&gt;
** Weapon Trap ({{K|w}}) - Build a {{L|Weapon trap}} (req. {{L|Mechanics}} labor)&lt;br /&gt;
** Lever ({{K|l}}) - Build a {{L|Lever}} (req. {{L|Mechanics}} labor)&lt;br /&gt;
** Pressure Plate ({{K|p}}) - Build a {{L|Pressure plate}} (req. {{L|Mechanics}} labor)&lt;br /&gt;
** Cage Trap ({{K|c}}) - Build a {{L|Cage trap}} (req. {{L|Mechanics}} labor)&lt;br /&gt;
** Upright Spear/Spike ({{K|S}}) - Build a {{L|Trap|Upright Spear/Spike}} (req. {{L|Mechanics}} labor)&lt;br /&gt;
* Machine Components ({{K|M}})&lt;br /&gt;
** Screw Pump ({{K|s}}) - Build a {{L|Screw pump}} (req. {{L|Mechanics}} labor)&lt;br /&gt;
** Water Wheel ({{K|w}}) - Build a {{L|Water wheel}} (req. {{L|Mechanics}} labor)&lt;br /&gt;
** Windmill ({{K|m}}) - Build a {{L|Windmill}} (req. {{L|Mechanics}} labor)&lt;br /&gt;
** Gear Assembly ({{K|g}}) - Build a {{L|Gear assembly}} (req. {{L|Mechanics}} labor)&lt;br /&gt;
** Horizontal Axle ({{K|h}}) - Build a {{L|axle|Horizontal axle}} (req. {{L|Mechanics}} labor)&lt;br /&gt;
** Vertical Axle ({{K|v}}) - Build a {{L|axle|Vertical axle}} (req. {{L|Mechanics}} labor)&lt;br /&gt;
* Support ({{K|S}}) - Construct a {{L|Support}} (req. {{L|Architecture}} labor)&lt;br /&gt;
* Animal Trap ({{K|m}}) - Place an {{L|Animal trap}} (with hauling)&lt;br /&gt;
* Restraint ({{K|v}}) - Place a {{L|Restraint}} (req. {{L|Furniture hauling}})&lt;br /&gt;
* Cage ({{K|j}}) - Place a built {{L|Cage}} (req. {{L|Furniture hauling}})&lt;br /&gt;
* Archery Target ({{K|A}}) - Build an {{L|Archery target}} (req. {{L|Architecture}} labor)&lt;br /&gt;
* Traction Bench ({{K|R}}) - Place a {{L|Traction bench}} (req. {{L|Furniture hauling}})&lt;br /&gt;
==== Workshops Menu ====&lt;br /&gt;
[[Image:Workshops Menu.png|right]]&lt;br /&gt;
*Leather works ({{K|e}}) - Build a {{L|Leather works}} (req. {{L|Leatherworking}} labor)&lt;br /&gt;
*Quern ({{K|q}}) - Build a {{L|Quern}} (req. {{L|Milling}} labor)&lt;br /&gt;
*Millstone ({{K|M}}) - Build a {{L|Millstone}} (req. {{L|Mechanics}} labor)&lt;br /&gt;
*Loom ({{K|o}}) - Build a {{L|Loom}} (req. {{L|Weaving}} labor)&lt;br /&gt;
*Clothier's Shop ({{K|k}}) - Build a {{L|Clothier's shop}} (req. {{L|Clothesmaking}} labor)&lt;br /&gt;
*Bowyer's Workshop ({{K|b}}) - Build a {{L|Bowyer's workshop}} (req. {{L|Crossbow-making}} labor)&lt;br /&gt;
*Carpenter's Workshop ({{K|c}})  - Build a {{L|Carpenter's workshop}} (req. {{L|Carpentry}} labor)&lt;br /&gt;
*Metalsmith's Forge ({{K|f}}) - Build a {{L|Metalsmith's forge}} (req. {{L|Weaponsmithing}}/{{L|Armoring}}/{{L|Blacksmithing}}/{{L|Metalcrafting}} labor)&lt;br /&gt;
*Magma Forge ({{K|v}}) - Build a {{L|Magma forge}} (req. {{L|Weaponsmithing}}/{{L|Armoring}}/{{L|Blacksmithing}}/{{L|Metalcrafting}} labor)&lt;br /&gt;
*Jeweler's Workshop ({{K|j}}) - Build a {{L|Jeweler's workshop}} (req. {{L|Gem cutting}} or {{L|Gem setting}} labor)&lt;br /&gt;
*Mason's Workshop ({{K|m}}) - Build a {{L|Mason's workshop}} (req. {{L|Masonry}} labor)&lt;br /&gt;
*Butcher's Shop ({{K|u}}) - Build a {{L|Butcher's shop}} (req. {{L|Butchery}} labor)&lt;br /&gt;
*Tanner's Shop ({{K|n}}) - Build a {{L|Tanner's shop}} (req. {{L|Tanning}} labor)&lt;br /&gt;
*Craftsdwarf's Workshop ({{K|r}}) - Build a {{L|Craftsdwarf's workshop}} (req. {{L|Woodcrafting}}/{{L|Bone carving}}/{{L|Stonecrafting}} labor)&lt;br /&gt;
*Siege Workshop ({{K|s}}) - Build a {{L|Siege workshop}} (req. {{L|Siege engineering}} labor)&lt;br /&gt;
*Mechanic's Workshop ({{K|t}}) - Build a {{L|Mechanic's workshop}} (req. {{L|Mechanics}} labor)&lt;br /&gt;
*Still ({{K|l}}) - Build a {{L|Still}} (req. {{L|Brewing}} labor)&lt;br /&gt;
*Farmer's Workshop ({{K|w}}) - Build a {{L|Farmer's workshop}} (req. {{L|Plant processing}}/{{L|Milking}}/{{L|Cheese making}} labor)&lt;br /&gt;
*Kitchen ({{K|z}}) - Build a {{L|Kitchen}} (req. {{L|Cooking}} labor)&lt;br /&gt;
*Fishery ({{K|h}}) - Build a {{L|Fishery}} (req. {{L|Fishing}}/{{L|Fish cleaning}} labor)&lt;br /&gt;
*Ashery ({{K|y}}) - Build an {{L|Ashery}} (req. {{L|Potash making}} or {{L|Lye making}} labor)&lt;br /&gt;
*Dyer's Shop ({{K|d}}) - Build a {{L|Dyer's shop}} (req. {{L|Dyeing}} labor)&lt;br /&gt;
*Soap Maker's Workshop ({{K|S}}) - Build a {{L|Soap maker's workshop}} (req. {{L|Soap making}} labor)&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==== Furnaces Menu ====&lt;br /&gt;
[[Image:FurnacesMenu.png|right]]&lt;br /&gt;
*Wood Furnce ({{K|w}}) - Build a {{L|Wood furnace}} (req. {{L|Architecture}} labor)&lt;br /&gt;
*Smelter ({{K|s}}) - Build a {{L|Smelter}} (req. {{L|Architecture}} and {{L|Masonry}} labor)&lt;br /&gt;
*Glass Furnace ({{K|g}}) - Build a {{L|Glass furnace}} (req. {{L|Architecture}} and  {{L|Masonry}}/{{L|Metalsmithing}} labor)&lt;br /&gt;
*Kiln ({{K|k}}) - Build a {{L|Kiln}} (req. {{L|Architecture}} and {{L|Masonry}} labor)&lt;br /&gt;
*Magma Smelter ({{K|l}}) - Build a {{L|Magma smelter}} (req. {{L|Architecture}} and  {{L|Masonry}} labor)&lt;br /&gt;
*Magma Glass Furnace ({{K|a}}) - Build a {{L|Magma glass furnace}} (req. {{L|Architecture}} and  {{L|Masonry}}/{{L|Metalsmithing}} labor)&lt;br /&gt;
*Magma Kiln ({{K|n}}) - Build a {{L|Magma kiln}} (req. {{L|Architecture}} and  {{L|Masonry}} labor)&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
=== Combat reports Screen===&lt;br /&gt;
[[Image:CombatReportsScreen2010.png|right]]&lt;br /&gt;
=== Designations Menu ===&lt;br /&gt;
[[Image:DesignateMenu2010.png|right]]&lt;br /&gt;
&lt;br /&gt;
The [[Designations Menu]] (accessed by {{K|d}} provides the means to mark tiles with various designations including Mining, Wood Cutting, Plant Gathering, Stone Detailing as well as removing constructions, controlling traffic and other miscellaneous designations.&lt;br /&gt;
&lt;br /&gt;
===Jobs Screen===&lt;br /&gt;
[[Image:JobsScreen2010.png|right|480px]]&lt;br /&gt;
{{-}}&lt;br /&gt;
===Squads Menu ===&lt;br /&gt;
[[Image:SquadsMenu2010.png|right]]&lt;br /&gt;
:This menu allows you to manage your squads&lt;br /&gt;
{{-}}&lt;br /&gt;
=== Notes Menu ===&lt;br /&gt;
[[Image:NotesMenu2010.png|right]]&lt;br /&gt;
:Allows the placement of notes, also referred to as “points”.  Required to create patrol routes, often used to label levers so you can remember what they are connected to.&lt;br /&gt;
*{{K|p}}: Place - Places a note on the cursor&lt;br /&gt;
*{{K|d}}: Delete - Deletes notes on the cursor&lt;br /&gt;
*{{K|n}}: Name - Name/label the note placed at this point&lt;br /&gt;
*{{K|t}}: Note text - Add additional information for the note&lt;br /&gt;
*{{K|c}}: Change symbol selector - Change which part of the symbol is being modified with {{K|+}}{{K|-}}{{K|*}}{{K|/}}, forecolor, backcolor, or symbol.&lt;br /&gt;
*{{K|s}}: Adopt selected symbol - Makes all future notes use the selected options .&lt;br /&gt;
*{{K|+}}{{K|-}}{{K|*}}{{K|/}} - Modify currently selected (using {{K|c}}) part of the symbol&lt;br /&gt;
*{{K|r}}:Routes – [[#Routes Menu]] allows linking of Notes/points together to form routes for patrols.&lt;br /&gt;
{{-}}&lt;br /&gt;
====Routes Menu ====&lt;br /&gt;
[[Image:RoutesMenu2010.png|right]]&lt;br /&gt;
*{{K|a}}: Add route - Create a new route.&lt;br /&gt;
*{{K|e}}: Edit waypts - Edit points that make up the route.&lt;br /&gt;
**{{K|a}}: Add waypt - Add current point to route.&lt;br /&gt;
**{{K|d}}: Add waypt - Delete current point from route.&lt;br /&gt;
**{{K|p}}: Add waypt - Finish editing route.&lt;br /&gt;
*{{K|d}}: Del route - Delete currently selected route.&lt;br /&gt;
*{{K|n}}: Name route - Name current route&lt;br /&gt;
*{{K|c}}: Center - Center on route.&lt;br /&gt;
*{{K|+}}{{K|-}}{{K|*}}{{K|/}} -  Select different routes&lt;br /&gt;
*{{K|p}}: Back to points/notes - Return to [[#Notes Menu|Notes menu]]&lt;br /&gt;
{{-}}&lt;br /&gt;
=== Burrows Menu ===&lt;br /&gt;
[[Image:BurrowsMenu2010.png|right]]&lt;br /&gt;
:This menu allows the creation and use of Burrows, which help to organize where dwarves are allowed to move/work&lt;br /&gt;
*{{K|a}}: Add new burrow - Create a new burrow&lt;br /&gt;
*{{K|d}}: Delete - Delete currently selected burrow&lt;br /&gt;
*{{K|+}}{{K|-}}{{K|*}}{{K|/}}: Change selection - Switch burrows&lt;br /&gt;
*{{K|Enter}}: Define this burrow - Select areas that make up burrow, multiple areas can be created.&lt;br /&gt;
**{{K|c}}: Change symbol selector - Change which part of the symbol is being modified with {{K|+}}{{K|-}}{{K|*}}{{K|/}}, forecolor, backcolor, or symbol.&lt;br /&gt;
**{{K|+}}{{K|-}}{{K|*}}{{K|/}} - Modify currently selected (using {{K|c}}) part of the symbol&lt;br /&gt;
*{{K|c}}: Add citizens to burrow - Allows you to select which citizens are restricted to this burrow.&lt;br /&gt;
*{{K|z}}: Center on burrow &lt;br /&gt;
*{{K|Esc}}: Done&lt;br /&gt;
{{-}}&lt;br /&gt;
=== Stockpiles Menu ===&lt;br /&gt;
[[Image:StockpilesMenu2010.png|right]]&lt;br /&gt;
:Creates stockpiles, dwarves will place items in the appropriate stockpile if they have the correct hauling labor.&lt;br /&gt;
*{{K|a}}: Animal  - Stores animals in cages/traps, empty cages/traps&lt;br /&gt;
*{{K|f}}: Food - Stores food and food by-products (Meat/Fish/Plants/Drinks/Cheese/Seeds/Leaves/Milled plants/Fat/Blood/Lye/ect.)&lt;br /&gt;
*{{K|u}}: Furniture Storage - Stores furniture and siege ammo&lt;br /&gt;
*{{K|y}}: Graveyard - Stores dead dwarves&lt;br /&gt;
*{{K|r}}: Refuse - Stores garbage/dead animals/bones/skulls/shells&lt;br /&gt;
*{{K|s}}: Stone - Stores stone/ore&lt;br /&gt;
*{{K|w}}: Wood - Stores wood&lt;br /&gt;
*{{K|e}}: Gem - Stores rough/cut gems&lt;br /&gt;
*{{K|b}}: Bar/Block - Stores bars (Metal/Coal/Potash/Ash/Pearlash/Soap), and Blocks (Stone/Glass)&lt;br /&gt;
*{{K|h}}: Cloth - Stores cloth/thread&lt;br /&gt;
*{{K|l}}: Leather - Stores leather&lt;br /&gt;
*{{K|z}}: Ammo - Stores Bolts/Arrows/Blowdarts&lt;br /&gt;
*{{K|n}}: Coins - Stores coins&lt;br /&gt;
*{{K|g}}: Finished Goods - Stores finished goods (chains/crafts/clothing (not armor)/splints/crutches/more)&lt;br /&gt;
*{{K|p}}: Weapons - Stores weapons/trap components&lt;br /&gt;
*{{K|d}}: Armor - Stores armor&lt;br /&gt;
*{{K|c}}: Customer Stockpile - Build custom stockpile (define with {{K|t}})&lt;br /&gt;
*{{K|t}}: Custom Settings - Define custom stockpile&lt;br /&gt;
*{{K|/}}{{K|*}}: Reserved Barrels - Set the number of barrels that will be reserved for workshop use (such as the [[Still]]).&lt;br /&gt;
*{{K|-}}:{{K|+}}: Reserved Bins - Set the number of bins that will be reserved for workshop use.&lt;br /&gt;
*{{K|x}}: Remove Designation - Remove stockpiles&lt;br /&gt;
*{{K|Enter}}: Select - Place start/end corner of stockpile.&lt;br /&gt;
&lt;br /&gt;
=== Hot Keys Menu ===&lt;br /&gt;
[[Image:HotKeysMenu2010.png|right]]&lt;br /&gt;
:Allows the editing of hotkeys.  Pressing a hotkey, F1-F8 or Shift F1-F8 zooms to that location.&lt;br /&gt;
*{{K|F#}}: Select line F#&lt;br /&gt;
*{{K|Shift}}+{{K|F#}}: Select line Shift+F#&lt;br /&gt;
*{{K|n}}: Change Name - Name this hotkey&lt;br /&gt;
*{{K|z}}: Zoom Here - Set screen to zoom the the current location when selected hotkey is pressed.&lt;br /&gt;
{{-}}&lt;br /&gt;
=== Nobles Screen ===&lt;br /&gt;
[[Image:NoblesScreen2010.png|right|480px|225px]]&lt;br /&gt;
:In this screen various {{L|nobles}} can be assigned/removed.   See the {{L|nobles}} article for details on nobles, their requirements/demands/mandates.&lt;br /&gt;
*{{K|Enter}}:  View Unit/Fill Vacancy - Assigns a unit to the position if it's empty, otherwise opens the View screen for that unit.&lt;br /&gt;
*{{K|r}}:  Replace - Replace the current position if possible, or place if empty.&lt;br /&gt;
*{{K|s}}:  Settings - Only available for the {{L|broker}}&lt;br /&gt;
{{-}}&lt;br /&gt;
=== Status Screen ===&lt;br /&gt;
[[Image:StatusScreen2010.png|right|480px]]&lt;br /&gt;
:Shows basic Fortress status.&lt;br /&gt;
*A - [[#Animals Screen|Animals]]&lt;br /&gt;
*B - [[#Kitchen Screen|Kitchen]]&lt;br /&gt;
*C - [[#Stone Screen|Stone]]&lt;br /&gt;
*D - [[#Stocks Screen|Stocks]]&lt;br /&gt;
*E - [[#Health Screen|Health]]&lt;br /&gt;
*F - [[#Justice Screen|Justice]]&lt;br /&gt;
*G - Date - Day Month, Year, Early/Middle/Late Season - {{L|Trade}} caravans arrive late in the month.  Elves/Humans/Dwarves : Spring/Summer/Autumn&lt;br /&gt;
*H: Summary of your wealth, requires Broker with Appraisal skill to see - More wealth often leads to larger groups of {{L|immigrants}}, and {{L|siege}}s.  The wealth of unground structures you can't see is listed here.  “?” at the end of a value means you haven't had your bookkeep keep records precise enough to know the exact value yet.&lt;br /&gt;
*I: How much wealth you have acquired through trade, or traded away (Import/Export)&lt;br /&gt;
*J: How much food you have.  Other contains prepared meals, as well as some inedible plants.&lt;br /&gt;
*{{K|←}}{{K|→}} - Move sub-menu&lt;br /&gt;
*{{K|Enter}} - Select sub-menu&lt;br /&gt;
{{-}}&lt;br /&gt;
==== Animals Screen ====&lt;br /&gt;
[[Image:AnimalsScreen2010.png|right|480px]]&lt;br /&gt;
:This shows information about all tame animals at your fortress.&lt;br /&gt;
*A: Animal type.  Stray Animals can be toggled to become pets, Tame animals are not hostile to your dwarves.&lt;br /&gt;
*B: Gender:  Amulet is Female, Bag (circle with arrow) is male.&lt;br /&gt;
*C: Who owns the animal.  Animals marked unavailable can't be adopted.  Animals marked “Ready for Slaughter will be slaughtered by a butcher at a butcher's shop.  Cats are marked as Uninterested and can't be set as available, cats will adopt dwarves themselves.&lt;br /&gt;
*{{K| ↓}}{{K|↑}} - Move between animals&lt;br /&gt;
*{{K|Enter}} - Toggle pet availability (not possible on untamed or cats)&lt;br /&gt;
*{{K|b}} - Slaughter&lt;br /&gt;
{{-}}&lt;br /&gt;
==== Kitchen Screen ====&lt;br /&gt;
[[Image:KitchenScreen2010.png|right|480px]]&lt;br /&gt;
:This screen allows you to control what food is processed in which manner.&lt;br /&gt;
*A: Type of food&lt;br /&gt;
*B: Count for that food.  “?” at the end of a value means you haven't had your bookkeep keep records precise enough to know the exact value yet.&lt;br /&gt;
*C: Whether a food is available to be cooked if possible. Blue=Yes/Red=No&lt;br /&gt;
*D: Whether a food is available to be brewed if possible. Blue=Yes/Red=No&lt;br /&gt;
*{{K| ↓}}{{K|↑}} - Move between food items&lt;br /&gt;
*{{K|c}} - Toggle cook.&lt;br /&gt;
*{{K|b}} - Toggle brew.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==== Stone Screen ====&lt;br /&gt;
[[Image:StoneScreen2010.png|right|480px]]&lt;br /&gt;
:This screen lets you restrict usage of stone to specific tasks.  All possible stones are listed here.&lt;br /&gt;
*A: Type of Stone/ore/bar.&lt;br /&gt;
*B: Various reactions that this item is a part of (&amp;lt;b&amp;gt;these can be selected for more information&amp;lt;/b&amp;gt;)&lt;br /&gt;
*{{K|Enter}} - Mark stone economic/non-economic&lt;br /&gt;
{{-}}&lt;br /&gt;
==== Stocks Screen ====&lt;br /&gt;
[[Image:StocksScreen2010.png|right|480px]]&lt;br /&gt;
:This screen lists every item in your fortress.&lt;br /&gt;
*A: General item grouping&lt;br /&gt;
*B: Count of each general type. The white number counts usable items, the red number (if any) counts items that cannot be used, including those which belong to others (such as a caravan) and those which have been forbidden. A “?” at the end of a value means you haven't had your bookkeeper maintain records precise enough to know the exact value yet.&lt;br /&gt;
*C: individual kinds of items.  Items of the same kind but different {{L|quality}} are grouped together unless {{K|Tab}} is pressed.&lt;br /&gt;
*{{K|tab}}: Mode - Changes between listing single items, and grouping items of different quality but same type together.&lt;br /&gt;
*{{K|z}}: Zoom - only available after pressing {{K|tab}}, zooms screen to selected item.&lt;br /&gt;
*{{K|v}}: View - only available after pressing {{K|tab}}, views information on selected item.&lt;br /&gt;
*{{K|m}}: Melt - Marks/unmarks item or group to be melted&lt;br /&gt;
*{{K|f}}: Forbid - Marks/unmarks item or group to be forbiden&lt;br /&gt;
*{{K|d}}: Dump - Marks/unmarks item or group to be dumped&lt;br /&gt;
*{{K|h}}: Hide - Marks/unmarks item or group to be hidden&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==== Health Screen ====&lt;br /&gt;
[[Image:HealthScreen2010.png|right|480px]]&lt;br /&gt;
:''Main article: {{L|Health screen}}''&lt;br /&gt;
&lt;br /&gt;
:Lists all types of {{L|Healthcare}} information about tamed animals and dwarves in your fortress.  Only visible if you have appointed a {{L|Chief medical dwarf}}.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==== Justice Screen ====&lt;br /&gt;
[[Image:JusticeScreen2010.png|right|480px]]&lt;br /&gt;
:Lists information about Justic at your fortress&lt;br /&gt;
{{-}}&lt;br /&gt;
=== Help Screen ===&lt;br /&gt;
[[Image:HelpScreen2010.png|right|480px]]&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Drunk&amp;diff=153459</id>
		<title>v0.31:Drunk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Drunk&amp;diff=153459"/>
		<updated>2011-10-03T16:12:29Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|06:09, 27 December 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{D_for_Dwarf}}&lt;br /&gt;
This is the normal state for {{L|Dwarf|dwarves}}.  Whenever possible, dwarves will attempt to remain at least partially inebriated; being even the slightest bit tipsy can increase a dwarf's efficiency and productivity, and the effect appears to be directly proportional to the amount of alcohol consumed.  Being sober for too long can induce periods of melancholy, self-reflection, and depression.  Dwarves deprived of alcohol have reported remembering traumatic childhood events, such as the breaking of their first {{L|Finished goods|toy anvil}}, their first encounter with [[miasma]], or the time Papa Urist was torn limb from limb by {{L|Elephant|elephants}} in the fortress foyer.&lt;br /&gt;
&lt;br /&gt;
Most dwarves are not particularly choosy about the kind of hooch they ingest, but over time, some dwarves will begin to favor wine over beer; these dwarves are likely to one day rise to the {{L|Nobles|nobility}}, where snobbish behavior is expected and rewarded.  Even dwarven nobles strive to remain as drunk as possible.  Many is the merchant who has left a fortress with a {{L|Trading|trade agreement}} that was scrawled by a completely smashed [[baron]] whose speech was slurred so badly that no consonants were heard during the entire negotiation.  In these situations, the dwarves tend to come out ahead, because there are very few merchants willing to deny a good bargain to a reeling, bearded maniac with more weapons than skin cells.&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Body_parts&amp;diff=151100</id>
		<title>v0.31:Body parts</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Body_parts&amp;diff=151100"/>
		<updated>2011-07-06T15:08:54Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: rewrite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|11:50, 26 December 2010 (UTC)}}{{av}} &lt;br /&gt;
Almost every [[creature]] in the game possesses a body (ghosts being a notable exception).  These bodies are composed of {{L|bone|bones}}, limbs, {{L|shell|shells}}, {{L|hoof|hooves}}, {{L|hair}}, and many other pieces.  {{L|Corpse|Corpses}} can be cut up at a {{L|butcher's shop}}, yielding these parts as individual items, ready for whatever ghastly rite one may be planning.  The {{L|Stocks|stocks}} menu has a &amp;quot;Body parts&amp;quot; category that lists all such ''inedible'' parts, rotten or otherwise.&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Arrow&amp;diff=151062</id>
		<title>v0.31:Arrow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Arrow&amp;diff=151062"/>
		<updated>2011-07-05T19:05:06Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|17:58, 28 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
An '''arrow''' is a pointed projectile usually fired from a {{L|Weapon|bow}}.  They consist of a wooden, bone, or metal shaft topped with a pointed head.  Arrow are ammunition for bows, and cannot be fired from crossbows.  Bows aren't used much (if at all) in fortress mode, as dwarves cannot wield them.  Therefore, arrows are also of limited use, and can really only be used as ammunition for bow-filled weapon traps.&lt;br /&gt;
&lt;br /&gt;
Arrows pierce targets from medium- to long-range, and are deadly in almost any circumstance.  If it didn't break on impact, an arrow can be recovered from the ground, or the body of whatever unfortunate creature happened to make a worthwhile target.&lt;br /&gt;
&lt;br /&gt;
In adventure mode, elf and human players can wield bows (and therefore use arrows), while dwarven players cannot.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[ITEM_AMMO:ITEM_AMMO_ARROWS]&lt;br /&gt;
[NAME:arrow:arrows]&lt;br /&gt;
[CLASS:ARROW]&lt;br /&gt;
[SIZE:50]&lt;br /&gt;
[ATTACK:EDGE:100:2000:stab:stabs:NO_SUB:1000]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Arrow&amp;diff=151061</id>
		<title>v0.31:Arrow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Arrow&amp;diff=151061"/>
		<updated>2011-07-05T18:34:54Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: cleanup and rewrite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|17:58, 28 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Arrows are ammunition for {{L|Weapon|bows}}.  Bows aren't used much (if at all) in fortress mode, as dwarves cannot wield them.  Therefore, arrows are also of limited use, and can really only be used as ammunition for bow-filled weapon traps.  Arrows cannot be used as ammunition for crossbows; {{L|Bolt|bolts}} are required for this.&lt;br /&gt;
&lt;br /&gt;
In adventure mode, elf and human players can wield bows (and therefore use arrows), while dwarven players cannot.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[ITEM_AMMO:ITEM_AMMO_ARROWS]&lt;br /&gt;
[NAME:arrow:arrows]&lt;br /&gt;
[CLASS:ARROW]&lt;br /&gt;
[SIZE:50]&lt;br /&gt;
[ATTACK:EDGE:100:2000:stab:stabs:NO_SUB:1000]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Rhesus_macaque&amp;diff=151060</id>
		<title>v0.31:Rhesus macaque</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Rhesus_macaque&amp;diff=151060"/>
		<updated>2011-07-05T17:11:51Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: cleanup and rewrite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|06:44, 9 July 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=yes&lt;br /&gt;
|bone=4&lt;br /&gt;
|meat=6&lt;br /&gt;
|fat=6&lt;br /&gt;
|intestine=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Rhesus macaques''' are not cute little chimps that wear tiny tuxedos and dance to calypso music.  They are larger, meaner, and considerably more likely to leave teeth marks in the neck of any working dwarf foolish enough to get in their way.  If they exist on a map, they ''will'' be trouble at one point or another.  Fortunately, they are dispatched without too much trouble, and will often flee when faced with even the most ludicrously under-powered militia.  They are known for stealing pretty much everything, including {{L|food|}}, {{L|Finished goods|items}}, {{L|Weapon|weapons}}, {{L|Armor|armor}}, and {{L|Legendary artifact|artifacts}}.&lt;br /&gt;
&lt;br /&gt;
They can be tamed, but only by a {{L|dungeon master}}.  They cannot be trained to be hunting/war animals.  &lt;br /&gt;
&lt;br /&gt;
They are {{L|butcher|edible}}, but almost never exist in the numbers required for a sustainable food source.  They generally run in small- to medium-sized packs.  If you receive a message about goods having been stolen, a macaque has successfully taken the item and left the map.&lt;br /&gt;
&lt;br /&gt;
Rhesus macaques can be {{L|hunter|hunted}} or captured in [[cage traps]]. However, this cannot be relied upon to eliminate a troop in a timely manner.  They will show up as valid targets on the military screen.  They have no organization, and are usually easily dispatched by even a single shoddily equipped and unskilled militiadwarf.&lt;br /&gt;
&lt;br /&gt;
War dogs are especially good for defending your innocent fishermen. Get the dogs close to a macaque, and you will be rewarded with monkey corpses before you get a flood of canceled job messages.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
It has been suggested by some that diced Rhesus Macaque meat cooked with {{L|dwarven syrup}} is used for a tasty dwarven candy, or Rhesus Pieces. [http://www.bay12games.com/forum/index.php?topic=46408.msg922819#msg922819]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bull_shark&amp;diff=127518</id>
		<title>v0.31:Bull shark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bull_shark&amp;diff=127518"/>
		<updated>2010-09-13T19:10:29Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: grammar fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|06:47, 14 July 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Bull shark&lt;br /&gt;
|symbol=S|color=7:0:1&lt;br /&gt;
|biome=* {{L|Ocean|Tropical ocean}}&lt;br /&gt;
|contrib=no&lt;br /&gt;
|skulls=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|fat=8&lt;br /&gt;
|meat=9&lt;br /&gt;
|intestines=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|brain=1&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A medium-sized, aggressive, territorial fish.  It can be found in shallow oceanic waters, and has also been known to travel up large rivers.''&lt;br /&gt;
&lt;br /&gt;
The '''Bull shark''' is one of many shark species implemented in Dwarf Fortress. They are pretty big (about 150 kilo) and produce a fairly large amount of food when {{L|Meat industry|butchered}}. Like many other aquatic {{Catlink|Animals|animals}} they don't produce {{L|bones}}.&lt;br /&gt;
&lt;br /&gt;
With a fairly high pet value of 500, they may be worth more to you alive than dead. Consider {{L|Captured live fish|catching it alive}} with a {{L|Fishery|fishery}}.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Bonus: Breed them into your {{L|Stupid dwarf trick#It's A CRAP!|drowning chamber}}, and don't forget to {{L|Goblin|feed}} them regularly. &lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Beard&amp;diff=127517</id>
		<title>v0.31:Beard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Beard&amp;diff=127517"/>
		<updated>2010-09-13T19:00:04Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: added more exposition to the D for Dwarf section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many creatures in the game (even {{L|human|humans}}) have a group of tissues which are together known as a 'beard'. The most common type of 'beard' a player will encounter is the {{L|dwarf}} beard.&lt;br /&gt;
&lt;br /&gt;
==Dwarven Beards==&lt;br /&gt;
&lt;br /&gt;
A dwarven 'beard' consists of both his cheek whiskers and his chin whiskers, and is specific to males. The game keeps track of a hidden 'length' attribute for each tissue. At birth, a male baby dwarf has a beard of length zero. After that, they gain 1 length every day until they have 1000 length.&lt;br /&gt;
&lt;br /&gt;
The beard does not affect anything other than the description as yet. Interestingly, different dwarven {{L|civilization}}s tend to have different cultural hairstyles, including beard styles.&lt;br /&gt;
&lt;br /&gt;
Although most creatures have both of these tissues, they have no such appearance as a beard. This leads to many players believing that {{L|elf|elves}} have beards, which is incorrect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
===Characteristics===&lt;br /&gt;
&lt;br /&gt;
Dwarven hair is extremely hearty; the average dwarf hair is many times longer and several times thicker than the average human hair.  The range of colors is quite large; common colors include dark blues, black, any number of shades of gray, silver, white, brown, copper, rust, and even [[fire|flaming orange-red]].  &lt;br /&gt;
&lt;br /&gt;
Because they are grown to such incredible lengths and thicknesses, dwarven beards act as an extra layer of defense against external dangers - the resiliency of the beard helps protect the dwarf's face from physical blows, the expansiveness of the beard helps protect the dwarf's face and upper body against sources of radiation, and in its normal state, the beard almost completely covers the nasal passages and the mouth, acting as a sort of natural gas mask, which keeps noxious gases and other airborne contaminants from being inhaled.  Also, each hair is coated with unique oils that give it the ability to attract and trap some germs and bacteria, which are then either scrubbed out in the bath, or (more commonly) immersed in strong [[alcohol]] from the inevitable poorly-aimed quaff.&lt;br /&gt;
&lt;br /&gt;
===Dwarven beards as a sensory organ===&lt;br /&gt;
&lt;br /&gt;
The remarkably thick hairs of the male dwarf's beard are a marvel of biology. Each hair contains millions of sensory receptors of incredible diversity, including but not limited to hairs that gauge humidity and air flow, hairs highly sensitive to the presence of {{L|alcohol}}, air pressure sensing &amp;quot;{{L|hidden fun stuff|Bad Decision}}&amp;quot; hairs that are hooked directly to the brain's pleasure center and chemically reward dwarves for digging deeper, and even hairs that produce more and more vitamin D the longer a dwarf spends underground, to the point where any solar contact at all results in an {{L|cave adaptation|overload of vitamins}} and immediate nausea. &lt;br /&gt;
&lt;br /&gt;
Female dwarves use their long, luxurious knuckle hairs for the same purposes.&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Release_information&amp;diff=127516</id>
		<title>v0.31:Release information</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Release_information&amp;diff=127516"/>
		<updated>2010-09-13T18:40:49Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: added link to beard page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|08:00, 22 May 2010 (UTC)}}{{AV}}&lt;br /&gt;
&lt;br /&gt;
This version, '''DF 0.31.01''', was released on '''April 1st, 2010'''. The latest version is '''v{{current/version}}''', released on '''{{current/lastupdate}}'''.&lt;br /&gt;
This page lists the changes in the current [[version]] of [[Dwarf]] [[Fort]]ress.  The page links to currently existing pages which either have been or will need to be modified to list new details from the new version.  It also lists to pages about entirely new subjects introduced in this version, such as [[Burrows]], articles created or completely changed based off of this version are marked in '''bold'''.&lt;br /&gt;
&lt;br /&gt;
Adapted from the [http://docs.google.com/Doc?docid=0AT8EQVUjrv96ZGc5cnBwOHZfMjgyY3FzZHFtanA&amp;amp;hl=en&amp;amp;pli=1 google docs file] by SirPenguin about the upcoming release.&lt;br /&gt;
&lt;br /&gt;
== Newer Release informations ==&lt;br /&gt;
&lt;br /&gt;
For Bug Fixes of newer Versions please follow the links below.&lt;br /&gt;
* {{L|Release information/0.31.02}}&lt;br /&gt;
* {{L|Release information/0.31.03}}&lt;br /&gt;
* {{L|Release information/0.31.04}}&lt;br /&gt;
* {{L|Release information/0.31.05}}&lt;br /&gt;
* {{L|Release information/0.31.06}}&lt;br /&gt;
* {{L|Release information/0.31.07}}&lt;br /&gt;
* {{L|Release information/0.31.08}}&lt;br /&gt;
* {{L|Release information/0.31.09}}&lt;br /&gt;
* {{L|Release information/0.31.10}}&lt;br /&gt;
* {{L|Release information/0.31.11}}&lt;br /&gt;
* {{L|Release information/0.31.12}}&lt;br /&gt;
&lt;br /&gt;
== Behind the scenes ==&lt;br /&gt;
&lt;br /&gt;
===  Materials ===&lt;br /&gt;
* The {{l|material}} system has been rewritten, and just about everything is made from a material now.&lt;br /&gt;
* It is now possible to track the identity of certain materials, such as {{l|blood}} spatter.&lt;br /&gt;
* The {{l|color}} of a base {{l|material}} will now have more effects - a [[wagon]] made out of featherwood will reflect the color of the wood.&lt;br /&gt;
* Material breath [[weapons]] are possible, and can be made of any material. These are mainly linked with poisons, and when inhaled by a creature, they will become poisoned.&lt;br /&gt;
* Small amounts of certain {{l|materials}} ({{l|blood}}, snow, etc.) can accumulate in a tile.&lt;br /&gt;
** For example, if enough liquid [[gold]] accumulates in a tile, it will cool into a [[glob]] of gold.&lt;br /&gt;
** This also works for {{l|materials}} such as liquid (molten) {{l|metal}}, which will cool into a [[glob]] which can then be used to [[melt]] down into a bar.&lt;br /&gt;
* {{l|Weapons}} and {{l|armor}} now use various &amp;quot;real world&amp;quot; {{l|attributes}} to calculate their effectiveness. Each {{l|material}} (rock, {{l|metal}}) uses the following:&lt;br /&gt;
** '''{{l|Density}}'''&lt;br /&gt;
** '''{{l|Impact/shear yield}}'''&lt;br /&gt;
** '''{{l|Impact/shear fracture}}'''&lt;br /&gt;
** '''{{l|Impact/shear elasticity}}'''&lt;br /&gt;
** '''{{l|Edge}}'''&lt;br /&gt;
&lt;br /&gt;
see '''{{L|Material science}}''' for an explanation of what the yield/fracture/elasticity terminology means.&lt;br /&gt;
&lt;br /&gt;
* {{l|Mechanisms}} can be constructed out of more than stone, and more materials are {{l|magma-safe}}, resulting in {{l|magma}} being easier to handle.&lt;br /&gt;
&lt;br /&gt;
===  {{l|raw file|Raws}} ===&lt;br /&gt;
* Entity positions are now stored in the raw folders, allowing for custom positions through modding, as well as editing existing positions as you see fit.&lt;br /&gt;
** These include the {{l|Noble|new military positions}} (General/Lieutenant/Captain/Militia Commander/Militia Captain).&lt;br /&gt;
* {{l|Attribute|Attributes}} have also moved into the {{l|raw file|raws}}, allowing you set all sorts of values such as how fast an attribute increases.&lt;br /&gt;
* Many objects - trees, plants, {{l|stone}}s, etc. - now have {{l|material}} lists in the {{l|raw file|raws}}.&lt;br /&gt;
** Some {{l|raw file|raws}} have been merged, such as trees/plants, and {{l|stone}}s/{{l|metal}}s.&lt;br /&gt;
* A {{l|region}}'s raw files are now stored in their respective {{l|save}} folder.&lt;br /&gt;
&lt;br /&gt;
===  The d# series (Not implemented in first release)=== &lt;br /&gt;
* Translucent {{l|tilesets}} are supported, using PNG.&lt;br /&gt;
* The DF window can be resized on the fly.&lt;br /&gt;
* The grid size is autogenerated on startup; such {{l|init.txt|init.txt settings}} are ignored.&lt;br /&gt;
* Current desktop size is used for fullscreen size if fullscreen resolution is set to 0x0.&lt;br /&gt;
* The DF window can be zoomed on the fly using the mouse wheel. There are two modes, it defaults to mode 1. Pressing mouse wheel switches modes. Pressing F12 resets mode 1, not 2. In mode 1, the zoom from mode 2 is not visible. (And yes, you can use both at once.)&lt;br /&gt;
* The keyboard input system has been totally rewritten:&lt;br /&gt;
** You can bind multiple {{l|Key bindings|keys}} to one command.&lt;br /&gt;
** You can create keyboard {{l|macros}}.&lt;br /&gt;
** Input bindings are divided into sections.&lt;br /&gt;
* Lots of bugfixes and performance improvements.&lt;br /&gt;
&lt;br /&gt;
===  Arenas ===&lt;br /&gt;
* Arenas allow the player to set up battles with any kind of creatures with any type of equipment and have them face off.&lt;br /&gt;
*  The Arena is accessed via a special mode that has to be turned on in the init file.&lt;br /&gt;
* You can make as many [[creatures]] of any type a you want, equip them with any [[items]] you want, etc.&lt;br /&gt;
** [[Items]] can be made out of any of the current logical [[materials]]&lt;br /&gt;
* You can also assign them to teams or have them go at it solo&lt;br /&gt;
* The [[arena]] itself contains a flat fighting place as well as a pool of [[magma]] or [[water]]&lt;br /&gt;
* You can also edit the layout of the arena by adding or removing water and magma and so on.&lt;br /&gt;
&lt;br /&gt;
=== World Generation ===&lt;br /&gt;
* Island-type worlds are now the default choice&lt;br /&gt;
* An (incomplete) XML dump option of a world is now available.&lt;br /&gt;
&lt;br /&gt;
=== Controlling which announcements pause and recenter ===&lt;br /&gt;
&lt;br /&gt;
The file '''announcements.txt''' (at Dwarf Fortress/data/init/announcements.txt) can be used to control which {{L|announcement}}s do or don't cause the game to recenter and/or pause.  For example, you can make the game pause and recenter when ores and economic stones are uncovered, but not when ordinary stone like microcline is uncovered.&lt;br /&gt;
&lt;br /&gt;
== [[Combat]] ==&lt;br /&gt;
&lt;br /&gt;
===  [[Squads]] ===&lt;br /&gt;
* The [[fortress guard]] is considered a squad under the [[sheriff]], and the [[royal guard]] is considered a squad under the [[Hammerer]].&lt;br /&gt;
* '''[[Captains]]''' can be appointed under your '''[[General]]''' and lead [[squads]].&lt;br /&gt;
* There is a system in place that will try its best to keep your [[schedules]] staffed, going so far as finding replacements when [[soldier]]s get hungry/tired, as well as forcing soldiers to stay on duty if no replacements are found.&lt;br /&gt;
* You have complete control over how [[squads]] handle rations - [[food]] and [[drink]] stored in backpacks and flasks - and [[alcohol]] can now be stored as a [[drink]] option.&lt;br /&gt;
* [[Champions#Heroes_and_Champions|Champions]] as heavily trained soldiers are no more. Rather, a single '''[[Champion]]''' is an appointed position that your [[duke]]/[[count]]/[[baron]] appoints.&lt;br /&gt;
* &amp;quot;Lord&amp;quot; [[soldier]]s aren't restricted in their weapon choice, and can be made into [[civilian]]s again.&lt;br /&gt;
* Beds, racks, stands, boxes/chests and [[cabinets]] can now be assigned to squad positions.&lt;br /&gt;
* You can now use the [[note]] making system to lay out stations and patrol routes for your [[squads]].&lt;br /&gt;
* [[Sparring]] has been redone.  One such change is the addition of [[Combat Drills]].&lt;br /&gt;
* A [[dwarf]] skilled in one [[skill]] can teach students via demonstrations of how to fight. This is set up in a classroom environment, so no actual [[sparring]] takes place (less dangerous).&lt;br /&gt;
** Even slightly skilled [[dwarves]] can teach people below them.&lt;br /&gt;
** There are also instructor monitored drill and [[sparring]] sessions.&lt;br /&gt;
** &amp;quot;They can currently teach weapon [[skill]]s, [[wrestling]], dodging, punching (grasp strikes), kicking (stance strikes), shield and [[armor]] use, yeah.  They can also teach general close-quarters/ranged [[combat]] principles.&amp;quot;&lt;br /&gt;
* [[Personalities]] play a role in these lessons. Naturally lazy [[dwarves]] will have a harder time learning and concentrating, though they can overcome them with [[skill]]/attribute increases.&lt;br /&gt;
** An instructor's [[personality]] is also taken into account, as a naturally reckless instructor is more willing to send green recruits into [[sparring]] sessions.&lt;br /&gt;
* Squad selection/[[orders]] now can occur in real time.&lt;br /&gt;
* The [[military]] menu has been entirely redone.&lt;br /&gt;
* You can issue [[orders]] to several [[squads]] at once or several individuals across different squads.&lt;br /&gt;
* Kill [[orders]] are now possible. You can select any creature your [[fort]] does not control to be killed.&lt;br /&gt;
* You can give [[squads]] nicknames if you wish.&lt;br /&gt;
** You can also give your [[barracks]] nicknames to help keep them separated.&lt;br /&gt;
&lt;br /&gt;
===  Squad [[Equipment]] ===&lt;br /&gt;
* Prior to .31.9 a position called the '''[[Arsenal dwarf]]''' existed who handled various [[equipment]] delegation. Toady One has removed the position for the time being (.9 onward)to make the equipment handling run smoother, it will reappear in later releases but not until it has some better uses&lt;br /&gt;
* You can now establish &amp;quot;'''[[uniforms]]'''&amp;quot; for your [[soldier]]s. With it, you can assign specific [[armor]], [[weapons]], and other such [[equipment]] that you want all soldiers in a squad to wear.&lt;br /&gt;
** This allows for you to establish either [[equipment]] protocols (I want this squad to carry a [[sword]] and a shield) or literal uniforms, such as all guards wearing dyed blue cloaks.&lt;br /&gt;
* [[Soldier]]s know the difference between [[training]], battle, and [[civilian]] [[equipment]], and when/how to switch between them, as well as how to store them, which is usually done in [[barracks]] via boxes (which can be assigned to [[squads]]).&lt;br /&gt;
** The above also extends to [[Wood cutter|woodcutters]]/[[Miner|miners]], who know how to properly retrieve/store their picks and axes.&lt;br /&gt;
** [[Equipment]] can be stored in squad boxes.&lt;br /&gt;
* You can now handle [[ammo]] allocation by [[material]], so you can set aside [[metal]] [[bolts]] for battle and [[wood]]en bolts for [[training]]. [[Squads]] will maintain such ammo counts on their own.&lt;br /&gt;
** You can also handle [[ammo]] by type, so that you can have a squad that only uses [[bolts]]/arrows left over by invaders, etc.&lt;br /&gt;
** You have similar control over [[Hunter]] [[ammo]].&lt;br /&gt;
* [[Training]] [[weapons]] are in now, made at the carpenter's shop. Due to the nature of the [[material]] rewrite, these [[weapons]] lack edges, making them far less dangerous.&lt;br /&gt;
* [[Dwarves]] can handle any [[weapon|weapons]] now (they are not limited to the 6 weapons allowed in previous versions). &lt;br /&gt;
** [[Blowdart]] [[squads]] confirmed.&lt;br /&gt;
* [[Critter]]s now become familiar/accustomed to [[items]] they use often, such as [[armor]] and [[weapons]]. Being familiar with an item gives them better rolls during [[combat]].&lt;br /&gt;
** They can also become attached to [[items]] and will refuse upgrades.&lt;br /&gt;
* [[Items]] keep track of [[creatures]] they kill now, and that will show up in the [[legends mode]].&lt;br /&gt;
* [[Items]] can become &amp;quot;named&amp;quot; - raised to a semi-[[artifact]] level - if they have seen a lot of battles or have killed someone of a historical figure era-level of importance.&lt;br /&gt;
* [[Dwarves]] will now fill up their [[Quiver|quivers]] properly - they will not go into [[combat]] with 1 bolt in their quiver if they can help it.&lt;br /&gt;
* You can assign specific [[items]] to units (useful for cases such as [[artifact]]s).&lt;br /&gt;
* [[Dwarves]] assigned to [[squads]] will go train in their free time if they have self-discipline. This includes individual drilling practice.&lt;br /&gt;
* 1/3 of [[dwarves]] have a &amp;quot;favored&amp;quot; weapon.&lt;br /&gt;
&lt;br /&gt;
===  [[Weapons]] and [[Armor]] ===&lt;br /&gt;
[[Image:DF2010_1.png|thumb|400px|The new [[combat report]]s. [[Note]] the date, ability to zoom on location, and more flavorful descriptions.]]&lt;br /&gt;
* All [[weapons]] now have multiple '''[[attack types]]''' (a [[sword]] can use a thrusting attack, or with the blade itself, or even the pommel) and each attack can do a different type of [[damage]].&lt;br /&gt;
* Armor [[skill]] and quality of the [[armor]] increases your &amp;quot;deflection&amp;quot; roll, which alters the effective force of an attack.&lt;br /&gt;
* [[Weapons]] don't use hard-coded percentage [[damage]] anymore, but rather, use their [[material]]'s various properties in order to determine damage.&lt;br /&gt;
* The swing velocity of a [[hammer]] is determined by the strength and weight of the hammer itself, among other things.&lt;br /&gt;
* Woven/Chain [[items]] have a &amp;quot;structural elasticity&amp;quot; property (compared to [[plate]]/scale).&lt;br /&gt;
&lt;br /&gt;
===  Attacks ===&lt;br /&gt;
* [[Combat]] has been entirely rebalanced due to the new [[material]] and body changes.&lt;br /&gt;
* Small [[creatures]] are now able to take on larger creatures by pecking away at their bodies, something which was impossible in the old [[version]].&lt;br /&gt;
** Thanks to the [[material]] rewrite, though, a well [[armor]]ed knight will fare without many problems against 20 groundhogs.&lt;br /&gt;
** Multiple small attacks will have a cumulative effect.&lt;br /&gt;
* &amp;quot;I had a [[dragon]] fight some lions, and after a little bit of dragonfire and close [[combat]], I ended up with a dragon covered with the grammatically-in-progress &amp;quot;lion [[melted]] [[fat]] spatter&amp;quot;.&amp;quot;&lt;br /&gt;
* Attacks take into account the position and relative nature of the body. Attacks won't &amp;quot;loopity-loop&amp;quot; through the body.&lt;br /&gt;
* Temperature transfer between wrestlers is now possible, so think twice before [[wrestling]] that [[spirit of fire]].&lt;br /&gt;
** Stuck-ins also transfer temperature.&lt;br /&gt;
* Ranged damage has been nerfed, in addition to [[bolts]] making &amp;quot;logical&amp;quot; paths now. The firing rate remains the same.&lt;br /&gt;
* There's now a notion of a &amp;quot;squared shot&amp;quot;, in that your attack could hit someone's arm full force, but if you didn't hit in in the right area, the [[bone]] would not break. This helps many problems, such as with [[bolts]], as well as [[axe]]s/[[sword]]s not lopping everything off every time you swing.&lt;br /&gt;
* Twisting your weapon in a [[wound]] has been balanced, and won't just amplify [[damage]] forever.&lt;br /&gt;
* [[Toady]] on the path of the force of an attack: &amp;quot;The [[armor]] is all checked in order from outer to inner, then it gets at the tissue [[layer]]s, altering the character of the attack as it goes.&amp;quot;&lt;br /&gt;
* Attacks can pass through a [[wound]] sufficiently large enough.&lt;br /&gt;
* Force from blunt [[weapons]] can transcend [[layer]]s. For instance, a [[hammer]] can bruise the [[skin]] while breaking the [[bone]] underneath.&lt;br /&gt;
** As such, [[plate]] [[armor]]'s benefits are generally ignored by blunt attacks, and [[leather]] armor would prove to be more effective.&lt;br /&gt;
* &amp;quot;Solid breath can take the form of a forward moving dust puff that accidentally knocks people out due to some [[cave-in]] code.  When I fix that, KOs make or may not be a parameter.  Solid breath can also take the form of a solid [[glob]] (a small one right now) that is hurled like a [[stone]].  It might as well be a thrown stone of the solid.  Solid breath can also be an undirected dust puff (also accidental knockouts).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== [[Creatures]] (general) ==&lt;br /&gt;
&lt;br /&gt;
===  [[Attributes]]/[[Skill]]s ===&lt;br /&gt;
* The attribute system has received an overhaul. There are now 19 [[attributes]] split across physical and mental. They are:&lt;br /&gt;
** Body:&lt;br /&gt;
*** '''[[strength]]'''&lt;br /&gt;
*** '''[[agility]]'''&lt;br /&gt;
*** '''[[toughness]]'''&lt;br /&gt;
*** '''[[endurance]]''' - this'll take some of the weight off of [[toughness]] and control your exertion.&lt;br /&gt;
*** '''[[recuperation]]''' - somebody suggested &amp;quot;resilience&amp;quot;. i don't really like any of the names... in any case, this will control the [[healing]] of your physical [[wound]]s.&lt;br /&gt;
*** '''[[disease resistance]]''' - the more time i spend on infection and venom, the more this will matter for this release. there will also likely be a notion of specific immunities, some of which you could gain with exposure or whatever ends up making the most sense.&lt;br /&gt;
** '''[[soul]]''':&lt;br /&gt;
*** '''[[analytical ability]]''' - thinky stuff.&lt;br /&gt;
*** '''[[memory]]''' - remembery stuff.&lt;br /&gt;
*** '''[[creativity]]''' - being able to make up neat stuff.&lt;br /&gt;
*** '''[[intuition]]''' - being able to get stuff.&lt;br /&gt;
*** '''[[focus]]''' - being able to get into stuff.&lt;br /&gt;
*** '''[[willpower]]''' - being able to keep on with and cope with stuff.&lt;br /&gt;
*** '''[[patience]]''' - being able to handle not doing stuff.&lt;br /&gt;
*** '''[[spatial sense]]''' - sense of surrounding stuff.&lt;br /&gt;
*** '''[[kinesthetic sense]]''' - sense of own stuff.&lt;br /&gt;
*** '''[[linguistic ability]]''' - all of the wordsy stuff.&lt;br /&gt;
*** '''[[musicality]]''' - musicky stuff.&lt;br /&gt;
*** '''[[empathy]]''' - being able to feel other peoples' stuff.&lt;br /&gt;
*** '''[[social awareness]]''' - being able to manage and handle social stuff.&lt;br /&gt;
&lt;br /&gt;
* [[Creatures]] now have '''[[souls]]''', and these souls serve as storage for a creature's mental [[attributes]] and [[skill]]s.&lt;br /&gt;
** [[Creatures]] can have multiple souls, though there is no such use in the current [[version]].&lt;br /&gt;
* [[Attributes]] and [[skill]]s can now &amp;quot;'''[[Skill rust|rust]]'''&amp;quot; if the attribute/skill is unused for a long period of time. The more rust the skill or attribute has, the less effective it is, and high enough rust will actually &amp;quot;delevel&amp;quot; the ability. Rust can be worked off by simply using the attribute or skill in question.&lt;br /&gt;
* Attribute/[[skill]] display system has been redone so as to not overwhelm the player.&lt;br /&gt;
** [[Skill]]s have been split up into '''[[Skill groups|15 logical groups]]''' to make assigning skills easier.&lt;br /&gt;
* [[Creatures]] now have a &amp;quot;'''[[situational awareness]]'''&amp;quot; [[skill]], which handles a creature's ability to deal with surprise attacks and ambushes.&lt;br /&gt;
* The [[wrestling]] [[skill]] has been split into the following skills:&lt;br /&gt;
** '''[[Wrestling]]'''&lt;br /&gt;
** '''[[Dodging]]'''&lt;br /&gt;
** '''[[Grasp strikes]]'''&lt;br /&gt;
** '''[[Stance strikes]]'''&lt;br /&gt;
* There are also general '''melee''' and '''range attack''' [[skill]]s (which help with [[combat]] rolls but are separate from &amp;quot;axe mastery&amp;quot;, etc.)&lt;br /&gt;
* [[Attributes]] and rust rates are linked to specific castes, so you could have brutes intermixed with brainy [[creatures]] of a single race.&lt;br /&gt;
* &amp;quot;Ceilings of [[attributes]] are a percentage of the starting value.  So a strength 1000 [[dwarf]] might attain 2000, and a strength 750 dwarf might attain 1500.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===  Appearances ===&lt;br /&gt;
[[Image:DF2010_2.png|thumb|400px|The new description window]]&lt;br /&gt;
* [[Creatures]] are now unique to each other with different appearances, including hair [[color]], facial features, etc.&lt;br /&gt;
** These are visible in [[adventurer]] mode as well.&lt;br /&gt;
** Different [[color]] patterns are also available, like striped or mottled.&lt;br /&gt;
* [[Creatures]] can also be fatter/taller/etc. than usual. This affects their [[size]]. Fatter creatures can last without [[food]] longer.&lt;br /&gt;
** [[Creatures]] have a '''[[metabolism]]''' now, which deals with how fast they heal and how fast they burn [[fat]].&lt;br /&gt;
** [[Fat]] [[creatures]] also move slower.&lt;br /&gt;
* The trimming of hair/nails is also possible for civilized [[creatures]], and they will grow long and unkempt without such activities.&lt;br /&gt;
* [[Creatures]] '''[[genetics|inherit appearances from their parents]]'''. This includes dominant/recessive genes.&lt;br /&gt;
** As one example, you can use this system to breed your dogs to a certain [[color]]/[[size]].&lt;br /&gt;
* [[Layer]] trimming/caring uses style definitions from a culture. Some cultures may grow beards, others may shave them. Prisoners, etc. may be forced to adapt these new styles.&lt;br /&gt;
* Speaking of beards, as if it wasn't obvious by now, but this means [[dwarves]] finally have [[Beard|beards]]!&lt;br /&gt;
** On a more startling note - so do [[elves]]!&lt;br /&gt;
* [[Creatures]] can now be part of a '''[[caste]]''', and this may govern many things, such as their profession, appearance, etc.&lt;br /&gt;
&lt;br /&gt;
===  Bodies ===&lt;br /&gt;
* Tissues now come in [[layer]]s. You must bypass a layer to reach one below it. Some layers are dependent on others (hair can only exist if there's [[skin]] underneath it, etc.)&lt;br /&gt;
* '''[[Hair]]''' acts as a [[layer]] on [[skin]]. It can come in many different styles (sparse, strands, etc.)&lt;br /&gt;
*  '''[[Hair]]''' grows and eventually grays over time. It can be trimmed, and if left alone it will become shaggy and unkempt.&lt;br /&gt;
* Body parts and tissue [[layer]]s can be made out of any [[material]] you want, such as for logical [[creatures]] like [[Iron man|Iron Men]], and illogical abominations like [[Dwarf]] Lung Men.&lt;br /&gt;
* It's now possible for some [[creatures]] to be made out of solid [[material]], such as [[Iron man|Iron Men]], who are much harder to fight.&lt;br /&gt;
* You can also have hollow body parts, perhaps filled with air or other [[materials]].&lt;br /&gt;
* Some [[layer]]s can serve as protection, such as [[Chitin|chitin layer]]s. [[Bone|Bone layer]]s also protect organs, such as the [[skull]] protecting the brain.&lt;br /&gt;
* [[Creatures]] now have teeth, rib, cheeks, eyelids, nails, and lips. Teeth and ribs are not individualized, but rather are tracked by groups (i.e., top left molars, etc.)&lt;br /&gt;
* [[Creatures]] also now have tendons and ligaments, and are made from the &amp;quot;sinew&amp;quot; [[material]].&lt;br /&gt;
* [[Creatures]] store energy from their [[food]], getting [[fat]]ter and more muscular.&lt;br /&gt;
** [[Fat]] affects such things as insulation, speed, etc.&lt;br /&gt;
** Strength also increases muscle [[size]]. Both have an effect on a creature's total size.&lt;br /&gt;
* Guts are realistically [[color]]ed - crazy stuff!&lt;br /&gt;
* It is now possible to &amp;quot;flay&amp;quot; a creature. Have fun!&lt;br /&gt;
* We've also got [[water]] freezing into frosty stuffs on people if they get [[wet]] and then step out into the cold, and [[steam]] coming off of spirits of fire in the rain. &lt;br /&gt;
* [[Skeletal]] [[critter]]s now have their [[bone]]s held together by rotted ligaments.&lt;br /&gt;
&lt;br /&gt;
===  [[Thoughts]] ===&lt;br /&gt;
* &amp;quot;[[Thoughts]]&amp;quot; of a [[dwarf]] have been redone. The new screen includes their current thoughts, age/birthday, physical description paragraph, a description of their [[attributes]], their likes/dislikes, and their mannerisms. Also included are descriptions for their [[wound]]s/scars.&lt;br /&gt;
* A [[dwarf]]'s birthday and age are stored in their [[profile]] now.&lt;br /&gt;
* [[Dwarves]] now have '''[[mannerisms]]''', such as &amp;quot;always scratches his head when he's trying to remember something&amp;quot;, &amp;quot;laughs at his own jokes&amp;quot; or &amp;quot;talks to herself whenever she's bored&amp;quot;. There are 65 types with 3-5 situation qualifiers.&lt;br /&gt;
&lt;br /&gt;
== [[Fortress Mode]] ==&lt;br /&gt;
&lt;br /&gt;
===  Organization ===&lt;br /&gt;
* '''[[Burrows]]'''! Burrows are areas in your [[fort]] where [[dwarves]] live and work in. You can assign these areas like [[zones]] and assign dwarves to them. Dwarves will only use [[workshops]], rooms, etc. in burrows they are assigned to.&lt;br /&gt;
* There are a significant number of ways to utilize burrows, from restricting certain [[mining]] expeditions to [[skill]]ed [[dwarves]], to making noble districts, to setting &amp;quot;emergency&amp;quot; [[zones]] for [[civilian]]s to flee to, etc.&lt;br /&gt;
* You can set [[soldier]]s so that they defend certain [[burrow]]s. If an enemy enters a burrow they know enough to stop what they're doing and head towards it to defend it.&lt;br /&gt;
* You may choose and appoint someone as your [[baron]] when you reach [[barony]] status. You can elect not to have one as well.&lt;br /&gt;
* There are now &amp;quot;code generated&amp;quot; positions, such as '''[[priests]]''' who are named after the [[god]] they worship (Priest of Ciramore, etc.)&lt;br /&gt;
* [[Dwarves]] won't immediately drop everything if they find themselves hungry or tired, and will try to finish their current [[job]] first.&lt;br /&gt;
* There's a difference between sleeping [[barracks]] (known as a [[Dormitory]]) and squad barracks.&lt;br /&gt;
* Liaisons will be generated from scratch if they die.&lt;br /&gt;
&lt;br /&gt;
===  [[Workshops]] ===&lt;br /&gt;
[[Image:DF2010_3.png|thumb|400px|[[Statues]] now have art associated with them.]]&lt;br /&gt;
[[Image:DF2010_4.png|thumb|400px|Some new [[crafts]] you can make.]]&lt;br /&gt;
* [[Statues]] and figurines now have art associated with them.&lt;br /&gt;
** &amp;quot;[[Statues]] of specific [[dwarves]] get the dwarf's name right in the item name.&amp;quot;&lt;br /&gt;
* Custom [[workshops]] are now able to be modded in, allowing you to set up custom [[reactions]].&lt;br /&gt;
** These can support [[corpse]] harvested [[items]], like shells/horns, and might use barrels/other [[containers]].&lt;br /&gt;
* You can now make [[crafts]] out of horn, ivory, teeth, and other new body parts.&lt;br /&gt;
** These include dragon tooth [[rings]] and ivory [[crown]]s.&lt;br /&gt;
* [[Butchery]] has been overhauled due to the new body part systems, with [[creatures]] yielding many more parts for consumption.&lt;br /&gt;
* It is now possible to have automated [[fishing]] [[cleaning]] and [[fat]] rendering.&lt;br /&gt;
&lt;br /&gt;
===  [[Alerts]] and [[Announcements]] ===&lt;br /&gt;
* The alert statuses (i.e., &amp;quot;Stay Indoors&amp;quot;) has been entirely redone. You may set several custom alerts with a user defined behavior. For instance, you could set a &amp;quot;[[Underground]] Attack&amp;quot; alert where you force [[soldier]]s to equip melee [[weapons]] and head to a predefined location.&lt;br /&gt;
* These alerts can also be assigned to [[civilian]]s, such as telling them to flee to the great hall.&lt;br /&gt;
* The [[Alerts]] system is also a part of how you get your Dwarves to [[Train]] (the new way to [[Spar]]).&lt;br /&gt;
* [[Combat reports]] have been redone in hopes of consolidating sentences and making it more interesting to read.&lt;br /&gt;
* Combat reports are separated into [[combat]], [[sparring]], and hunting reports. You'll see a notification on the side of the screen letting you know a [[combat report]] has been generated.&lt;br /&gt;
** They are also timestamped.&lt;br /&gt;
* You can choose different options for each announcement, like whether you want it to pause the game or recenter your view.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
* Caravans can now bring sand and glass!&lt;br /&gt;
* Also flasks, waterskins, quivers and backpacks.&lt;br /&gt;
&lt;br /&gt;
== [[Healthcare]] ==&lt;br /&gt;
&lt;br /&gt;
===  Doctors, hospitals, and how to cure what ails you ===&lt;br /&gt;
[[Image:DF2010_5.png|thumb|400px|The new [[wound]] [[color]]ing system.]]&lt;br /&gt;
* '''[[Hospitals]]''' are used like [[zones]]. [[Items]] used within these zones (beds, tables, boxes) allow for hospital use.&lt;br /&gt;
** They also use a new item, called a '''[[traction bench]].'''&lt;br /&gt;
* '''[[Doctors]]''' can &amp;quot;prescribe&amp;quot; treatment, such as bed rest, using splints for broken [[bone]]s, amputation for infected limbs, and surgery.&lt;br /&gt;
** Doctors will set [[bone]]s for simple fractures, use traction for difficult overlapping fractures and use surgery for disgusting compound fractures. They also excise [[rotting]] tissue and amputate limbs too rotted off to save.&lt;br /&gt;
** The system where [[dwarves]] heal on the [[season]] change is gone.&lt;br /&gt;
* [[Wound]]s are dressed with '''[[bandages]]''', which speeds [[healing]] and slows bleeding.&lt;br /&gt;
** '''[[Sutures]]''' make [[wound]]s heal faster.&lt;br /&gt;
** Sutures can be ripped out in [[combat]], causing pain/bleeding.&lt;br /&gt;
* '''[[Crutches]]''' are now in the game, allowing one legged [[dwarves]]/injured people to walk normally (as opposed to crawl). They will move faster as they get comfortable with their new crutch.&lt;br /&gt;
** '''[[Casts]]''' are also in.&lt;br /&gt;
* [[Creatures]] can now clean the filth they acquire due to various [[materials]], like mud, [[blood]], [[vomit]], etc.&lt;br /&gt;
** As such, [[soap]] has a use now, which deserves its own bullet point.&lt;br /&gt;
* You can appoint a &amp;quot;'''[[Chief medical dwarf]]'''&amp;quot; to handle the various medical information, which requires the &amp;quot;'''[[Diagnosis]]'''&amp;quot; [[skill]].&lt;br /&gt;
** What type of various medical information? &amp;quot;unit [[wound]]s/status/required treatments/medical history, etc.&amp;quot; - Think of it like the [[bookkeeper]].&lt;br /&gt;
* [[Dwarves]] are more proactive in saving [[wound]]ed people, and will do what they can in regards to bleeding on the way to the hospital.&lt;br /&gt;
* &amp;quot;Eyelids clean the eyes so you don't have to [[soap]] them off, but if an eyelid is torn off, I think they might [[soap]] the eyes.&amp;quot;&lt;br /&gt;
* Patients can use [[soap]]/[[water]] to clean [[wound]]s and grime to reduce infections. Sutures, casts, etc. will reduce infection as well.&lt;br /&gt;
* All cloth and thread [[items]] have associated lengths/areas now. Threads are use for sutures (thus, one &amp;quot;thread&amp;quot; item could be used for multiple sutures) and cloth is used for bandages. [[Items]] in this way aren't split (a la coins or [[bolts]]), but rather, they're consumed in pieces.&lt;br /&gt;
* Unskilled or apprentice doctors can make mistakes when treating a patient or doing surgery.&lt;br /&gt;
* &amp;quot;[[Healthcare]]&amp;quot; as a [[skill]] is gone. It's been replaced by 7 new labor [[settings]], 5 unit types, and 6 new skills.&lt;br /&gt;
** There are different type of doctors associated with the [[skill]]s.&lt;br /&gt;
** Dressing [[wound]]s, diagnosis, surgery, setting [[bone]]s, suturing and walking with crutches appear to be the new [[skill]]s.&lt;br /&gt;
&lt;br /&gt;
===  [[Wound]]s and [[injuries]] ===&lt;br /&gt;
* The current 15HP-per-body-part system has been dropped in favor of individual [[wound]] tracking.&lt;br /&gt;
** The above also allows for scars.&lt;br /&gt;
* Open [[wound]]s can get simple infections, which results in oozing pus, slow [[healing]], and can even kill.&lt;br /&gt;
** [[Rotting]] [[wound]]s smell and contribute to infection levels, as does grime buildup.&lt;br /&gt;
* Tissue [[layer]]s can boil off when exposed to extreme heat.&lt;br /&gt;
* Phantom pains are gone.&lt;br /&gt;
* You can [[damage]] a creature's motor and sensitivity nerves. Motor damage prevents that part from working, and sensory nerve damage makes you lose feeling in that body part.&lt;br /&gt;
* Partial and compound fractures are now possible.&lt;br /&gt;
* Fractured [[bone]] can be knocked inwards to cause [[damage]] to organs, like forcing a jagged piece of [[skull]] into the brain. Bones can also [[pierce]] [[layer]]s, like having bone sticking out of your [[skin]].&lt;br /&gt;
* Guts are under [[pressure]] and can pop out of a [[wound]].&lt;br /&gt;
* Injured [[creatures]] can continue to work if they are treated. A miner who breaks his left hand will go back to [[mining]] with his right hand (after his broken hand is set in a cast).&lt;br /&gt;
* &amp;quot;There are lots of [[wound]]s that won't heal now if they aren't treated (aside from the nerve stuff, the three kinds of bad breaks won't heal if not treated), and infected wounds heal very slowly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===  Poisons ===&lt;br /&gt;
* Types of poison effects: pain, swelling, oozing [[wound]]s, bruising, blisters, numbness, paralysis, fever, bleeding, coughing/[[vomit]]ing [[blood]], nausea, vomiting, unconsciousness, necrosis, impaired vision, drowsiness, and dizziness.&lt;br /&gt;
* Poisons can be contacted, injected, or inhaled.&lt;br /&gt;
* You can be immune to poisons; [[creatures]] seem immune to their own poisons.&lt;br /&gt;
* Severs transfer containment, so that a ripped off venom fang from a [[Giant Cave Spider]] will remain venomous. As of now you cannot use it as a [[weapon]].&lt;br /&gt;
&lt;br /&gt;
== The Underground ==&lt;br /&gt;
 &lt;br /&gt;
[[Image:DF2010_6.png|thumb|400px|An example of the new caverns. Here you can see open areas and [[underground]] lakes, as well as passages linking them together]]&lt;br /&gt;
&lt;br /&gt;
=== Underground Features ===&lt;br /&gt;
* Underground [[layer]]s have been entirely revamped, allowing for more diverse [[underground]] with new [[creatures]], features, and other interesting goodies, such as Mushroom Forests.&lt;br /&gt;
* The standard amount of [[layer]]s (around 15) has been scrapped and increased dramatically; upwards of 50-100 layers.&lt;br /&gt;
* Each cave [[layer]] [[region]] (which is a certain depth and portion of the world map) has its own name, animal populations, [[civilizations]], etc.&lt;br /&gt;
** They also show up on the legends screen.&lt;br /&gt;
* '''[[Caverns]]''' now exist [[underground]]. Caverns are open areas underneath the earth, and are home to [[creatures]], [[underground]] lakes, and other interesting features.&lt;br /&gt;
* Features are much more easy to discover, and almost every site is guaranteed to have SOMETHING interesting in it.&lt;br /&gt;
** For instance, [[magma]] is almost always guaranteed to be near the very bottom [[layer]] (ex:-150z tiles).&lt;br /&gt;
* Features can span multiple world tiles, and can be explored via adventure mode and [[dwarf]] [[fortress]] mode.&lt;br /&gt;
* You can use [[world gen]] parameters to get rid of [[underground]] features. The default [[settings]] are set for cavernous so you're guaranteed to find cool stuff.&lt;br /&gt;
* Features are not instantly revealed anymore. [[Underground]] areas must be explored by [[dwarves]] prior to revealing features. &lt;br /&gt;
** So yeah, the new system is to have a 60 or so tile [[flood]] out from your [[dwarves]] as they go [[underground]], and any time they get within 30 tiles of the 60 tile flood (flags are kept when the flood got out to 30, roughly), it'll flood out again, picking up those flags and placing new ones, so it moves out in a kind of chunky way.&lt;br /&gt;
** [[Squads]] can't take [[orders]] to walk into hidden [[zones]] (must reveal first).&lt;br /&gt;
* It's possible for an [[adventurer]] to enter a massive [[underground]] cavern on one side of the world and journey all the way to the other.&lt;br /&gt;
* Chasms as they were in 40d are gone for the time being, replaced by finite caverns.&lt;br /&gt;
&lt;br /&gt;
===  [[Critter]]s (normal and animalman-y) ===&lt;br /&gt;
* Underground [[animal-people]] can use crude [[weapons]] and mounts now.&lt;br /&gt;
** [[Batmen]] could ride giant bats and shoot poison darts at you with makeshift blowguns made from [[giant cave spider]] legs - whoa!&lt;br /&gt;
** Their goal is to cause as much havoc as they can before sneaking back home.&lt;br /&gt;
* Underground [[critter]]s are &amp;quot;drawn&amp;quot; from a large population that is off site. They will replenish their population so long as a cavern has an open &amp;quot;edge&amp;quot; allowing them to spawn in.&lt;br /&gt;
* The above, coupled with other changes, allows for the possibility of never-ending attacks.&lt;br /&gt;
* [[Antmen]] now have creature castes which separate them, including queens.&lt;br /&gt;
** There are also [[antmen]] nests to worry about.&lt;br /&gt;
* '''[[Gremlins]]''' are back. These sneaky dudes are invisible until spotted, and will step on [[pressure]] [[plate]]s, pull levers, and open cages.&lt;br /&gt;
* There are many new (toadyOne mentioned around 40) [[underground]] [[critter]]s.&lt;br /&gt;
&lt;br /&gt;
===  [[Critter]]s (random beasts) ===&lt;br /&gt;
* Random [[critter]]s are now possible. They come in two flavors: &amp;quot;'''[[Titans]]'''&amp;quot;, which are above ground and serve as megabeasts, and &amp;quot;'''[[Forgotten Beasts]]'''&amp;quot;, who live [[underground]]&lt;br /&gt;
* Random [[creatures]] are just that - random. The can have unique attacks, like firebreath or poison, as well as a random number of body modifiers like legs, wings, etc.&lt;br /&gt;
** Some examples: a ribbon worm with wings made of stretched [[skin]]. An eyeless antenna lizard. A [[glob]] of [[vomit]] inside a round shell. &lt;br /&gt;
* They pull from certain base types (blob, quadruped, humanoid) as well as various animal/creature features. &lt;br /&gt;
** Dinosaur types (?!) are also now possible&lt;br /&gt;
*** They have feathers to boot&lt;br /&gt;
* These are seen as the ultimate challenge of the game&lt;br /&gt;
&lt;br /&gt;
===  [[Hidden Fun Stuff]] ===&lt;br /&gt;
* The old [[HFS]] that we know of is gone, replaced by a [[eerie cavern|larger area]] that is both hard to get to and present on every map. The specific [[critter]]s of the old HFS did not survive [[version]] change and have been replaced with procedurally-generated beasties in greater numbers and strength.&lt;br /&gt;
* A secondary feature of the new HFS is the rarer [[curious structure]], of which there are one per map tile (as frequent as the old HFS).&lt;br /&gt;
&lt;br /&gt;
== The World ==&lt;br /&gt;
&lt;br /&gt;
===  [[Civilizations]] ===&lt;br /&gt;
* There is now the notion of a '''[[split leadership]]'''. Some leaders may prefer to be &amp;quot;traditional&amp;quot; rulers, hanging back in their cities while appointing generals to command their armies. Others may prefer to lead battles and wars themselves.&lt;br /&gt;
* [[Goblin]] society is more violent than ever. They respect those with power, and [[demons]] will be forced to kill for their loyalty. Other [[goblin]]s, however, can do the same.&lt;br /&gt;
** [[Goblin]]s obtain their structure over the course of world generation. For instance, [[demons]] are not hard-coded as leaders, and must earn their position.&lt;br /&gt;
* Forgotten beasts can escape from the [[underground]] and try and pass themselves off as [[god]]s, gaining worshipers and taking control of [[civilizations]].&lt;br /&gt;
* Leaders of [[civilizations]] can now own &amp;quot;pets&amp;quot; - and by that, I mean they can [[tame]] wild animals and use them in war. [[Giant eagle]]s, [[tiger]]s, everything is fair game.&lt;br /&gt;
** [[Elves]] have a great advantage here for obvious reasons, but [[dwarves]] will be able to make use of [[underground]] beasts.&lt;br /&gt;
* '''[[Priests]]''' are back.&lt;br /&gt;
&lt;br /&gt;
===  [[World Generation]] ===&lt;br /&gt;
* &amp;quot;I've added the ability to specify in the [[world gen]] parameters the number of sky z-levels, the number of z-levels minimum between each [[layer]] (it'll often be more because of elevation changes), and the number of extra z-levels down at the bottom.&amp;quot;&lt;br /&gt;
* Much of the map feature code was rewritten to be more flexible in future expansions and updates.&lt;br /&gt;
&lt;br /&gt;
=== [[Megabeasts]] (general and [[Titans]]) ===&lt;br /&gt;
* [[Megabeasts]] aren't pushovers in worldgen anymore, and have been toughed up a bit too much (bug). Don't expect to leave the Age of Myth.&lt;br /&gt;
* [[Titans]] in good areas will be benign/neutral to [[creatures]].&lt;br /&gt;
&lt;br /&gt;
==  Bugs ==&lt;br /&gt;
Please add bugs to {{L|Known bugs and issues}}.  Please do not add them to this page.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[[Notes on new positions]]&lt;br /&gt;
[http://www.bay12games.com/dwarves/mantisbt/view_all_bug_page.php Official DF2010 bug tracker]&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Anvil&amp;diff=98178</id>
		<title>v0.31:Anvil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Anvil&amp;diff=98178"/>
		<updated>2010-04-23T20:54:33Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: /* Anvil Origins? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
&lt;br /&gt;
Anvils are required to build {{L|forge}}s, either conventional or {{L|magma forge|magma powered}}. At least one is absolutely required if your fortress intends to do ''any'' metalworking whatsoever, including {{L|weaponsmith}}ing, {{L|armorsmith}}ing, {{L|blacksmith}}ing and {{L|Metal crafter|metal crafting}}.  &lt;br /&gt;
&lt;br /&gt;
Smithing an anvil uses the blacksmithing skill.&lt;br /&gt;
&lt;br /&gt;
Since the only way to &amp;lt;i&amp;gt;make&amp;lt;/i&amp;gt; an anvil is with a metalsmith's forge, your first anvil must be sourced from outside of your colony, either before embark or by later trading. Anvils require one {{L|metal}} {{L|bar}} to be {{L|smith}}ed at a forge - once you have one to begin with. As this is an infinite loop, the origins of the first anvil are hard to discern [[#Anvil_Origins?|*]].&lt;br /&gt;
&lt;br /&gt;
== Acquiring an Anvil ==&lt;br /&gt;
&lt;br /&gt;
A standard (no quality) iron anvil is included by default in {{L|starting build|starting equipment}}, arriving with your dwarves in your {{L|wagon}}. If you choose not to bring an anvil, you are refunded the 100 point cost, to be used for other purchases of items or skills.  You will then have to {{L|trade}} for your first anvil with the dwarven (autumn) or {{L|human}} {{L|caravan}}s that usually (but not always!) carry one or more {{L|iron}} anvils (at a cost of 100☼), and/or {{L|steel}} anvils. If this fails the first time around, you may also request one from the {{L|dwarven liaison}} or {{L|human}} {{L|guild representative}}, if you are willing to pay an increased price to guarantee that at least one anvil arrives with next year's caravan. &lt;br /&gt;
&lt;br /&gt;
Once you have an anvil and have built a {{L|forge}}, {{L|smith}}ing an anvil requires one bar of metal. &lt;br /&gt;
&lt;br /&gt;
Tearing down a forge retrieves the anvil used to build it, which can then be stored, traded, {{L|melt}}ed, or re-used to build another forge.&lt;br /&gt;
&lt;br /&gt;
== Anvil Properties == &lt;br /&gt;
&lt;br /&gt;
Anvils may be made of {{L|iron}}, {{L|steel}} or {{L|adamantine}}. Rarely, dwarves in {{L|strange mood}}s will make anvils out of other metals, and these can be used in any forge.  The material used does not seem to affect the performance of the forge.  Neither does the anvil's quality. &lt;br /&gt;
&lt;br /&gt;
Anvils are considered {{L|furniture}} and will be stored in a furniture {{L|stockpile}} if not utilized in a forge.&lt;br /&gt;
&lt;br /&gt;
== Anvil Origins? ==&lt;br /&gt;
&lt;br /&gt;
{{d for dwarf}}&lt;br /&gt;
&lt;br /&gt;
:* One theory of the anvils origin is that a dwarf struck by a {{L|strange mood}} made one of {{L|stone}} or {{L|bone}}. Another more radical theory put forward by dwarven philosopher [[Urist]] McPhilosopher is that the first one was made of {{L|wood}} in a similar manner. This was deemed a heresy and he was later sentenced to be hammered for being an {{L|elf}} sympathizer by an angry {{L|mayor}} who had a strange fondness for {{L|glass}}.&lt;br /&gt;
&lt;br /&gt;
:* Recently unearthed documents seem to indicate that the anvil was the first major tool produced by the earliest dwarven societies.  It is generally accepted that humans first created the plow, and oral histories record that the first accomplishment of the elves was the domestication of forest animals.&amp;lt;br/&amp;gt;There are questions regarding the implications of this revelation, however.  Skeptics question how the anvil was created without a hammer, how the metal was shaped, and what social, cultural, or environmental pressures could have required the invention of what is, when reduced to its most basic nature, a flat surface used to position objects scheduled to be struck repeatedly.&amp;lt;br/&amp;gt;Dwarven scholars suggest that the first anvils were made of stone, not metal, and were little more than flattened stone blocks, chipped with flint or obsidian.  This possibility has sparked an interest among dwarf nerds in attempting to recreate stone anvil replicas, but such enterprises are generally regarded with indifference by dwarven society at large.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Furniture}}&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Unfortunate_accident&amp;diff=98165</id>
		<title>v0.31:Unfortunate accident</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Unfortunate_accident&amp;diff=98165"/>
		<updated>2010-04-23T20:22:36Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
[[Noble]]s are fragile, delicate, put-upon beings, burdened with responsibilities which are far more taxing than any lowly commoner could ever hope to wrap their [[booze]]-soaked brains around. However, your dear friends at  Happy Fun Surprises Incorporated (or  HFS Inc., for those of you who insist on abbreviation) have prepared a wide variety of [[Fun]] activities to help your administrators unwind.&lt;br /&gt;
&lt;br /&gt;
==Lever Of Mystery==&lt;br /&gt;
What activity could be more fit for nobility than the investigation of mysterious levers? Will it collapse the roof? Will it flood the world with magma? Will it simply lure the duchess into an enclosed space so the unwashed masses can barricade her in and flood it? Any noble -- no matter where they happen to be -- will surely come running to the lever's location to savor the thrill of the unknown!&lt;br /&gt;
&lt;br /&gt;
Be sure to use the Workshop Profile screen to restrict the lever to the noble in need of some down time. After all, it just wouldn't do to have some filthy commoner pull it instead.&lt;br /&gt;
&lt;br /&gt;
==Underground Safari==&lt;br /&gt;
The [[Forgotten beast|fantastic beasts]] lurking in the darkness of the underground [[cavern]]s would surely captivate any [[noble]] with an appreciation for nature. Why not send them out into the darkness so they can experience these [[Giant cave spider|wonders]] for themselves? While your noble is out and about, make sure to keep an eye on the entryway in case any unruly commoners should attempt to wall it off. After all, what would happen if your baron got hungry, or was attacked by [[giant cave swallow]]s, or had his face melted by a [[forgotten beast]]'s venom, and there was no way for him to return to the safety of the fortress? The horror!&lt;br /&gt;
&lt;br /&gt;
==Throne Room Over Troubled Magma==&lt;br /&gt;
Aside from being the home of many strange and wonderful [[Forgotten beast|beasts]], the [[cavern|deepest places of the earth]] also give access to vast [[Magma sea|seas of magma]].  Imagine the powerful and intimidating effect of a [[throne room]] suspended over the sizzling surface of the abyssal plains!  Such a throne room would befit only the greatest of [[Noble|nobles]], of course.  Common dwarves would have no place in such a suite.  Therefore, be sure to build a retractable [[bridge]] from the shore to the throne room, with the associated [[lever]] placed ''inside'' the room.&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Doomchild&amp;diff=64670</id>
		<title>User talk:Doomchild</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Doomchild&amp;diff=64670"/>
		<updated>2010-03-05T21:40:24Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to this wiki! Dwarf Fortress rapidly becomes more complicated, and we're always glad to have new writers.&amp;lt;br&amp;gt;&lt;br /&gt;
Since you should try to follow wiki standards, and you probably don't know ours yet, we've made a list of basic guidelines. Note that this is a template, not a customized message for you.&lt;br /&gt;
* To tell us who you are when you talk, please sign your posts on discussion pages by typing &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after your posts. This can also be inserted with the [[Image:Button sig756222.png]] button if JavaScript is enabled.&lt;br /&gt;
* Don't put a question mark in the title of a page. Question marks mess things up, and your page will be moved to a different name.&lt;br /&gt;
* When making comments on a talk page, use one more colon before each line in your comment than was used in the comment you reply to. In general, put exactly one empty line between comments by different users but do not use blank lines inside of a comment.&lt;br /&gt;
* Avoid making many small edits to a page. Instead, try to make one large edit. This makes the history of the page a lot easier to read.&lt;br /&gt;
* Don't edit the user page of another user. If you want to tell them something, add the comment to their talk page.&lt;br /&gt;
* If you put a comment at the bottom of a talk page with section headers, you've probably put it in a section. Putting things in the wrong sections is confusing. You can create a section!&lt;br /&gt;
* Generally, [[Dwarf_Fortress_Wiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|read and follow the rules.]] They're like a little constitution, except not boring! Really, read them.&lt;br /&gt;
&amp;lt;div align=center&amp;gt;&amp;lt;div style=&amp;quot;width: 28em; padding: 0.5em; margin-bottom: 0.5em; margin-top: 0.5em; border: 1px solid #ccc; background: #eee; text-align: center&amp;quot;&amp;gt;''&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot; --[[User:Savok|Savok]]''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hi. Don't rush to make a new, separate article for each and every new term that may be introduced with the new version, especially if that may end up being just a stub. Think about grouping terms together under umbrella headings.  It's hard to know &amp;quot;how much&amp;quot; info is going to be put into any of these, so I'm not reverting any such, just saying don't expect it to be a &amp;quot;1 term = 1 page&amp;quot; policy. See [[armor piece]] or [[trade good]] for examples of pages that brought previous related stub pages together under a common umbrella article.&lt;br /&gt;
&lt;br /&gt;
Also, try to use &amp;quot;Preview&amp;quot; more often, and think about the finished product before Saving. [[unfortunate accident]] has a dozen of your edits in just over 2 hours - a bit excessive. Rewriting a page is fine if it is unclear - rewriting each subsection separately, just to put something in your own words, could be seen as unnecessary.--[[User:Albedo|Albedo]] 21:19, 5 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Yeah, sorry.  I'm so used to the &amp;quot;save early, save often&amp;quot; rule for source code that I have a hard time remembering not to spam the history.  I'll start clumping my edits together. --[[User:Doomchild|Doomchild]] 21:40, 5 March 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Unfortunate_accident&amp;diff=64661</id>
		<title>40d:Unfortunate accident</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Unfortunate_accident&amp;diff=64661"/>
		<updated>2010-03-05T20:33:44Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: /* Impressive Throne */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
The life of a [[noble]] is difficult. They are cursed with highly refined tastes that are difficult to satisfy. Because of this burden, they often fall prey to tragic accidents.  Here's a simple guide to ensuring the safety and happiness of the upper classes. &lt;br /&gt;
&lt;br /&gt;
==Entertaining lever==&lt;br /&gt;
&lt;br /&gt;
Any dwarf of high standing should have a well-crafted [[lever]] among the amenities in his spacious quarters. If he should find himself stressed by overdue [[mandate]]s, or accidentally locked in his room, he can amuse himself by pulling it repeatedly. Pulling levers is one of the few tasks only fit for nobles, after all.  For some nobles, pulling a lever is a show of solidarity with the working classes.  ''&amp;quot;See?  I contribute to the well-being of our great civilization!  I understand the plight of the [[pump operator]], the [[mechanic]], and the [[craftsdwarf]]!&amp;quot;''  Other, more anal retentive nobles have levers installed so that they can pull them in the optimal sequence before calling for the production of [[adamantine]] piccolos.  Some nobles call for a lever to be installed as a bell-pull, the better to alert the rest of the fortress that one of their nobles has a request.  Whatever the reason, be sure to include a high-quality lever in ''all'' of your nobles' quarters.&lt;br /&gt;
&lt;br /&gt;
A lever can be made personal to a specific noble in the {{k|q}} {{k|P}}rofile for that lever, just as if it were a common, lowly workshop.&lt;br /&gt;
&lt;br /&gt;
==Impressive spike==&lt;br /&gt;
&lt;br /&gt;
What could be more dwarven than a [[menacing spike]]? Better make it retractable, in case your noble needs the space. Put this steely symbol of dwarven strength in one of your noble's rooms, possibly next to the lever. &lt;br /&gt;
&lt;br /&gt;
[[Hammerer]]s just can't get enough spikes.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that nice masterwork steel spike encrusted with rubies looks very nice and may boost the room's value.&lt;br /&gt;
&lt;br /&gt;
==In-room waterfall==&lt;br /&gt;
&lt;br /&gt;
All dwarves love the soothing [[mist]] of a [[waterfall]]. Why not give your noble an opulent waterfall of his own?  The hypnotic cascade of falling water will help relax him after a hard day of mandates, and the soothing sound will help him sleep. Take care that the drainage system is working properly. Any obstruction could cause the room to fill with water, and water can ruin the ''best'' leather cloaks. Remember to put an attractive [[grate]] over the drain, to keep anything from falling in and stinking up your plumbing. &lt;br /&gt;
&lt;br /&gt;
==Private zoo==&lt;br /&gt;
&lt;br /&gt;
Everyone loves a [[zoo]]. Why not put a savage, exotic beast right in your noble's room? Who wouldn't want to see a [[giant desert scorpion]] or [[zombie]] [[carp]] every day? Just make sure it doesn't escape. It may be prudent to hook this up to another lever in the noble's room, so they can secure the cage door if the creature somehow manages to escape.&lt;br /&gt;
&lt;br /&gt;
== Impressive Throne ==&lt;br /&gt;
&lt;br /&gt;
Your highest noble will meet with various visitors and emissaries in his [[office|throne room]]. To give him that extra edge in negotiations, make it intimidating. Put a [[magma]] pool right there in the throne room. Watch as your fortress wins valuable trade agreements at the table, securing the future for your great dwarven civilization. No glittery [[gold]] throne, either - make one out of [[iron]], [[steel]], or some other material with a high [[Temperature scale|melting point]].&lt;br /&gt;
&lt;br /&gt;
== Vault of Kings ==&lt;br /&gt;
&lt;br /&gt;
Nobles are precious and fragile things. To make sure that your nobles don't get injured in battle, you might want to hook up their chamber doors to levers so they can be sealed firmly in case of [[siege|invasion]]. Since the noble &amp;lt;s&amp;gt;trapped&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;hiding&amp;lt;/s&amp;gt; safely secured inside wouldn't know when it was safe to come out again, best to put the lever somewhere outside. That way, once the confusion of battle is over, some dwarf will surely miss the noble and remember to release him.  It may seem logical to put some food and water in with your noble, but this could lead to rot and [[miasma]] in your noble's safe room, which would only serve to make a difficult situation even worse.&lt;br /&gt;
&lt;br /&gt;
For extra impenetrability, construct a wall in front of the door. Be sure to make note which section of wall the noble is behind so you'll be able to find it again later when it's time to let him out!&lt;br /&gt;
&lt;br /&gt;
== Sacred pulpit ==&lt;br /&gt;
&lt;br /&gt;
For the most regal of nobles, nothing less than a balcony perched above a pool of magma will do when trying to get the attention of the underlings.  The construction of such a sacred pulpit is elaborate, but a true noble would expect nothing less.&lt;br /&gt;
&lt;br /&gt;
A [[support]] must be built on the edge of a sheer cliff overlooking the attention-getting feature (magma is always impressive, although a pulpit overlooking a chasm can also produce a pleasing resonance for those nobles who enjoy haranguing the masses).  A [[bridge]] must be built to the edge of this support, and a floor placed on top of the support.  Provide the noble with a lever on top of this floor which retracts the bridge -- it's not a proper pulpit if the masses can reach the noble while he or she speaks.  The lever is also connected to the support beneath the floor -- this is a safety precaution, we are told.&lt;br /&gt;
&lt;br /&gt;
Before using the system, an additional lever should be built elsewhere in the fortress that attaches to the bridge, in case the noble's lever should... happen to jam.  Then, invite the noble to inaugurate the platform by pulling the sacred lever placed on top of it.  Be certain that ''only'' the noble is [[Workshop#Profiles|allowed to pull this lever]] -- it would not do to have a commoner desecrate the holy pulpit.&lt;br /&gt;
&lt;br /&gt;
Each noble who wishes to use the pulpit must be provided with a newly-built platform (column, floor, and lever).  Only the best for our nobles.&lt;br /&gt;
&lt;br /&gt;
==Demonstration of military might==&lt;br /&gt;
&lt;br /&gt;
Nobles are prone to worry, and reassurance is often hard to come by. However, many a noble is comforted by the sight of [[siege engine|ballistae]] hurling spears across the countryside. As such, you may wish to treat some of your nobles to an artillery show. Build a ballista emplacement, and a spot for the noble to watch from. This vantage point should have a [[channel]] around it, to prevent any wild animals, perhaps enraged by the spears hurtling through their habitat, from getting at them. Make the central throne accessible by bridge, with a lever next to the noble's seat, for retraction. Ask your noble to pull the lever, and begin the demonstration. Be careful not to put your noble in the line of fire, for ballista bolts are traditionally engraved with the words, &amp;quot;To Whom It May Concern&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;s&amp;gt;Madhouse&amp;lt;/s&amp;gt; Sealed noble-exclusive area ==&lt;br /&gt;
&lt;br /&gt;
Why should your nobles have to eat, sleep, &amp;lt;s&amp;gt;be useless&amp;lt;/s&amp;gt; work to improve the fortress, and mingle with the common rabble, many of whom clean their beards with a [[pick|pickax]], for Armok's sake?  Give your nobility a quality apartment all to themselves, preferably one sealed off from the dirty plebes.  Ideally, only nobles would be allowed into this part of the fortress; servants would lower food and other necessities into a compartment that only the nobles can physically access.  Just make sure the servants are quick to meet the needs of your nobles; desperation among the upper classes could lead to unsettling results.&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Unfortunate_accident&amp;diff=64660</id>
		<title>40d:Unfortunate accident</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Unfortunate_accident&amp;diff=64660"/>
		<updated>2010-03-05T20:32:52Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: /* Impressive Throne */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
The life of a [[noble]] is difficult. They are cursed with highly refined tastes that are difficult to satisfy. Because of this burden, they often fall prey to tragic accidents.  Here's a simple guide to ensuring the safety and happiness of the upper classes. &lt;br /&gt;
&lt;br /&gt;
==Entertaining lever==&lt;br /&gt;
&lt;br /&gt;
Any dwarf of high standing should have a well-crafted [[lever]] among the amenities in his spacious quarters. If he should find himself stressed by overdue [[mandate]]s, or accidentally locked in his room, he can amuse himself by pulling it repeatedly. Pulling levers is one of the few tasks only fit for nobles, after all.  For some nobles, pulling a lever is a show of solidarity with the working classes.  ''&amp;quot;See?  I contribute to the well-being of our great civilization!  I understand the plight of the [[pump operator]], the [[mechanic]], and the [[craftsdwarf]]!&amp;quot;''  Other, more anal retentive nobles have levers installed so that they can pull them in the optimal sequence before calling for the production of [[adamantine]] piccolos.  Some nobles call for a lever to be installed as a bell-pull, the better to alert the rest of the fortress that one of their nobles has a request.  Whatever the reason, be sure to include a high-quality lever in ''all'' of your nobles' quarters.&lt;br /&gt;
&lt;br /&gt;
A lever can be made personal to a specific noble in the {{k|q}} {{k|P}}rofile for that lever, just as if it were a common, lowly workshop.&lt;br /&gt;
&lt;br /&gt;
==Impressive spike==&lt;br /&gt;
&lt;br /&gt;
What could be more dwarven than a [[menacing spike]]? Better make it retractable, in case your noble needs the space. Put this steely symbol of dwarven strength in one of your noble's rooms, possibly next to the lever. &lt;br /&gt;
&lt;br /&gt;
[[Hammerer]]s just can't get enough spikes.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that nice masterwork steel spike encrusted with rubies looks very nice and may boost the room's value.&lt;br /&gt;
&lt;br /&gt;
==In-room waterfall==&lt;br /&gt;
&lt;br /&gt;
All dwarves love the soothing [[mist]] of a [[waterfall]]. Why not give your noble an opulent waterfall of his own?  The hypnotic cascade of falling water will help relax him after a hard day of mandates, and the soothing sound will help him sleep. Take care that the drainage system is working properly. Any obstruction could cause the room to fill with water, and water can ruin the ''best'' leather cloaks. Remember to put an attractive [[grate]] over the drain, to keep anything from falling in and stinking up your plumbing. &lt;br /&gt;
&lt;br /&gt;
==Private zoo==&lt;br /&gt;
&lt;br /&gt;
Everyone loves a [[zoo]]. Why not put a savage, exotic beast right in your noble's room? Who wouldn't want to see a [[giant desert scorpion]] or [[zombie]] [[carp]] every day? Just make sure it doesn't escape. It may be prudent to hook this up to another lever in the noble's room, so they can secure the cage door if the creature somehow manages to escape.&lt;br /&gt;
&lt;br /&gt;
== Impressive Throne ==&lt;br /&gt;
&lt;br /&gt;
Your highest noble will meet with various visitors and emissaries in his [[office|throne room]]. To give him that extra edge in negotiations, make it intimidating. Put a [[magma]] pool right there in the throne room. Watch as your fortress wins valuable trade agreements at the table, securing the future for your great dwarven civilization. No glittery [[gold]] throne, either - make one out of [[iron]], [[steel]], or some other material with a high melting point.&lt;br /&gt;
&lt;br /&gt;
== Vault of Kings ==&lt;br /&gt;
&lt;br /&gt;
Nobles are precious and fragile things. To make sure that your nobles don't get injured in battle, you might want to hook up their chamber doors to levers so they can be sealed firmly in case of [[siege|invasion]]. Since the noble &amp;lt;s&amp;gt;trapped&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;hiding&amp;lt;/s&amp;gt; safely secured inside wouldn't know when it was safe to come out again, best to put the lever somewhere outside. That way, once the confusion of battle is over, some dwarf will surely miss the noble and remember to release him.  It may seem logical to put some food and water in with your noble, but this could lead to rot and [[miasma]] in your noble's safe room, which would only serve to make a difficult situation even worse.&lt;br /&gt;
&lt;br /&gt;
For extra impenetrability, construct a wall in front of the door. Be sure to make note which section of wall the noble is behind so you'll be able to find it again later when it's time to let him out!&lt;br /&gt;
&lt;br /&gt;
== Sacred pulpit ==&lt;br /&gt;
&lt;br /&gt;
For the most regal of nobles, nothing less than a balcony perched above a pool of magma will do when trying to get the attention of the underlings.  The construction of such a sacred pulpit is elaborate, but a true noble would expect nothing less.&lt;br /&gt;
&lt;br /&gt;
A [[support]] must be built on the edge of a sheer cliff overlooking the attention-getting feature (magma is always impressive, although a pulpit overlooking a chasm can also produce a pleasing resonance for those nobles who enjoy haranguing the masses).  A [[bridge]] must be built to the edge of this support, and a floor placed on top of the support.  Provide the noble with a lever on top of this floor which retracts the bridge -- it's not a proper pulpit if the masses can reach the noble while he or she speaks.  The lever is also connected to the support beneath the floor -- this is a safety precaution, we are told.&lt;br /&gt;
&lt;br /&gt;
Before using the system, an additional lever should be built elsewhere in the fortress that attaches to the bridge, in case the noble's lever should... happen to jam.  Then, invite the noble to inaugurate the platform by pulling the sacred lever placed on top of it.  Be certain that ''only'' the noble is [[Workshop#Profiles|allowed to pull this lever]] -- it would not do to have a commoner desecrate the holy pulpit.&lt;br /&gt;
&lt;br /&gt;
Each noble who wishes to use the pulpit must be provided with a newly-built platform (column, floor, and lever).  Only the best for our nobles.&lt;br /&gt;
&lt;br /&gt;
==Demonstration of military might==&lt;br /&gt;
&lt;br /&gt;
Nobles are prone to worry, and reassurance is often hard to come by. However, many a noble is comforted by the sight of [[siege engine|ballistae]] hurling spears across the countryside. As such, you may wish to treat some of your nobles to an artillery show. Build a ballista emplacement, and a spot for the noble to watch from. This vantage point should have a [[channel]] around it, to prevent any wild animals, perhaps enraged by the spears hurtling through their habitat, from getting at them. Make the central throne accessible by bridge, with a lever next to the noble's seat, for retraction. Ask your noble to pull the lever, and begin the demonstration. Be careful not to put your noble in the line of fire, for ballista bolts are traditionally engraved with the words, &amp;quot;To Whom It May Concern&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;s&amp;gt;Madhouse&amp;lt;/s&amp;gt; Sealed noble-exclusive area ==&lt;br /&gt;
&lt;br /&gt;
Why should your nobles have to eat, sleep, &amp;lt;s&amp;gt;be useless&amp;lt;/s&amp;gt; work to improve the fortress, and mingle with the common rabble, many of whom clean their beards with a [[pick|pickax]], for Armok's sake?  Give your nobility a quality apartment all to themselves, preferably one sealed off from the dirty plebes.  Ideally, only nobles would be allowed into this part of the fortress; servants would lower food and other necessities into a compartment that only the nobles can physically access.  Just make sure the servants are quick to meet the needs of your nobles; desperation among the upper classes could lead to unsettling results.&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Unfortunate_accident&amp;diff=64656</id>
		<title>40d:Unfortunate accident</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Unfortunate_accident&amp;diff=64656"/>
		<updated>2010-03-05T19:21:08Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: /* Madhouse Sealed noble-exclusive area */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
The life of a [[noble]] is difficult. They are cursed with highly refined tastes that are difficult to satisfy. Because of this burden, they often fall prey to tragic accidents.  Here's a simple guide to ensuring the safety and happiness of the upper classes. &lt;br /&gt;
&lt;br /&gt;
==Entertaining lever==&lt;br /&gt;
&lt;br /&gt;
Any dwarf of high standing should have a well-crafted [[lever]] among the amenities in his spacious quarters. If he should find himself stressed by overdue [[mandate]]s, or accidentally locked in his room, he can amuse himself by pulling it repeatedly. Pulling levers is one of the few tasks only fit for nobles, after all.  For some nobles, pulling a lever is a show of solidarity with the working classes.  ''&amp;quot;See?  I contribute to the well-being of our great civilization!  I understand the plight of the [[pump operator]], the [[mechanic]], and the [[craftsdwarf]]!&amp;quot;''  Other, more anal retentive nobles have levers installed so that they can pull them in the optimal sequence before calling for the production of [[adamantine]] piccolos.  Some nobles call for a lever to be installed as a bell-pull, the better to alert the rest of the fortress that one of their nobles has a request.  Whatever the reason, be sure to include a high-quality lever in ''all'' of your nobles' quarters.&lt;br /&gt;
&lt;br /&gt;
A lever can be made personal to a specific noble in the {{k|q}} {{k|P}}rofile for that lever, just as if it were a common, lowly workshop.&lt;br /&gt;
&lt;br /&gt;
==Impressive spike==&lt;br /&gt;
&lt;br /&gt;
What could be more dwarven than a [[menacing spike]]? Better make it retractable, in case your noble needs the space. Put this steely symbol of dwarven strength in one of your noble's rooms, possibly next to the lever. &lt;br /&gt;
&lt;br /&gt;
[[Hammerer]]s just can't get enough spikes.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that nice masterwork steel spike encrusted with rubies looks very nice and may boost the room's value.&lt;br /&gt;
&lt;br /&gt;
==In-room waterfall==&lt;br /&gt;
&lt;br /&gt;
All dwarves love the soothing [[mist]] of a [[waterfall]]. Why not give your noble an opulent waterfall of his own?  The hypnotic cascade of falling water will help relax him after a hard day of mandates, and the soothing sound will help him sleep. Take care that the drainage system is working properly. Any obstruction could cause the room to fill with water, and water can ruin the ''best'' leather cloaks. Remember to put an attractive [[grate]] over the drain, to keep anything from falling in and stinking up your plumbing. &lt;br /&gt;
&lt;br /&gt;
==Private zoo==&lt;br /&gt;
&lt;br /&gt;
Everyone loves a [[zoo]]. Why not put a savage, exotic beast right in your noble's room? Who wouldn't want to see a [[giant desert scorpion]] or [[zombie]] [[carp]] every day? Just make sure it doesn't escape. It may be prudent to hook this up to another lever in the noble's room, so they can secure the cage door if the creature somehow manages to escape.&lt;br /&gt;
&lt;br /&gt;
== Impressive Throne ==&lt;br /&gt;
&lt;br /&gt;
Your highest noble will meet with various visitors and emissaries in his [[office|throne room]]. To give him that extra edge in negotiations, make it intimidating. Put a [[magma]] pool right there in the throne room. Watch as your fortress wins valuable trade agreements at the table, securing the future for your great dwarven civilization. No glittery [[gold]] throne, either. Make one out of [[iron]], or [[steel]], or some other material with a high melting point. &lt;br /&gt;
&lt;br /&gt;
== Vault of Kings ==&lt;br /&gt;
&lt;br /&gt;
Nobles are precious and fragile things. To make sure that your nobles don't get injured in battle, you might want to hook up their chamber doors to levers so they can be sealed firmly in case of [[siege|invasion]]. Since the noble &amp;lt;s&amp;gt;trapped&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;hiding&amp;lt;/s&amp;gt; safely secured inside wouldn't know when it was safe to come out again, best to put the lever somewhere outside. That way, once the confusion of battle is over, some dwarf will surely miss the noble and remember to release him.  It may seem logical to put some food and water in with your noble, but this could lead to rot and [[miasma]] in your noble's safe room, which would only serve to make a difficult situation even worse.&lt;br /&gt;
&lt;br /&gt;
For extra impenetrability, construct a wall in front of the door. Be sure to make note which section of wall the noble is behind so you'll be able to find it again later when it's time to let him out!&lt;br /&gt;
&lt;br /&gt;
== Sacred pulpit ==&lt;br /&gt;
&lt;br /&gt;
For the most regal of nobles, nothing less than a balcony perched above a pool of magma will do when trying to get the attention of the underlings.  The construction of such a sacred pulpit is elaborate, but a true noble would expect nothing less.&lt;br /&gt;
&lt;br /&gt;
A [[support]] must be built on the edge of a sheer cliff overlooking the attention-getting feature (magma is always impressive, although a pulpit overlooking a chasm can also produce a pleasing resonance for those nobles who enjoy haranguing the masses).  A [[bridge]] must be built to the edge of this support, and a floor placed on top of the support.  Provide the noble with a lever on top of this floor which retracts the bridge -- it's not a proper pulpit if the masses can reach the noble while he or she speaks.  The lever is also connected to the support beneath the floor -- this is a safety precaution, we are told.&lt;br /&gt;
&lt;br /&gt;
Before using the system, an additional lever should be built elsewhere in the fortress that attaches to the bridge, in case the noble's lever should... happen to jam.  Then, invite the noble to inaugurate the platform by pulling the sacred lever placed on top of it.  Be certain that ''only'' the noble is [[Workshop#Profiles|allowed to pull this lever]] -- it would not do to have a commoner desecrate the holy pulpit.&lt;br /&gt;
&lt;br /&gt;
Each noble who wishes to use the pulpit must be provided with a newly-built platform (column, floor, and lever).  Only the best for our nobles.&lt;br /&gt;
&lt;br /&gt;
==Demonstration of military might==&lt;br /&gt;
&lt;br /&gt;
Nobles are prone to worry, and reassurance is often hard to come by. However, many a noble is comforted by the sight of [[siege engine|ballistae]] hurling spears across the countryside. As such, you may wish to treat some of your nobles to an artillery show. Build a ballista emplacement, and a spot for the noble to watch from. This vantage point should have a [[channel]] around it, to prevent any wild animals, perhaps enraged by the spears hurtling through their habitat, from getting at them. Make the central throne accessible by bridge, with a lever next to the noble's seat, for retraction. Ask your noble to pull the lever, and begin the demonstration. Be careful not to put your noble in the line of fire, for ballista bolts are traditionally engraved with the words, &amp;quot;To Whom It May Concern&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;s&amp;gt;Madhouse&amp;lt;/s&amp;gt; Sealed noble-exclusive area ==&lt;br /&gt;
&lt;br /&gt;
Why should your nobles have to eat, sleep, &amp;lt;s&amp;gt;be useless&amp;lt;/s&amp;gt; work to improve the fortress, and mingle with the common rabble, many of whom clean their beards with a [[pick|pickax]], for Armok's sake?  Give your nobility a quality apartment all to themselves, preferably one sealed off from the dirty plebes.  Ideally, only nobles would be allowed into this part of the fortress; servants would lower food and other necessities into a compartment that only the nobles can physically access.  Just make sure the servants are quick to meet the needs of your nobles; desperation among the upper classes could lead to unsettling results.&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Unfortunate_accident&amp;diff=64655</id>
		<title>40d:Unfortunate accident</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Unfortunate_accident&amp;diff=64655"/>
		<updated>2010-03-05T19:20:53Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: /* Madhouse Sealed noble-exclusive area */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
The life of a [[noble]] is difficult. They are cursed with highly refined tastes that are difficult to satisfy. Because of this burden, they often fall prey to tragic accidents.  Here's a simple guide to ensuring the safety and happiness of the upper classes. &lt;br /&gt;
&lt;br /&gt;
==Entertaining lever==&lt;br /&gt;
&lt;br /&gt;
Any dwarf of high standing should have a well-crafted [[lever]] among the amenities in his spacious quarters. If he should find himself stressed by overdue [[mandate]]s, or accidentally locked in his room, he can amuse himself by pulling it repeatedly. Pulling levers is one of the few tasks only fit for nobles, after all.  For some nobles, pulling a lever is a show of solidarity with the working classes.  ''&amp;quot;See?  I contribute to the well-being of our great civilization!  I understand the plight of the [[pump operator]], the [[mechanic]], and the [[craftsdwarf]]!&amp;quot;''  Other, more anal retentive nobles have levers installed so that they can pull them in the optimal sequence before calling for the production of [[adamantine]] piccolos.  Some nobles call for a lever to be installed as a bell-pull, the better to alert the rest of the fortress that one of their nobles has a request.  Whatever the reason, be sure to include a high-quality lever in ''all'' of your nobles' quarters.&lt;br /&gt;
&lt;br /&gt;
A lever can be made personal to a specific noble in the {{k|q}} {{k|P}}rofile for that lever, just as if it were a common, lowly workshop.&lt;br /&gt;
&lt;br /&gt;
==Impressive spike==&lt;br /&gt;
&lt;br /&gt;
What could be more dwarven than a [[menacing spike]]? Better make it retractable, in case your noble needs the space. Put this steely symbol of dwarven strength in one of your noble's rooms, possibly next to the lever. &lt;br /&gt;
&lt;br /&gt;
[[Hammerer]]s just can't get enough spikes.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that nice masterwork steel spike encrusted with rubies looks very nice and may boost the room's value.&lt;br /&gt;
&lt;br /&gt;
==In-room waterfall==&lt;br /&gt;
&lt;br /&gt;
All dwarves love the soothing [[mist]] of a [[waterfall]]. Why not give your noble an opulent waterfall of his own?  The hypnotic cascade of falling water will help relax him after a hard day of mandates, and the soothing sound will help him sleep. Take care that the drainage system is working properly. Any obstruction could cause the room to fill with water, and water can ruin the ''best'' leather cloaks. Remember to put an attractive [[grate]] over the drain, to keep anything from falling in and stinking up your plumbing. &lt;br /&gt;
&lt;br /&gt;
==Private zoo==&lt;br /&gt;
&lt;br /&gt;
Everyone loves a [[zoo]]. Why not put a savage, exotic beast right in your noble's room? Who wouldn't want to see a [[giant desert scorpion]] or [[zombie]] [[carp]] every day? Just make sure it doesn't escape. It may be prudent to hook this up to another lever in the noble's room, so they can secure the cage door if the creature somehow manages to escape.&lt;br /&gt;
&lt;br /&gt;
== Impressive Throne ==&lt;br /&gt;
&lt;br /&gt;
Your highest noble will meet with various visitors and emissaries in his [[office|throne room]]. To give him that extra edge in negotiations, make it intimidating. Put a [[magma]] pool right there in the throne room. Watch as your fortress wins valuable trade agreements at the table, securing the future for your great dwarven civilization. No glittery [[gold]] throne, either. Make one out of [[iron]], or [[steel]], or some other material with a high melting point. &lt;br /&gt;
&lt;br /&gt;
== Vault of Kings ==&lt;br /&gt;
&lt;br /&gt;
Nobles are precious and fragile things. To make sure that your nobles don't get injured in battle, you might want to hook up their chamber doors to levers so they can be sealed firmly in case of [[siege|invasion]]. Since the noble &amp;lt;s&amp;gt;trapped&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;hiding&amp;lt;/s&amp;gt; safely secured inside wouldn't know when it was safe to come out again, best to put the lever somewhere outside. That way, once the confusion of battle is over, some dwarf will surely miss the noble and remember to release him.  It may seem logical to put some food and water in with your noble, but this could lead to rot and [[miasma]] in your noble's safe room, which would only serve to make a difficult situation even worse.&lt;br /&gt;
&lt;br /&gt;
For extra impenetrability, construct a wall in front of the door. Be sure to make note which section of wall the noble is behind so you'll be able to find it again later when it's time to let him out!&lt;br /&gt;
&lt;br /&gt;
== Sacred pulpit ==&lt;br /&gt;
&lt;br /&gt;
For the most regal of nobles, nothing less than a balcony perched above a pool of magma will do when trying to get the attention of the underlings.  The construction of such a sacred pulpit is elaborate, but a true noble would expect nothing less.&lt;br /&gt;
&lt;br /&gt;
A [[support]] must be built on the edge of a sheer cliff overlooking the attention-getting feature (magma is always impressive, although a pulpit overlooking a chasm can also produce a pleasing resonance for those nobles who enjoy haranguing the masses).  A [[bridge]] must be built to the edge of this support, and a floor placed on top of the support.  Provide the noble with a lever on top of this floor which retracts the bridge -- it's not a proper pulpit if the masses can reach the noble while he or she speaks.  The lever is also connected to the support beneath the floor -- this is a safety precaution, we are told.&lt;br /&gt;
&lt;br /&gt;
Before using the system, an additional lever should be built elsewhere in the fortress that attaches to the bridge, in case the noble's lever should... happen to jam.  Then, invite the noble to inaugurate the platform by pulling the sacred lever placed on top of it.  Be certain that ''only'' the noble is [[Workshop#Profiles|allowed to pull this lever]] -- it would not do to have a commoner desecrate the holy pulpit.&lt;br /&gt;
&lt;br /&gt;
Each noble who wishes to use the pulpit must be provided with a newly-built platform (column, floor, and lever).  Only the best for our nobles.&lt;br /&gt;
&lt;br /&gt;
==Demonstration of military might==&lt;br /&gt;
&lt;br /&gt;
Nobles are prone to worry, and reassurance is often hard to come by. However, many a noble is comforted by the sight of [[siege engine|ballistae]] hurling spears across the countryside. As such, you may wish to treat some of your nobles to an artillery show. Build a ballista emplacement, and a spot for the noble to watch from. This vantage point should have a [[channel]] around it, to prevent any wild animals, perhaps enraged by the spears hurtling through their habitat, from getting at them. Make the central throne accessible by bridge, with a lever next to the noble's seat, for retraction. Ask your noble to pull the lever, and begin the demonstration. Be careful not to put your noble in the line of fire, for ballista bolts are traditionally engraved with the words, &amp;quot;To Whom It May Concern&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;s&amp;gt;Madhouse&amp;lt;/s&amp;gt; Sealed noble-exclusive area ==&lt;br /&gt;
&lt;br /&gt;
Why should your nobles have to eat, sleep, &amp;lt;s&amp;gt;be useless&amp;lt;/s&amp;gt; work to improve the fortress, and mingle with the common rabble, many of whom clean their beards with a [[pick|pickax]], for Armok's sake!  Give your nobility a quality apartment all to themselves, preferably one sealed off from the dirty plebes.  Ideally, only nobles would be allowed into this part of the fortress; servants would lower food and other necessities into a compartment that only the nobles can physically access.  Just make sure the servants are quick to meet the needs of your nobles; desperation among the upper classes could lead to unsettling results.&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Unfortunate_accident&amp;diff=64654</id>
		<title>40d Talk:Unfortunate accident</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Unfortunate_accident&amp;diff=64654"/>
		<updated>2010-03-05T19:02:11Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Walk the Plank ==&lt;br /&gt;
&lt;br /&gt;
''These threads were formerly at [[Talk:Walk the Plank]], which was merged with this article.''&lt;br /&gt;
&lt;br /&gt;
===Applied use===&lt;br /&gt;
How, precisely, are you supposed to get your victim to walk to the kill zone?  I don't see that mentioned here. --[[User:ThunderClaw|ThunderClaw]] 09:51, 31 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
''...Build another lever at the end of the plank and link it to both the bridge and the support; Set the workshop profile for the lever to the noble you would like to be rid of; Pull the lever '' [[User:Random832|Random832]] 10:29, 31 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Though it's not clear to me why the bridge needs to be retractable. It seems like this would work just as well with a permanent bridge. [[User:Random832|Random832]] 10:31, 31 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Why do you need all the trouble with bonus mechanisms and supports? Just build a bridge over the lava and put the lever on it. That way it is even re-usable. You might want to mention this here, because this seems needlessly complex.--[[User:Destor|Destor]] 11:12, 31 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Can you actually build the lever ''on'' the bridge though? I don't think you can stack things like that. --[[User:Bilkinson|Bilkinson]] 11:17, 31 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Indeed you can't.--[[User:Maximus|Maximus]] 11:20, 31 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:No, you build the lever on the platform that gets collapsed, which is not a bridge. The bridge is so the platform can be walked to without being connected to adjacent floors. [[User:Random832|Random832]] 01:20, 1 November 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Bridges are way better way of doing this... Just get the noble between 2 locked doors (lock them when he/she comes in) and bridge and you're done. It is also reusable. --[[User:Someone-else|Someone-else]] 18:15, 1 November 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Suggest Merge ===&lt;br /&gt;
&lt;br /&gt;
This should be merged into [[Unfortunate accident]].&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Macdjord|Macdjord]] 14:47, 31 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Seconded.&lt;br /&gt;
:--[[User:Maximus|Maximus]] 19:20, 31 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Can someone add the &amp;quot;This page has been suggested for merging&amp;quot; template to the article? I don't know how.&lt;br /&gt;
::--[[User:Macdjord|Macdjord]] 10:53, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Since there were no objections, I just went ahead and merged it.  The merge can be undone if objections arise.--[[User:Maximus|Maximus]] 13:06, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Right now, [[Unfortunate accident]] has ''no'' talk page. Could you merge this the talks as well as the article?&lt;br /&gt;
&lt;br /&gt;
:::::Done.--[[User:Maximus|Maximus]] 16:15, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Platform Collapse ===&lt;br /&gt;
How is one supposed to build the lever at the end of the bridge?  I tried building a floor to plant the lever on, and while the dwarves did try, the floor just instantly collapsed when complete. --[[User:Corona688|Corona688]] 14:00, 2 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I can't seem to figure this out either. Could someone elaborate? By the sounds of it, there's the edge of the cliff, with a support on it, a floor on top of that with bridge extending outwards from the support's floor, and a lever on top of the support? I really don't see how it's supposed to work, and I'd really love to be able to make some children kill themselves by falling into the chasm I've got waiting. [[User:Pariah|Pariah]] 22:53, 1 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Should that really be here? ==&lt;br /&gt;
I don't know about that 'walk the plank' section being in this article, it runs counter to the tone of the rest of it. The other sections are tongue-in-cheek, and then suddenly it starts blowing a raspberry all over your face. Unless someone could rewrite it to fit the tone. That'd be impressive.  &amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Navian|Navian]] 10:23, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Your lever is ready, m'lord.&lt;br /&gt;
:--[[User:Maximus|Maximus]] 13:24, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well-done, sir. Well done. You are a champion! &lt;br /&gt;
::--[[User:Navian|Navian]] 13:33, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Indeed. It's actually clearer in what to do and what the effect will be than the original version.&lt;br /&gt;
::--[[User:Macdjord|Macdjord]] 14:13, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Simpler to use an atomizer? ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to install a 2 or 3-square atom smasher directly above the noble's bed? Or rather, to install the atom smasher first, raise it, then place the bed? Easier than channeling water, I should think.&lt;br /&gt;
&lt;br /&gt;
*I suppose replacing the smashed bed would be sort of troublesome though. --[[User:5parrowhawk|5parrowhawk]] 09:21, 11 June 2009 (UTC)&lt;br /&gt;
*To answer this question, you cannot build beneath a raised bridge. --[[User:Quietust|Quietust]] 21:41, 10 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cage trap? ==&lt;br /&gt;
&lt;br /&gt;
Would a [[cage trap]] work to capture the noble and release him into an arena? I dont know how you would make it sound nice, but i'm sure it could work. --[[User:Frandude|Frandude]] 19:09, 13 August 2009 (UTC)&lt;br /&gt;
: No, what you do is you construct a lever connected to nothing and assign him to pull it.  Once he begins, close the gates and release the enemies.--[[User:CrazyMcfobo|CrazyMcfobo]] 03:44, 25 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Over the top? ==&lt;br /&gt;
&lt;br /&gt;
I have a habit of trying to make ridiculous things even more ridiculous, and since this page seemed like it existed solely to be ridiculous, I thought I'd &amp;quot;help&amp;quot;.  I don't think I've gone completely overboard, but I won't be totally shocked if someone thinks it's too much. --[[User:Doomchild|Doomchild]] 19:02, 5 March 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Unfortunate_accident&amp;diff=64653</id>
		<title>40d:Unfortunate accident</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Unfortunate_accident&amp;diff=64653"/>
		<updated>2010-03-05T18:50:56Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: /* Demonstration of military might */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
The life of a [[noble]] is difficult. They are cursed with highly refined tastes that are difficult to satisfy. Because of this burden, they often fall prey to tragic accidents.  Here's a simple guide to ensuring the safety and happiness of the upper classes. &lt;br /&gt;
&lt;br /&gt;
==Entertaining lever==&lt;br /&gt;
&lt;br /&gt;
Any dwarf of high standing should have a well-crafted [[lever]] among the amenities in his spacious quarters. If he should find himself stressed by overdue [[mandate]]s, or accidentally locked in his room, he can amuse himself by pulling it repeatedly. Pulling levers is one of the few tasks only fit for nobles, after all.  For some nobles, pulling a lever is a show of solidarity with the working classes.  ''&amp;quot;See?  I contribute to the well-being of our great civilization!  I understand the plight of the [[pump operator]], the [[mechanic]], and the [[craftsdwarf]]!&amp;quot;''  Other, more anal retentive nobles have levers installed so that they can pull them in the optimal sequence before calling for the production of [[adamantine]] piccolos.  Some nobles call for a lever to be installed as a bell-pull, the better to alert the rest of the fortress that one of their nobles has a request.  Whatever the reason, be sure to include a high-quality lever in ''all'' of your nobles' quarters.&lt;br /&gt;
&lt;br /&gt;
A lever can be made personal to a specific noble in the {{k|q}} {{k|P}}rofile for that lever, just as if it were a common, lowly workshop.&lt;br /&gt;
&lt;br /&gt;
==Impressive spike==&lt;br /&gt;
&lt;br /&gt;
What could be more dwarven than a [[menacing spike]]? Better make it retractable, in case your noble needs the space. Put this steely symbol of dwarven strength in one of your noble's rooms, possibly next to the lever. &lt;br /&gt;
&lt;br /&gt;
[[Hammerer]]s just can't get enough spikes.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that nice masterwork steel spike encrusted with rubies looks very nice and may boost the room's value.&lt;br /&gt;
&lt;br /&gt;
==In-room waterfall==&lt;br /&gt;
&lt;br /&gt;
All dwarves love the soothing [[mist]] of a [[waterfall]]. Why not give your noble an opulent waterfall of his own?  The hypnotic cascade of falling water will help relax him after a hard day of mandates, and the soothing sound will help him sleep. Take care that the drainage system is working properly. Any obstruction could cause the room to fill with water, and water can ruin the ''best'' leather cloaks. Remember to put an attractive [[grate]] over the drain, to keep anything from falling in and stinking up your plumbing. &lt;br /&gt;
&lt;br /&gt;
==Private zoo==&lt;br /&gt;
&lt;br /&gt;
Everyone loves a [[zoo]]. Why not put a savage, exotic beast right in your noble's room? Who wouldn't want to see a [[giant desert scorpion]] or [[zombie]] [[carp]] every day? Just make sure it doesn't escape. It may be prudent to hook this up to another lever in the noble's room, so they can secure the cage door if the creature somehow manages to escape.&lt;br /&gt;
&lt;br /&gt;
== Impressive Throne ==&lt;br /&gt;
&lt;br /&gt;
Your highest noble will meet with various visitors and emissaries in his [[office|throne room]]. To give him that extra edge in negotiations, make it intimidating. Put a [[magma]] pool right there in the throne room. Watch as your fortress wins valuable trade agreements at the table, securing the future for your great dwarven civilization. No glittery [[gold]] throne, either. Make one out of [[iron]], or [[steel]], or some other material with a high melting point. &lt;br /&gt;
&lt;br /&gt;
== Vault of Kings ==&lt;br /&gt;
&lt;br /&gt;
Nobles are precious and fragile things. To make sure that your nobles don't get injured in battle, you might want to hook up their chamber doors to levers so they can be sealed firmly in case of [[siege|invasion]]. Since the noble &amp;lt;s&amp;gt;trapped&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;hiding&amp;lt;/s&amp;gt; safely secured inside wouldn't know when it was safe to come out again, best to put the lever somewhere outside. That way, once the confusion of battle is over, some dwarf will surely miss the noble and remember to release him.  It may seem logical to put some food and water in with your noble, but this could lead to rot and [[miasma]] in your noble's safe room, which would only serve to make a difficult situation even worse.&lt;br /&gt;
&lt;br /&gt;
For extra impenetrability, construct a wall in front of the door. Be sure to make note which section of wall the noble is behind so you'll be able to find it again later when it's time to let him out!&lt;br /&gt;
&lt;br /&gt;
== Sacred pulpit ==&lt;br /&gt;
&lt;br /&gt;
For the most regal of nobles, nothing less than a balcony perched above a pool of magma will do when trying to get the attention of the underlings.  The construction of such a sacred pulpit is elaborate, but a true noble would expect nothing less.&lt;br /&gt;
&lt;br /&gt;
A [[support]] must be built on the edge of a sheer cliff overlooking the attention-getting feature (magma is always impressive, although a pulpit overlooking a chasm can also produce a pleasing resonance for those nobles who enjoy haranguing the masses).  A [[bridge]] must be built to the edge of this support, and a floor placed on top of the support.  Provide the noble with a lever on top of this floor which retracts the bridge -- it's not a proper pulpit if the masses can reach the noble while he or she speaks.  The lever is also connected to the support beneath the floor -- this is a safety precaution, we are told.&lt;br /&gt;
&lt;br /&gt;
Before using the system, an additional lever should be built elsewhere in the fortress that attaches to the bridge, in case the noble's lever should... happen to jam.  Then, invite the noble to inaugurate the platform by pulling the sacred lever placed on top of it.  Be certain that ''only'' the noble is [[Workshop#Profiles|allowed to pull this lever]] -- it would not do to have a commoner desecrate the holy pulpit.&lt;br /&gt;
&lt;br /&gt;
Each noble who wishes to use the pulpit must be provided with a newly-built platform (column, floor, and lever).  Only the best for our nobles.&lt;br /&gt;
&lt;br /&gt;
==Demonstration of military might==&lt;br /&gt;
&lt;br /&gt;
Nobles are prone to worry, and reassurance is often hard to come by. However, many a noble is comforted by the sight of [[siege engine|ballistae]] hurling spears across the countryside. As such, you may wish to treat some of your nobles to an artillery show. Build a ballista emplacement, and a spot for the noble to watch from. This vantage point should have a [[channel]] around it, to prevent any wild animals, perhaps enraged by the spears hurtling through their habitat, from getting at them. Make the central throne accessible by bridge, with a lever next to the noble's seat, for retraction. Ask your noble to pull the lever, and begin the demonstration. Be careful not to put your noble in the line of fire, for ballista bolts are traditionally engraved with the words, &amp;quot;To Whom It May Concern&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;s&amp;gt;Madhouse&amp;lt;/s&amp;gt; Sealed noble-exclusive area ==&lt;br /&gt;
&lt;br /&gt;
Why the hell should nobles sleep, eat and &amp;lt;s&amp;gt;do nothing&amp;lt;/s&amp;gt; work next to the pleb? They really should have a sealed area, which only they can enter. The workers can simply drop needed goods through a pit. But be careful that they really do this, since we don´t want our nobles to become angry or unhappy and kill each other/themselves.&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Unfortunate_accident&amp;diff=64652</id>
		<title>40d:Unfortunate accident</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Unfortunate_accident&amp;diff=64652"/>
		<updated>2010-03-05T18:48:14Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: /* Sacred pulpit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
The life of a [[noble]] is difficult. They are cursed with highly refined tastes that are difficult to satisfy. Because of this burden, they often fall prey to tragic accidents.  Here's a simple guide to ensuring the safety and happiness of the upper classes. &lt;br /&gt;
&lt;br /&gt;
==Entertaining lever==&lt;br /&gt;
&lt;br /&gt;
Any dwarf of high standing should have a well-crafted [[lever]] among the amenities in his spacious quarters. If he should find himself stressed by overdue [[mandate]]s, or accidentally locked in his room, he can amuse himself by pulling it repeatedly. Pulling levers is one of the few tasks only fit for nobles, after all.  For some nobles, pulling a lever is a show of solidarity with the working classes.  ''&amp;quot;See?  I contribute to the well-being of our great civilization!  I understand the plight of the [[pump operator]], the [[mechanic]], and the [[craftsdwarf]]!&amp;quot;''  Other, more anal retentive nobles have levers installed so that they can pull them in the optimal sequence before calling for the production of [[adamantine]] piccolos.  Some nobles call for a lever to be installed as a bell-pull, the better to alert the rest of the fortress that one of their nobles has a request.  Whatever the reason, be sure to include a high-quality lever in ''all'' of your nobles' quarters.&lt;br /&gt;
&lt;br /&gt;
A lever can be made personal to a specific noble in the {{k|q}} {{k|P}}rofile for that lever, just as if it were a common, lowly workshop.&lt;br /&gt;
&lt;br /&gt;
==Impressive spike==&lt;br /&gt;
&lt;br /&gt;
What could be more dwarven than a [[menacing spike]]? Better make it retractable, in case your noble needs the space. Put this steely symbol of dwarven strength in one of your noble's rooms, possibly next to the lever. &lt;br /&gt;
&lt;br /&gt;
[[Hammerer]]s just can't get enough spikes.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that nice masterwork steel spike encrusted with rubies looks very nice and may boost the room's value.&lt;br /&gt;
&lt;br /&gt;
==In-room waterfall==&lt;br /&gt;
&lt;br /&gt;
All dwarves love the soothing [[mist]] of a [[waterfall]]. Why not give your noble an opulent waterfall of his own?  The hypnotic cascade of falling water will help relax him after a hard day of mandates, and the soothing sound will help him sleep. Take care that the drainage system is working properly. Any obstruction could cause the room to fill with water, and water can ruin the ''best'' leather cloaks. Remember to put an attractive [[grate]] over the drain, to keep anything from falling in and stinking up your plumbing. &lt;br /&gt;
&lt;br /&gt;
==Private zoo==&lt;br /&gt;
&lt;br /&gt;
Everyone loves a [[zoo]]. Why not put a savage, exotic beast right in your noble's room? Who wouldn't want to see a [[giant desert scorpion]] or [[zombie]] [[carp]] every day? Just make sure it doesn't escape. It may be prudent to hook this up to another lever in the noble's room, so they can secure the cage door if the creature somehow manages to escape.&lt;br /&gt;
&lt;br /&gt;
== Impressive Throne ==&lt;br /&gt;
&lt;br /&gt;
Your highest noble will meet with various visitors and emissaries in his [[office|throne room]]. To give him that extra edge in negotiations, make it intimidating. Put a [[magma]] pool right there in the throne room. Watch as your fortress wins valuable trade agreements at the table, securing the future for your great dwarven civilization. No glittery [[gold]] throne, either. Make one out of [[iron]], or [[steel]], or some other material with a high melting point. &lt;br /&gt;
&lt;br /&gt;
== Vault of Kings ==&lt;br /&gt;
&lt;br /&gt;
Nobles are precious and fragile things. To make sure that your nobles don't get injured in battle, you might want to hook up their chamber doors to levers so they can be sealed firmly in case of [[siege|invasion]]. Since the noble &amp;lt;s&amp;gt;trapped&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;hiding&amp;lt;/s&amp;gt; safely secured inside wouldn't know when it was safe to come out again, best to put the lever somewhere outside. That way, once the confusion of battle is over, some dwarf will surely miss the noble and remember to release him.  It may seem logical to put some food and water in with your noble, but this could lead to rot and [[miasma]] in your noble's safe room, which would only serve to make a difficult situation even worse.&lt;br /&gt;
&lt;br /&gt;
For extra impenetrability, construct a wall in front of the door. Be sure to make note which section of wall the noble is behind so you'll be able to find it again later when it's time to let him out!&lt;br /&gt;
&lt;br /&gt;
== Sacred pulpit ==&lt;br /&gt;
&lt;br /&gt;
For the most regal of nobles, nothing less than a balcony perched above a pool of magma will do when trying to get the attention of the underlings.  The construction of such a sacred pulpit is elaborate, but a true noble would expect nothing less.&lt;br /&gt;
&lt;br /&gt;
A [[support]] must be built on the edge of a sheer cliff overlooking the attention-getting feature (magma is always impressive, although a pulpit overlooking a chasm can also produce a pleasing resonance for those nobles who enjoy haranguing the masses).  A [[bridge]] must be built to the edge of this support, and a floor placed on top of the support.  Provide the noble with a lever on top of this floor which retracts the bridge -- it's not a proper pulpit if the masses can reach the noble while he or she speaks.  The lever is also connected to the support beneath the floor -- this is a safety precaution, we are told.&lt;br /&gt;
&lt;br /&gt;
Before using the system, an additional lever should be built elsewhere in the fortress that attaches to the bridge, in case the noble's lever should... happen to jam.  Then, invite the noble to inaugurate the platform by pulling the sacred lever placed on top of it.  Be certain that ''only'' the noble is [[Workshop#Profiles|allowed to pull this lever]] -- it would not do to have a commoner desecrate the holy pulpit.&lt;br /&gt;
&lt;br /&gt;
Each noble who wishes to use the pulpit must be provided with a newly-built platform (column, floor, and lever).  Only the best for our nobles.&lt;br /&gt;
&lt;br /&gt;
==Demonstration of military might==&lt;br /&gt;
&lt;br /&gt;
Nobles are prone to worry, and reassurance is often hard to come by. However, many a noble is comforted by the sight of ballistae hurling spears across the countryside. As such, you may wish to treat some of your nobles to an artillery show. Build a ballista emplacement, and a spot for the noble to watch from. This noble spot should have a channel around it, to prevent any wild animals, perhaps enraged by the spears hurtling through their habitat, from getting at them. Make the central throne accessible by bridge, with a lever on the Noble's island for retraction. Ask your noble to pull the lever, and begin firing. Be careful not to put your noble in the line of fire, for ballista bolts are traditionally engraved with the words, &amp;quot;To Whom It May Concern&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;s&amp;gt;Madhouse&amp;lt;/s&amp;gt; Sealed noble-exclusive area ==&lt;br /&gt;
&lt;br /&gt;
Why the hell should nobles sleep, eat and &amp;lt;s&amp;gt;do nothing&amp;lt;/s&amp;gt; work next to the pleb? They really should have a sealed area, which only they can enter. The workers can simply drop needed goods through a pit. But be careful that they really do this, since we don´t want our nobles to become angry or unhappy and kill each other/themselves.&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Unfortunate_accident&amp;diff=64651</id>
		<title>40d:Unfortunate accident</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Unfortunate_accident&amp;diff=64651"/>
		<updated>2010-03-05T18:46:17Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: /* Vault of Kings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
The life of a [[noble]] is difficult. They are cursed with highly refined tastes that are difficult to satisfy. Because of this burden, they often fall prey to tragic accidents.  Here's a simple guide to ensuring the safety and happiness of the upper classes. &lt;br /&gt;
&lt;br /&gt;
==Entertaining lever==&lt;br /&gt;
&lt;br /&gt;
Any dwarf of high standing should have a well-crafted [[lever]] among the amenities in his spacious quarters. If he should find himself stressed by overdue [[mandate]]s, or accidentally locked in his room, he can amuse himself by pulling it repeatedly. Pulling levers is one of the few tasks only fit for nobles, after all.  For some nobles, pulling a lever is a show of solidarity with the working classes.  ''&amp;quot;See?  I contribute to the well-being of our great civilization!  I understand the plight of the [[pump operator]], the [[mechanic]], and the [[craftsdwarf]]!&amp;quot;''  Other, more anal retentive nobles have levers installed so that they can pull them in the optimal sequence before calling for the production of [[adamantine]] piccolos.  Some nobles call for a lever to be installed as a bell-pull, the better to alert the rest of the fortress that one of their nobles has a request.  Whatever the reason, be sure to include a high-quality lever in ''all'' of your nobles' quarters.&lt;br /&gt;
&lt;br /&gt;
A lever can be made personal to a specific noble in the {{k|q}} {{k|P}}rofile for that lever, just as if it were a common, lowly workshop.&lt;br /&gt;
&lt;br /&gt;
==Impressive spike==&lt;br /&gt;
&lt;br /&gt;
What could be more dwarven than a [[menacing spike]]? Better make it retractable, in case your noble needs the space. Put this steely symbol of dwarven strength in one of your noble's rooms, possibly next to the lever. &lt;br /&gt;
&lt;br /&gt;
[[Hammerer]]s just can't get enough spikes.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that nice masterwork steel spike encrusted with rubies looks very nice and may boost the room's value.&lt;br /&gt;
&lt;br /&gt;
==In-room waterfall==&lt;br /&gt;
&lt;br /&gt;
All dwarves love the soothing [[mist]] of a [[waterfall]]. Why not give your noble an opulent waterfall of his own?  The hypnotic cascade of falling water will help relax him after a hard day of mandates, and the soothing sound will help him sleep. Take care that the drainage system is working properly. Any obstruction could cause the room to fill with water, and water can ruin the ''best'' leather cloaks. Remember to put an attractive [[grate]] over the drain, to keep anything from falling in and stinking up your plumbing. &lt;br /&gt;
&lt;br /&gt;
==Private zoo==&lt;br /&gt;
&lt;br /&gt;
Everyone loves a [[zoo]]. Why not put a savage, exotic beast right in your noble's room? Who wouldn't want to see a [[giant desert scorpion]] or [[zombie]] [[carp]] every day? Just make sure it doesn't escape. It may be prudent to hook this up to another lever in the noble's room, so they can secure the cage door if the creature somehow manages to escape.&lt;br /&gt;
&lt;br /&gt;
== Impressive Throne ==&lt;br /&gt;
&lt;br /&gt;
Your highest noble will meet with various visitors and emissaries in his [[office|throne room]]. To give him that extra edge in negotiations, make it intimidating. Put a [[magma]] pool right there in the throne room. Watch as your fortress wins valuable trade agreements at the table, securing the future for your great dwarven civilization. No glittery [[gold]] throne, either. Make one out of [[iron]], or [[steel]], or some other material with a high melting point. &lt;br /&gt;
&lt;br /&gt;
== Vault of Kings ==&lt;br /&gt;
&lt;br /&gt;
Nobles are precious and fragile things. To make sure that your nobles don't get injured in battle, you might want to hook up their chamber doors to levers so they can be sealed firmly in case of [[siege|invasion]]. Since the noble &amp;lt;s&amp;gt;trapped&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;hiding&amp;lt;/s&amp;gt; safely secured inside wouldn't know when it was safe to come out again, best to put the lever somewhere outside. That way, once the confusion of battle is over, some dwarf will surely miss the noble and remember to release him.  It may seem logical to put some food and water in with your noble, but this could lead to rot and [[miasma]] in your noble's safe room, which would only serve to make a difficult situation even worse.&lt;br /&gt;
&lt;br /&gt;
For extra impenetrability, construct a wall in front of the door. Be sure to make note which section of wall the noble is behind so you'll be able to find it again later when it's time to let him out!&lt;br /&gt;
&lt;br /&gt;
== Sacred pulpit ==&lt;br /&gt;
&lt;br /&gt;
For the most regal of nobles, nothing less than a balcony perched above a pool of magma will do when trying to get the attention of the underlings.  The construction of such a sacred pulpit is elaborate, but a true noble would expect nothing less.&lt;br /&gt;
&lt;br /&gt;
A support must be built on the edge of a sheer cliff overlooking the attention-getting feature (magma is always impressive, although a pulpit overlooking the chasm can also produce a pleasing resonance).  A bridge must be built to the edge of this support, and a floor placed on top of the support.  Provide the noble with a lever on top of this floor which retracts the bridge -- it's not a proper pulpit if the masses can reach the noble while he or she speaks.  The lever is also connected to the support beneath the floor -- this is a safety precaution, we are told.&lt;br /&gt;
&lt;br /&gt;
Before using the system, an additional lever should be built elsewhere in the fortress that attaches to the bridge, in case the noble's lever should... happen to jam.  Then invite the noble to inaugurate the platform by pulling the sacred lever placed on top of it.  Be certain that only the noble is [[Workshop#Profiles|allowed to pull this lever]] -- it would not do to have a commoner desecrate the holy pulpit.&lt;br /&gt;
&lt;br /&gt;
Each noble who wishes to use the pulpit must be provided with a newly-built platform (column, floor, and lever).  Only the best for our nobles.&lt;br /&gt;
&lt;br /&gt;
==Demonstration of military might==&lt;br /&gt;
&lt;br /&gt;
Nobles are prone to worry, and reassurance is often hard to come by. However, many a noble is comforted by the sight of ballistae hurling spears across the countryside. As such, you may wish to treat some of your nobles to an artillery show. Build a ballista emplacement, and a spot for the noble to watch from. This noble spot should have a channel around it, to prevent any wild animals, perhaps enraged by the spears hurtling through their habitat, from getting at them. Make the central throne accessible by bridge, with a lever on the Noble's island for retraction. Ask your noble to pull the lever, and begin firing. Be careful not to put your noble in the line of fire, for ballista bolts are traditionally engraved with the words, &amp;quot;To Whom It May Concern&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;s&amp;gt;Madhouse&amp;lt;/s&amp;gt; Sealed noble-exclusive area ==&lt;br /&gt;
&lt;br /&gt;
Why the hell should nobles sleep, eat and &amp;lt;s&amp;gt;do nothing&amp;lt;/s&amp;gt; work next to the pleb? They really should have a sealed area, which only they can enter. The workers can simply drop needed goods through a pit. But be careful that they really do this, since we don´t want our nobles to become angry or unhappy and kill each other/themselves.&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Unfortunate_accident&amp;diff=64650</id>
		<title>40d:Unfortunate accident</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Unfortunate_accident&amp;diff=64650"/>
		<updated>2010-03-05T18:43:30Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
The life of a [[noble]] is difficult. They are cursed with highly refined tastes that are difficult to satisfy. Because of this burden, they often fall prey to tragic accidents.  Here's a simple guide to ensuring the safety and happiness of the upper classes. &lt;br /&gt;
&lt;br /&gt;
==Entertaining lever==&lt;br /&gt;
&lt;br /&gt;
Any dwarf of high standing should have a well-crafted [[lever]] among the amenities in his spacious quarters. If he should find himself stressed by overdue [[mandate]]s, or accidentally locked in his room, he can amuse himself by pulling it repeatedly. Pulling levers is one of the few tasks only fit for nobles, after all.  For some nobles, pulling a lever is a show of solidarity with the working classes.  ''&amp;quot;See?  I contribute to the well-being of our great civilization!  I understand the plight of the [[pump operator]], the [[mechanic]], and the [[craftsdwarf]]!&amp;quot;''  Other, more anal retentive nobles have levers installed so that they can pull them in the optimal sequence before calling for the production of [[adamantine]] piccolos.  Some nobles call for a lever to be installed as a bell-pull, the better to alert the rest of the fortress that one of their nobles has a request.  Whatever the reason, be sure to include a high-quality lever in ''all'' of your nobles' quarters.&lt;br /&gt;
&lt;br /&gt;
A lever can be made personal to a specific noble in the {{k|q}} {{k|P}}rofile for that lever, just as if it were a common, lowly workshop.&lt;br /&gt;
&lt;br /&gt;
==Impressive spike==&lt;br /&gt;
&lt;br /&gt;
What could be more dwarven than a [[menacing spike]]? Better make it retractable, in case your noble needs the space. Put this steely symbol of dwarven strength in one of your noble's rooms, possibly next to the lever. &lt;br /&gt;
&lt;br /&gt;
[[Hammerer]]s just can't get enough spikes.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that nice masterwork steel spike encrusted with rubies looks very nice and may boost the room's value.&lt;br /&gt;
&lt;br /&gt;
==In-room waterfall==&lt;br /&gt;
&lt;br /&gt;
All dwarves love the soothing [[mist]] of a [[waterfall]]. Why not give your noble an opulent waterfall of his own?  The hypnotic cascade of falling water will help relax him after a hard day of mandates, and the soothing sound will help him sleep. Take care that the drainage system is working properly. Any obstruction could cause the room to fill with water, and water can ruin the ''best'' leather cloaks. Remember to put an attractive [[grate]] over the drain, to keep anything from falling in and stinking up your plumbing. &lt;br /&gt;
&lt;br /&gt;
==Private zoo==&lt;br /&gt;
&lt;br /&gt;
Everyone loves a [[zoo]]. Why not put a savage, exotic beast right in your noble's room? Who wouldn't want to see a [[giant desert scorpion]] or [[zombie]] [[carp]] every day? Just make sure it doesn't escape. It may be prudent to hook this up to another lever in the noble's room, so they can secure the cage door if the creature somehow manages to escape.&lt;br /&gt;
&lt;br /&gt;
== Impressive Throne ==&lt;br /&gt;
&lt;br /&gt;
Your highest noble will meet with various visitors and emissaries in his [[office|throne room]]. To give him that extra edge in negotiations, make it intimidating. Put a [[magma]] pool right there in the throne room. Watch as your fortress wins valuable trade agreements at the table, securing the future for your great dwarven civilization. No glittery [[gold]] throne, either. Make one out of [[iron]], or [[steel]], or some other material with a high melting point. &lt;br /&gt;
&lt;br /&gt;
== Vault of Kings ==&lt;br /&gt;
&lt;br /&gt;
Nobles are precious and fragile things. To make sure that your nobles don't get injured in battle, you might want to hook up their chamber doors to levers so they can be sealed firmly in case of [[siege|invasion]]. Since the noble &amp;lt;s&amp;gt;trapped&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;hiding&amp;lt;/s&amp;gt; safely secured inside wouldn't know when it was safe to come out again, best to put the lever somewhere outside. That way, once the confusion of battle is over some dwarf will surely miss the noble and remember to release them so they may reach the food and water stockpiles again.&lt;br /&gt;
&lt;br /&gt;
For extra impenetrability, construct a wall in front of the door. Be sure to make note which section of wall the noble is behind so you'll be able to find it again later when it's time to let him out!&lt;br /&gt;
&lt;br /&gt;
== Sacred pulpit ==&lt;br /&gt;
&lt;br /&gt;
For the most regal of nobles, nothing less than a balcony perched above a pool of magma will do when trying to get the attention of the underlings.  The construction of such a sacred pulpit is elaborate, but a true noble would expect nothing less.&lt;br /&gt;
&lt;br /&gt;
A support must be built on the edge of a sheer cliff overlooking the attention-getting feature (magma is always impressive, although a pulpit overlooking the chasm can also produce a pleasing resonance).  A bridge must be built to the edge of this support, and a floor placed on top of the support.  Provide the noble with a lever on top of this floor which retracts the bridge -- it's not a proper pulpit if the masses can reach the noble while he or she speaks.  The lever is also connected to the support beneath the floor -- this is a safety precaution, we are told.&lt;br /&gt;
&lt;br /&gt;
Before using the system, an additional lever should be built elsewhere in the fortress that attaches to the bridge, in case the noble's lever should... happen to jam.  Then invite the noble to inaugurate the platform by pulling the sacred lever placed on top of it.  Be certain that only the noble is [[Workshop#Profiles|allowed to pull this lever]] -- it would not do to have a commoner desecrate the holy pulpit.&lt;br /&gt;
&lt;br /&gt;
Each noble who wishes to use the pulpit must be provided with a newly-built platform (column, floor, and lever).  Only the best for our nobles.&lt;br /&gt;
&lt;br /&gt;
==Demonstration of military might==&lt;br /&gt;
&lt;br /&gt;
Nobles are prone to worry, and reassurance is often hard to come by. However, many a noble is comforted by the sight of ballistae hurling spears across the countryside. As such, you may wish to treat some of your nobles to an artillery show. Build a ballista emplacement, and a spot for the noble to watch from. This noble spot should have a channel around it, to prevent any wild animals, perhaps enraged by the spears hurtling through their habitat, from getting at them. Make the central throne accessible by bridge, with a lever on the Noble's island for retraction. Ask your noble to pull the lever, and begin firing. Be careful not to put your noble in the line of fire, for ballista bolts are traditionally engraved with the words, &amp;quot;To Whom It May Concern&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;s&amp;gt;Madhouse&amp;lt;/s&amp;gt; Sealed noble-exclusive area ==&lt;br /&gt;
&lt;br /&gt;
Why the hell should nobles sleep, eat and &amp;lt;s&amp;gt;do nothing&amp;lt;/s&amp;gt; work next to the pleb? They really should have a sealed area, which only they can enter. The workers can simply drop needed goods through a pit. But be careful that they really do this, since we don´t want our nobles to become angry or unhappy and kill each other/themselves.&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Unfortunate_accident&amp;diff=64649</id>
		<title>40d:Unfortunate accident</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Unfortunate_accident&amp;diff=64649"/>
		<updated>2010-03-05T18:39:52Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: I can't help myself...it's like I have some compulsion to make it more ridiculous.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
[[Noble]]s are an unhappy sort. They are cursed with highly refined tastes that are difficult to satisfy. Because of this burden, they often fall prey to tragic accidents.  Here's a simple guide to averting the particular banes of the upper classes. &lt;br /&gt;
&lt;br /&gt;
==Entertaining lever==&lt;br /&gt;
&lt;br /&gt;
Any dwarf of high standing should have a well-crafted [[lever]] among the amenities in his spacious quarters. If he should find himself stressed by overdue [[mandate]]s, or accidentally locked in his room, he can amuse himself by pulling it repeatedly. Pulling levers is one of the few tasks only fit for nobles, after all.  For some nobles, pulling a lever is a show of solidarity with the working classes.  ''&amp;quot;See?  I contribute to the well-being of our great civilization!  I understand the plight of the [[pump operator]], the [[mechanic]], and the [[craftsdwarf]]!&amp;quot;''  Other, more anal retentive nobles have levers installed so that they can pull them in the optimal sequence before calling for the production of [[adamantine]] piccolos.  Some nobles call for a lever to be installed as a bell-pull, the better to alert the rest of the fortress that one of their nobles has a request.  Whatever the reason, be sure to include a high-quality lever in ''all'' of your nobles' quarters.&lt;br /&gt;
&lt;br /&gt;
A lever can be made personal to a specific noble in the {{k|q}} {{k|P}}rofile for that lever, just as if it were a common, lowly workshop.&lt;br /&gt;
&lt;br /&gt;
==Impressive spike==&lt;br /&gt;
&lt;br /&gt;
What could be more dwarven than a [[menacing spike]]? Better make it retractable, in case your noble needs the space. Put this steely symbol of dwarven strength in one of your noble's rooms, possibly next to the lever. &lt;br /&gt;
&lt;br /&gt;
[[Hammerer]]s just can't get enough spikes.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that nice masterwork steel spike encrusted with rubies looks very nice and may boost the room's value.&lt;br /&gt;
&lt;br /&gt;
==In-room waterfall==&lt;br /&gt;
&lt;br /&gt;
All dwarves love the soothing [[mist]] of a [[waterfall]]. Why not give your noble an opulent waterfall of his own?  The hypnotic cascade of falling water will help relax him after a hard day of mandates, and the soothing sound will help him sleep. Take care that the drainage system is working properly. Any obstruction could cause the room to fill with water, and water can ruin the ''best'' leather cloaks. Remember to put an attractive [[grate]] over the drain, to keep anything from falling in and stinking up your plumbing. &lt;br /&gt;
&lt;br /&gt;
==Private zoo==&lt;br /&gt;
&lt;br /&gt;
Everyone loves a [[zoo]]. Why not put a savage, exotic beast right in your noble's room? Who wouldn't want to see a [[giant desert scorpion]] or [[zombie]] [[carp]] every day? Just make sure it doesn't escape. It may be prudent to hook this up to another lever in the noble's room, so they can secure the cage door if the creature somehow manages to escape.&lt;br /&gt;
&lt;br /&gt;
== Impressive Throne ==&lt;br /&gt;
&lt;br /&gt;
Your highest noble will meet with various visitors and emissaries in his [[office|throne room]]. To give him that extra edge in negotiations, make it intimidating. Put a [[magma]] pool right there in the throne room. Watch as your fortress wins valuable trade agreements at the table, securing the future for your great dwarven civilization. No glittery [[gold]] throne, either. Make one out of [[iron]], or [[steel]], or some other material with a high melting point. &lt;br /&gt;
&lt;br /&gt;
== Vault of Kings ==&lt;br /&gt;
&lt;br /&gt;
Nobles are precious and fragile things. To make sure that your nobles don't get injured in battle, you might want to hook up their chamber doors to levers so they can be sealed firmly in case of [[siege|invasion]]. Since the noble &amp;lt;s&amp;gt;trapped&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;hiding&amp;lt;/s&amp;gt; safely secured inside wouldn't know when it was safe to come out again, best to put the lever somewhere outside. That way, once the confusion of battle is over some dwarf will surely miss the noble and remember to release them so they may reach the food and water stockpiles again.&lt;br /&gt;
&lt;br /&gt;
For extra impenetrability, construct a wall in front of the door. Be sure to make note which section of wall the noble is behind so you'll be able to find it again later when it's time to let him out!&lt;br /&gt;
&lt;br /&gt;
== Sacred pulpit ==&lt;br /&gt;
&lt;br /&gt;
For the most regal of nobles, nothing less than a balcony perched above a pool of magma will do when trying to get the attention of the underlings.  The construction of such a sacred pulpit is elaborate, but a true noble would expect nothing less.&lt;br /&gt;
&lt;br /&gt;
A support must be built on the edge of a sheer cliff overlooking the attention-getting feature (magma is always impressive, although a pulpit overlooking the chasm can also produce a pleasing resonance).  A bridge must be built to the edge of this support, and a floor placed on top of the support.  Provide the noble with a lever on top of this floor which retracts the bridge -- it's not a proper pulpit if the masses can reach the noble while he or she speaks.  The lever is also connected to the support beneath the floor -- this is a safety precaution, we are told.&lt;br /&gt;
&lt;br /&gt;
Before using the system, an additional lever should be built elsewhere in the fortress that attaches to the bridge, in case the noble's lever should... happen to jam.  Then invite the noble to inaugurate the platform by pulling the sacred lever placed on top of it.  Be certain that only the noble is [[Workshop#Profiles|allowed to pull this lever]] -- it would not do to have a commoner desecrate the holy pulpit.&lt;br /&gt;
&lt;br /&gt;
Each noble who wishes to use the pulpit must be provided with a newly-built platform (column, floor, and lever).  Only the best for our nobles.&lt;br /&gt;
&lt;br /&gt;
==Demonstration of military might==&lt;br /&gt;
&lt;br /&gt;
Nobles are prone to worry, and reassurance is often hard to come by. However, many a noble is comforted by the sight of ballistae hurling spears across the countryside. As such, you may wish to treat some of your nobles to an artillery show. Build a ballista emplacement, and a spot for the noble to watch from. This noble spot should have a channel around it, to prevent any wild animals, perhaps enraged by the spears hurtling through their habitat, from getting at them. Make the central throne accessible by bridge, with a lever on the Noble's island for retraction. Ask your noble to pull the lever, and begin firing. Be careful not to put your noble in the line of fire, for ballista bolts are traditionally engraved with the words, &amp;quot;To Whom It May Concern&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;s&amp;gt;Madhouse&amp;lt;/s&amp;gt; Sealed noble-exclusive area ==&lt;br /&gt;
&lt;br /&gt;
Why the hell should nobles sleep, eat and &amp;lt;s&amp;gt;do nothing&amp;lt;/s&amp;gt; work next to the pleb? They really should have a sealed area, which only they can enter. The workers can simply drop needed goods through a pit. But be careful that they really do this, since we don´t want our nobles to become angry or unhappy and kill each other/themselves.&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Unfortunate_accident&amp;diff=64648</id>
		<title>40d:Unfortunate accident</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Unfortunate_accident&amp;diff=64648"/>
		<updated>2010-03-05T18:29:41Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: Expanded the 'Entertaining lever' section...more funny can't be bad, right?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
[[Noble]]s are an unhappy sort. They are cursed with highly refined tastes that are difficult to satisfy. Because of this burden, they often fall prey to tragic accidents.  Here's a simple guide to averting the particular banes of the upper classes. &lt;br /&gt;
&lt;br /&gt;
==Entertaining lever==&lt;br /&gt;
&lt;br /&gt;
Any dwarf of high standing should have a well-crafted [[lever]] among the amenities in his spacious quarters. If he should find himself stressed by overdue [[mandate]]s, or accidentally locked in his room, he can amuse himself by pulling it repeatedly. Pulling levers is one of the few tasks only fit for nobles, after all.  For some nobles, pulling a lever is a show of solidarity with the working classes.  ''&amp;quot;See?  I contribute to the well-being of our great civilization!  I understand the plight of the [[pump operator]], the [[mechanic]], and the [[craftsdwarf]]!&amp;quot;''  Other, more anal retentive nobles have levers installed so that they can pull them in the optimal sequence before calling for the production of [[adamantine]] piccolos.  Some nobles call for a lever to be installed as a bell-pull, the better to alert the rest of the fortress that one of their nobles has a request.  Whatever the reason, be sure to include a high-quality lever in ''all'' of your nobles' quarters.&lt;br /&gt;
&lt;br /&gt;
A lever can be made personal to a specific noble in the {{k|q}} {{k|P}}rofile for that lever, just as if it were a common, lowly workshop.&lt;br /&gt;
&lt;br /&gt;
==Impressive spike==&lt;br /&gt;
&lt;br /&gt;
What could be more dwarven than a [[menacing spike]]? Better make it retractable, in case your noble needs the space. Put this steely symbol of dwarven strength in one of your noble's rooms, possibly next to the lever. &lt;br /&gt;
&lt;br /&gt;
[[Hammerer]]s just can't get enough spikes.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that nice masterwork steel spike encrusted with rubies looks very nice and may boost the room's value.&lt;br /&gt;
&lt;br /&gt;
==In-room waterfall==&lt;br /&gt;
&lt;br /&gt;
All dwarves love the soothing mist of a [[waterfall]]. Why not give your noble one, right in his very own room? Take care that the drainage system is working properly. Any obstruction could cause the room to fill with water, and no one wants that. Remember to put an attractive grate over the drain, to keep anything from falling in and stinking up your plumbing. &lt;br /&gt;
&lt;br /&gt;
==Private zoo==&lt;br /&gt;
&lt;br /&gt;
Everyone loves a [[zoo]]. Why not put a savage beast in your noble's room? Who wouldn't want to see a [[giant desert scorpion]] or [[zombie]] [[carp]] every day? Just make sure it doesn't escape. It may be prudent to hook this up to another lever in the noble's room, so they can secure the cage door if the creature somehow manages to escape.&lt;br /&gt;
&lt;br /&gt;
== Impressive Throne ==&lt;br /&gt;
&lt;br /&gt;
Your highest noble will meet with various visitors and emissaries in his [[office|throne room]]. To give him that extra edge in negotiations, make it intimidating. Put a [[magma]] pool right there in the throne room. No glittery [[gold]] throne, either. Make one out of [[iron]], or [[steel]], or some other material with a high melting point.&lt;br /&gt;
&lt;br /&gt;
== Vault of Kings ==&lt;br /&gt;
&lt;br /&gt;
Nobles are precious and fragile things. To make sure that your nobles don't get injured in battle, you might want to hook up their chamber doors to levers so they can be sealed firmly in case of invasion. Since the noble &amp;lt;s&amp;gt;trapped&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;hiding&amp;lt;/s&amp;gt; strategically positioned inside wouldn't know when it was safe to come out again, best to put the lever somewhere outside. That way once the confusion of battle is over some dwarf will surely miss the noble and remember to release them so they may reach the food and water stockpiles again.&lt;br /&gt;
&lt;br /&gt;
For extra impenetrability, construct a wall in front of the door. Be sure to make note which section of wall the noble's behind so you'll be able to find it again later when it's time to let him out!&lt;br /&gt;
&lt;br /&gt;
== Sacred pulpit ==&lt;br /&gt;
&lt;br /&gt;
For the most regal of nobles, nothing less than a balcony perched above a pool of magma will do when trying to get the attention of the underlings.  The construction of such a sacred pulpit is elaborate, but a true noble would expect nothing less.&lt;br /&gt;
&lt;br /&gt;
A support must be built on the edge of a sheer cliff overlooking the attention-getting feature (magma is always impressive, although a pulpit overlooking the chasm can also produce a pleasing resonance).  A bridge must be built to the edge of this support, and a floor placed on top of the support.  Provide the noble with a lever on top of this floor which retracts the bridge -- it's not a proper pulpit if the masses can reach the noble while he or she speaks.  The lever is also connected to the support beneath the floor -- this is a safety precaution, we are told.&lt;br /&gt;
&lt;br /&gt;
Before using the system, an additional lever should be built elsewhere in the fortress that attaches to the bridge, in case the noble's lever should... happen to jam.  Then invite the noble to inaugurate the platform by pulling the sacred lever placed on top of it.  Be certain that only the noble is [[Workshop#Profiles|allowed to pull this lever]] -- it would not do to have a commoner desecrate the holy pulpit.&lt;br /&gt;
&lt;br /&gt;
Each noble who wishes to use the pulpit must be provided with a newly-built platform (column, floor, and lever).  Only the best for our nobles.&lt;br /&gt;
&lt;br /&gt;
==Demonstration of military might==&lt;br /&gt;
&lt;br /&gt;
Nobles are prone to worry, and reassurance is often hard to come by. However, many a noble is comforted by the sight of ballistae hurling spears across the countryside. As such, you may wish to treat some of your nobles to an artillery show. Build a ballista emplacement, and a spot for the noble to watch from. This noble spot should have a channel around it, to prevent any wild animals, perhaps enraged by the spears hurtling through their habitat, from getting at them. Make the central throne accessible by bridge, with a lever on the Noble's island for retraction. Ask your noble to pull the lever, and begin firing. Be careful not to put your noble in the line of fire, for ballista bolts are traditionally engraved with the words, &amp;quot;To Whom It May Concern&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;s&amp;gt;Madhouse&amp;lt;/s&amp;gt; Sealed noble-exclusive area ==&lt;br /&gt;
&lt;br /&gt;
Why the hell should nobles sleep, eat and &amp;lt;s&amp;gt;do nothing&amp;lt;/s&amp;gt; work next to the pleb? They really should have a sealed area, which only they can enter. The workers can simply drop needed goods through a pit. But be careful that they really do this, since we don´t want our nobles to become angry or unhappy and kill each other/themselves.&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Beard&amp;diff=64647</id>
		<title>40d:Beard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Beard&amp;diff=64647"/>
		<updated>2010-03-05T16:08:47Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
A dwarf's beard is his or her defining characteristic.  Dwarf beards are an indicator of social status among the middle and upper classes, and function much like a Scottish tartan, identifying a dwarf's family heritage.&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
Dwarven hair is extremely hearty; the average dwarf hair is many times longer and several times thicker than the average human hair.  It is usually straight.  The range of dwarven hair colors is quite large; common colors include dark blues, black, any number of shades of gray, silver, white, brown, copper, rust, and even [[fire|flaming orange-red]].&lt;br /&gt;
&lt;br /&gt;
A dwarf's beard begins growing before birth, and is usually less than two inches long at birth.  [[Children]] of the dwarven [[Noble|nobility]], however, are born with much longer beards, sometimes long enough that it is wrapped around the infant's body.&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Release_information&amp;diff=64609</id>
		<title>v0.31 Talk:Release information</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Release_information&amp;diff=64609"/>
		<updated>2010-03-04T20:47:21Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;50-100 layers? That’s so &amp;lt;s&amp;gt;sweet&amp;lt;/s&amp;gt;dwarfish! Looking forward!&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:WFrag|WFrag]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Looking forward to a lot of game lag! Can you say 1 frame/second? Urgh... ''(and remember to sign your comments, pls!)''--[[User:Albedo|Albedo]] 05:38, 27 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The material system has been rewritten, and just about everything is made from a material now.&amp;quot; Does this potentially mean that constructions can burn and melt now with the 2010 version?--[[User:Jargo|Jargo]] 2:48 PST, March 02 2010&lt;br /&gt;
:I think I remember hearing Toady say that constructions *wouldn't* burn or melt yet, but I could be imagining that. --[[User:Doomchild|Doomchild]] 20:47, 4 March 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Release_information&amp;diff=64608</id>
		<title>v0.31:Release information</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Release_information&amp;diff=64608"/>
		<updated>2010-03-04T20:44:48Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: /* Civilizations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DFNewVersion}}&lt;br /&gt;
This page lists the changes in the [[version]] of [[Dwarf]] [[Fort]]ress to be released in early 2010.  The page links to currently existing pages which either have been or will need to be modified to list new details from the new [[version]].  It also lists to pages about entirely new subjects introduced in this [[version]], such as [http://new.df.magmawiki.com/wagn/Burrows burrows], articles created or completely changed based off of this version are marked in '''bold'''.&lt;br /&gt;
&lt;br /&gt;
Adapted from the [http://docs.google.com/Doc?docid=0AT8EQVUjrv96ZGc5cnBwOHZfMjgyY3FzZHFtanA&amp;amp;hl=en&amp;amp;pli=1 google docs file] by SirPenguin about the upcoming release.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Behind the scenes ==&lt;br /&gt;
&lt;br /&gt;
===  [[Materials]] ===&lt;br /&gt;
* The [[material]] system has been rewritten, and just about everything is made from a [[material]] now.&lt;br /&gt;
* It is now possible to track the identity of certain [[materials]], such as [[blood]] spatter.&lt;br /&gt;
* The [[color]] of a base [[material]] will now have more effects - a [[wagon]] made out of featherwood will reflect the [[color]] of the wood.&lt;br /&gt;
* [[Material]] breath [[weapons]] are possible, and can be made of any [[material]]. These are mainly linked with poisons, and when inhaled by a creature, they will become poisoned.&lt;br /&gt;
* Small amounts of certain [[materials]] ([[blood]], snow, etc.) can accumulate in a tile.&lt;br /&gt;
** For example, if enough liquid [[gold]] accumulates in a tile, it will cool into a [[glob]] of [[gold]].&lt;br /&gt;
** This also works for [[materials]] such as liquid (molten) [[metal]], which will cool into a [[glob]] which can then be used to [[melt]] down into a bar.&lt;br /&gt;
* [[Weapons]] and [[armor]] now use various &amp;quot;real world&amp;quot; [[attributes]] to calculate their effectiveness. Each [[material]] (rock, [[metal]]) uses the following:&lt;br /&gt;
** '''[[Density]]'''&lt;br /&gt;
** '''[[Impact/Shear Yield]]'''&lt;br /&gt;
** '''[[Impact/Shear Fracture]]'''&lt;br /&gt;
** '''[[Impact/Shear Elasticity]]'''&lt;br /&gt;
** '''[[Edge]]'''&lt;br /&gt;
&lt;br /&gt;
===  [[Raws]] ===&lt;br /&gt;
* Entity positions are now stored in the raw folders, allowing for custom positions through modding, as well as editing existing positions as you see fit.&lt;br /&gt;
** These include the [[Nobles (DF2010)|new military positions]] (General/Lieutenant/Captain/Militia Commander/Militia Captain).&lt;br /&gt;
* [[Attributes]] have also moved into the [[raws]], allowing you set all sorts of values such as how fast an attribute increases.&lt;br /&gt;
* Many objects - trees, plants, [[stone]]s, etc. - now have [[material]] lists in the [[raws]].&lt;br /&gt;
** Some [[raws]] have been merged, such as trees/plants, and [[stone]]s/[[metal]]s.&lt;br /&gt;
* A [[region]]'s raw files are now stored in their respective [[save]] folder.&lt;br /&gt;
&lt;br /&gt;
===  The d# series ===&lt;br /&gt;
* Translucent [[tilesets]] are supported, using PNG.&lt;br /&gt;
* The DF window can be resized on the fly.&lt;br /&gt;
* The grid size is autogenerated on startup; such [[init.txt|init.txt settings]] are ignored.&lt;br /&gt;
* Current desktop size is used for fullscreen size if fullscreen resolution is set to 0x0.&lt;br /&gt;
* The DF window can be zoomed on the fly using the mouse wheel. There are two modes, it defaults to mode 1. Pressing mouse wheel switches modes. Pressing F12 resets mode 1, not 2. In mode 1, the zoom from mode 2 is not visible. (And yes, you can use both at once.)&lt;br /&gt;
* The keyboard input system has been totally rewritten:&lt;br /&gt;
** You can bind multiple [[keys]] to one command.&lt;br /&gt;
** You can create keyboard [[macros]].&lt;br /&gt;
** Input bindings are divided into sections.&lt;br /&gt;
* Lots of bugfixes and performance improvements.&lt;br /&gt;
&lt;br /&gt;
===  '''[[Arena]]s''' ===&lt;br /&gt;
* '''[[Arena]]s''' are now in the game, and allow the player to set up battles with any kind of creatures with any type of equipment and have them face off.&lt;br /&gt;
&lt;br /&gt;
== [[Combat]] ==&lt;br /&gt;
&lt;br /&gt;
===  [[Squads]] ===&lt;br /&gt;
* The [[fortress guard]] is considered a squad under the [[sheriff]], and the [[royal guard]] is considered a squad under the [[Hammerer]].&lt;br /&gt;
* '''[[Nobles (DF2010)|Captains]]''' can be appointed under your '''[[Nobles (DF2010)|General]]''' and lead [[squads]].&lt;br /&gt;
* There is a system in place that will try its best to keep your schedules staffed, going so far as finding replacements when [[soldier]]s get hungry/tired, as well as forcing [[soldier]]s to stay on duty if no replacements are found.&lt;br /&gt;
* You have complete control over how [[squads]] handle rations - [[food]] and [[drink]] stored in backpacks and flasks - and [[alcohol]] can now be stored as a [[drink]] option.&lt;br /&gt;
* [[Champions#Heroes_and_Champions|Champions]] as heavily trained soldiers are no more. Rather, a single '''[[Nobles (DF2010)|Champion]]''' is an appointed position that your [[duke]]/[[count]]/[[baron]] appoints.&lt;br /&gt;
* &amp;quot;Lord&amp;quot; [[soldier]]s aren't restricted in their weapon choice, and can be made into [[civilian]]s again.&lt;br /&gt;
* Beds, racks, stands, boxes/chests and [[cabinets]] can now be assigned to squad positions.&lt;br /&gt;
* You can now use the [[note]] making system to lay out stations and patrol routes for your [[squads]].&lt;br /&gt;
* [[Sparring]] has been redone.&lt;br /&gt;
* A [[dwarf]] skilled in one [[skill]] can teach students via demonstrations of how to fight. This is set up in a classroom environment, so no actual [[sparring]] takes place (less dangerous).&lt;br /&gt;
** Even slightly skilled [[dwarves]] can teach people below them.&lt;br /&gt;
** There are also instructor monitored drill and [[sparring]] sessions.&lt;br /&gt;
** &amp;quot;They can currently teach weapon [[skill]]s, [[wrestling]], dodging, punching (grasp strikes), kicking (stance strikes), shield and [[armor]] use, yeah.  They can also teach general close-quarters/ranged [[combat]] principles.&amp;quot;&lt;br /&gt;
* [[Personalities]] play a role in these lessons. Naturally lazy [[dwarves]] will have a harder time learning and concentrating, though they can overcome them with [[skill]]/attribute increases.&lt;br /&gt;
** An instructor's [[personality]] is also taken into account, as a naturally reckless instructor is more willing to send green recruits into [[sparring]] sessions.&lt;br /&gt;
* Squad selection/[[orders]] now can occur in real time.&lt;br /&gt;
* The [[military]] menu has been entirely redone.&lt;br /&gt;
* You can issue [[orders]] to several [[squads]] at once or several individuals across different [[squads]].&lt;br /&gt;
* Kill [[orders]] are now possible. You can select any creature your [[fort]] does not control to be killed.&lt;br /&gt;
* You can give [[squads]] nicknames if you wish.&lt;br /&gt;
** You can also give your [[barracks]] nicknames to help keep them separated.&lt;br /&gt;
&lt;br /&gt;
===  Squad [[Equipment]] ===&lt;br /&gt;
* There is now a position called the '''[[Nobles (DF2010)|Arsenal Dwarf]]''' who handles various [[equipment]] delegation.&lt;br /&gt;
* You can now establish &amp;quot;'''[[uniforms]]'''&amp;quot; for your [[soldier]]s. With it, you can assign specific [[armor]], [[weapons]], and other such [[equipment]] that you want all [[soldier]]s in a squad to wear.&lt;br /&gt;
** This allows for you to establish either [[equipment]] protocols (I want this squad to carry a [[sword]] and a shield) or literal uniforms, such as all guards wearing dyed blue cloaks.&lt;br /&gt;
* [[Soldier]]s know the difference between [[training]], battle, and [[civilian]] [[equipment]], and when/how to switch between them, as well as how to store them, which is usually done in [[barracks]] via boxes (which can be assigned to [[squads]]).&lt;br /&gt;
** The above also extends to [[Wood cutter|woodcutters]]/[[Miner|miners]], who know how to properly retrieve/store their picks and axes.&lt;br /&gt;
** [[Equipment]] can be stored in squad boxes.&lt;br /&gt;
* You can now handle [[ammo]] allocation by [[material]], so you can set aside [[metal]] [[bolts]] for battle and wooden [[bolts]] for [[training]]. [[Squads]] will maintain such [[ammo]] counts on their own.&lt;br /&gt;
** You can also handle [[ammo]] by type, so that you can have a squad that only uses [[bolts]]/arrows left over by invaders, etc.&lt;br /&gt;
** You have similar control over [[Hunter]] [[ammo]].&lt;br /&gt;
* [[Training]] [[weapons]] are in now, made at the carpenter's shop. Due to the nature of the [[material]] rewrite, these [[weapons]] lack edges, making them far less dangerous.&lt;br /&gt;
* [[Dwarves]] can handle any weapon now (they are not restricted to the current 6 [[weapons]]). &lt;br /&gt;
** [[Blowdart]] [[squads]] confirmed.&lt;br /&gt;
* [[Critter]]s now become familiar/accustomed to [[items]] they use often, such as [[armor]] and [[weapons]]. Being familiar with an item gives them better rolls during [[combat]].&lt;br /&gt;
** They can also become attached to [[items]] and will refuse upgrades.&lt;br /&gt;
* [[Items]] keep track of [[creatures]] they kill now, and that will show up in the [[legends mode]].&lt;br /&gt;
* [[Items]] can become &amp;quot;named&amp;quot; - raised to a semi-[[artifact]] level - if they have seen a lot of battles or have killed someone of a historical figure era-level of importance.&lt;br /&gt;
* [[Dwarves]] will now fill up their [[Quiver|quivers]] properly - they will not go into [[combat]] with 1 bolt in their [[quiver]] if they can help it.&lt;br /&gt;
* You can assign specific [[items]] to units (useful for cases such as [[artifact]]s).&lt;br /&gt;
* [[Dwarves]] assigned to [[squads]] will go train in their free time if they have self-discipline. This includes individual drilling practice.&lt;br /&gt;
* 1/3 of [[dwarves]] have a &amp;quot;favored&amp;quot; weapon.&lt;br /&gt;
&lt;br /&gt;
===  [[Weapons]] and [[Armor]] ===&lt;br /&gt;
[[Image:DF2010_1.png|thumb|400px|The new [[combat report]]s. [[Note]] the date, ability to zoom on location, and more flavorful descriptions.]]&lt;br /&gt;
* All [[weapons]] now have multiple '''[[attack types]]''' (a [[sword]] can use a thrusting attack, or with the blade itself, or even the pommel) and each attack can do a different type of [[damage]].&lt;br /&gt;
* [[Armor]] [[skill]] and quality of the [[armor]] increases your &amp;quot;deflection&amp;quot; roll, which alters the effective force of an attack.&lt;br /&gt;
* [[Weapons]] don't use hard-coded percentage [[damage]] anymore, but rather, use their [[material]]'s various properties in order to determine [[damage]].&lt;br /&gt;
* The swing velocity of a [[hammer]] is determined by the strength and weight of the [[hammer]] itself, among other things.&lt;br /&gt;
* Woven/Chain [[items]] have a &amp;quot;structural elasticity&amp;quot; property (compared to [[plate]]/scale).&lt;br /&gt;
&lt;br /&gt;
===  Attacks ===&lt;br /&gt;
* [[Combat]] has been entirely rebalanced due to the new [[material]] and body changes.&lt;br /&gt;
* Small [[creatures]] are now able to take on larger [[creatures]] by pecking away at their bodies, something which was impossible in the old [[version]].&lt;br /&gt;
** Thanks to the [[material]] rewrite, though, a well [[armor]]ed knight will fare without many problems against 20 groundhogs.&lt;br /&gt;
** Multiple small attacks will have a cumulative effect.&lt;br /&gt;
* &amp;quot;I had a [[dragon]] fight some lions, and after a little bit of dragonfire and close [[combat]], I ended up with a [[dragon]] covered with the grammatically-in-progress &amp;quot;lion [[melted]] [[fat]] spatter&amp;quot;.&amp;quot;&lt;br /&gt;
* Attacks take into account the position and relative nature of the body. Attacks won't &amp;quot;loopity-loop&amp;quot; through the body.&lt;br /&gt;
* Temperature transfer between wrestlers is now possible, so think twice before [[wrestling]] that [[spirit of fire]].&lt;br /&gt;
** Stuck-ins also transfer temperature.&lt;br /&gt;
* Ranged damage has been nerfed, in addition to [[bolts]] making &amp;quot;logical&amp;quot; paths now. The firing rate remains the same.&lt;br /&gt;
* There's now a notion of a &amp;quot;squared shot&amp;quot;, in that your attack could hit someone's arm full force, but if you didn't hit in in the right area, the [[bone]] would not break. This helps many problems, such as with [[bolts]], as well as axes/[[sword]]s not lopping everything off every time you swing.&lt;br /&gt;
* Twisting your weapon in a [[wound]] has been balanced, and won't just amplify [[damage]] forever.&lt;br /&gt;
* [[Toady]] on the path of the force of an attack: &amp;quot;The [[armor]] is all checked in order from outer to inner, then it gets at the tissue [[layer]]s, altering the character of the attack as it goes.&amp;quot;&lt;br /&gt;
* Attacks can pass through a [[wound]] sufficiently large enough.&lt;br /&gt;
* Force from blunt [[weapons]] can transcend [[layer]]s. For instance, a [[hammer]] can bruise the [[skin]] while breaking the [[bone]] underneath.&lt;br /&gt;
** As such, [[plate]] [[armor]]'s benefits are generally ignored by blunt attacks, and [[leather]] [[armor]] would prove to be more effective.&lt;br /&gt;
* &amp;quot;Solid breath can take the form of a forward moving dust puff that accidentally knocks people out due to some [[cave-in]] code.  When I fix that, KOs make or may not be a parameter.  Solid breath can also take the form of a solid [[glob]] (a small one right now) that is hurled like a [[stone]].  It might as well be a thrown [[stone]] of the solid.  Solid breath can also be an undirected dust puff (also accidental knockouts).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== [[Creatures]] (general) ==&lt;br /&gt;
&lt;br /&gt;
===  [[Attributes]]/[[Skill]]s ===&lt;br /&gt;
* The attribute system has received an overhaul. There are now 19 [[attributes]] split across physical and mental. They are:&lt;br /&gt;
** Body:&lt;br /&gt;
*** '''[[strength]]'''&lt;br /&gt;
*** '''[[agility]]'''&lt;br /&gt;
*** '''[[toughness]]'''&lt;br /&gt;
*** '''[[endurance]]''' - this'll take some of the weight off of [[toughness]] and control your exertion.&lt;br /&gt;
*** '''[[recuperation]]''' - somebody suggested &amp;quot;resilience&amp;quot;. i don't really like any of the names... in any case, this will control the [[healing]] of your physical [[wound]]s.&lt;br /&gt;
*** '''[[disease resistance]]''' - the more time i spend on infection and venom, the more this will matter for this release. there will also likely be a notion of specific immunities, some of which you could gain with exposure or whatever ends up making the most sense.&lt;br /&gt;
** '''[[soul]]''':&lt;br /&gt;
*** '''[[analytical ability]]''' - thinky stuff.&lt;br /&gt;
*** '''[[memory]]''' - remembery stuff.&lt;br /&gt;
*** '''[[creativity]]''' - being able to make up neat stuff.&lt;br /&gt;
*** '''[[intuition]]''' - being able to get stuff.&lt;br /&gt;
*** '''[[focus]]''' - being able to get into stuff.&lt;br /&gt;
*** '''[[willpower]]''' - being able to keep on with and cope with stuff.&lt;br /&gt;
*** '''[[patience]]''' - being able to handle not doing stuff.&lt;br /&gt;
*** '''[[spatial sense]]''' - sense of surrounding stuff.&lt;br /&gt;
*** '''[[kinesthetic sense]]''' - sense of own stuff.&lt;br /&gt;
*** '''[[linguistic ability]]''' - all of the wordsy stuff.&lt;br /&gt;
*** '''[[musicality]]''' - musicky stuff.&lt;br /&gt;
*** '''[[empathy]]''' - being able to feel other peoples' stuff.&lt;br /&gt;
*** '''[[social awareness]]''' - being able to manage and handle social stuff.&lt;br /&gt;
&lt;br /&gt;
* [[Creatures]] now have '''[[souls]]''', and these souls serve as storage for a creature's mental [[attributes]] and [[skill]]s.&lt;br /&gt;
** [[Creatures]] can have multiple souls, though there is no such use in the current [[version]].&lt;br /&gt;
* [[Attributes]] and [[skill]]s can now &amp;quot;'''[[Skill rust|rust]]'''&amp;quot; if the attribute/[[skill]] is unused for a long period of time. The more rust the [[skill]] or attribute has, the less effective it is, and high enough rust will actually &amp;quot;delevel&amp;quot; the ability. Rust can be worked off by simply using the attribute or [[skill]] in question.&lt;br /&gt;
* Attribute/[[skill]] display system has been redone so as to not overwhelm the player.&lt;br /&gt;
** [[Skill]]s have been split up into '''[[Skill groups|15 logical groups]]''' to make assigning [[skill]]s easier.&lt;br /&gt;
* [[Creatures]] now have a &amp;quot;'''[[situational awareness]]'''&amp;quot; [[skill]], which handles a [[creatures]] ability to deal with surprise attacks and ambushes.&lt;br /&gt;
* The [[wrestling]] has been split into the following [[skill]]s:&lt;br /&gt;
** '''[[Wrestling]]'''&lt;br /&gt;
** '''[[Dodging]]'''&lt;br /&gt;
** '''[[Grasp strikes]]'''&lt;br /&gt;
** '''[[Stance strikes]]'''&lt;br /&gt;
* There are also general '''[[melee attack|melee]]''' and '''[[range attack]]''' [[skill]]s (which help with [[combat]] rolls but are separate from &amp;quot;axe mastery&amp;quot;, etc.)&lt;br /&gt;
* [[Attributes]] and rust rates are linked to specific castes, so you could have brutes intermixed with brainy [[creatures]] of a single race.&lt;br /&gt;
* &amp;quot;Ceilings of [[attributes]] are a percentage of the starting value.  So a strength 1000 [[dwarf]] might attain 2000, and a strength 750 [[dwarf]] might attain 1500.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===  Appearances ===&lt;br /&gt;
[[Image:DF2010_2.png|thumb|400px|The new description window]]&lt;br /&gt;
* [[Creatures]] are now unique to each other with different appearances, including hair [[color]], facial features, etc.&lt;br /&gt;
** These are visible in [[adventurer]] mode as well.&lt;br /&gt;
** Different [[color]] patterns are also available, like striped or mottled.&lt;br /&gt;
* [[Creatures]] can also be fatter/taller/etc. than usual. This affects their [[size]]. Fatter [[creatures]] can last without [[food]] longer.&lt;br /&gt;
** [[Creatures]] have a '''[[metabolism]]''' now, which deals with how fast they heal and how fast they burn [[fat]].&lt;br /&gt;
** [[Fat]] [[creatures]] also move slower.&lt;br /&gt;
* The trimming of hair/nails is also possible for civilized [[creatures]], and they will grow long and unkempt without such activities.&lt;br /&gt;
* [[Creatures]] '''[[genetics|inherit appearances from their parents]]'''. This includes dominant/recessive genes.&lt;br /&gt;
** As one example, you can use this system to breed your dogs to a certain [[color]]/[[size]].&lt;br /&gt;
* [[Layer]] trimming/caring uses style definitions from a culture. Some cultures may grow beards, others may shave them. Prisoners, etc. may be forced to adapt these new styles.&lt;br /&gt;
* Speaking of beards, as if it wasn't obvious by now, but this means [[dwarves]] finally have beards!&lt;br /&gt;
** On a more startling note - so do [[elves]]!&lt;br /&gt;
* [[Creatures]] can now be part of a '''[[caste]]''', and this may govern many things, such as their profession, appearance, etc.&lt;br /&gt;
&lt;br /&gt;
===  Bodies ===&lt;br /&gt;
* Tissues now come in [[layer]]s. You must bypass a [[layer]] to reach one below it. Some [[layer]]s are dependent on others (hair can only exist if there's [[skin]] underneath it, etc.)&lt;br /&gt;
* '''[[Hair]]''' acts as a [[layer]] on [[skin]]. It can come in many different styles (sparse, strands, etc.)&lt;br /&gt;
*  '''[[Hair]]''' grows and eventually grays over time. It can be trimmed, and if left alone it will become shaggy and unkempt.&lt;br /&gt;
* Body parts and tissue [[layer]]s can be made out of any [[material]] you want, such as for logical [[creatures]] like [[Iron man|Iron Men]], and illogical abominations like [[Dwarf]] Lung Men.&lt;br /&gt;
* It's now possible for some [[creatures]] to be made out of solid [[material]], such as [[Iron man|Iron Men]], who are much harder to fight.&lt;br /&gt;
* You can also have hollow body parts, perhaps filled with air or other [[materials]].&lt;br /&gt;
* Some [[layer]]s can serve as protection, such as [[Chitin|chitin layer]]s. [[Bone|Bone layer]]s also protect organs, such as the [[skull]] protecting the brain.&lt;br /&gt;
* [[Creatures]] now have teeth, rib, cheeks, eyelids, nails, and lips. Teeth and ribs are not individualized, but rather are tracked by groups (i.e., top left molars, etc.)&lt;br /&gt;
* [[Creatures]] also now have tendons and ligaments, and are made from the &amp;quot;sinew&amp;quot; [[material]].&lt;br /&gt;
* [[Creatures]] store energy from their [[food]], getting [[fat]]ter and more muscular.&lt;br /&gt;
** [[Fat]] affects such things as insulation, speed, etc.&lt;br /&gt;
** Strength also increases muscle [[size]]. Both have an effect on a creature's total [[size]].&lt;br /&gt;
* Guts are realistically [[color]]ed - crazy stuff!&lt;br /&gt;
* It is now possible to &amp;quot;flay&amp;quot; a creature. Have fun!&lt;br /&gt;
* We've also got [[water]] freezing into frosty stuffs on people if they get [[wet]] and then step out into the cold, and [[steam]] coming off of spirits of fire in the rain. &lt;br /&gt;
* [[Skeletal]] [[critter]]s now have their [[bone]]s held together by rotted ligaments.&lt;br /&gt;
&lt;br /&gt;
===  [[Thoughts]] ===&lt;br /&gt;
* &amp;quot;[[Thoughts]]&amp;quot; of a [[dwarf]] have been redone. The new screen includes their current [[thoughts]], age/birthday, physical description paragraph, a description of their [[attributes]], their likes/dislikes, and their mannerisms. Also included are descriptions for their [[wound]]s/scars.&lt;br /&gt;
* A [[dwarf]]'s birthday and age are stored in their [[profile]] now.&lt;br /&gt;
* [[Dwarves]] now have '''[[mannerisms]]''', such as &amp;quot;always scratches his head when he's trying to remember something&amp;quot;, &amp;quot;laughs at his own jokes&amp;quot; or &amp;quot;talks to herself whenever she's bored&amp;quot;. There are 65 types with 3-5 situation qualifiers.&lt;br /&gt;
&lt;br /&gt;
== [[Fortress Mode]] ==&lt;br /&gt;
&lt;br /&gt;
===  Organization ===&lt;br /&gt;
* '''[http://new.df.magmawiki.com/wagn/Burrows Burrow]'''s! Burrows are areas in your [[fort]] where [[dwarves]] live and work in. You can assign these areas like [[zones]] and assign [[dwarves]] to them. [[Dwarves]] will only use [[workshops]], rooms, etc. in [http://new.df.magmawiki.com/wagn/Burrows burrow]s they are assigned to.&lt;br /&gt;
* There are a significant number of ways to utilize burrows, from restricting certain [[mining]] expeditions to [[skill]]ed [[dwarves]], to making noble districts, to setting &amp;quot;emergency&amp;quot; [[zones]] for [[civilian]]s to flee to, etc.&lt;br /&gt;
* You can set [[soldier]]s so that they defend certain [[burrow]]s. If an enemy enters a [[burrow]] they know enough to stop what they're doing and head towards it to defend it.&lt;br /&gt;
* You may choose and appoint someone as your [[baron]] when you reach [[barony]] status. You can elect not to have one as well.&lt;br /&gt;
* There are now &amp;quot;code generated&amp;quot; positions, such as '''[[priests]]''' who are named after the [[god]] they worship (Priest of Ciramore, etc.)&lt;br /&gt;
* [[Dwarves]] won't immediately drop everything if they find themselves hungry or tired, and will try to finish their current [[job]] first.&lt;br /&gt;
* There's a difference between sleeping [[barracks]] and squad [[barracks]].&lt;br /&gt;
* Liaisons will be be generated from scratch if they die.&lt;br /&gt;
&lt;br /&gt;
===  [[Workshops]] ===&lt;br /&gt;
[[Image:DF2010_3.png|thumb|400px|[[Statues]] now have art associated with them.]]&lt;br /&gt;
[[Image:DF2010_4.png|thumb|400px|Some new [[crafts]] you can make.]]&lt;br /&gt;
* [[Statues]] and figurines now have art associated with them.&lt;br /&gt;
** &amp;quot;[[Statues]] of specific [[dwarves]] get the [[dwarf]]'s name right in the item name.&amp;quot;&lt;br /&gt;
* Custom [[workshops]] are now able to be modded in, allowing you to set up custom [[reactions]].&lt;br /&gt;
** These can support [[corpse]] harvested [[items]], like shells/horns, and might use barrels/other [[containers]].&lt;br /&gt;
* You can now make [[crafts]] out of horn, ivory, teeth, and other new body parts.&lt;br /&gt;
** These include dragon tooth [[rings]] and ivory [[crown]]s.&lt;br /&gt;
* [[Butchery]] has been overhauled due to the new body part systems, with [[creatures]] yielding many more parts for consumption.&lt;br /&gt;
* It is now possible to have automated [[fishing]] [[cleaning]] and [[fat]] rendering.&lt;br /&gt;
&lt;br /&gt;
===  Alerts and [[Announcements]] ===&lt;br /&gt;
* The alert statuses (i.e., &amp;quot;Stay Indoors&amp;quot;) have been entirely redone. You may set several custom alerts with a user defined behaviour. For instance, you could set a &amp;quot;[[Underground]] Attack&amp;quot; alert where you force [[soldier]]s to equip melee [[weapons]] and head to a predefined location.&lt;br /&gt;
* These alerts can also be assigned to [[civilian]]s, such as telling them to flee to the great hall.&lt;br /&gt;
* [[Combat reports]] have been redone in hopes of consolidating sentences and making it more interesting to read&lt;br /&gt;
* Combat reports are separated into [[combat]], [[sparring]], and hunting reports. You'll see a notification on the side of the screen letting you know a [[combat report]] has been generated.&lt;br /&gt;
** They are also timestamped.&lt;br /&gt;
* You can choose different options for each announcement, like whether you want it to pause the game or recenter your view.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
* Caravans can now bring sand and glass!&lt;br /&gt;
* Also flasks, waterskins, quivers and backpacks.&lt;br /&gt;
&lt;br /&gt;
== [[Healthcare]] ==&lt;br /&gt;
&lt;br /&gt;
===  Doctors, hospitals, and how to cure what ails you ===&lt;br /&gt;
[[Image:DF2010_5.png|thumb|400px|The new [[wound]] [[color]]ing system.]]&lt;br /&gt;
* '''[[Hospitals]]''' are used like [[zones]]. [[Items]] used within these [[zones]] (beds, tables, boxes) allow for hospital use.&lt;br /&gt;
** They also use a new item, called a '''[[traction bench]].'''&lt;br /&gt;
* '''[[Doctors]]''' can &amp;quot;prescribe&amp;quot; treatment, such as bed rest, using splints for broken [[bone]]s, amputation for infected limbs, and surgery.&lt;br /&gt;
** Doctors will set [[bone]]s for simple fractures, use traction for difficult overlapping fractures and use surgery for disgusting compound fractures. They also excise [[rotting]] tissue and amputate limbs too rotted off to save.&lt;br /&gt;
** The system where [[dwarves]] heal on the [[season]] change is gone.&lt;br /&gt;
* [[Wound]]s are dressed with '''[[bandages]]''', which speeds [[healing]] and slows bleeding.&lt;br /&gt;
** '''[[Sutures]]''' make [[wound]]s heal faster.&lt;br /&gt;
** Sutures can be ripped out in [[combat]], causing pain/bleeding.&lt;br /&gt;
* '''[[Crutches]]''' are now in the game, allowing one legged [[dwarves]]/injured people to walk normally (as opposed to crawl). They will move faster as they get comfortable with their new crutch.&lt;br /&gt;
** '''[[Casts]]''' are also in.&lt;br /&gt;
* [[Creatures]] can now clean the filth they acquire due to various [[materials]], like mud, [[blood]], [[vomit]], etc.&lt;br /&gt;
** As such, [[soap]] has a use now, which deserves its own bullet point.&lt;br /&gt;
* You can appoint a &amp;quot;'''[[Nobles (DF2010)|chief medical dwarf]]'''&amp;quot; to handle the various medical information, which requires the &amp;quot;'''[[Diagnosis]]'''&amp;quot; [[skill]].&lt;br /&gt;
** What type of various medical information? &amp;quot;unit [[wound]]s/status/required treatments/medical history, etc.&amp;quot; - Think of it like the [[bookkeeper]].&lt;br /&gt;
* [[Dwarves]] are more proactive in saving [[wound]]ed people, and will do what they can in regards to bleeding on the way to the hospital.&lt;br /&gt;
* &amp;quot;Eyelids clean the eyes so you don't have to [[soap]] them off, but if an eyelid is torn off, I think they might [[soap]] the eyes.&amp;quot;&lt;br /&gt;
* Patients can use [[soap]]/[[water]] to clean [[wound]]s and grime to reduce infections. Sutures, casts, etc. will reduce infection as well.&lt;br /&gt;
* All cloth and thread [[items]] have associated lengths/areas now. Threads are use for sutures (thus, one &amp;quot;thread&amp;quot; item could be used for multiple sutures) and cloth is used for bandages. [[Items]] in this way aren't split (a la coins or [[bolts]]), but rather, they're consumed in pieces.&lt;br /&gt;
* Unskilled or apprentice doctors can make mistakes when treating a patient or doing surgery.&lt;br /&gt;
* &amp;quot;[[Healthcare]]&amp;quot; as a [[skill]] is gone. It's been replaced by 7 new labor [[settings]], 5 unit types, and 6 new [[skill]]s.&lt;br /&gt;
** There are different type of doctors associated with the [[skill]]s.&lt;br /&gt;
** Dressing [[wound]]s, diagnosis, surgery, setting [[bone]]s, suturing and walking with crutches appear to be the new [[skill]]s.&lt;br /&gt;
&lt;br /&gt;
===  [[Wound]]s and [[injuries]] ===&lt;br /&gt;
* The current 15HP-per-body-part system has been dropped in favor of individual [[wound]] tracking.&lt;br /&gt;
** The above also allows for scars.&lt;br /&gt;
* Open [[wound]]s can get simple infections, which results in oozing pus, slow [[healing]], and can even kill.&lt;br /&gt;
** [[Rotting]] [[wound]]s smell and contribute to infection levels, as does grime buildup.&lt;br /&gt;
* Tissue [[layer]]s can boil off when exposed to extreme heat.&lt;br /&gt;
* Phantom pains are gone.&lt;br /&gt;
* You can [[damage]] a creature's motor and sensitivity nerves. Motor [[damage]] prevents that part from working, and sensory nerve damage makes you lose feeling in that body part.&lt;br /&gt;
* Partial and compound fractures are now possible.&lt;br /&gt;
* Fractured [[bone]] can be knocked inwards to cause [[damage]] to organs, like forcing a jagged piece of [[skull]] into the brain. [[Bone]]s can also [[pierce]] [[layer]]s, like having [[bone]] sticking out of your [[skin]].&lt;br /&gt;
* Guts are under [[pressure]] and can pop out of a [[wound]].&lt;br /&gt;
* Injured [[creatures]] can continue to work if they are treated. A miner who breaks his left hand will go back to [[mining]] with his right hand (after his broken hand is set in a cast).&lt;br /&gt;
* &amp;quot;There are lots of [[wound]]s that won't heal now if they aren't treated (aside from the nerve stuff, the three kinds of bad breaks won't heal if not treated), and infected [[wound]]s heal very slowly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===  Poisons ===&lt;br /&gt;
* Types of poison effects: pain, swelling, oozing [[wound]]s, bruising, blisters, numbness, paralysis, fever, bleeding, coughing/[[vomit]]ing [[blood]], nausea, [[vomit]]ing, unconsciousness, necrosis, impaired vision, drowsiness, and dizziness.&lt;br /&gt;
* Poisons can be contacted, injected, or inhaled.&lt;br /&gt;
* You can be immune to poisons; [[creatures]] seem immune to their own poisons.&lt;br /&gt;
* Severs transfer containment, so that a ripped off venom fang from a [[Giant Cave Spider]] will remain venomous. As of now you cannot use it as a [[weapon]].&lt;br /&gt;
&lt;br /&gt;
== The Underground ==&lt;br /&gt;
 &lt;br /&gt;
[[Image:DF2010_6.png|thumb|400px|An example of the new caverns. Here you can see open areas and [[underground]] lakes, as well as passages linking them together]]&lt;br /&gt;
&lt;br /&gt;
=== Underground Features ===&lt;br /&gt;
* Underground [[layer]]s have been entirely revamped, allowing for more diverse [[underground]] with new [[creatures]], features, and other interesting goodies, such as Mushroom Forests.&lt;br /&gt;
* The standard amount of [[layer]]s (around 15) has been scrapped and increased dramatically; upwards of 50-100 [[layer]]s.&lt;br /&gt;
* Each cave [[layer]] [[region]] (which is a certain depth and portion of the world map) has its own name, animal populations, [[civilizations]], etc.&lt;br /&gt;
** They also show up on the legends screen.&lt;br /&gt;
* '''[[Caverns]]''' now exist [[underground]]. Caverns are open areas underneath the earth, and are home to [[creatures]], [[underground]] lakes, and other interesting features.&lt;br /&gt;
* Features are much more easy to discover, and almost every site is guaranteed to have SOMETHING interesting in it.&lt;br /&gt;
** For instance, [[magma]] is almost always guaranteed to be at the very bottom [[layer]].&lt;br /&gt;
* Features can span multiple world tiles, and can be explored via adventure mode and [[dwarf]] [[fortress]] mode.&lt;br /&gt;
* You can use [[world gen]] parameters to get rid of [[underground]] features. The default [[settings]] are set for cavernous so you're guaranteed to find cool stuff.&lt;br /&gt;
* Features are not instantly revealed anymore. [[Underground]] areas must be explored by [[dwarves]] prior to revealing features. &lt;br /&gt;
** So yeah, the new system is to have a 60 or so tile [[flood]] out from your [[dwarves]] as they go [[underground]], and any time they get within 30 tiles of the 60 tile [[flood]] (flags are kept when the [[flood]] got out to 30, roughly), it'll [[flood]] out again, picking up those flags and placing new ones, so it moves out in a kind of chunky way.&lt;br /&gt;
** [[Squads]] can't take [[orders]] to walk into hidden [[zones]] (must reveal first).&lt;br /&gt;
* It's possible for an [[adventurer]] to enter a massive [[underground]] cavern on one side of the world and journey all the way to the other.&lt;br /&gt;
* Bottomless pits and chasms are gone for the time being, replaced by finite caverns.&lt;br /&gt;
&lt;br /&gt;
===  [[Critter]]s (normal and animalman-y) ===&lt;br /&gt;
* Underground animalpeople can use crude [[weapons]] and mounts now.&lt;br /&gt;
** Batmen could ride giant bats and shoot poison darts at you with makeshift blowguns made from [[giant cave spider]] legs - whoa!&lt;br /&gt;
** Their goal is to cause as much havoc as they can before sneaking back home.&lt;br /&gt;
* Underground [[critter]]s are &amp;quot;drawn&amp;quot; from a large population that is off site. They will replenish their population so long as a cavern has an open &amp;quot;edge&amp;quot; allowing them to spawn in.&lt;br /&gt;
* The above, coupled with other changes, allows for the possibility of never-ending attacks.&lt;br /&gt;
* [[Antmen]] now have creature castes which separate them, including queens.&lt;br /&gt;
** There are also [[antmen]] nests to worry about.&lt;br /&gt;
* '''[[Gremlins]]''' are back. These sneaky dudes are invisible until spotted, and will step on [[pressure]] [[plate]]s, pull levers, and open cages.&lt;br /&gt;
* There are many new (toadyOne mentioned around 40) [[underground]] [[critter]]s.&lt;br /&gt;
&lt;br /&gt;
===  [[Critter]]s (random beasts) ===&lt;br /&gt;
* Random [[critter]]s are now possible. They come in two flavors: &amp;quot;'''[[Titans]]'''&amp;quot;, which are above ground and serve as megabeasts, and &amp;quot;'''[[Forgotten Beasts]]'''&amp;quot;, who live [[underground]]&lt;br /&gt;
* Random [[creatures]] are just that - random. The can have unique attacks, like firebreath or poison, as well as a random number of body modifiers like legs, wings, etc.&lt;br /&gt;
** Some examples: a ribbon worm with wings made of stretched [[skin]]. An eyeless antenna lizard. A [[glob]] of [[vomit]] inside a round shell. &lt;br /&gt;
* They pull from certain base types (blob, quadruped, humanoid) as well as various animal/creature features. &lt;br /&gt;
** Dinosaur types (?!) are also now possible&lt;br /&gt;
*** They have feathers to boot&lt;br /&gt;
* These are seen as the ultimate challenge of the game&lt;br /&gt;
&lt;br /&gt;
===  [[HFS]] ===&lt;br /&gt;
* The old [[HFS]] that we know of is gone, replaced by new baddies. The [[critter]]s of the [[HFS]] seemed to have survived the [[version]] change, however.&lt;br /&gt;
* [[Toady]] has spent countless days working on the new [[HFS]], and he's been silent on what it could entail.&lt;br /&gt;
* There is a lot of nasty stuff underneath, seemingly related to the old &amp;quot;end of the world&amp;quot; timers.&lt;br /&gt;
* It should be a bit different, a bit the same, and always a threat rather than a one-time problem.&lt;br /&gt;
&lt;br /&gt;
== The World ==&lt;br /&gt;
&lt;br /&gt;
===  [[Civilizations]] ===&lt;br /&gt;
* There is now the notion of a '''[[split leadership]]'''. Some leaders may prefer to be &amp;quot;traditional&amp;quot; rulers, hanging back in their cities while appointing generals to command their armies. Others may prefer to lead battles and wars themselves.&lt;br /&gt;
* [[Goblin]] society is more violent than ever. They respect those with power, and [[demons]] will be forced to kill for their loyalty. Other [[goblin]]s, however, can do the same.&lt;br /&gt;
** [[Goblin]]s obtain their structure over the course of world generation. For instance, [[demons]] are not hard-coded as leaders, and must earn their position.&lt;br /&gt;
* Forgotten beasts can escape from the [[underground]] and try and pass themselves off as [[god]]s, gaining worshipers and taking control of [[civilizations]].&lt;br /&gt;
* Leaders of [[civilizations]] can now own &amp;quot;pets&amp;quot; - and by that, I mean they can [[tame]] wild animals and use them in war. [[Giant eagle]]s, [[tiger]]s, everything is fair game.&lt;br /&gt;
** [[Elves]] have a great advantage here for obvious reasons, but [[dwarves]] will be able to make use of [[underground]] beasts.&lt;br /&gt;
* '''[[Priests]]''' are back.&lt;br /&gt;
&lt;br /&gt;
===  [[World Generation]] ===&lt;br /&gt;
* &amp;quot;I've added the ability to specify in the [[world gen]] parameters the number of sky z-levels, the number of z-levels minimum between each [[layer]] (it'll often be more because of elevation changes), and the number of extra z-levels down at the bottom.&amp;quot;&lt;br /&gt;
* Much of the map feature code was rewritten to be more flexible in future expansions and updates.&lt;br /&gt;
&lt;br /&gt;
=== [[Megabeasts]] (general and [[Titans]]) ===&lt;br /&gt;
* [[Megabeasts]] aren't pushovers in worldgen anymore, and will survive longer and get more kills.&lt;br /&gt;
* [[Titans]] in good areas will be benign/neutral to [[creatures]].&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[[Notes on new positions]]&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Release_information&amp;diff=64607</id>
		<title>v0.31:Release information</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Release_information&amp;diff=64607"/>
		<updated>2010-03-04T20:44:02Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: /* Workshops */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DFNewVersion}}&lt;br /&gt;
This page lists the changes in the [[version]] of [[Dwarf]] [[Fort]]ress to be released in early 2010.  The page links to currently existing pages which either have been or will need to be modified to list new details from the new [[version]].  It also lists to pages about entirely new subjects introduced in this [[version]], such as [http://new.df.magmawiki.com/wagn/Burrows burrows], articles created or completely changed based off of this version are marked in '''bold'''.&lt;br /&gt;
&lt;br /&gt;
Adapted from the [http://docs.google.com/Doc?docid=0AT8EQVUjrv96ZGc5cnBwOHZfMjgyY3FzZHFtanA&amp;amp;hl=en&amp;amp;pli=1 google docs file] by SirPenguin about the upcoming release.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Behind the scenes ==&lt;br /&gt;
&lt;br /&gt;
===  [[Materials]] ===&lt;br /&gt;
* The [[material]] system has been rewritten, and just about everything is made from a [[material]] now.&lt;br /&gt;
* It is now possible to track the identity of certain [[materials]], such as [[blood]] spatter.&lt;br /&gt;
* The [[color]] of a base [[material]] will now have more effects - a [[wagon]] made out of featherwood will reflect the [[color]] of the wood.&lt;br /&gt;
* [[Material]] breath [[weapons]] are possible, and can be made of any [[material]]. These are mainly linked with poisons, and when inhaled by a creature, they will become poisoned.&lt;br /&gt;
* Small amounts of certain [[materials]] ([[blood]], snow, etc.) can accumulate in a tile.&lt;br /&gt;
** For example, if enough liquid [[gold]] accumulates in a tile, it will cool into a [[glob]] of [[gold]].&lt;br /&gt;
** This also works for [[materials]] such as liquid (molten) [[metal]], which will cool into a [[glob]] which can then be used to [[melt]] down into a bar.&lt;br /&gt;
* [[Weapons]] and [[armor]] now use various &amp;quot;real world&amp;quot; [[attributes]] to calculate their effectiveness. Each [[material]] (rock, [[metal]]) uses the following:&lt;br /&gt;
** '''[[Density]]'''&lt;br /&gt;
** '''[[Impact/Shear Yield]]'''&lt;br /&gt;
** '''[[Impact/Shear Fracture]]'''&lt;br /&gt;
** '''[[Impact/Shear Elasticity]]'''&lt;br /&gt;
** '''[[Edge]]'''&lt;br /&gt;
&lt;br /&gt;
===  [[Raws]] ===&lt;br /&gt;
* Entity positions are now stored in the raw folders, allowing for custom positions through modding, as well as editing existing positions as you see fit.&lt;br /&gt;
** These include the [[Nobles (DF2010)|new military positions]] (General/Lieutenant/Captain/Militia Commander/Militia Captain).&lt;br /&gt;
* [[Attributes]] have also moved into the [[raws]], allowing you set all sorts of values such as how fast an attribute increases.&lt;br /&gt;
* Many objects - trees, plants, [[stone]]s, etc. - now have [[material]] lists in the [[raws]].&lt;br /&gt;
** Some [[raws]] have been merged, such as trees/plants, and [[stone]]s/[[metal]]s.&lt;br /&gt;
* A [[region]]'s raw files are now stored in their respective [[save]] folder.&lt;br /&gt;
&lt;br /&gt;
===  The d# series ===&lt;br /&gt;
* Translucent [[tilesets]] are supported, using PNG.&lt;br /&gt;
* The DF window can be resized on the fly.&lt;br /&gt;
* The grid size is autogenerated on startup; such [[init.txt|init.txt settings]] are ignored.&lt;br /&gt;
* Current desktop size is used for fullscreen size if fullscreen resolution is set to 0x0.&lt;br /&gt;
* The DF window can be zoomed on the fly using the mouse wheel. There are two modes, it defaults to mode 1. Pressing mouse wheel switches modes. Pressing F12 resets mode 1, not 2. In mode 1, the zoom from mode 2 is not visible. (And yes, you can use both at once.)&lt;br /&gt;
* The keyboard input system has been totally rewritten:&lt;br /&gt;
** You can bind multiple [[keys]] to one command.&lt;br /&gt;
** You can create keyboard [[macros]].&lt;br /&gt;
** Input bindings are divided into sections.&lt;br /&gt;
* Lots of bugfixes and performance improvements.&lt;br /&gt;
&lt;br /&gt;
===  '''[[Arena]]s''' ===&lt;br /&gt;
* '''[[Arena]]s''' are now in the game, and allow the player to set up battles with any kind of creatures with any type of equipment and have them face off.&lt;br /&gt;
&lt;br /&gt;
== [[Combat]] ==&lt;br /&gt;
&lt;br /&gt;
===  [[Squads]] ===&lt;br /&gt;
* The [[fortress guard]] is considered a squad under the [[sheriff]], and the [[royal guard]] is considered a squad under the [[Hammerer]].&lt;br /&gt;
* '''[[Nobles (DF2010)|Captains]]''' can be appointed under your '''[[Nobles (DF2010)|General]]''' and lead [[squads]].&lt;br /&gt;
* There is a system in place that will try its best to keep your schedules staffed, going so far as finding replacements when [[soldier]]s get hungry/tired, as well as forcing [[soldier]]s to stay on duty if no replacements are found.&lt;br /&gt;
* You have complete control over how [[squads]] handle rations - [[food]] and [[drink]] stored in backpacks and flasks - and [[alcohol]] can now be stored as a [[drink]] option.&lt;br /&gt;
* [[Champions#Heroes_and_Champions|Champions]] as heavily trained soldiers are no more. Rather, a single '''[[Nobles (DF2010)|Champion]]''' is an appointed position that your [[duke]]/[[count]]/[[baron]] appoints.&lt;br /&gt;
* &amp;quot;Lord&amp;quot; [[soldier]]s aren't restricted in their weapon choice, and can be made into [[civilian]]s again.&lt;br /&gt;
* Beds, racks, stands, boxes/chests and [[cabinets]] can now be assigned to squad positions.&lt;br /&gt;
* You can now use the [[note]] making system to lay out stations and patrol routes for your [[squads]].&lt;br /&gt;
* [[Sparring]] has been redone.&lt;br /&gt;
* A [[dwarf]] skilled in one [[skill]] can teach students via demonstrations of how to fight. This is set up in a classroom environment, so no actual [[sparring]] takes place (less dangerous).&lt;br /&gt;
** Even slightly skilled [[dwarves]] can teach people below them.&lt;br /&gt;
** There are also instructor monitored drill and [[sparring]] sessions.&lt;br /&gt;
** &amp;quot;They can currently teach weapon [[skill]]s, [[wrestling]], dodging, punching (grasp strikes), kicking (stance strikes), shield and [[armor]] use, yeah.  They can also teach general close-quarters/ranged [[combat]] principles.&amp;quot;&lt;br /&gt;
* [[Personalities]] play a role in these lessons. Naturally lazy [[dwarves]] will have a harder time learning and concentrating, though they can overcome them with [[skill]]/attribute increases.&lt;br /&gt;
** An instructor's [[personality]] is also taken into account, as a naturally reckless instructor is more willing to send green recruits into [[sparring]] sessions.&lt;br /&gt;
* Squad selection/[[orders]] now can occur in real time.&lt;br /&gt;
* The [[military]] menu has been entirely redone.&lt;br /&gt;
* You can issue [[orders]] to several [[squads]] at once or several individuals across different [[squads]].&lt;br /&gt;
* Kill [[orders]] are now possible. You can select any creature your [[fort]] does not control to be killed.&lt;br /&gt;
* You can give [[squads]] nicknames if you wish.&lt;br /&gt;
** You can also give your [[barracks]] nicknames to help keep them separated.&lt;br /&gt;
&lt;br /&gt;
===  Squad [[Equipment]] ===&lt;br /&gt;
* There is now a position called the '''[[Nobles (DF2010)|Arsenal Dwarf]]''' who handles various [[equipment]] delegation.&lt;br /&gt;
* You can now establish &amp;quot;'''[[uniforms]]'''&amp;quot; for your [[soldier]]s. With it, you can assign specific [[armor]], [[weapons]], and other such [[equipment]] that you want all [[soldier]]s in a squad to wear.&lt;br /&gt;
** This allows for you to establish either [[equipment]] protocols (I want this squad to carry a [[sword]] and a shield) or literal uniforms, such as all guards wearing dyed blue cloaks.&lt;br /&gt;
* [[Soldier]]s know the difference between [[training]], battle, and [[civilian]] [[equipment]], and when/how to switch between them, as well as how to store them, which is usually done in [[barracks]] via boxes (which can be assigned to [[squads]]).&lt;br /&gt;
** The above also extends to [[Wood cutter|woodcutters]]/[[Miner|miners]], who know how to properly retrieve/store their picks and axes.&lt;br /&gt;
** [[Equipment]] can be stored in squad boxes.&lt;br /&gt;
* You can now handle [[ammo]] allocation by [[material]], so you can set aside [[metal]] [[bolts]] for battle and wooden [[bolts]] for [[training]]. [[Squads]] will maintain such [[ammo]] counts on their own.&lt;br /&gt;
** You can also handle [[ammo]] by type, so that you can have a squad that only uses [[bolts]]/arrows left over by invaders, etc.&lt;br /&gt;
** You have similar control over [[Hunter]] [[ammo]].&lt;br /&gt;
* [[Training]] [[weapons]] are in now, made at the carpenter's shop. Due to the nature of the [[material]] rewrite, these [[weapons]] lack edges, making them far less dangerous.&lt;br /&gt;
* [[Dwarves]] can handle any weapon now (they are not restricted to the current 6 [[weapons]]). &lt;br /&gt;
** [[Blowdart]] [[squads]] confirmed.&lt;br /&gt;
* [[Critter]]s now become familiar/accustomed to [[items]] they use often, such as [[armor]] and [[weapons]]. Being familiar with an item gives them better rolls during [[combat]].&lt;br /&gt;
** They can also become attached to [[items]] and will refuse upgrades.&lt;br /&gt;
* [[Items]] keep track of [[creatures]] they kill now, and that will show up in the [[legends mode]].&lt;br /&gt;
* [[Items]] can become &amp;quot;named&amp;quot; - raised to a semi-[[artifact]] level - if they have seen a lot of battles or have killed someone of a historical figure era-level of importance.&lt;br /&gt;
* [[Dwarves]] will now fill up their [[Quiver|quivers]] properly - they will not go into [[combat]] with 1 bolt in their [[quiver]] if they can help it.&lt;br /&gt;
* You can assign specific [[items]] to units (useful for cases such as [[artifact]]s).&lt;br /&gt;
* [[Dwarves]] assigned to [[squads]] will go train in their free time if they have self-discipline. This includes individual drilling practice.&lt;br /&gt;
* 1/3 of [[dwarves]] have a &amp;quot;favored&amp;quot; weapon.&lt;br /&gt;
&lt;br /&gt;
===  [[Weapons]] and [[Armor]] ===&lt;br /&gt;
[[Image:DF2010_1.png|thumb|400px|The new [[combat report]]s. [[Note]] the date, ability to zoom on location, and more flavorful descriptions.]]&lt;br /&gt;
* All [[weapons]] now have multiple '''[[attack types]]''' (a [[sword]] can use a thrusting attack, or with the blade itself, or even the pommel) and each attack can do a different type of [[damage]].&lt;br /&gt;
* [[Armor]] [[skill]] and quality of the [[armor]] increases your &amp;quot;deflection&amp;quot; roll, which alters the effective force of an attack.&lt;br /&gt;
* [[Weapons]] don't use hard-coded percentage [[damage]] anymore, but rather, use their [[material]]'s various properties in order to determine [[damage]].&lt;br /&gt;
* The swing velocity of a [[hammer]] is determined by the strength and weight of the [[hammer]] itself, among other things.&lt;br /&gt;
* Woven/Chain [[items]] have a &amp;quot;structural elasticity&amp;quot; property (compared to [[plate]]/scale).&lt;br /&gt;
&lt;br /&gt;
===  Attacks ===&lt;br /&gt;
* [[Combat]] has been entirely rebalanced due to the new [[material]] and body changes.&lt;br /&gt;
* Small [[creatures]] are now able to take on larger [[creatures]] by pecking away at their bodies, something which was impossible in the old [[version]].&lt;br /&gt;
** Thanks to the [[material]] rewrite, though, a well [[armor]]ed knight will fare without many problems against 20 groundhogs.&lt;br /&gt;
** Multiple small attacks will have a cumulative effect.&lt;br /&gt;
* &amp;quot;I had a [[dragon]] fight some lions, and after a little bit of dragonfire and close [[combat]], I ended up with a [[dragon]] covered with the grammatically-in-progress &amp;quot;lion [[melted]] [[fat]] spatter&amp;quot;.&amp;quot;&lt;br /&gt;
* Attacks take into account the position and relative nature of the body. Attacks won't &amp;quot;loopity-loop&amp;quot; through the body.&lt;br /&gt;
* Temperature transfer between wrestlers is now possible, so think twice before [[wrestling]] that [[spirit of fire]].&lt;br /&gt;
** Stuck-ins also transfer temperature.&lt;br /&gt;
* Ranged damage has been nerfed, in addition to [[bolts]] making &amp;quot;logical&amp;quot; paths now. The firing rate remains the same.&lt;br /&gt;
* There's now a notion of a &amp;quot;squared shot&amp;quot;, in that your attack could hit someone's arm full force, but if you didn't hit in in the right area, the [[bone]] would not break. This helps many problems, such as with [[bolts]], as well as axes/[[sword]]s not lopping everything off every time you swing.&lt;br /&gt;
* Twisting your weapon in a [[wound]] has been balanced, and won't just amplify [[damage]] forever.&lt;br /&gt;
* [[Toady]] on the path of the force of an attack: &amp;quot;The [[armor]] is all checked in order from outer to inner, then it gets at the tissue [[layer]]s, altering the character of the attack as it goes.&amp;quot;&lt;br /&gt;
* Attacks can pass through a [[wound]] sufficiently large enough.&lt;br /&gt;
* Force from blunt [[weapons]] can transcend [[layer]]s. For instance, a [[hammer]] can bruise the [[skin]] while breaking the [[bone]] underneath.&lt;br /&gt;
** As such, [[plate]] [[armor]]'s benefits are generally ignored by blunt attacks, and [[leather]] [[armor]] would prove to be more effective.&lt;br /&gt;
* &amp;quot;Solid breath can take the form of a forward moving dust puff that accidentally knocks people out due to some [[cave-in]] code.  When I fix that, KOs make or may not be a parameter.  Solid breath can also take the form of a solid [[glob]] (a small one right now) that is hurled like a [[stone]].  It might as well be a thrown [[stone]] of the solid.  Solid breath can also be an undirected dust puff (also accidental knockouts).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== [[Creatures]] (general) ==&lt;br /&gt;
&lt;br /&gt;
===  [[Attributes]]/[[Skill]]s ===&lt;br /&gt;
* The attribute system has received an overhaul. There are now 19 [[attributes]] split across physical and mental. They are:&lt;br /&gt;
** Body:&lt;br /&gt;
*** '''[[strength]]'''&lt;br /&gt;
*** '''[[agility]]'''&lt;br /&gt;
*** '''[[toughness]]'''&lt;br /&gt;
*** '''[[endurance]]''' - this'll take some of the weight off of [[toughness]] and control your exertion.&lt;br /&gt;
*** '''[[recuperation]]''' - somebody suggested &amp;quot;resilience&amp;quot;. i don't really like any of the names... in any case, this will control the [[healing]] of your physical [[wound]]s.&lt;br /&gt;
*** '''[[disease resistance]]''' - the more time i spend on infection and venom, the more this will matter for this release. there will also likely be a notion of specific immunities, some of which you could gain with exposure or whatever ends up making the most sense.&lt;br /&gt;
** '''[[soul]]''':&lt;br /&gt;
*** '''[[analytical ability]]''' - thinky stuff.&lt;br /&gt;
*** '''[[memory]]''' - remembery stuff.&lt;br /&gt;
*** '''[[creativity]]''' - being able to make up neat stuff.&lt;br /&gt;
*** '''[[intuition]]''' - being able to get stuff.&lt;br /&gt;
*** '''[[focus]]''' - being able to get into stuff.&lt;br /&gt;
*** '''[[willpower]]''' - being able to keep on with and cope with stuff.&lt;br /&gt;
*** '''[[patience]]''' - being able to handle not doing stuff.&lt;br /&gt;
*** '''[[spatial sense]]''' - sense of surrounding stuff.&lt;br /&gt;
*** '''[[kinesthetic sense]]''' - sense of own stuff.&lt;br /&gt;
*** '''[[linguistic ability]]''' - all of the wordsy stuff.&lt;br /&gt;
*** '''[[musicality]]''' - musicky stuff.&lt;br /&gt;
*** '''[[empathy]]''' - being able to feel other peoples' stuff.&lt;br /&gt;
*** '''[[social awareness]]''' - being able to manage and handle social stuff.&lt;br /&gt;
&lt;br /&gt;
* [[Creatures]] now have '''[[souls]]''', and these souls serve as storage for a creature's mental [[attributes]] and [[skill]]s.&lt;br /&gt;
** [[Creatures]] can have multiple souls, though there is no such use in the current [[version]].&lt;br /&gt;
* [[Attributes]] and [[skill]]s can now &amp;quot;'''[[Skill rust|rust]]'''&amp;quot; if the attribute/[[skill]] is unused for a long period of time. The more rust the [[skill]] or attribute has, the less effective it is, and high enough rust will actually &amp;quot;delevel&amp;quot; the ability. Rust can be worked off by simply using the attribute or [[skill]] in question.&lt;br /&gt;
* Attribute/[[skill]] display system has been redone so as to not overwhelm the player.&lt;br /&gt;
** [[Skill]]s have been split up into '''[[Skill groups|15 logical groups]]''' to make assigning [[skill]]s easier.&lt;br /&gt;
* [[Creatures]] now have a &amp;quot;'''[[situational awareness]]'''&amp;quot; [[skill]], which handles a [[creatures]] ability to deal with surprise attacks and ambushes.&lt;br /&gt;
* The [[wrestling]] has been split into the following [[skill]]s:&lt;br /&gt;
** '''[[Wrestling]]'''&lt;br /&gt;
** '''[[Dodging]]'''&lt;br /&gt;
** '''[[Grasp strikes]]'''&lt;br /&gt;
** '''[[Stance strikes]]'''&lt;br /&gt;
* There are also general '''[[melee attack|melee]]''' and '''[[range attack]]''' [[skill]]s (which help with [[combat]] rolls but are separate from &amp;quot;axe mastery&amp;quot;, etc.)&lt;br /&gt;
* [[Attributes]] and rust rates are linked to specific castes, so you could have brutes intermixed with brainy [[creatures]] of a single race.&lt;br /&gt;
* &amp;quot;Ceilings of [[attributes]] are a percentage of the starting value.  So a strength 1000 [[dwarf]] might attain 2000, and a strength 750 [[dwarf]] might attain 1500.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===  Appearances ===&lt;br /&gt;
[[Image:DF2010_2.png|thumb|400px|The new description window]]&lt;br /&gt;
* [[Creatures]] are now unique to each other with different appearances, including hair [[color]], facial features, etc.&lt;br /&gt;
** These are visible in [[adventurer]] mode as well.&lt;br /&gt;
** Different [[color]] patterns are also available, like striped or mottled.&lt;br /&gt;
* [[Creatures]] can also be fatter/taller/etc. than usual. This affects their [[size]]. Fatter [[creatures]] can last without [[food]] longer.&lt;br /&gt;
** [[Creatures]] have a '''[[metabolism]]''' now, which deals with how fast they heal and how fast they burn [[fat]].&lt;br /&gt;
** [[Fat]] [[creatures]] also move slower.&lt;br /&gt;
* The trimming of hair/nails is also possible for civilized [[creatures]], and they will grow long and unkempt without such activities.&lt;br /&gt;
* [[Creatures]] '''[[genetics|inherit appearances from their parents]]'''. This includes dominant/recessive genes.&lt;br /&gt;
** As one example, you can use this system to breed your dogs to a certain [[color]]/[[size]].&lt;br /&gt;
* [[Layer]] trimming/caring uses style definitions from a culture. Some cultures may grow beards, others may shave them. Prisoners, etc. may be forced to adapt these new styles.&lt;br /&gt;
* Speaking of beards, as if it wasn't obvious by now, but this means [[dwarves]] finally have beards!&lt;br /&gt;
** On a more startling note - so do [[elves]]!&lt;br /&gt;
* [[Creatures]] can now be part of a '''[[caste]]''', and this may govern many things, such as their profession, appearance, etc.&lt;br /&gt;
&lt;br /&gt;
===  Bodies ===&lt;br /&gt;
* Tissues now come in [[layer]]s. You must bypass a [[layer]] to reach one below it. Some [[layer]]s are dependent on others (hair can only exist if there's [[skin]] underneath it, etc.)&lt;br /&gt;
* '''[[Hair]]''' acts as a [[layer]] on [[skin]]. It can come in many different styles (sparse, strands, etc.)&lt;br /&gt;
*  '''[[Hair]]''' grows and eventually grays over time. It can be trimmed, and if left alone it will become shaggy and unkempt.&lt;br /&gt;
* Body parts and tissue [[layer]]s can be made out of any [[material]] you want, such as for logical [[creatures]] like [[Iron man|Iron Men]], and illogical abominations like [[Dwarf]] Lung Men.&lt;br /&gt;
* It's now possible for some [[creatures]] to be made out of solid [[material]], such as [[Iron man|Iron Men]], who are much harder to fight.&lt;br /&gt;
* You can also have hollow body parts, perhaps filled with air or other [[materials]].&lt;br /&gt;
* Some [[layer]]s can serve as protection, such as [[Chitin|chitin layer]]s. [[Bone|Bone layer]]s also protect organs, such as the [[skull]] protecting the brain.&lt;br /&gt;
* [[Creatures]] now have teeth, rib, cheeks, eyelids, nails, and lips. Teeth and ribs are not individualized, but rather are tracked by groups (i.e., top left molars, etc.)&lt;br /&gt;
* [[Creatures]] also now have tendons and ligaments, and are made from the &amp;quot;sinew&amp;quot; [[material]].&lt;br /&gt;
* [[Creatures]] store energy from their [[food]], getting [[fat]]ter and more muscular.&lt;br /&gt;
** [[Fat]] affects such things as insulation, speed, etc.&lt;br /&gt;
** Strength also increases muscle [[size]]. Both have an effect on a creature's total [[size]].&lt;br /&gt;
* Guts are realistically [[color]]ed - crazy stuff!&lt;br /&gt;
* It is now possible to &amp;quot;flay&amp;quot; a creature. Have fun!&lt;br /&gt;
* We've also got [[water]] freezing into frosty stuffs on people if they get [[wet]] and then step out into the cold, and [[steam]] coming off of spirits of fire in the rain. &lt;br /&gt;
* [[Skeletal]] [[critter]]s now have their [[bone]]s held together by rotted ligaments.&lt;br /&gt;
&lt;br /&gt;
===  [[Thoughts]] ===&lt;br /&gt;
* &amp;quot;[[Thoughts]]&amp;quot; of a [[dwarf]] have been redone. The new screen includes their current [[thoughts]], age/birthday, physical description paragraph, a description of their [[attributes]], their likes/dislikes, and their mannerisms. Also included are descriptions for their [[wound]]s/scars.&lt;br /&gt;
* A [[dwarf]]'s birthday and age are stored in their [[profile]] now.&lt;br /&gt;
* [[Dwarves]] now have '''[[mannerisms]]''', such as &amp;quot;always scratches his head when he's trying to remember something&amp;quot;, &amp;quot;laughs at his own jokes&amp;quot; or &amp;quot;talks to herself whenever she's bored&amp;quot;. There are 65 types with 3-5 situation qualifiers.&lt;br /&gt;
&lt;br /&gt;
== [[Fortress Mode]] ==&lt;br /&gt;
&lt;br /&gt;
===  Organization ===&lt;br /&gt;
* '''[http://new.df.magmawiki.com/wagn/Burrows Burrow]'''s! Burrows are areas in your [[fort]] where [[dwarves]] live and work in. You can assign these areas like [[zones]] and assign [[dwarves]] to them. [[Dwarves]] will only use [[workshops]], rooms, etc. in [http://new.df.magmawiki.com/wagn/Burrows burrow]s they are assigned to.&lt;br /&gt;
* There are a significant number of ways to utilize burrows, from restricting certain [[mining]] expeditions to [[skill]]ed [[dwarves]], to making noble districts, to setting &amp;quot;emergency&amp;quot; [[zones]] for [[civilian]]s to flee to, etc.&lt;br /&gt;
* You can set [[soldier]]s so that they defend certain [[burrow]]s. If an enemy enters a [[burrow]] they know enough to stop what they're doing and head towards it to defend it.&lt;br /&gt;
* You may choose and appoint someone as your [[baron]] when you reach [[barony]] status. You can elect not to have one as well.&lt;br /&gt;
* There are now &amp;quot;code generated&amp;quot; positions, such as '''[[priests]]''' who are named after the [[god]] they worship (Priest of Ciramore, etc.)&lt;br /&gt;
* [[Dwarves]] won't immediately drop everything if they find themselves hungry or tired, and will try to finish their current [[job]] first.&lt;br /&gt;
* There's a difference between sleeping [[barracks]] and squad [[barracks]].&lt;br /&gt;
* Liaisons will be be generated from scratch if they die.&lt;br /&gt;
&lt;br /&gt;
===  [[Workshops]] ===&lt;br /&gt;
[[Image:DF2010_3.png|thumb|400px|[[Statues]] now have art associated with them.]]&lt;br /&gt;
[[Image:DF2010_4.png|thumb|400px|Some new [[crafts]] you can make.]]&lt;br /&gt;
* [[Statues]] and figurines now have art associated with them.&lt;br /&gt;
** &amp;quot;[[Statues]] of specific [[dwarves]] get the [[dwarf]]'s name right in the item name.&amp;quot;&lt;br /&gt;
* Custom [[workshops]] are now able to be modded in, allowing you to set up custom [[reactions]].&lt;br /&gt;
** These can support [[corpse]] harvested [[items]], like shells/horns, and might use barrels/other [[containers]].&lt;br /&gt;
* You can now make [[crafts]] out of horn, ivory, teeth, and other new body parts.&lt;br /&gt;
** These include dragon tooth [[rings]] and ivory [[crown]]s.&lt;br /&gt;
* [[Butchery]] has been overhauled due to the new body part systems, with [[creatures]] yielding many more parts for consumption.&lt;br /&gt;
* It is now possible to have automated [[fishing]] [[cleaning]] and [[fat]] rendering.&lt;br /&gt;
&lt;br /&gt;
===  Alerts and [[Announcements]] ===&lt;br /&gt;
* The alert statuses (i.e., &amp;quot;Stay Indoors&amp;quot;) have been entirely redone. You may set several custom alerts with a user defined behaviour. For instance, you could set a &amp;quot;[[Underground]] Attack&amp;quot; alert where you force [[soldier]]s to equip melee [[weapons]] and head to a predefined location.&lt;br /&gt;
* These alerts can also be assigned to [[civilian]]s, such as telling them to flee to the great hall.&lt;br /&gt;
* [[Combat reports]] have been redone in hopes of consolidating sentences and making it more interesting to read&lt;br /&gt;
* Combat reports are separated into [[combat]], [[sparring]], and hunting reports. You'll see a notification on the side of the screen letting you know a [[combat report]] has been generated.&lt;br /&gt;
** They are also timestamped.&lt;br /&gt;
* You can choose different options for each announcement, like whether you want it to pause the game or recenter your view.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
* Caravans can now bring sand and glass!&lt;br /&gt;
* Also flasks, waterskins, quivers and backpacks.&lt;br /&gt;
&lt;br /&gt;
== [[Healthcare]] ==&lt;br /&gt;
&lt;br /&gt;
===  Doctors, hospitals, and how to cure what ails you ===&lt;br /&gt;
[[Image:DF2010_5.png|thumb|400px|The new [[wound]] [[color]]ing system.]]&lt;br /&gt;
* '''[[Hospitals]]''' are used like [[zones]]. [[Items]] used within these [[zones]] (beds, tables, boxes) allow for hospital use.&lt;br /&gt;
** They also use a new item, called a '''[[traction bench]].'''&lt;br /&gt;
* '''[[Doctors]]''' can &amp;quot;prescribe&amp;quot; treatment, such as bed rest, using splints for broken [[bone]]s, amputation for infected limbs, and surgery.&lt;br /&gt;
** Doctors will set [[bone]]s for simple fractures, use traction for difficult overlapping fractures and use surgery for disgusting compound fractures. They also excise [[rotting]] tissue and amputate limbs too rotted off to save.&lt;br /&gt;
** The system where [[dwarves]] heal on the [[season]] change is gone.&lt;br /&gt;
* [[Wound]]s are dressed with '''[[bandages]]''', which speeds [[healing]] and slows bleeding.&lt;br /&gt;
** '''[[Sutures]]''' make [[wound]]s heal faster.&lt;br /&gt;
** Sutures can be ripped out in [[combat]], causing pain/bleeding.&lt;br /&gt;
* '''[[Crutches]]''' are now in the game, allowing one legged [[dwarves]]/injured people to walk normally (as opposed to crawl). They will move faster as they get comfortable with their new crutch.&lt;br /&gt;
** '''[[Casts]]''' are also in.&lt;br /&gt;
* [[Creatures]] can now clean the filth they acquire due to various [[materials]], like mud, [[blood]], [[vomit]], etc.&lt;br /&gt;
** As such, [[soap]] has a use now, which deserves its own bullet point.&lt;br /&gt;
* You can appoint a &amp;quot;'''[[Nobles (DF2010)|chief medical dwarf]]'''&amp;quot; to handle the various medical information, which requires the &amp;quot;'''[[Diagnosis]]'''&amp;quot; [[skill]].&lt;br /&gt;
** What type of various medical information? &amp;quot;unit [[wound]]s/status/required treatments/medical history, etc.&amp;quot; - Think of it like the [[bookkeeper]].&lt;br /&gt;
* [[Dwarves]] are more proactive in saving [[wound]]ed people, and will do what they can in regards to bleeding on the way to the hospital.&lt;br /&gt;
* &amp;quot;Eyelids clean the eyes so you don't have to [[soap]] them off, but if an eyelid is torn off, I think they might [[soap]] the eyes.&amp;quot;&lt;br /&gt;
* Patients can use [[soap]]/[[water]] to clean [[wound]]s and grime to reduce infections. Sutures, casts, etc. will reduce infection as well.&lt;br /&gt;
* All cloth and thread [[items]] have associated lengths/areas now. Threads are use for sutures (thus, one &amp;quot;thread&amp;quot; item could be used for multiple sutures) and cloth is used for bandages. [[Items]] in this way aren't split (a la coins or [[bolts]]), but rather, they're consumed in pieces.&lt;br /&gt;
* Unskilled or apprentice doctors can make mistakes when treating a patient or doing surgery.&lt;br /&gt;
* &amp;quot;[[Healthcare]]&amp;quot; as a [[skill]] is gone. It's been replaced by 7 new labor [[settings]], 5 unit types, and 6 new [[skill]]s.&lt;br /&gt;
** There are different type of doctors associated with the [[skill]]s.&lt;br /&gt;
** Dressing [[wound]]s, diagnosis, surgery, setting [[bone]]s, suturing and walking with crutches appear to be the new [[skill]]s.&lt;br /&gt;
&lt;br /&gt;
===  [[Wound]]s and [[injuries]] ===&lt;br /&gt;
* The current 15HP-per-body-part system has been dropped in favor of individual [[wound]] tracking.&lt;br /&gt;
** The above also allows for scars.&lt;br /&gt;
* Open [[wound]]s can get simple infections, which results in oozing pus, slow [[healing]], and can even kill.&lt;br /&gt;
** [[Rotting]] [[wound]]s smell and contribute to infection levels, as does grime buildup.&lt;br /&gt;
* Tissue [[layer]]s can boil off when exposed to extreme heat.&lt;br /&gt;
* Phantom pains are gone.&lt;br /&gt;
* You can [[damage]] a creature's motor and sensitivity nerves. Motor [[damage]] prevents that part from working, and sensory nerve damage makes you lose feeling in that body part.&lt;br /&gt;
* Partial and compound fractures are now possible.&lt;br /&gt;
* Fractured [[bone]] can be knocked inwards to cause [[damage]] to organs, like forcing a jagged piece of [[skull]] into the brain. [[Bone]]s can also [[pierce]] [[layer]]s, like having [[bone]] sticking out of your [[skin]].&lt;br /&gt;
* Guts are under [[pressure]] and can pop out of a [[wound]].&lt;br /&gt;
* Injured [[creatures]] can continue to work if they are treated. A miner who breaks his left hand will go back to [[mining]] with his right hand (after his broken hand is set in a cast).&lt;br /&gt;
* &amp;quot;There are lots of [[wound]]s that won't heal now if they aren't treated (aside from the nerve stuff, the three kinds of bad breaks won't heal if not treated), and infected [[wound]]s heal very slowly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===  Poisons ===&lt;br /&gt;
* Types of poison effects: pain, swelling, oozing [[wound]]s, bruising, blisters, numbness, paralysis, fever, bleeding, coughing/[[vomit]]ing [[blood]], nausea, [[vomit]]ing, unconsciousness, necrosis, impaired vision, drowsiness, and dizziness.&lt;br /&gt;
* Poisons can be contacted, injected, or inhaled.&lt;br /&gt;
* You can be immune to poisons; [[creatures]] seem immune to their own poisons.&lt;br /&gt;
* Severs transfer containment, so that a ripped off venom fang from a [[Giant Cave Spider]] will remain venomous. As of now you cannot use it as a [[weapon]].&lt;br /&gt;
&lt;br /&gt;
== The Underground ==&lt;br /&gt;
 &lt;br /&gt;
[[Image:DF2010_6.png|thumb|400px|An example of the new caverns. Here you can see open areas and [[underground]] lakes, as well as passages linking them together]]&lt;br /&gt;
&lt;br /&gt;
=== Underground Features ===&lt;br /&gt;
* Underground [[layer]]s have been entirely revamped, allowing for more diverse [[underground]] with new [[creatures]], features, and other interesting goodies, such as Mushroom Forests.&lt;br /&gt;
* The standard amount of [[layer]]s (around 15) has been scrapped and increased dramatically; upwards of 50-100 [[layer]]s.&lt;br /&gt;
* Each cave [[layer]] [[region]] (which is a certain depth and portion of the world map) has its own name, animal populations, [[civilizations]], etc.&lt;br /&gt;
** They also show up on the legends screen.&lt;br /&gt;
* '''[[Caverns]]''' now exist [[underground]]. Caverns are open areas underneath the earth, and are home to [[creatures]], [[underground]] lakes, and other interesting features.&lt;br /&gt;
* Features are much more easy to discover, and almost every site is guaranteed to have SOMETHING interesting in it.&lt;br /&gt;
** For instance, [[magma]] is almost always guaranteed to be at the very bottom [[layer]].&lt;br /&gt;
* Features can span multiple world tiles, and can be explored via adventure mode and [[dwarf]] [[fortress]] mode.&lt;br /&gt;
* You can use [[world gen]] parameters to get rid of [[underground]] features. The default [[settings]] are set for cavernous so you're guaranteed to find cool stuff.&lt;br /&gt;
* Features are not instantly revealed anymore. [[Underground]] areas must be explored by [[dwarves]] prior to revealing features. &lt;br /&gt;
** So yeah, the new system is to have a 60 or so tile [[flood]] out from your [[dwarves]] as they go [[underground]], and any time they get within 30 tiles of the 60 tile [[flood]] (flags are kept when the [[flood]] got out to 30, roughly), it'll [[flood]] out again, picking up those flags and placing new ones, so it moves out in a kind of chunky way.&lt;br /&gt;
** [[Squads]] can't take [[orders]] to walk into hidden [[zones]] (must reveal first).&lt;br /&gt;
* It's possible for an [[adventurer]] to enter a massive [[underground]] cavern on one side of the world and journey all the way to the other.&lt;br /&gt;
* Bottomless pits and chasms are gone for the time being, replaced by finite caverns.&lt;br /&gt;
&lt;br /&gt;
===  [[Critter]]s (normal and animalman-y) ===&lt;br /&gt;
* Underground animalpeople can use crude [[weapons]] and mounts now.&lt;br /&gt;
** Batmen could ride giant bats and shoot poison darts at you with makeshift blowguns made from [[giant cave spider]] legs - whoa!&lt;br /&gt;
** Their goal is to cause as much havoc as they can before sneaking back home.&lt;br /&gt;
* Underground [[critter]]s are &amp;quot;drawn&amp;quot; from a large population that is off site. They will replenish their population so long as a cavern has an open &amp;quot;edge&amp;quot; allowing them to spawn in.&lt;br /&gt;
* The above, coupled with other changes, allows for the possibility of never-ending attacks.&lt;br /&gt;
* [[Antmen]] now have creature castes which separate them, including queens.&lt;br /&gt;
** There are also [[antmen]] nests to worry about.&lt;br /&gt;
* '''[[Gremlins]]''' are back. These sneaky dudes are invisible until spotted, and will step on [[pressure]] [[plate]]s, pull levers, and open cages.&lt;br /&gt;
* There are many new (toadyOne mentioned around 40) [[underground]] [[critter]]s.&lt;br /&gt;
&lt;br /&gt;
===  [[Critter]]s (random beasts) ===&lt;br /&gt;
* Random [[critter]]s are now possible. They come in two flavors: &amp;quot;'''[[Titans]]'''&amp;quot;, which are above ground and serve as megabeasts, and &amp;quot;'''[[Forgotten Beasts]]'''&amp;quot;, who live [[underground]]&lt;br /&gt;
* Random [[creatures]] are just that - random. The can have unique attacks, like firebreath or poison, as well as a random number of body modifiers like legs, wings, etc.&lt;br /&gt;
** Some examples: a ribbon worm with wings made of stretched [[skin]]. An eyeless antenna lizard. A [[glob]] of [[vomit]] inside a round shell. &lt;br /&gt;
* They pull from certain base types (blob, quadruped, humanoid) as well as various animal/creature features. &lt;br /&gt;
** Dinosaur types (?!) are also now possible&lt;br /&gt;
*** They have feathers to boot&lt;br /&gt;
* These are seen as the ultimate challenge of the game&lt;br /&gt;
&lt;br /&gt;
===  [[HFS]] ===&lt;br /&gt;
* The old [[HFS]] that we know of is gone, replaced by new baddies. The [[critter]]s of the [[HFS]] seemed to have survived the [[version]] change, however.&lt;br /&gt;
* [[Toady]] has spent countless days working on the new [[HFS]], and he's been silent on what it could entail.&lt;br /&gt;
* There is a lot of nasty stuff underneath, seemingly related to the old &amp;quot;end of the world&amp;quot; timers.&lt;br /&gt;
* It should be a bit different, a bit the same, and always a threat rather than a one-time problem.&lt;br /&gt;
&lt;br /&gt;
== The World ==&lt;br /&gt;
&lt;br /&gt;
===  [[Civilizations]] ===&lt;br /&gt;
* There is now the notion of a '''[[split leadership]]'''. Some leaders may prefer to be &amp;quot;traditional&amp;quot; rulers, hanging back in their cities while appointing generals to command their armies. Others may prefer to lead battles and wars themselves.&lt;br /&gt;
* [[Goblin]] society is more violent than ever. They respect those with power, and [[demons]] will be forced to kill for their loyalty. Other [[goblin]]s, however, can do the same.&lt;br /&gt;
** [[Goblin]]s obtain their structure over the course of world generation. For instance, [[demons]] are not hard-coded as leaders, and must earn their position.&lt;br /&gt;
* Forgotten beasts can escape from the [[underground]] and try and pass themselves off as [[god]]s, gaining worshipers and taking control of [[civilizations]].&lt;br /&gt;
* Leaders of [[civilizations]] can now own &amp;quot;pets&amp;quot; - and by that, I mean they can [[tame]] wild animals and use them in war. [[Giant eagles]], [[tigers]], everything is fair game.&lt;br /&gt;
** [[Elves]] have a great advantage here for obvious reasons, but [[dwarves]] will be able to make use of [[underground]] beasts.&lt;br /&gt;
* '''[[Priests]]''' are back.&lt;br /&gt;
&lt;br /&gt;
===  [[World Generation]] ===&lt;br /&gt;
* &amp;quot;I've added the ability to specify in the [[world gen]] parameters the number of sky z-levels, the number of z-levels minimum between each [[layer]] (it'll often be more because of elevation changes), and the number of extra z-levels down at the bottom.&amp;quot;&lt;br /&gt;
* Much of the map feature code was rewritten to be more flexible in future expansions and updates.&lt;br /&gt;
&lt;br /&gt;
=== [[Megabeasts]] (general and [[Titans]]) ===&lt;br /&gt;
* [[Megabeasts]] aren't pushovers in worldgen anymore, and will survive longer and get more kills.&lt;br /&gt;
* [[Titans]] in good areas will be benign/neutral to [[creatures]].&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[[Notes on new positions]]&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Release_information&amp;diff=64606</id>
		<title>v0.31:Release information</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Release_information&amp;diff=64606"/>
		<updated>2010-03-04T20:42:17Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: /* Bodies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DFNewVersion}}&lt;br /&gt;
This page lists the changes in the [[version]] of [[Dwarf]] [[Fort]]ress to be released in early 2010.  The page links to currently existing pages which either have been or will need to be modified to list new details from the new [[version]].  It also lists to pages about entirely new subjects introduced in this [[version]], such as [http://new.df.magmawiki.com/wagn/Burrows burrows], articles created or completely changed based off of this version are marked in '''bold'''.&lt;br /&gt;
&lt;br /&gt;
Adapted from the [http://docs.google.com/Doc?docid=0AT8EQVUjrv96ZGc5cnBwOHZfMjgyY3FzZHFtanA&amp;amp;hl=en&amp;amp;pli=1 google docs file] by SirPenguin about the upcoming release.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Behind the scenes ==&lt;br /&gt;
&lt;br /&gt;
===  [[Materials]] ===&lt;br /&gt;
* The [[material]] system has been rewritten, and just about everything is made from a [[material]] now.&lt;br /&gt;
* It is now possible to track the identity of certain [[materials]], such as [[blood]] spatter.&lt;br /&gt;
* The [[color]] of a base [[material]] will now have more effects - a [[wagon]] made out of featherwood will reflect the [[color]] of the wood.&lt;br /&gt;
* [[Material]] breath [[weapons]] are possible, and can be made of any [[material]]. These are mainly linked with poisons, and when inhaled by a creature, they will become poisoned.&lt;br /&gt;
* Small amounts of certain [[materials]] ([[blood]], snow, etc.) can accumulate in a tile.&lt;br /&gt;
** For example, if enough liquid [[gold]] accumulates in a tile, it will cool into a [[glob]] of [[gold]].&lt;br /&gt;
** This also works for [[materials]] such as liquid (molten) [[metal]], which will cool into a [[glob]] which can then be used to [[melt]] down into a bar.&lt;br /&gt;
* [[Weapons]] and [[armor]] now use various &amp;quot;real world&amp;quot; [[attributes]] to calculate their effectiveness. Each [[material]] (rock, [[metal]]) uses the following:&lt;br /&gt;
** '''[[Density]]'''&lt;br /&gt;
** '''[[Impact/Shear Yield]]'''&lt;br /&gt;
** '''[[Impact/Shear Fracture]]'''&lt;br /&gt;
** '''[[Impact/Shear Elasticity]]'''&lt;br /&gt;
** '''[[Edge]]'''&lt;br /&gt;
&lt;br /&gt;
===  [[Raws]] ===&lt;br /&gt;
* Entity positions are now stored in the raw folders, allowing for custom positions through modding, as well as editing existing positions as you see fit.&lt;br /&gt;
** These include the [[Nobles (DF2010)|new military positions]] (General/Lieutenant/Captain/Militia Commander/Militia Captain).&lt;br /&gt;
* [[Attributes]] have also moved into the [[raws]], allowing you set all sorts of values such as how fast an attribute increases.&lt;br /&gt;
* Many objects - trees, plants, [[stone]]s, etc. - now have [[material]] lists in the [[raws]].&lt;br /&gt;
** Some [[raws]] have been merged, such as trees/plants, and [[stone]]s/[[metal]]s.&lt;br /&gt;
* A [[region]]'s raw files are now stored in their respective [[save]] folder.&lt;br /&gt;
&lt;br /&gt;
===  The d# series ===&lt;br /&gt;
* Translucent [[tilesets]] are supported, using PNG.&lt;br /&gt;
* The DF window can be resized on the fly.&lt;br /&gt;
* The grid size is autogenerated on startup; such [[init.txt|init.txt settings]] are ignored.&lt;br /&gt;
* Current desktop size is used for fullscreen size if fullscreen resolution is set to 0x0.&lt;br /&gt;
* The DF window can be zoomed on the fly using the mouse wheel. There are two modes, it defaults to mode 1. Pressing mouse wheel switches modes. Pressing F12 resets mode 1, not 2. In mode 1, the zoom from mode 2 is not visible. (And yes, you can use both at once.)&lt;br /&gt;
* The keyboard input system has been totally rewritten:&lt;br /&gt;
** You can bind multiple [[keys]] to one command.&lt;br /&gt;
** You can create keyboard [[macros]].&lt;br /&gt;
** Input bindings are divided into sections.&lt;br /&gt;
* Lots of bugfixes and performance improvements.&lt;br /&gt;
&lt;br /&gt;
===  '''[[Arena]]s''' ===&lt;br /&gt;
* '''[[Arena]]s''' are now in the game, and allow the player to set up battles with any kind of creatures with any type of equipment and have them face off.&lt;br /&gt;
&lt;br /&gt;
== [[Combat]] ==&lt;br /&gt;
&lt;br /&gt;
===  [[Squads]] ===&lt;br /&gt;
* The [[fortress guard]] is considered a squad under the [[sheriff]], and the [[royal guard]] is considered a squad under the [[Hammerer]].&lt;br /&gt;
* '''[[Nobles (DF2010)|Captains]]''' can be appointed under your '''[[Nobles (DF2010)|General]]''' and lead [[squads]].&lt;br /&gt;
* There is a system in place that will try its best to keep your schedules staffed, going so far as finding replacements when [[soldier]]s get hungry/tired, as well as forcing [[soldier]]s to stay on duty if no replacements are found.&lt;br /&gt;
* You have complete control over how [[squads]] handle rations - [[food]] and [[drink]] stored in backpacks and flasks - and [[alcohol]] can now be stored as a [[drink]] option.&lt;br /&gt;
* [[Champions#Heroes_and_Champions|Champions]] as heavily trained soldiers are no more. Rather, a single '''[[Nobles (DF2010)|Champion]]''' is an appointed position that your [[duke]]/[[count]]/[[baron]] appoints.&lt;br /&gt;
* &amp;quot;Lord&amp;quot; [[soldier]]s aren't restricted in their weapon choice, and can be made into [[civilian]]s again.&lt;br /&gt;
* Beds, racks, stands, boxes/chests and [[cabinets]] can now be assigned to squad positions.&lt;br /&gt;
* You can now use the [[note]] making system to lay out stations and patrol routes for your [[squads]].&lt;br /&gt;
* [[Sparring]] has been redone.&lt;br /&gt;
* A [[dwarf]] skilled in one [[skill]] can teach students via demonstrations of how to fight. This is set up in a classroom environment, so no actual [[sparring]] takes place (less dangerous).&lt;br /&gt;
** Even slightly skilled [[dwarves]] can teach people below them.&lt;br /&gt;
** There are also instructor monitored drill and [[sparring]] sessions.&lt;br /&gt;
** &amp;quot;They can currently teach weapon [[skill]]s, [[wrestling]], dodging, punching (grasp strikes), kicking (stance strikes), shield and [[armor]] use, yeah.  They can also teach general close-quarters/ranged [[combat]] principles.&amp;quot;&lt;br /&gt;
* [[Personalities]] play a role in these lessons. Naturally lazy [[dwarves]] will have a harder time learning and concentrating, though they can overcome them with [[skill]]/attribute increases.&lt;br /&gt;
** An instructor's [[personality]] is also taken into account, as a naturally reckless instructor is more willing to send green recruits into [[sparring]] sessions.&lt;br /&gt;
* Squad selection/[[orders]] now can occur in real time.&lt;br /&gt;
* The [[military]] menu has been entirely redone.&lt;br /&gt;
* You can issue [[orders]] to several [[squads]] at once or several individuals across different [[squads]].&lt;br /&gt;
* Kill [[orders]] are now possible. You can select any creature your [[fort]] does not control to be killed.&lt;br /&gt;
* You can give [[squads]] nicknames if you wish.&lt;br /&gt;
** You can also give your [[barracks]] nicknames to help keep them separated.&lt;br /&gt;
&lt;br /&gt;
===  Squad [[Equipment]] ===&lt;br /&gt;
* There is now a position called the '''[[Nobles (DF2010)|Arsenal Dwarf]]''' who handles various [[equipment]] delegation.&lt;br /&gt;
* You can now establish &amp;quot;'''[[uniforms]]'''&amp;quot; for your [[soldier]]s. With it, you can assign specific [[armor]], [[weapons]], and other such [[equipment]] that you want all [[soldier]]s in a squad to wear.&lt;br /&gt;
** This allows for you to establish either [[equipment]] protocols (I want this squad to carry a [[sword]] and a shield) or literal uniforms, such as all guards wearing dyed blue cloaks.&lt;br /&gt;
* [[Soldier]]s know the difference between [[training]], battle, and [[civilian]] [[equipment]], and when/how to switch between them, as well as how to store them, which is usually done in [[barracks]] via boxes (which can be assigned to [[squads]]).&lt;br /&gt;
** The above also extends to [[Wood cutter|woodcutters]]/[[Miner|miners]], who know how to properly retrieve/store their picks and axes.&lt;br /&gt;
** [[Equipment]] can be stored in squad boxes.&lt;br /&gt;
* You can now handle [[ammo]] allocation by [[material]], so you can set aside [[metal]] [[bolts]] for battle and wooden [[bolts]] for [[training]]. [[Squads]] will maintain such [[ammo]] counts on their own.&lt;br /&gt;
** You can also handle [[ammo]] by type, so that you can have a squad that only uses [[bolts]]/arrows left over by invaders, etc.&lt;br /&gt;
** You have similar control over [[Hunter]] [[ammo]].&lt;br /&gt;
* [[Training]] [[weapons]] are in now, made at the carpenter's shop. Due to the nature of the [[material]] rewrite, these [[weapons]] lack edges, making them far less dangerous.&lt;br /&gt;
* [[Dwarves]] can handle any weapon now (they are not restricted to the current 6 [[weapons]]). &lt;br /&gt;
** [[Blowdart]] [[squads]] confirmed.&lt;br /&gt;
* [[Critter]]s now become familiar/accustomed to [[items]] they use often, such as [[armor]] and [[weapons]]. Being familiar with an item gives them better rolls during [[combat]].&lt;br /&gt;
** They can also become attached to [[items]] and will refuse upgrades.&lt;br /&gt;
* [[Items]] keep track of [[creatures]] they kill now, and that will show up in the [[legends mode]].&lt;br /&gt;
* [[Items]] can become &amp;quot;named&amp;quot; - raised to a semi-[[artifact]] level - if they have seen a lot of battles or have killed someone of a historical figure era-level of importance.&lt;br /&gt;
* [[Dwarves]] will now fill up their [[Quiver|quivers]] properly - they will not go into [[combat]] with 1 bolt in their [[quiver]] if they can help it.&lt;br /&gt;
* You can assign specific [[items]] to units (useful for cases such as [[artifact]]s).&lt;br /&gt;
* [[Dwarves]] assigned to [[squads]] will go train in their free time if they have self-discipline. This includes individual drilling practice.&lt;br /&gt;
* 1/3 of [[dwarves]] have a &amp;quot;favored&amp;quot; weapon.&lt;br /&gt;
&lt;br /&gt;
===  [[Weapons]] and [[Armor]] ===&lt;br /&gt;
[[Image:DF2010_1.png|thumb|400px|The new [[combat report]]s. [[Note]] the date, ability to zoom on location, and more flavorful descriptions.]]&lt;br /&gt;
* All [[weapons]] now have multiple '''[[attack types]]''' (a [[sword]] can use a thrusting attack, or with the blade itself, or even the pommel) and each attack can do a different type of [[damage]].&lt;br /&gt;
* [[Armor]] [[skill]] and quality of the [[armor]] increases your &amp;quot;deflection&amp;quot; roll, which alters the effective force of an attack.&lt;br /&gt;
* [[Weapons]] don't use hard-coded percentage [[damage]] anymore, but rather, use their [[material]]'s various properties in order to determine [[damage]].&lt;br /&gt;
* The swing velocity of a [[hammer]] is determined by the strength and weight of the [[hammer]] itself, among other things.&lt;br /&gt;
* Woven/Chain [[items]] have a &amp;quot;structural elasticity&amp;quot; property (compared to [[plate]]/scale).&lt;br /&gt;
&lt;br /&gt;
===  Attacks ===&lt;br /&gt;
* [[Combat]] has been entirely rebalanced due to the new [[material]] and body changes.&lt;br /&gt;
* Small [[creatures]] are now able to take on larger [[creatures]] by pecking away at their bodies, something which was impossible in the old [[version]].&lt;br /&gt;
** Thanks to the [[material]] rewrite, though, a well [[armor]]ed knight will fare without many problems against 20 groundhogs.&lt;br /&gt;
** Multiple small attacks will have a cumulative effect.&lt;br /&gt;
* &amp;quot;I had a [[dragon]] fight some lions, and after a little bit of dragonfire and close [[combat]], I ended up with a [[dragon]] covered with the grammatically-in-progress &amp;quot;lion [[melted]] [[fat]] spatter&amp;quot;.&amp;quot;&lt;br /&gt;
* Attacks take into account the position and relative nature of the body. Attacks won't &amp;quot;loopity-loop&amp;quot; through the body.&lt;br /&gt;
* Temperature transfer between wrestlers is now possible, so think twice before [[wrestling]] that [[spirit of fire]].&lt;br /&gt;
** Stuck-ins also transfer temperature.&lt;br /&gt;
* Ranged damage has been nerfed, in addition to [[bolts]] making &amp;quot;logical&amp;quot; paths now. The firing rate remains the same.&lt;br /&gt;
* There's now a notion of a &amp;quot;squared shot&amp;quot;, in that your attack could hit someone's arm full force, but if you didn't hit in in the right area, the [[bone]] would not break. This helps many problems, such as with [[bolts]], as well as axes/[[sword]]s not lopping everything off every time you swing.&lt;br /&gt;
* Twisting your weapon in a [[wound]] has been balanced, and won't just amplify [[damage]] forever.&lt;br /&gt;
* [[Toady]] on the path of the force of an attack: &amp;quot;The [[armor]] is all checked in order from outer to inner, then it gets at the tissue [[layer]]s, altering the character of the attack as it goes.&amp;quot;&lt;br /&gt;
* Attacks can pass through a [[wound]] sufficiently large enough.&lt;br /&gt;
* Force from blunt [[weapons]] can transcend [[layer]]s. For instance, a [[hammer]] can bruise the [[skin]] while breaking the [[bone]] underneath.&lt;br /&gt;
** As such, [[plate]] [[armor]]'s benefits are generally ignored by blunt attacks, and [[leather]] [[armor]] would prove to be more effective.&lt;br /&gt;
* &amp;quot;Solid breath can take the form of a forward moving dust puff that accidentally knocks people out due to some [[cave-in]] code.  When I fix that, KOs make or may not be a parameter.  Solid breath can also take the form of a solid [[glob]] (a small one right now) that is hurled like a [[stone]].  It might as well be a thrown [[stone]] of the solid.  Solid breath can also be an undirected dust puff (also accidental knockouts).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== [[Creatures]] (general) ==&lt;br /&gt;
&lt;br /&gt;
===  [[Attributes]]/[[Skill]]s ===&lt;br /&gt;
* The attribute system has received an overhaul. There are now 19 [[attributes]] split across physical and mental. They are:&lt;br /&gt;
** Body:&lt;br /&gt;
*** '''[[strength]]'''&lt;br /&gt;
*** '''[[agility]]'''&lt;br /&gt;
*** '''[[toughness]]'''&lt;br /&gt;
*** '''[[endurance]]''' - this'll take some of the weight off of [[toughness]] and control your exertion.&lt;br /&gt;
*** '''[[recuperation]]''' - somebody suggested &amp;quot;resilience&amp;quot;. i don't really like any of the names... in any case, this will control the [[healing]] of your physical [[wound]]s.&lt;br /&gt;
*** '''[[disease resistance]]''' - the more time i spend on infection and venom, the more this will matter for this release. there will also likely be a notion of specific immunities, some of which you could gain with exposure or whatever ends up making the most sense.&lt;br /&gt;
** '''[[soul]]''':&lt;br /&gt;
*** '''[[analytical ability]]''' - thinky stuff.&lt;br /&gt;
*** '''[[memory]]''' - remembery stuff.&lt;br /&gt;
*** '''[[creativity]]''' - being able to make up neat stuff.&lt;br /&gt;
*** '''[[intuition]]''' - being able to get stuff.&lt;br /&gt;
*** '''[[focus]]''' - being able to get into stuff.&lt;br /&gt;
*** '''[[willpower]]''' - being able to keep on with and cope with stuff.&lt;br /&gt;
*** '''[[patience]]''' - being able to handle not doing stuff.&lt;br /&gt;
*** '''[[spatial sense]]''' - sense of surrounding stuff.&lt;br /&gt;
*** '''[[kinesthetic sense]]''' - sense of own stuff.&lt;br /&gt;
*** '''[[linguistic ability]]''' - all of the wordsy stuff.&lt;br /&gt;
*** '''[[musicality]]''' - musicky stuff.&lt;br /&gt;
*** '''[[empathy]]''' - being able to feel other peoples' stuff.&lt;br /&gt;
*** '''[[social awareness]]''' - being able to manage and handle social stuff.&lt;br /&gt;
&lt;br /&gt;
* [[Creatures]] now have '''[[souls]]''', and these souls serve as storage for a creature's mental [[attributes]] and [[skill]]s.&lt;br /&gt;
** [[Creatures]] can have multiple souls, though there is no such use in the current [[version]].&lt;br /&gt;
* [[Attributes]] and [[skill]]s can now &amp;quot;'''[[Skill rust|rust]]'''&amp;quot; if the attribute/[[skill]] is unused for a long period of time. The more rust the [[skill]] or attribute has, the less effective it is, and high enough rust will actually &amp;quot;delevel&amp;quot; the ability. Rust can be worked off by simply using the attribute or [[skill]] in question.&lt;br /&gt;
* Attribute/[[skill]] display system has been redone so as to not overwhelm the player.&lt;br /&gt;
** [[Skill]]s have been split up into '''[[Skill groups|15 logical groups]]''' to make assigning [[skill]]s easier.&lt;br /&gt;
* [[Creatures]] now have a &amp;quot;'''[[situational awareness]]'''&amp;quot; [[skill]], which handles a [[creatures]] ability to deal with surprise attacks and ambushes.&lt;br /&gt;
* The [[wrestling]] has been split into the following [[skill]]s:&lt;br /&gt;
** '''[[Wrestling]]'''&lt;br /&gt;
** '''[[Dodging]]'''&lt;br /&gt;
** '''[[Grasp strikes]]'''&lt;br /&gt;
** '''[[Stance strikes]]'''&lt;br /&gt;
* There are also general '''[[melee attack|melee]]''' and '''[[range attack]]''' [[skill]]s (which help with [[combat]] rolls but are separate from &amp;quot;axe mastery&amp;quot;, etc.)&lt;br /&gt;
* [[Attributes]] and rust rates are linked to specific castes, so you could have brutes intermixed with brainy [[creatures]] of a single race.&lt;br /&gt;
* &amp;quot;Ceilings of [[attributes]] are a percentage of the starting value.  So a strength 1000 [[dwarf]] might attain 2000, and a strength 750 [[dwarf]] might attain 1500.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===  Appearances ===&lt;br /&gt;
[[Image:DF2010_2.png|thumb|400px|The new description window]]&lt;br /&gt;
* [[Creatures]] are now unique to each other with different appearances, including hair [[color]], facial features, etc.&lt;br /&gt;
** These are visible in [[adventurer]] mode as well.&lt;br /&gt;
** Different [[color]] patterns are also available, like striped or mottled.&lt;br /&gt;
* [[Creatures]] can also be fatter/taller/etc. than usual. This affects their [[size]]. Fatter [[creatures]] can last without [[food]] longer.&lt;br /&gt;
** [[Creatures]] have a '''[[metabolism]]''' now, which deals with how fast they heal and how fast they burn [[fat]].&lt;br /&gt;
** [[Fat]] [[creatures]] also move slower.&lt;br /&gt;
* The trimming of hair/nails is also possible for civilized [[creatures]], and they will grow long and unkempt without such activities.&lt;br /&gt;
* [[Creatures]] '''[[genetics|inherit appearances from their parents]]'''. This includes dominant/recessive genes.&lt;br /&gt;
** As one example, you can use this system to breed your dogs to a certain [[color]]/[[size]].&lt;br /&gt;
* [[Layer]] trimming/caring uses style definitions from a culture. Some cultures may grow beards, others may shave them. Prisoners, etc. may be forced to adapt these new styles.&lt;br /&gt;
* Speaking of beards, as if it wasn't obvious by now, but this means [[dwarves]] finally have beards!&lt;br /&gt;
** On a more startling note - so do [[elves]]!&lt;br /&gt;
* [[Creatures]] can now be part of a '''[[caste]]''', and this may govern many things, such as their profession, appearance, etc.&lt;br /&gt;
&lt;br /&gt;
===  Bodies ===&lt;br /&gt;
* Tissues now come in [[layer]]s. You must bypass a [[layer]] to reach one below it. Some [[layer]]s are dependent on others (hair can only exist if there's [[skin]] underneath it, etc.)&lt;br /&gt;
* '''[[Hair]]''' acts as a [[layer]] on [[skin]]. It can come in many different styles (sparse, strands, etc.)&lt;br /&gt;
*  '''[[Hair]]''' grows and eventually grays over time. It can be trimmed, and if left alone it will become shaggy and unkempt.&lt;br /&gt;
* Body parts and tissue [[layer]]s can be made out of any [[material]] you want, such as for logical [[creatures]] like [[Iron man|Iron Men]], and illogical abominations like [[Dwarf]] Lung Men.&lt;br /&gt;
* It's now possible for some [[creatures]] to be made out of solid [[material]], such as [[Iron man|Iron Men]], who are much harder to fight.&lt;br /&gt;
* You can also have hollow body parts, perhaps filled with air or other [[materials]].&lt;br /&gt;
* Some [[layer]]s can serve as protection, such as [[Chitin|chitin layer]]s. [[Bone|Bone layer]]s also protect organs, such as the [[skull]] protecting the brain.&lt;br /&gt;
* [[Creatures]] now have teeth, rib, cheeks, eyelids, nails, and lips. Teeth and ribs are not individualized, but rather are tracked by groups (i.e., top left molars, etc.)&lt;br /&gt;
* [[Creatures]] also now have tendons and ligaments, and are made from the &amp;quot;sinew&amp;quot; [[material]].&lt;br /&gt;
* [[Creatures]] store energy from their [[food]], getting [[fat]]ter and more muscular.&lt;br /&gt;
** [[Fat]] affects such things as insulation, speed, etc.&lt;br /&gt;
** Strength also increases muscle [[size]]. Both have an effect on a creature's total [[size]].&lt;br /&gt;
* Guts are realistically [[color]]ed - crazy stuff!&lt;br /&gt;
* It is now possible to &amp;quot;flay&amp;quot; a creature. Have fun!&lt;br /&gt;
* We've also got [[water]] freezing into frosty stuffs on people if they get [[wet]] and then step out into the cold, and [[steam]] coming off of spirits of fire in the rain. &lt;br /&gt;
* [[Skeletal]] [[critter]]s now have their [[bone]]s held together by rotted ligaments.&lt;br /&gt;
&lt;br /&gt;
===  [[Thoughts]] ===&lt;br /&gt;
* &amp;quot;[[Thoughts]]&amp;quot; of a [[dwarf]] have been redone. The new screen includes their current [[thoughts]], age/birthday, physical description paragraph, a description of their [[attributes]], their likes/dislikes, and their mannerisms. Also included are descriptions for their [[wound]]s/scars.&lt;br /&gt;
* A [[dwarf]]'s birthday and age are stored in their [[profile]] now.&lt;br /&gt;
* [[Dwarves]] now have '''[[mannerisms]]''', such as &amp;quot;always scratches his head when he's trying to remember something&amp;quot;, &amp;quot;laughs at his own jokes&amp;quot; or &amp;quot;talks to herself whenever she's bored&amp;quot;. There are 65 types with 3-5 situation qualifiers.&lt;br /&gt;
&lt;br /&gt;
== [[Fortress Mode]] ==&lt;br /&gt;
&lt;br /&gt;
===  Organization ===&lt;br /&gt;
* '''[http://new.df.magmawiki.com/wagn/Burrows Burrow]'''s! Burrows are areas in your [[fort]] where [[dwarves]] live and work in. You can assign these areas like [[zones]] and assign [[dwarves]] to them. [[Dwarves]] will only use [[workshops]], rooms, etc. in [http://new.df.magmawiki.com/wagn/Burrows burrow]s they are assigned to.&lt;br /&gt;
* There are a significant number of ways to utilize burrows, from restricting certain [[mining]] expeditions to [[skill]]ed [[dwarves]], to making noble districts, to setting &amp;quot;emergency&amp;quot; [[zones]] for [[civilian]]s to flee to, etc.&lt;br /&gt;
* You can set [[soldier]]s so that they defend certain [[burrow]]s. If an enemy enters a [[burrow]] they know enough to stop what they're doing and head towards it to defend it.&lt;br /&gt;
* You may choose and appoint someone as your [[baron]] when you reach [[barony]] status. You can elect not to have one as well.&lt;br /&gt;
* There are now &amp;quot;code generated&amp;quot; positions, such as '''[[priests]]''' who are named after the [[god]] they worship (Priest of Ciramore, etc.)&lt;br /&gt;
* [[Dwarves]] won't immediately drop everything if they find themselves hungry or tired, and will try to finish their current [[job]] first.&lt;br /&gt;
* There's a difference between sleeping [[barracks]] and squad [[barracks]].&lt;br /&gt;
* Liaisons will be be generated from scratch if they die.&lt;br /&gt;
&lt;br /&gt;
===  [[Workshops]] ===&lt;br /&gt;
[[Image:DF2010_3.png|thumb|400px|[[Statues]] now have art associated with them.]]&lt;br /&gt;
[[Image:DF2010_4.png|thumb|400px|Some new [[crafts]] you can make.]]&lt;br /&gt;
* [[Statues]] and figurines now have art associated with them.&lt;br /&gt;
** &amp;quot;[[Statues]] of specific [[dwarves]] get the [[dwarf]]'s name right in the item name.&amp;quot;&lt;br /&gt;
* Custom [[workshops]] are now able to be modded in, allowing you to set up custom [[reactions]].&lt;br /&gt;
** These can support [[corpse]] harvested [[items]], like shells/horns, and might use barrels/other [[containers]].&lt;br /&gt;
* You can now make [[crafts]] out of horn, ivory, teeth, and other new body parts.&lt;br /&gt;
** These include [[dragon]] tooth [[rings]] and [[ivory]] crowns.&lt;br /&gt;
* [[Butchery]] has been overhauled due to the new body part systems, with [[creatures]] yielding many more parts for consumption.&lt;br /&gt;
* It is now possible to have automated [[fishing]] [[cleaning]] and [[fat]] rendering.&lt;br /&gt;
&lt;br /&gt;
===  Alerts and [[Announcements]] ===&lt;br /&gt;
* The alert statuses (i.e., &amp;quot;Stay Indoors&amp;quot;) have been entirely redone. You may set several custom alerts with a user defined behaviour. For instance, you could set a &amp;quot;[[Underground]] Attack&amp;quot; alert where you force [[soldier]]s to equip melee [[weapons]] and head to a predefined location.&lt;br /&gt;
* These alerts can also be assigned to [[civilian]]s, such as telling them to flee to the great hall.&lt;br /&gt;
* [[Combat reports]] have been redone in hopes of consolidating sentences and making it more interesting to read&lt;br /&gt;
* Combat reports are separated into [[combat]], [[sparring]], and hunting reports. You'll see a notification on the side of the screen letting you know a [[combat report]] has been generated.&lt;br /&gt;
** They are also timestamped.&lt;br /&gt;
* You can choose different options for each announcement, like whether you want it to pause the game or recenter your view.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
* Caravans can now bring sand and glass!&lt;br /&gt;
* Also flasks, waterskins, quivers and backpacks.&lt;br /&gt;
&lt;br /&gt;
== [[Healthcare]] ==&lt;br /&gt;
&lt;br /&gt;
===  Doctors, hospitals, and how to cure what ails you ===&lt;br /&gt;
[[Image:DF2010_5.png|thumb|400px|The new [[wound]] [[color]]ing system.]]&lt;br /&gt;
* '''[[Hospitals]]''' are used like [[zones]]. [[Items]] used within these [[zones]] (beds, tables, boxes) allow for hospital use.&lt;br /&gt;
** They also use a new item, called a '''[[traction bench]].'''&lt;br /&gt;
* '''[[Doctors]]''' can &amp;quot;prescribe&amp;quot; treatment, such as bed rest, using splints for broken [[bone]]s, amputation for infected limbs, and surgery.&lt;br /&gt;
** Doctors will set [[bone]]s for simple fractures, use traction for difficult overlapping fractures and use surgery for disgusting compound fractures. They also excise [[rotting]] tissue and amputate limbs too rotted off to save.&lt;br /&gt;
** The system where [[dwarves]] heal on the [[season]] change is gone.&lt;br /&gt;
* [[Wound]]s are dressed with '''[[bandages]]''', which speeds [[healing]] and slows bleeding.&lt;br /&gt;
** '''[[Sutures]]''' make [[wound]]s heal faster.&lt;br /&gt;
** Sutures can be ripped out in [[combat]], causing pain/bleeding.&lt;br /&gt;
* '''[[Crutches]]''' are now in the game, allowing one legged [[dwarves]]/injured people to walk normally (as opposed to crawl). They will move faster as they get comfortable with their new crutch.&lt;br /&gt;
** '''[[Casts]]''' are also in.&lt;br /&gt;
* [[Creatures]] can now clean the filth they acquire due to various [[materials]], like mud, [[blood]], [[vomit]], etc.&lt;br /&gt;
** As such, [[soap]] has a use now, which deserves its own bullet point.&lt;br /&gt;
* You can appoint a &amp;quot;'''[[Nobles (DF2010)|chief medical dwarf]]'''&amp;quot; to handle the various medical information, which requires the &amp;quot;'''[[Diagnosis]]'''&amp;quot; [[skill]].&lt;br /&gt;
** What type of various medical information? &amp;quot;unit [[wound]]s/status/required treatments/medical history, etc.&amp;quot; - Think of it like the [[bookkeeper]].&lt;br /&gt;
* [[Dwarves]] are more proactive in saving [[wound]]ed people, and will do what they can in regards to bleeding on the way to the hospital.&lt;br /&gt;
* &amp;quot;Eyelids clean the eyes so you don't have to [[soap]] them off, but if an eyelid is torn off, I think they might [[soap]] the eyes.&amp;quot;&lt;br /&gt;
* Patients can use [[soap]]/[[water]] to clean [[wound]]s and grime to reduce infections. Sutures, casts, etc. will reduce infection as well.&lt;br /&gt;
* All cloth and thread [[items]] have associated lengths/areas now. Threads are use for sutures (thus, one &amp;quot;thread&amp;quot; item could be used for multiple sutures) and cloth is used for bandages. [[Items]] in this way aren't split (a la coins or [[bolts]]), but rather, they're consumed in pieces.&lt;br /&gt;
* Unskilled or apprentice doctors can make mistakes when treating a patient or doing surgery.&lt;br /&gt;
* &amp;quot;[[Healthcare]]&amp;quot; as a [[skill]] is gone. It's been replaced by 7 new labor [[settings]], 5 unit types, and 6 new [[skill]]s.&lt;br /&gt;
** There are different type of doctors associated with the [[skill]]s.&lt;br /&gt;
** Dressing [[wound]]s, diagnosis, surgery, setting [[bone]]s, suturing and walking with crutches appear to be the new [[skill]]s.&lt;br /&gt;
&lt;br /&gt;
===  [[Wound]]s and [[injuries]] ===&lt;br /&gt;
* The current 15HP-per-body-part system has been dropped in favor of individual [[wound]] tracking.&lt;br /&gt;
** The above also allows for scars.&lt;br /&gt;
* Open [[wound]]s can get simple infections, which results in oozing pus, slow [[healing]], and can even kill.&lt;br /&gt;
** [[Rotting]] [[wound]]s smell and contribute to infection levels, as does grime buildup.&lt;br /&gt;
* Tissue [[layer]]s can boil off when exposed to extreme heat.&lt;br /&gt;
* Phantom pains are gone.&lt;br /&gt;
* You can [[damage]] a creature's motor and sensitivity nerves. Motor [[damage]] prevents that part from working, and sensory nerve damage makes you lose feeling in that body part.&lt;br /&gt;
* Partial and compound fractures are now possible.&lt;br /&gt;
* Fractured [[bone]] can be knocked inwards to cause [[damage]] to organs, like forcing a jagged piece of [[skull]] into the brain. [[Bone]]s can also [[pierce]] [[layer]]s, like having [[bone]] sticking out of your [[skin]].&lt;br /&gt;
* Guts are under [[pressure]] and can pop out of a [[wound]].&lt;br /&gt;
* Injured [[creatures]] can continue to work if they are treated. A miner who breaks his left hand will go back to [[mining]] with his right hand (after his broken hand is set in a cast).&lt;br /&gt;
* &amp;quot;There are lots of [[wound]]s that won't heal now if they aren't treated (aside from the nerve stuff, the three kinds of bad breaks won't heal if not treated), and infected [[wound]]s heal very slowly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===  Poisons ===&lt;br /&gt;
* Types of poison effects: pain, swelling, oozing [[wound]]s, bruising, blisters, numbness, paralysis, fever, bleeding, coughing/[[vomit]]ing [[blood]], nausea, [[vomit]]ing, unconsciousness, necrosis, impaired vision, drowsiness, and dizziness.&lt;br /&gt;
* Poisons can be contacted, injected, or inhaled.&lt;br /&gt;
* You can be immune to poisons; [[creatures]] seem immune to their own poisons.&lt;br /&gt;
* Severs transfer containment, so that a ripped off venom fang from a [[Giant Cave Spider]] will remain venomous. As of now you cannot use it as a [[weapon]].&lt;br /&gt;
&lt;br /&gt;
== The Underground ==&lt;br /&gt;
 &lt;br /&gt;
[[Image:DF2010_6.png|thumb|400px|An example of the new caverns. Here you can see open areas and [[underground]] lakes, as well as passages linking them together]]&lt;br /&gt;
&lt;br /&gt;
=== Underground Features ===&lt;br /&gt;
* Underground [[layer]]s have been entirely revamped, allowing for more diverse [[underground]] with new [[creatures]], features, and other interesting goodies, such as Mushroom Forests.&lt;br /&gt;
* The standard amount of [[layer]]s (around 15) has been scrapped and increased dramatically; upwards of 50-100 [[layer]]s.&lt;br /&gt;
* Each cave [[layer]] [[region]] (which is a certain depth and portion of the world map) has its own name, animal populations, [[civilizations]], etc.&lt;br /&gt;
** They also show up on the legends screen.&lt;br /&gt;
* '''[[Caverns]]''' now exist [[underground]]. Caverns are open areas underneath the earth, and are home to [[creatures]], [[underground]] lakes, and other interesting features.&lt;br /&gt;
* Features are much more easy to discover, and almost every site is guaranteed to have SOMETHING interesting in it.&lt;br /&gt;
** For instance, [[magma]] is almost always guaranteed to be at the very bottom [[layer]].&lt;br /&gt;
* Features can span multiple world tiles, and can be explored via adventure mode and [[dwarf]] [[fortress]] mode.&lt;br /&gt;
* You can use [[world gen]] parameters to get rid of [[underground]] features. The default [[settings]] are set for cavernous so you're guaranteed to find cool stuff.&lt;br /&gt;
* Features are not instantly revealed anymore. [[Underground]] areas must be explored by [[dwarves]] prior to revealing features. &lt;br /&gt;
** So yeah, the new system is to have a 60 or so tile [[flood]] out from your [[dwarves]] as they go [[underground]], and any time they get within 30 tiles of the 60 tile [[flood]] (flags are kept when the [[flood]] got out to 30, roughly), it'll [[flood]] out again, picking up those flags and placing new ones, so it moves out in a kind of chunky way.&lt;br /&gt;
** [[Squads]] can't take [[orders]] to walk into hidden [[zones]] (must reveal first).&lt;br /&gt;
* It's possible for an [[adventurer]] to enter a massive [[underground]] cavern on one side of the world and journey all the way to the other.&lt;br /&gt;
* Bottomless pits and chasms are gone for the time being, replaced by finite caverns.&lt;br /&gt;
&lt;br /&gt;
===  [[Critter]]s (normal and animalman-y) ===&lt;br /&gt;
* Underground animalpeople can use crude [[weapons]] and mounts now.&lt;br /&gt;
** Batmen could ride giant bats and shoot poison darts at you with makeshift blowguns made from [[giant cave spider]] legs - whoa!&lt;br /&gt;
** Their goal is to cause as much havoc as they can before sneaking back home.&lt;br /&gt;
* Underground [[critter]]s are &amp;quot;drawn&amp;quot; from a large population that is off site. They will replenish their population so long as a cavern has an open &amp;quot;edge&amp;quot; allowing them to spawn in.&lt;br /&gt;
* The above, coupled with other changes, allows for the possibility of never-ending attacks.&lt;br /&gt;
* [[Antmen]] now have creature castes which separate them, including queens.&lt;br /&gt;
** There are also [[antmen]] nests to worry about.&lt;br /&gt;
* '''[[Gremlins]]''' are back. These sneaky dudes are invisible until spotted, and will step on [[pressure]] [[plate]]s, pull levers, and open cages.&lt;br /&gt;
* There are many new (toadyOne mentioned around 40) [[underground]] [[critter]]s.&lt;br /&gt;
&lt;br /&gt;
===  [[Critter]]s (random beasts) ===&lt;br /&gt;
* Random [[critter]]s are now possible. They come in two flavors: &amp;quot;'''[[Titans]]'''&amp;quot;, which are above ground and serve as megabeasts, and &amp;quot;'''[[Forgotten Beasts]]'''&amp;quot;, who live [[underground]]&lt;br /&gt;
* Random [[creatures]] are just that - random. The can have unique attacks, like firebreath or poison, as well as a random number of body modifiers like legs, wings, etc.&lt;br /&gt;
** Some examples: a ribbon worm with wings made of stretched [[skin]]. An eyeless antenna lizard. A [[glob]] of [[vomit]] inside a round shell. &lt;br /&gt;
* They pull from certain base types (blob, quadruped, humanoid) as well as various animal/creature features. &lt;br /&gt;
** Dinosaur types (?!) are also now possible&lt;br /&gt;
*** They have feathers to boot&lt;br /&gt;
* These are seen as the ultimate challenge of the game&lt;br /&gt;
&lt;br /&gt;
===  [[HFS]] ===&lt;br /&gt;
* The old [[HFS]] that we know of is gone, replaced by new baddies. The [[critter]]s of the [[HFS]] seemed to have survived the [[version]] change, however.&lt;br /&gt;
* [[Toady]] has spent countless days working on the new [[HFS]], and he's been silent on what it could entail.&lt;br /&gt;
* There is a lot of nasty stuff underneath, seemingly related to the old &amp;quot;end of the world&amp;quot; timers.&lt;br /&gt;
* It should be a bit different, a bit the same, and always a threat rather than a one-time problem.&lt;br /&gt;
&lt;br /&gt;
== The World ==&lt;br /&gt;
&lt;br /&gt;
===  [[Civilizations]] ===&lt;br /&gt;
* There is now the notion of a '''[[split leadership]]'''. Some leaders may prefer to be &amp;quot;traditional&amp;quot; rulers, hanging back in their cities while appointing generals to command their armies. Others may prefer to lead battles and wars themselves.&lt;br /&gt;
* [[Goblin]] society is more violent than ever. They respect those with power, and [[demons]] will be forced to kill for their loyalty. Other [[goblin]]s, however, can do the same.&lt;br /&gt;
** [[Goblin]]s obtain their structure over the course of world generation. For instance, [[demons]] are not hard-coded as leaders, and must earn their position.&lt;br /&gt;
* Forgotten beasts can escape from the [[underground]] and try and pass themselves off as [[god]]s, gaining worshipers and taking control of [[civilizations]].&lt;br /&gt;
* Leaders of [[civilizations]] can now own &amp;quot;pets&amp;quot; - and by that, I mean they can [[tame]] wild animals and use them in war. [[Giant eagles]], [[tigers]], everything is fair game.&lt;br /&gt;
** [[Elves]] have a great advantage here for obvious reasons, but [[dwarves]] will be able to make use of [[underground]] beasts.&lt;br /&gt;
* '''[[Priests]]''' are back.&lt;br /&gt;
&lt;br /&gt;
===  [[World Generation]] ===&lt;br /&gt;
* &amp;quot;I've added the ability to specify in the [[world gen]] parameters the number of sky z-levels, the number of z-levels minimum between each [[layer]] (it'll often be more because of elevation changes), and the number of extra z-levels down at the bottom.&amp;quot;&lt;br /&gt;
* Much of the map feature code was rewritten to be more flexible in future expansions and updates.&lt;br /&gt;
&lt;br /&gt;
=== [[Megabeasts]] (general and [[Titans]]) ===&lt;br /&gt;
* [[Megabeasts]] aren't pushovers in worldgen anymore, and will survive longer and get more kills.&lt;br /&gt;
* [[Titans]] in good areas will be benign/neutral to [[creatures]].&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[[Notes on new positions]]&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Release_information&amp;diff=64605</id>
		<title>v0.31:Release information</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Release_information&amp;diff=64605"/>
		<updated>2010-03-04T20:41:39Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: /* Bodies */  fixed a couple of links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DFNewVersion}}&lt;br /&gt;
This page lists the changes in the [[version]] of [[Dwarf]] [[Fort]]ress to be released in early 2010.  The page links to currently existing pages which either have been or will need to be modified to list new details from the new [[version]].  It also lists to pages about entirely new subjects introduced in this [[version]], such as [http://new.df.magmawiki.com/wagn/Burrows burrows], articles created or completely changed based off of this version are marked in '''bold'''.&lt;br /&gt;
&lt;br /&gt;
Adapted from the [http://docs.google.com/Doc?docid=0AT8EQVUjrv96ZGc5cnBwOHZfMjgyY3FzZHFtanA&amp;amp;hl=en&amp;amp;pli=1 google docs file] by SirPenguin about the upcoming release.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Behind the scenes ==&lt;br /&gt;
&lt;br /&gt;
===  [[Materials]] ===&lt;br /&gt;
* The [[material]] system has been rewritten, and just about everything is made from a [[material]] now.&lt;br /&gt;
* It is now possible to track the identity of certain [[materials]], such as [[blood]] spatter.&lt;br /&gt;
* The [[color]] of a base [[material]] will now have more effects - a [[wagon]] made out of featherwood will reflect the [[color]] of the wood.&lt;br /&gt;
* [[Material]] breath [[weapons]] are possible, and can be made of any [[material]]. These are mainly linked with poisons, and when inhaled by a creature, they will become poisoned.&lt;br /&gt;
* Small amounts of certain [[materials]] ([[blood]], snow, etc.) can accumulate in a tile.&lt;br /&gt;
** For example, if enough liquid [[gold]] accumulates in a tile, it will cool into a [[glob]] of [[gold]].&lt;br /&gt;
** This also works for [[materials]] such as liquid (molten) [[metal]], which will cool into a [[glob]] which can then be used to [[melt]] down into a bar.&lt;br /&gt;
* [[Weapons]] and [[armor]] now use various &amp;quot;real world&amp;quot; [[attributes]] to calculate their effectiveness. Each [[material]] (rock, [[metal]]) uses the following:&lt;br /&gt;
** '''[[Density]]'''&lt;br /&gt;
** '''[[Impact/Shear Yield]]'''&lt;br /&gt;
** '''[[Impact/Shear Fracture]]'''&lt;br /&gt;
** '''[[Impact/Shear Elasticity]]'''&lt;br /&gt;
** '''[[Edge]]'''&lt;br /&gt;
&lt;br /&gt;
===  [[Raws]] ===&lt;br /&gt;
* Entity positions are now stored in the raw folders, allowing for custom positions through modding, as well as editing existing positions as you see fit.&lt;br /&gt;
** These include the [[Nobles (DF2010)|new military positions]] (General/Lieutenant/Captain/Militia Commander/Militia Captain).&lt;br /&gt;
* [[Attributes]] have also moved into the [[raws]], allowing you set all sorts of values such as how fast an attribute increases.&lt;br /&gt;
* Many objects - trees, plants, [[stone]]s, etc. - now have [[material]] lists in the [[raws]].&lt;br /&gt;
** Some [[raws]] have been merged, such as trees/plants, and [[stone]]s/[[metal]]s.&lt;br /&gt;
* A [[region]]'s raw files are now stored in their respective [[save]] folder.&lt;br /&gt;
&lt;br /&gt;
===  The d# series ===&lt;br /&gt;
* Translucent [[tilesets]] are supported, using PNG.&lt;br /&gt;
* The DF window can be resized on the fly.&lt;br /&gt;
* The grid size is autogenerated on startup; such [[init.txt|init.txt settings]] are ignored.&lt;br /&gt;
* Current desktop size is used for fullscreen size if fullscreen resolution is set to 0x0.&lt;br /&gt;
* The DF window can be zoomed on the fly using the mouse wheel. There are two modes, it defaults to mode 1. Pressing mouse wheel switches modes. Pressing F12 resets mode 1, not 2. In mode 1, the zoom from mode 2 is not visible. (And yes, you can use both at once.)&lt;br /&gt;
* The keyboard input system has been totally rewritten:&lt;br /&gt;
** You can bind multiple [[keys]] to one command.&lt;br /&gt;
** You can create keyboard [[macros]].&lt;br /&gt;
** Input bindings are divided into sections.&lt;br /&gt;
* Lots of bugfixes and performance improvements.&lt;br /&gt;
&lt;br /&gt;
===  '''[[Arena]]s''' ===&lt;br /&gt;
* '''[[Arena]]s''' are now in the game, and allow the player to set up battles with any kind of creatures with any type of equipment and have them face off.&lt;br /&gt;
&lt;br /&gt;
== [[Combat]] ==&lt;br /&gt;
&lt;br /&gt;
===  [[Squads]] ===&lt;br /&gt;
* The [[fortress guard]] is considered a squad under the [[sheriff]], and the [[royal guard]] is considered a squad under the [[Hammerer]].&lt;br /&gt;
* '''[[Nobles (DF2010)|Captains]]''' can be appointed under your '''[[Nobles (DF2010)|General]]''' and lead [[squads]].&lt;br /&gt;
* There is a system in place that will try its best to keep your schedules staffed, going so far as finding replacements when [[soldier]]s get hungry/tired, as well as forcing [[soldier]]s to stay on duty if no replacements are found.&lt;br /&gt;
* You have complete control over how [[squads]] handle rations - [[food]] and [[drink]] stored in backpacks and flasks - and [[alcohol]] can now be stored as a [[drink]] option.&lt;br /&gt;
* [[Champions#Heroes_and_Champions|Champions]] as heavily trained soldiers are no more. Rather, a single '''[[Nobles (DF2010)|Champion]]''' is an appointed position that your [[duke]]/[[count]]/[[baron]] appoints.&lt;br /&gt;
* &amp;quot;Lord&amp;quot; [[soldier]]s aren't restricted in their weapon choice, and can be made into [[civilian]]s again.&lt;br /&gt;
* Beds, racks, stands, boxes/chests and [[cabinets]] can now be assigned to squad positions.&lt;br /&gt;
* You can now use the [[note]] making system to lay out stations and patrol routes for your [[squads]].&lt;br /&gt;
* [[Sparring]] has been redone.&lt;br /&gt;
* A [[dwarf]] skilled in one [[skill]] can teach students via demonstrations of how to fight. This is set up in a classroom environment, so no actual [[sparring]] takes place (less dangerous).&lt;br /&gt;
** Even slightly skilled [[dwarves]] can teach people below them.&lt;br /&gt;
** There are also instructor monitored drill and [[sparring]] sessions.&lt;br /&gt;
** &amp;quot;They can currently teach weapon [[skill]]s, [[wrestling]], dodging, punching (grasp strikes), kicking (stance strikes), shield and [[armor]] use, yeah.  They can also teach general close-quarters/ranged [[combat]] principles.&amp;quot;&lt;br /&gt;
* [[Personalities]] play a role in these lessons. Naturally lazy [[dwarves]] will have a harder time learning and concentrating, though they can overcome them with [[skill]]/attribute increases.&lt;br /&gt;
** An instructor's [[personality]] is also taken into account, as a naturally reckless instructor is more willing to send green recruits into [[sparring]] sessions.&lt;br /&gt;
* Squad selection/[[orders]] now can occur in real time.&lt;br /&gt;
* The [[military]] menu has been entirely redone.&lt;br /&gt;
* You can issue [[orders]] to several [[squads]] at once or several individuals across different [[squads]].&lt;br /&gt;
* Kill [[orders]] are now possible. You can select any creature your [[fort]] does not control to be killed.&lt;br /&gt;
* You can give [[squads]] nicknames if you wish.&lt;br /&gt;
** You can also give your [[barracks]] nicknames to help keep them separated.&lt;br /&gt;
&lt;br /&gt;
===  Squad [[Equipment]] ===&lt;br /&gt;
* There is now a position called the '''[[Nobles (DF2010)|Arsenal Dwarf]]''' who handles various [[equipment]] delegation.&lt;br /&gt;
* You can now establish &amp;quot;'''[[uniforms]]'''&amp;quot; for your [[soldier]]s. With it, you can assign specific [[armor]], [[weapons]], and other such [[equipment]] that you want all [[soldier]]s in a squad to wear.&lt;br /&gt;
** This allows for you to establish either [[equipment]] protocols (I want this squad to carry a [[sword]] and a shield) or literal uniforms, such as all guards wearing dyed blue cloaks.&lt;br /&gt;
* [[Soldier]]s know the difference between [[training]], battle, and [[civilian]] [[equipment]], and when/how to switch between them, as well as how to store them, which is usually done in [[barracks]] via boxes (which can be assigned to [[squads]]).&lt;br /&gt;
** The above also extends to [[Wood cutter|woodcutters]]/[[Miner|miners]], who know how to properly retrieve/store their picks and axes.&lt;br /&gt;
** [[Equipment]] can be stored in squad boxes.&lt;br /&gt;
* You can now handle [[ammo]] allocation by [[material]], so you can set aside [[metal]] [[bolts]] for battle and wooden [[bolts]] for [[training]]. [[Squads]] will maintain such [[ammo]] counts on their own.&lt;br /&gt;
** You can also handle [[ammo]] by type, so that you can have a squad that only uses [[bolts]]/arrows left over by invaders, etc.&lt;br /&gt;
** You have similar control over [[Hunter]] [[ammo]].&lt;br /&gt;
* [[Training]] [[weapons]] are in now, made at the carpenter's shop. Due to the nature of the [[material]] rewrite, these [[weapons]] lack edges, making them far less dangerous.&lt;br /&gt;
* [[Dwarves]] can handle any weapon now (they are not restricted to the current 6 [[weapons]]). &lt;br /&gt;
** [[Blowdart]] [[squads]] confirmed.&lt;br /&gt;
* [[Critter]]s now become familiar/accustomed to [[items]] they use often, such as [[armor]] and [[weapons]]. Being familiar with an item gives them better rolls during [[combat]].&lt;br /&gt;
** They can also become attached to [[items]] and will refuse upgrades.&lt;br /&gt;
* [[Items]] keep track of [[creatures]] they kill now, and that will show up in the [[legends mode]].&lt;br /&gt;
* [[Items]] can become &amp;quot;named&amp;quot; - raised to a semi-[[artifact]] level - if they have seen a lot of battles or have killed someone of a historical figure era-level of importance.&lt;br /&gt;
* [[Dwarves]] will now fill up their [[Quiver|quivers]] properly - they will not go into [[combat]] with 1 bolt in their [[quiver]] if they can help it.&lt;br /&gt;
* You can assign specific [[items]] to units (useful for cases such as [[artifact]]s).&lt;br /&gt;
* [[Dwarves]] assigned to [[squads]] will go train in their free time if they have self-discipline. This includes individual drilling practice.&lt;br /&gt;
* 1/3 of [[dwarves]] have a &amp;quot;favored&amp;quot; weapon.&lt;br /&gt;
&lt;br /&gt;
===  [[Weapons]] and [[Armor]] ===&lt;br /&gt;
[[Image:DF2010_1.png|thumb|400px|The new [[combat report]]s. [[Note]] the date, ability to zoom on location, and more flavorful descriptions.]]&lt;br /&gt;
* All [[weapons]] now have multiple '''[[attack types]]''' (a [[sword]] can use a thrusting attack, or with the blade itself, or even the pommel) and each attack can do a different type of [[damage]].&lt;br /&gt;
* [[Armor]] [[skill]] and quality of the [[armor]] increases your &amp;quot;deflection&amp;quot; roll, which alters the effective force of an attack.&lt;br /&gt;
* [[Weapons]] don't use hard-coded percentage [[damage]] anymore, but rather, use their [[material]]'s various properties in order to determine [[damage]].&lt;br /&gt;
* The swing velocity of a [[hammer]] is determined by the strength and weight of the [[hammer]] itself, among other things.&lt;br /&gt;
* Woven/Chain [[items]] have a &amp;quot;structural elasticity&amp;quot; property (compared to [[plate]]/scale).&lt;br /&gt;
&lt;br /&gt;
===  Attacks ===&lt;br /&gt;
* [[Combat]] has been entirely rebalanced due to the new [[material]] and body changes.&lt;br /&gt;
* Small [[creatures]] are now able to take on larger [[creatures]] by pecking away at their bodies, something which was impossible in the old [[version]].&lt;br /&gt;
** Thanks to the [[material]] rewrite, though, a well [[armor]]ed knight will fare without many problems against 20 groundhogs.&lt;br /&gt;
** Multiple small attacks will have a cumulative effect.&lt;br /&gt;
* &amp;quot;I had a [[dragon]] fight some lions, and after a little bit of dragonfire and close [[combat]], I ended up with a [[dragon]] covered with the grammatically-in-progress &amp;quot;lion [[melted]] [[fat]] spatter&amp;quot;.&amp;quot;&lt;br /&gt;
* Attacks take into account the position and relative nature of the body. Attacks won't &amp;quot;loopity-loop&amp;quot; through the body.&lt;br /&gt;
* Temperature transfer between wrestlers is now possible, so think twice before [[wrestling]] that [[spirit of fire]].&lt;br /&gt;
** Stuck-ins also transfer temperature.&lt;br /&gt;
* Ranged damage has been nerfed, in addition to [[bolts]] making &amp;quot;logical&amp;quot; paths now. The firing rate remains the same.&lt;br /&gt;
* There's now a notion of a &amp;quot;squared shot&amp;quot;, in that your attack could hit someone's arm full force, but if you didn't hit in in the right area, the [[bone]] would not break. This helps many problems, such as with [[bolts]], as well as axes/[[sword]]s not lopping everything off every time you swing.&lt;br /&gt;
* Twisting your weapon in a [[wound]] has been balanced, and won't just amplify [[damage]] forever.&lt;br /&gt;
* [[Toady]] on the path of the force of an attack: &amp;quot;The [[armor]] is all checked in order from outer to inner, then it gets at the tissue [[layer]]s, altering the character of the attack as it goes.&amp;quot;&lt;br /&gt;
* Attacks can pass through a [[wound]] sufficiently large enough.&lt;br /&gt;
* Force from blunt [[weapons]] can transcend [[layer]]s. For instance, a [[hammer]] can bruise the [[skin]] while breaking the [[bone]] underneath.&lt;br /&gt;
** As such, [[plate]] [[armor]]'s benefits are generally ignored by blunt attacks, and [[leather]] [[armor]] would prove to be more effective.&lt;br /&gt;
* &amp;quot;Solid breath can take the form of a forward moving dust puff that accidentally knocks people out due to some [[cave-in]] code.  When I fix that, KOs make or may not be a parameter.  Solid breath can also take the form of a solid [[glob]] (a small one right now) that is hurled like a [[stone]].  It might as well be a thrown [[stone]] of the solid.  Solid breath can also be an undirected dust puff (also accidental knockouts).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== [[Creatures]] (general) ==&lt;br /&gt;
&lt;br /&gt;
===  [[Attributes]]/[[Skill]]s ===&lt;br /&gt;
* The attribute system has received an overhaul. There are now 19 [[attributes]] split across physical and mental. They are:&lt;br /&gt;
** Body:&lt;br /&gt;
*** '''[[strength]]'''&lt;br /&gt;
*** '''[[agility]]'''&lt;br /&gt;
*** '''[[toughness]]'''&lt;br /&gt;
*** '''[[endurance]]''' - this'll take some of the weight off of [[toughness]] and control your exertion.&lt;br /&gt;
*** '''[[recuperation]]''' - somebody suggested &amp;quot;resilience&amp;quot;. i don't really like any of the names... in any case, this will control the [[healing]] of your physical [[wound]]s.&lt;br /&gt;
*** '''[[disease resistance]]''' - the more time i spend on infection and venom, the more this will matter for this release. there will also likely be a notion of specific immunities, some of which you could gain with exposure or whatever ends up making the most sense.&lt;br /&gt;
** '''[[soul]]''':&lt;br /&gt;
*** '''[[analytical ability]]''' - thinky stuff.&lt;br /&gt;
*** '''[[memory]]''' - remembery stuff.&lt;br /&gt;
*** '''[[creativity]]''' - being able to make up neat stuff.&lt;br /&gt;
*** '''[[intuition]]''' - being able to get stuff.&lt;br /&gt;
*** '''[[focus]]''' - being able to get into stuff.&lt;br /&gt;
*** '''[[willpower]]''' - being able to keep on with and cope with stuff.&lt;br /&gt;
*** '''[[patience]]''' - being able to handle not doing stuff.&lt;br /&gt;
*** '''[[spatial sense]]''' - sense of surrounding stuff.&lt;br /&gt;
*** '''[[kinesthetic sense]]''' - sense of own stuff.&lt;br /&gt;
*** '''[[linguistic ability]]''' - all of the wordsy stuff.&lt;br /&gt;
*** '''[[musicality]]''' - musicky stuff.&lt;br /&gt;
*** '''[[empathy]]''' - being able to feel other peoples' stuff.&lt;br /&gt;
*** '''[[social awareness]]''' - being able to manage and handle social stuff.&lt;br /&gt;
&lt;br /&gt;
* [[Creatures]] now have '''[[souls]]''', and these souls serve as storage for a creature's mental [[attributes]] and [[skill]]s.&lt;br /&gt;
** [[Creatures]] can have multiple souls, though there is no such use in the current [[version]].&lt;br /&gt;
* [[Attributes]] and [[skill]]s can now &amp;quot;'''[[Skill rust|rust]]'''&amp;quot; if the attribute/[[skill]] is unused for a long period of time. The more rust the [[skill]] or attribute has, the less effective it is, and high enough rust will actually &amp;quot;delevel&amp;quot; the ability. Rust can be worked off by simply using the attribute or [[skill]] in question.&lt;br /&gt;
* Attribute/[[skill]] display system has been redone so as to not overwhelm the player.&lt;br /&gt;
** [[Skill]]s have been split up into '''[[Skill groups|15 logical groups]]''' to make assigning [[skill]]s easier.&lt;br /&gt;
* [[Creatures]] now have a &amp;quot;'''[[situational awareness]]'''&amp;quot; [[skill]], which handles a [[creatures]] ability to deal with surprise attacks and ambushes.&lt;br /&gt;
* The [[wrestling]] has been split into the following [[skill]]s:&lt;br /&gt;
** '''[[Wrestling]]'''&lt;br /&gt;
** '''[[Dodging]]'''&lt;br /&gt;
** '''[[Grasp strikes]]'''&lt;br /&gt;
** '''[[Stance strikes]]'''&lt;br /&gt;
* There are also general '''[[melee attack|melee]]''' and '''[[range attack]]''' [[skill]]s (which help with [[combat]] rolls but are separate from &amp;quot;axe mastery&amp;quot;, etc.)&lt;br /&gt;
* [[Attributes]] and rust rates are linked to specific castes, so you could have brutes intermixed with brainy [[creatures]] of a single race.&lt;br /&gt;
* &amp;quot;Ceilings of [[attributes]] are a percentage of the starting value.  So a strength 1000 [[dwarf]] might attain 2000, and a strength 750 [[dwarf]] might attain 1500.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===  Appearances ===&lt;br /&gt;
[[Image:DF2010_2.png|thumb|400px|The new description window]]&lt;br /&gt;
* [[Creatures]] are now unique to each other with different appearances, including hair [[color]], facial features, etc.&lt;br /&gt;
** These are visible in [[adventurer]] mode as well.&lt;br /&gt;
** Different [[color]] patterns are also available, like striped or mottled.&lt;br /&gt;
* [[Creatures]] can also be fatter/taller/etc. than usual. This affects their [[size]]. Fatter [[creatures]] can last without [[food]] longer.&lt;br /&gt;
** [[Creatures]] have a '''[[metabolism]]''' now, which deals with how fast they heal and how fast they burn [[fat]].&lt;br /&gt;
** [[Fat]] [[creatures]] also move slower.&lt;br /&gt;
* The trimming of hair/nails is also possible for civilized [[creatures]], and they will grow long and unkempt without such activities.&lt;br /&gt;
* [[Creatures]] '''[[genetics|inherit appearances from their parents]]'''. This includes dominant/recessive genes.&lt;br /&gt;
** As one example, you can use this system to breed your dogs to a certain [[color]]/[[size]].&lt;br /&gt;
* [[Layer]] trimming/caring uses style definitions from a culture. Some cultures may grow beards, others may shave them. Prisoners, etc. may be forced to adapt these new styles.&lt;br /&gt;
* Speaking of beards, as if it wasn't obvious by now, but this means [[dwarves]] finally have beards!&lt;br /&gt;
** On a more startling note - so do [[elves]]!&lt;br /&gt;
* [[Creatures]] can now be part of a '''[[caste]]''', and this may govern many things, such as their profession, appearance, etc.&lt;br /&gt;
&lt;br /&gt;
===  Bodies ===&lt;br /&gt;
* Tissues now come in [[layer]]s. You must bypass a [[layer]] to reach one below it. Some [[layer]]s are dependent on others (hair can only exist if there's [[skin]] underneath it, etc.)&lt;br /&gt;
* '''[[Hair]]''' acts as a [[layer]] on [[skin]]. It can come in many different styles (sparse, strands, etc.)&lt;br /&gt;
*  '''[[Hair]]''' grows and eventually grays over time. It can be trimmed, and if left alone it will become shaggy and unkempt.&lt;br /&gt;
* Body parts and tissue [[layer]]s can be made out of any [[material]] you want, such as for logical [[creatures]] like [[Iron Men]], and illogical abominations like [[Dwarf]] Lung Men.&lt;br /&gt;
* It's now possible for some [[creatures]] to be made out of solid [[material]], such as [[Iron man|Iron Men]], who are much harder to fight.&lt;br /&gt;
* You can also have hollow body parts, perhaps filled with air or other [[materials]].&lt;br /&gt;
* Some [[layer]]s can serve as protection, such as [[Chitin|chitin layer]]s. [[Bone|Bone layer]]s also protect organs, such as the [[skull]] protecting the brain.&lt;br /&gt;
* [[Creatures]] now have teeth, rib, cheeks, eyelids, nails, and lips. Teeth and ribs are not individualized, but rather are tracked by groups (i.e., top left molars, etc.)&lt;br /&gt;
* [[Creatures]] also now have tendons and ligaments, and are made from the &amp;quot;sinew&amp;quot; [[material]].&lt;br /&gt;
* [[Creatures]] store energy from their [[food]], getting [[fat]]ter and more muscular.&lt;br /&gt;
** [[Fat]] affects such things as insulation, speed, etc.&lt;br /&gt;
** Strength also increases muscle [[size]]. Both have an effect on a creature's total [[size]].&lt;br /&gt;
* Guts are realistically [[color]]ed - crazy stuff!&lt;br /&gt;
* It is now possible to &amp;quot;flay&amp;quot; a creature. Have fun!&lt;br /&gt;
* We've also got [[water]] freezing into frosty stuffs on people if they get [[wet]] and then step out into the cold, and [[steam]] coming off of spirits of fire in the rain. &lt;br /&gt;
* [[Skeletal]] [[critter]]s now have their [[bone]]s held together by rotted ligaments.&lt;br /&gt;
&lt;br /&gt;
===  [[Thoughts]] ===&lt;br /&gt;
* &amp;quot;[[Thoughts]]&amp;quot; of a [[dwarf]] have been redone. The new screen includes their current [[thoughts]], age/birthday, physical description paragraph, a description of their [[attributes]], their likes/dislikes, and their mannerisms. Also included are descriptions for their [[wound]]s/scars.&lt;br /&gt;
* A [[dwarf]]'s birthday and age are stored in their [[profile]] now.&lt;br /&gt;
* [[Dwarves]] now have '''[[mannerisms]]''', such as &amp;quot;always scratches his head when he's trying to remember something&amp;quot;, &amp;quot;laughs at his own jokes&amp;quot; or &amp;quot;talks to herself whenever she's bored&amp;quot;. There are 65 types with 3-5 situation qualifiers.&lt;br /&gt;
&lt;br /&gt;
== [[Fortress Mode]] ==&lt;br /&gt;
&lt;br /&gt;
===  Organization ===&lt;br /&gt;
* '''[http://new.df.magmawiki.com/wagn/Burrows Burrow]'''s! Burrows are areas in your [[fort]] where [[dwarves]] live and work in. You can assign these areas like [[zones]] and assign [[dwarves]] to them. [[Dwarves]] will only use [[workshops]], rooms, etc. in [http://new.df.magmawiki.com/wagn/Burrows burrow]s they are assigned to.&lt;br /&gt;
* There are a significant number of ways to utilize burrows, from restricting certain [[mining]] expeditions to [[skill]]ed [[dwarves]], to making noble districts, to setting &amp;quot;emergency&amp;quot; [[zones]] for [[civilian]]s to flee to, etc.&lt;br /&gt;
* You can set [[soldier]]s so that they defend certain [[burrow]]s. If an enemy enters a [[burrow]] they know enough to stop what they're doing and head towards it to defend it.&lt;br /&gt;
* You may choose and appoint someone as your [[baron]] when you reach [[barony]] status. You can elect not to have one as well.&lt;br /&gt;
* There are now &amp;quot;code generated&amp;quot; positions, such as '''[[priests]]''' who are named after the [[god]] they worship (Priest of Ciramore, etc.)&lt;br /&gt;
* [[Dwarves]] won't immediately drop everything if they find themselves hungry or tired, and will try to finish their current [[job]] first.&lt;br /&gt;
* There's a difference between sleeping [[barracks]] and squad [[barracks]].&lt;br /&gt;
* Liaisons will be be generated from scratch if they die.&lt;br /&gt;
&lt;br /&gt;
===  [[Workshops]] ===&lt;br /&gt;
[[Image:DF2010_3.png|thumb|400px|[[Statues]] now have art associated with them.]]&lt;br /&gt;
[[Image:DF2010_4.png|thumb|400px|Some new [[crafts]] you can make.]]&lt;br /&gt;
* [[Statues]] and figurines now have art associated with them.&lt;br /&gt;
** &amp;quot;[[Statues]] of specific [[dwarves]] get the [[dwarf]]'s name right in the item name.&amp;quot;&lt;br /&gt;
* Custom [[workshops]] are now able to be modded in, allowing you to set up custom [[reactions]].&lt;br /&gt;
** These can support [[corpse]] harvested [[items]], like shells/horns, and might use barrels/other [[containers]].&lt;br /&gt;
* You can now make [[crafts]] out of horn, ivory, teeth, and other new body parts.&lt;br /&gt;
** These include [[dragon]] tooth [[rings]] and [[ivory]] crowns.&lt;br /&gt;
* [[Butchery]] has been overhauled due to the new body part systems, with [[creatures]] yielding many more parts for consumption.&lt;br /&gt;
* It is now possible to have automated [[fishing]] [[cleaning]] and [[fat]] rendering.&lt;br /&gt;
&lt;br /&gt;
===  Alerts and [[Announcements]] ===&lt;br /&gt;
* The alert statuses (i.e., &amp;quot;Stay Indoors&amp;quot;) have been entirely redone. You may set several custom alerts with a user defined behaviour. For instance, you could set a &amp;quot;[[Underground]] Attack&amp;quot; alert where you force [[soldier]]s to equip melee [[weapons]] and head to a predefined location.&lt;br /&gt;
* These alerts can also be assigned to [[civilian]]s, such as telling them to flee to the great hall.&lt;br /&gt;
* [[Combat reports]] have been redone in hopes of consolidating sentences and making it more interesting to read&lt;br /&gt;
* Combat reports are separated into [[combat]], [[sparring]], and hunting reports. You'll see a notification on the side of the screen letting you know a [[combat report]] has been generated.&lt;br /&gt;
** They are also timestamped.&lt;br /&gt;
* You can choose different options for each announcement, like whether you want it to pause the game or recenter your view.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
* Caravans can now bring sand and glass!&lt;br /&gt;
* Also flasks, waterskins, quivers and backpacks.&lt;br /&gt;
&lt;br /&gt;
== [[Healthcare]] ==&lt;br /&gt;
&lt;br /&gt;
===  Doctors, hospitals, and how to cure what ails you ===&lt;br /&gt;
[[Image:DF2010_5.png|thumb|400px|The new [[wound]] [[color]]ing system.]]&lt;br /&gt;
* '''[[Hospitals]]''' are used like [[zones]]. [[Items]] used within these [[zones]] (beds, tables, boxes) allow for hospital use.&lt;br /&gt;
** They also use a new item, called a '''[[traction bench]].'''&lt;br /&gt;
* '''[[Doctors]]''' can &amp;quot;prescribe&amp;quot; treatment, such as bed rest, using splints for broken [[bone]]s, amputation for infected limbs, and surgery.&lt;br /&gt;
** Doctors will set [[bone]]s for simple fractures, use traction for difficult overlapping fractures and use surgery for disgusting compound fractures. They also excise [[rotting]] tissue and amputate limbs too rotted off to save.&lt;br /&gt;
** The system where [[dwarves]] heal on the [[season]] change is gone.&lt;br /&gt;
* [[Wound]]s are dressed with '''[[bandages]]''', which speeds [[healing]] and slows bleeding.&lt;br /&gt;
** '''[[Sutures]]''' make [[wound]]s heal faster.&lt;br /&gt;
** Sutures can be ripped out in [[combat]], causing pain/bleeding.&lt;br /&gt;
* '''[[Crutches]]''' are now in the game, allowing one legged [[dwarves]]/injured people to walk normally (as opposed to crawl). They will move faster as they get comfortable with their new crutch.&lt;br /&gt;
** '''[[Casts]]''' are also in.&lt;br /&gt;
* [[Creatures]] can now clean the filth they acquire due to various [[materials]], like mud, [[blood]], [[vomit]], etc.&lt;br /&gt;
** As such, [[soap]] has a use now, which deserves its own bullet point.&lt;br /&gt;
* You can appoint a &amp;quot;'''[[Nobles (DF2010)|chief medical dwarf]]'''&amp;quot; to handle the various medical information, which requires the &amp;quot;'''[[Diagnosis]]'''&amp;quot; [[skill]].&lt;br /&gt;
** What type of various medical information? &amp;quot;unit [[wound]]s/status/required treatments/medical history, etc.&amp;quot; - Think of it like the [[bookkeeper]].&lt;br /&gt;
* [[Dwarves]] are more proactive in saving [[wound]]ed people, and will do what they can in regards to bleeding on the way to the hospital.&lt;br /&gt;
* &amp;quot;Eyelids clean the eyes so you don't have to [[soap]] them off, but if an eyelid is torn off, I think they might [[soap]] the eyes.&amp;quot;&lt;br /&gt;
* Patients can use [[soap]]/[[water]] to clean [[wound]]s and grime to reduce infections. Sutures, casts, etc. will reduce infection as well.&lt;br /&gt;
* All cloth and thread [[items]] have associated lengths/areas now. Threads are use for sutures (thus, one &amp;quot;thread&amp;quot; item could be used for multiple sutures) and cloth is used for bandages. [[Items]] in this way aren't split (a la coins or [[bolts]]), but rather, they're consumed in pieces.&lt;br /&gt;
* Unskilled or apprentice doctors can make mistakes when treating a patient or doing surgery.&lt;br /&gt;
* &amp;quot;[[Healthcare]]&amp;quot; as a [[skill]] is gone. It's been replaced by 7 new labor [[settings]], 5 unit types, and 6 new [[skill]]s.&lt;br /&gt;
** There are different type of doctors associated with the [[skill]]s.&lt;br /&gt;
** Dressing [[wound]]s, diagnosis, surgery, setting [[bone]]s, suturing and walking with crutches appear to be the new [[skill]]s.&lt;br /&gt;
&lt;br /&gt;
===  [[Wound]]s and [[injuries]] ===&lt;br /&gt;
* The current 15HP-per-body-part system has been dropped in favor of individual [[wound]] tracking.&lt;br /&gt;
** The above also allows for scars.&lt;br /&gt;
* Open [[wound]]s can get simple infections, which results in oozing pus, slow [[healing]], and can even kill.&lt;br /&gt;
** [[Rotting]] [[wound]]s smell and contribute to infection levels, as does grime buildup.&lt;br /&gt;
* Tissue [[layer]]s can boil off when exposed to extreme heat.&lt;br /&gt;
* Phantom pains are gone.&lt;br /&gt;
* You can [[damage]] a creature's motor and sensitivity nerves. Motor [[damage]] prevents that part from working, and sensory nerve damage makes you lose feeling in that body part.&lt;br /&gt;
* Partial and compound fractures are now possible.&lt;br /&gt;
* Fractured [[bone]] can be knocked inwards to cause [[damage]] to organs, like forcing a jagged piece of [[skull]] into the brain. [[Bone]]s can also [[pierce]] [[layer]]s, like having [[bone]] sticking out of your [[skin]].&lt;br /&gt;
* Guts are under [[pressure]] and can pop out of a [[wound]].&lt;br /&gt;
* Injured [[creatures]] can continue to work if they are treated. A miner who breaks his left hand will go back to [[mining]] with his right hand (after his broken hand is set in a cast).&lt;br /&gt;
* &amp;quot;There are lots of [[wound]]s that won't heal now if they aren't treated (aside from the nerve stuff, the three kinds of bad breaks won't heal if not treated), and infected [[wound]]s heal very slowly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===  Poisons ===&lt;br /&gt;
* Types of poison effects: pain, swelling, oozing [[wound]]s, bruising, blisters, numbness, paralysis, fever, bleeding, coughing/[[vomit]]ing [[blood]], nausea, [[vomit]]ing, unconsciousness, necrosis, impaired vision, drowsiness, and dizziness.&lt;br /&gt;
* Poisons can be contacted, injected, or inhaled.&lt;br /&gt;
* You can be immune to poisons; [[creatures]] seem immune to their own poisons.&lt;br /&gt;
* Severs transfer containment, so that a ripped off venom fang from a [[Giant Cave Spider]] will remain venomous. As of now you cannot use it as a [[weapon]].&lt;br /&gt;
&lt;br /&gt;
== The Underground ==&lt;br /&gt;
 &lt;br /&gt;
[[Image:DF2010_6.png|thumb|400px|An example of the new caverns. Here you can see open areas and [[underground]] lakes, as well as passages linking them together]]&lt;br /&gt;
&lt;br /&gt;
=== Underground Features ===&lt;br /&gt;
* Underground [[layer]]s have been entirely revamped, allowing for more diverse [[underground]] with new [[creatures]], features, and other interesting goodies, such as Mushroom Forests.&lt;br /&gt;
* The standard amount of [[layer]]s (around 15) has been scrapped and increased dramatically; upwards of 50-100 [[layer]]s.&lt;br /&gt;
* Each cave [[layer]] [[region]] (which is a certain depth and portion of the world map) has its own name, animal populations, [[civilizations]], etc.&lt;br /&gt;
** They also show up on the legends screen.&lt;br /&gt;
* '''[[Caverns]]''' now exist [[underground]]. Caverns are open areas underneath the earth, and are home to [[creatures]], [[underground]] lakes, and other interesting features.&lt;br /&gt;
* Features are much more easy to discover, and almost every site is guaranteed to have SOMETHING interesting in it.&lt;br /&gt;
** For instance, [[magma]] is almost always guaranteed to be at the very bottom [[layer]].&lt;br /&gt;
* Features can span multiple world tiles, and can be explored via adventure mode and [[dwarf]] [[fortress]] mode.&lt;br /&gt;
* You can use [[world gen]] parameters to get rid of [[underground]] features. The default [[settings]] are set for cavernous so you're guaranteed to find cool stuff.&lt;br /&gt;
* Features are not instantly revealed anymore. [[Underground]] areas must be explored by [[dwarves]] prior to revealing features. &lt;br /&gt;
** So yeah, the new system is to have a 60 or so tile [[flood]] out from your [[dwarves]] as they go [[underground]], and any time they get within 30 tiles of the 60 tile [[flood]] (flags are kept when the [[flood]] got out to 30, roughly), it'll [[flood]] out again, picking up those flags and placing new ones, so it moves out in a kind of chunky way.&lt;br /&gt;
** [[Squads]] can't take [[orders]] to walk into hidden [[zones]] (must reveal first).&lt;br /&gt;
* It's possible for an [[adventurer]] to enter a massive [[underground]] cavern on one side of the world and journey all the way to the other.&lt;br /&gt;
* Bottomless pits and chasms are gone for the time being, replaced by finite caverns.&lt;br /&gt;
&lt;br /&gt;
===  [[Critter]]s (normal and animalman-y) ===&lt;br /&gt;
* Underground animalpeople can use crude [[weapons]] and mounts now.&lt;br /&gt;
** Batmen could ride giant bats and shoot poison darts at you with makeshift blowguns made from [[giant cave spider]] legs - whoa!&lt;br /&gt;
** Their goal is to cause as much havoc as they can before sneaking back home.&lt;br /&gt;
* Underground [[critter]]s are &amp;quot;drawn&amp;quot; from a large population that is off site. They will replenish their population so long as a cavern has an open &amp;quot;edge&amp;quot; allowing them to spawn in.&lt;br /&gt;
* The above, coupled with other changes, allows for the possibility of never-ending attacks.&lt;br /&gt;
* [[Antmen]] now have creature castes which separate them, including queens.&lt;br /&gt;
** There are also [[antmen]] nests to worry about.&lt;br /&gt;
* '''[[Gremlins]]''' are back. These sneaky dudes are invisible until spotted, and will step on [[pressure]] [[plate]]s, pull levers, and open cages.&lt;br /&gt;
* There are many new (toadyOne mentioned around 40) [[underground]] [[critter]]s.&lt;br /&gt;
&lt;br /&gt;
===  [[Critter]]s (random beasts) ===&lt;br /&gt;
* Random [[critter]]s are now possible. They come in two flavors: &amp;quot;'''[[Titans]]'''&amp;quot;, which are above ground and serve as megabeasts, and &amp;quot;'''[[Forgotten Beasts]]'''&amp;quot;, who live [[underground]]&lt;br /&gt;
* Random [[creatures]] are just that - random. The can have unique attacks, like firebreath or poison, as well as a random number of body modifiers like legs, wings, etc.&lt;br /&gt;
** Some examples: a ribbon worm with wings made of stretched [[skin]]. An eyeless antenna lizard. A [[glob]] of [[vomit]] inside a round shell. &lt;br /&gt;
* They pull from certain base types (blob, quadruped, humanoid) as well as various animal/creature features. &lt;br /&gt;
** Dinosaur types (?!) are also now possible&lt;br /&gt;
*** They have feathers to boot&lt;br /&gt;
* These are seen as the ultimate challenge of the game&lt;br /&gt;
&lt;br /&gt;
===  [[HFS]] ===&lt;br /&gt;
* The old [[HFS]] that we know of is gone, replaced by new baddies. The [[critter]]s of the [[HFS]] seemed to have survived the [[version]] change, however.&lt;br /&gt;
* [[Toady]] has spent countless days working on the new [[HFS]], and he's been silent on what it could entail.&lt;br /&gt;
* There is a lot of nasty stuff underneath, seemingly related to the old &amp;quot;end of the world&amp;quot; timers.&lt;br /&gt;
* It should be a bit different, a bit the same, and always a threat rather than a one-time problem.&lt;br /&gt;
&lt;br /&gt;
== The World ==&lt;br /&gt;
&lt;br /&gt;
===  [[Civilizations]] ===&lt;br /&gt;
* There is now the notion of a '''[[split leadership]]'''. Some leaders may prefer to be &amp;quot;traditional&amp;quot; rulers, hanging back in their cities while appointing generals to command their armies. Others may prefer to lead battles and wars themselves.&lt;br /&gt;
* [[Goblin]] society is more violent than ever. They respect those with power, and [[demons]] will be forced to kill for their loyalty. Other [[goblin]]s, however, can do the same.&lt;br /&gt;
** [[Goblin]]s obtain their structure over the course of world generation. For instance, [[demons]] are not hard-coded as leaders, and must earn their position.&lt;br /&gt;
* Forgotten beasts can escape from the [[underground]] and try and pass themselves off as [[god]]s, gaining worshipers and taking control of [[civilizations]].&lt;br /&gt;
* Leaders of [[civilizations]] can now own &amp;quot;pets&amp;quot; - and by that, I mean they can [[tame]] wild animals and use them in war. [[Giant eagles]], [[tigers]], everything is fair game.&lt;br /&gt;
** [[Elves]] have a great advantage here for obvious reasons, but [[dwarves]] will be able to make use of [[underground]] beasts.&lt;br /&gt;
* '''[[Priests]]''' are back.&lt;br /&gt;
&lt;br /&gt;
===  [[World Generation]] ===&lt;br /&gt;
* &amp;quot;I've added the ability to specify in the [[world gen]] parameters the number of sky z-levels, the number of z-levels minimum between each [[layer]] (it'll often be more because of elevation changes), and the number of extra z-levels down at the bottom.&amp;quot;&lt;br /&gt;
* Much of the map feature code was rewritten to be more flexible in future expansions and updates.&lt;br /&gt;
&lt;br /&gt;
=== [[Megabeasts]] (general and [[Titans]]) ===&lt;br /&gt;
* [[Megabeasts]] aren't pushovers in worldgen anymore, and will survive longer and get more kills.&lt;br /&gt;
* [[Titans]] in good areas will be benign/neutral to [[creatures]].&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[[Notes on new positions]]&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Release_information&amp;diff=64604</id>
		<title>v0.31:Release information</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Release_information&amp;diff=64604"/>
		<updated>2010-03-04T20:37:39Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: /* Squad Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DFNewVersion}}&lt;br /&gt;
This page lists the changes in the [[version]] of [[Dwarf]] [[Fort]]ress to be released in early 2010.  The page links to currently existing pages which either have been or will need to be modified to list new details from the new [[version]].  It also lists to pages about entirely new subjects introduced in this [[version]], such as [http://new.df.magmawiki.com/wagn/Burrows burrows], articles created or completely changed based off of this version are marked in '''bold'''.&lt;br /&gt;
&lt;br /&gt;
Adapted from the [http://docs.google.com/Doc?docid=0AT8EQVUjrv96ZGc5cnBwOHZfMjgyY3FzZHFtanA&amp;amp;hl=en&amp;amp;pli=1 google docs file] by SirPenguin about the upcoming release.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Behind the scenes ==&lt;br /&gt;
&lt;br /&gt;
===  [[Materials]] ===&lt;br /&gt;
* The [[material]] system has been rewritten, and just about everything is made from a [[material]] now.&lt;br /&gt;
* It is now possible to track the identity of certain [[materials]], such as [[blood]] spatter.&lt;br /&gt;
* The [[color]] of a base [[material]] will now have more effects - a [[wagon]] made out of featherwood will reflect the [[color]] of the wood.&lt;br /&gt;
* [[Material]] breath [[weapons]] are possible, and can be made of any [[material]]. These are mainly linked with poisons, and when inhaled by a creature, they will become poisoned.&lt;br /&gt;
* Small amounts of certain [[materials]] ([[blood]], snow, etc.) can accumulate in a tile.&lt;br /&gt;
** For example, if enough liquid [[gold]] accumulates in a tile, it will cool into a [[glob]] of [[gold]].&lt;br /&gt;
** This also works for [[materials]] such as liquid (molten) [[metal]], which will cool into a [[glob]] which can then be used to [[melt]] down into a bar.&lt;br /&gt;
* [[Weapons]] and [[armor]] now use various &amp;quot;real world&amp;quot; [[attributes]] to calculate their effectiveness. Each [[material]] (rock, [[metal]]) uses the following:&lt;br /&gt;
** '''[[Density]]'''&lt;br /&gt;
** '''[[Impact/Shear Yield]]'''&lt;br /&gt;
** '''[[Impact/Shear Fracture]]'''&lt;br /&gt;
** '''[[Impact/Shear Elasticity]]'''&lt;br /&gt;
** '''[[Edge]]'''&lt;br /&gt;
&lt;br /&gt;
===  [[Raws]] ===&lt;br /&gt;
* Entity positions are now stored in the raw folders, allowing for custom positions through modding, as well as editing existing positions as you see fit.&lt;br /&gt;
** These include the [[Nobles (DF2010)|new military positions]] (General/Lieutenant/Captain/Militia Commander/Militia Captain).&lt;br /&gt;
* [[Attributes]] have also moved into the [[raws]], allowing you set all sorts of values such as how fast an attribute increases.&lt;br /&gt;
* Many objects - trees, plants, [[stone]]s, etc. - now have [[material]] lists in the [[raws]].&lt;br /&gt;
** Some [[raws]] have been merged, such as trees/plants, and [[stone]]s/[[metal]]s.&lt;br /&gt;
* A [[region]]'s raw files are now stored in their respective [[save]] folder.&lt;br /&gt;
&lt;br /&gt;
===  The d# series ===&lt;br /&gt;
* Translucent [[tilesets]] are supported, using PNG.&lt;br /&gt;
* The DF window can be resized on the fly.&lt;br /&gt;
* The grid size is autogenerated on startup; such [[init.txt|init.txt settings]] are ignored.&lt;br /&gt;
* Current desktop size is used for fullscreen size if fullscreen resolution is set to 0x0.&lt;br /&gt;
* The DF window can be zoomed on the fly using the mouse wheel. There are two modes, it defaults to mode 1. Pressing mouse wheel switches modes. Pressing F12 resets mode 1, not 2. In mode 1, the zoom from mode 2 is not visible. (And yes, you can use both at once.)&lt;br /&gt;
* The keyboard input system has been totally rewritten:&lt;br /&gt;
** You can bind multiple [[keys]] to one command.&lt;br /&gt;
** You can create keyboard [[macros]].&lt;br /&gt;
** Input bindings are divided into sections.&lt;br /&gt;
* Lots of bugfixes and performance improvements.&lt;br /&gt;
&lt;br /&gt;
===  '''[[Arena]]s''' ===&lt;br /&gt;
* '''[[Arena]]s''' are now in the game, and allow the player to set up battles with any kind of creatures with any type of equipment and have them face off.&lt;br /&gt;
&lt;br /&gt;
== [[Combat]] ==&lt;br /&gt;
&lt;br /&gt;
===  [[Squads]] ===&lt;br /&gt;
* The [[fortress guard]] is considered a squad under the [[sheriff]], and the [[royal guard]] is considered a squad under the [[Hammerer]].&lt;br /&gt;
* '''[[Nobles (DF2010)|Captains]]''' can be appointed under your '''[[Nobles (DF2010)|General]]''' and lead [[squads]].&lt;br /&gt;
* There is a system in place that will try its best to keep your schedules staffed, going so far as finding replacements when [[soldier]]s get hungry/tired, as well as forcing [[soldier]]s to stay on duty if no replacements are found.&lt;br /&gt;
* You have complete control over how [[squads]] handle rations - [[food]] and [[drink]] stored in backpacks and flasks - and [[alcohol]] can now be stored as a [[drink]] option.&lt;br /&gt;
* [[Champions#Heroes_and_Champions|Champions]] as heavily trained soldiers are no more. Rather, a single '''[[Nobles (DF2010)|Champion]]''' is an appointed position that your [[duke]]/[[count]]/[[baron]] appoints.&lt;br /&gt;
* &amp;quot;Lord&amp;quot; [[soldier]]s aren't restricted in their weapon choice, and can be made into [[civilian]]s again.&lt;br /&gt;
* Beds, racks, stands, boxes/chests and [[cabinets]] can now be assigned to squad positions.&lt;br /&gt;
* You can now use the [[note]] making system to lay out stations and patrol routes for your [[squads]].&lt;br /&gt;
* [[Sparring]] has been redone.&lt;br /&gt;
* A [[dwarf]] skilled in one [[skill]] can teach students via demonstrations of how to fight. This is set up in a classroom environment, so no actual [[sparring]] takes place (less dangerous).&lt;br /&gt;
** Even slightly skilled [[dwarves]] can teach people below them.&lt;br /&gt;
** There are also instructor monitored drill and [[sparring]] sessions.&lt;br /&gt;
** &amp;quot;They can currently teach weapon [[skill]]s, [[wrestling]], dodging, punching (grasp strikes), kicking (stance strikes), shield and [[armor]] use, yeah.  They can also teach general close-quarters/ranged [[combat]] principles.&amp;quot;&lt;br /&gt;
* [[Personalities]] play a role in these lessons. Naturally lazy [[dwarves]] will have a harder time learning and concentrating, though they can overcome them with [[skill]]/attribute increases.&lt;br /&gt;
** An instructor's [[personality]] is also taken into account, as a naturally reckless instructor is more willing to send green recruits into [[sparring]] sessions.&lt;br /&gt;
* Squad selection/[[orders]] now can occur in real time.&lt;br /&gt;
* The [[military]] menu has been entirely redone.&lt;br /&gt;
* You can issue [[orders]] to several [[squads]] at once or several individuals across different [[squads]].&lt;br /&gt;
* Kill [[orders]] are now possible. You can select any creature your [[fort]] does not control to be killed.&lt;br /&gt;
* You can give [[squads]] nicknames if you wish.&lt;br /&gt;
** You can also give your [[barracks]] nicknames to help keep them separated.&lt;br /&gt;
&lt;br /&gt;
===  Squad [[Equipment]] ===&lt;br /&gt;
* There is now a position called the '''[[Nobles (DF2010)|Arsenal Dwarf]]''' who handles various [[equipment]] delegation.&lt;br /&gt;
* You can now establish &amp;quot;'''[[uniforms]]'''&amp;quot; for your [[soldier]]s. With it, you can assign specific [[armor]], [[weapons]], and other such [[equipment]] that you want all [[soldier]]s in a squad to wear.&lt;br /&gt;
** This allows for you to establish either [[equipment]] protocols (I want this squad to carry a [[sword]] and a shield) or literal uniforms, such as all guards wearing dyed blue cloaks.&lt;br /&gt;
* [[Soldier]]s know the difference between [[training]], battle, and [[civilian]] [[equipment]], and when/how to switch between them, as well as how to store them, which is usually done in [[barracks]] via boxes (which can be assigned to [[squads]]).&lt;br /&gt;
** The above also extends to [[Wood cutter|woodcutters]]/[[Miner|miners]], who know how to properly retrieve/store their picks and axes.&lt;br /&gt;
** [[Equipment]] can be stored in squad boxes.&lt;br /&gt;
* You can now handle [[ammo]] allocation by [[material]], so you can set aside [[metal]] [[bolts]] for battle and wooden [[bolts]] for [[training]]. [[Squads]] will maintain such [[ammo]] counts on their own.&lt;br /&gt;
** You can also handle [[ammo]] by type, so that you can have a squad that only uses [[bolts]]/arrows left over by invaders, etc.&lt;br /&gt;
** You have similar control over [[Hunter]] [[ammo]].&lt;br /&gt;
* [[Training]] [[weapons]] are in now, made at the carpenter's shop. Due to the nature of the [[material]] rewrite, these [[weapons]] lack edges, making them far less dangerous.&lt;br /&gt;
* [[Dwarves]] can handle any weapon now (they are not restricted to the current 6 [[weapons]]). &lt;br /&gt;
** [[Blowdart]] [[squads]] confirmed.&lt;br /&gt;
* [[Critter]]s now become familiar/accustomed to [[items]] they use often, such as [[armor]] and [[weapons]]. Being familiar with an item gives them better rolls during [[combat]].&lt;br /&gt;
** They can also become attached to [[items]] and will refuse upgrades.&lt;br /&gt;
* [[Items]] keep track of [[creatures]] they kill now, and that will show up in the [[legends mode]].&lt;br /&gt;
* [[Items]] can become &amp;quot;named&amp;quot; - raised to a semi-[[artifact]] level - if they have seen a lot of battles or have killed someone of a historical figure era-level of importance.&lt;br /&gt;
* [[Dwarves]] will now fill up their [[Quiver|quivers]] properly - they will not go into [[combat]] with 1 bolt in their [[quiver]] if they can help it.&lt;br /&gt;
* You can assign specific [[items]] to units (useful for cases such as [[artifact]]s).&lt;br /&gt;
* [[Dwarves]] assigned to [[squads]] will go train in their free time if they have self-discipline. This includes individual drilling practice.&lt;br /&gt;
* 1/3 of [[dwarves]] have a &amp;quot;favored&amp;quot; weapon.&lt;br /&gt;
&lt;br /&gt;
===  [[Weapons]] and [[Armor]] ===&lt;br /&gt;
[[Image:DF2010_1.png|thumb|400px|The new [[combat report]]s. [[Note]] the date, ability to zoom on location, and more flavorful descriptions.]]&lt;br /&gt;
* All [[weapons]] now have multiple '''[[attack types]]''' (a [[sword]] can use a thrusting attack, or with the blade itself, or even the pommel) and each attack can do a different type of [[damage]].&lt;br /&gt;
* [[Armor]] [[skill]] and quality of the [[armor]] increases your &amp;quot;deflection&amp;quot; roll, which alters the effective force of an attack.&lt;br /&gt;
* [[Weapons]] don't use hard-coded percentage [[damage]] anymore, but rather, use their [[material]]'s various properties in order to determine [[damage]].&lt;br /&gt;
* The swing velocity of a [[hammer]] is determined by the strength and weight of the [[hammer]] itself, among other things.&lt;br /&gt;
* Woven/Chain [[items]] have a &amp;quot;structural elasticity&amp;quot; property (compared to [[plate]]/scale).&lt;br /&gt;
&lt;br /&gt;
===  Attacks ===&lt;br /&gt;
* [[Combat]] has been entirely rebalanced due to the new [[material]] and body changes.&lt;br /&gt;
* Small [[creatures]] are now able to take on larger [[creatures]] by pecking away at their bodies, something which was impossible in the old [[version]].&lt;br /&gt;
** Thanks to the [[material]] rewrite, though, a well [[armor]]ed knight will fare without many problems against 20 groundhogs.&lt;br /&gt;
** Multiple small attacks will have a cumulative effect.&lt;br /&gt;
* &amp;quot;I had a [[dragon]] fight some lions, and after a little bit of dragonfire and close [[combat]], I ended up with a [[dragon]] covered with the grammatically-in-progress &amp;quot;lion [[melted]] [[fat]] spatter&amp;quot;.&amp;quot;&lt;br /&gt;
* Attacks take into account the position and relative nature of the body. Attacks won't &amp;quot;loopity-loop&amp;quot; through the body.&lt;br /&gt;
* Temperature transfer between wrestlers is now possible, so think twice before [[wrestling]] that [[spirit of fire]].&lt;br /&gt;
** Stuck-ins also transfer temperature.&lt;br /&gt;
* Ranged damage has been nerfed, in addition to [[bolts]] making &amp;quot;logical&amp;quot; paths now. The firing rate remains the same.&lt;br /&gt;
* There's now a notion of a &amp;quot;squared shot&amp;quot;, in that your attack could hit someone's arm full force, but if you didn't hit in in the right area, the [[bone]] would not break. This helps many problems, such as with [[bolts]], as well as axes/[[sword]]s not lopping everything off every time you swing.&lt;br /&gt;
* Twisting your weapon in a [[wound]] has been balanced, and won't just amplify [[damage]] forever.&lt;br /&gt;
* [[Toady]] on the path of the force of an attack: &amp;quot;The [[armor]] is all checked in order from outer to inner, then it gets at the tissue [[layer]]s, altering the character of the attack as it goes.&amp;quot;&lt;br /&gt;
* Attacks can pass through a [[wound]] sufficiently large enough.&lt;br /&gt;
* Force from blunt [[weapons]] can transcend [[layer]]s. For instance, a [[hammer]] can bruise the [[skin]] while breaking the [[bone]] underneath.&lt;br /&gt;
** As such, [[plate]] [[armor]]'s benefits are generally ignored by blunt attacks, and [[leather]] [[armor]] would prove to be more effective.&lt;br /&gt;
* &amp;quot;Solid breath can take the form of a forward moving dust puff that accidentally knocks people out due to some [[cave-in]] code.  When I fix that, KOs make or may not be a parameter.  Solid breath can also take the form of a solid [[glob]] (a small one right now) that is hurled like a [[stone]].  It might as well be a thrown [[stone]] of the solid.  Solid breath can also be an undirected dust puff (also accidental knockouts).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== [[Creatures]] (general) ==&lt;br /&gt;
&lt;br /&gt;
===  [[Attributes]]/[[Skill]]s ===&lt;br /&gt;
* The attribute system has received an overhaul. There are now 19 [[attributes]] split across physical and mental. They are:&lt;br /&gt;
** Body:&lt;br /&gt;
*** '''[[strength]]'''&lt;br /&gt;
*** '''[[agility]]'''&lt;br /&gt;
*** '''[[toughness]]'''&lt;br /&gt;
*** '''[[endurance]]''' - this'll take some of the weight off of [[toughness]] and control your exertion.&lt;br /&gt;
*** '''[[recuperation]]''' - somebody suggested &amp;quot;resilience&amp;quot;. i don't really like any of the names... in any case, this will control the [[healing]] of your physical [[wound]]s.&lt;br /&gt;
*** '''[[disease resistance]]''' - the more time i spend on infection and venom, the more this will matter for this release. there will also likely be a notion of specific immunities, some of which you could gain with exposure or whatever ends up making the most sense.&lt;br /&gt;
** '''[[soul]]''':&lt;br /&gt;
*** '''[[analytical ability]]''' - thinky stuff.&lt;br /&gt;
*** '''[[memory]]''' - remembery stuff.&lt;br /&gt;
*** '''[[creativity]]''' - being able to make up neat stuff.&lt;br /&gt;
*** '''[[intuition]]''' - being able to get stuff.&lt;br /&gt;
*** '''[[focus]]''' - being able to get into stuff.&lt;br /&gt;
*** '''[[willpower]]''' - being able to keep on with and cope with stuff.&lt;br /&gt;
*** '''[[patience]]''' - being able to handle not doing stuff.&lt;br /&gt;
*** '''[[spatial sense]]''' - sense of surrounding stuff.&lt;br /&gt;
*** '''[[kinesthetic sense]]''' - sense of own stuff.&lt;br /&gt;
*** '''[[linguistic ability]]''' - all of the wordsy stuff.&lt;br /&gt;
*** '''[[musicality]]''' - musicky stuff.&lt;br /&gt;
*** '''[[empathy]]''' - being able to feel other peoples' stuff.&lt;br /&gt;
*** '''[[social awareness]]''' - being able to manage and handle social stuff.&lt;br /&gt;
&lt;br /&gt;
* [[Creatures]] now have '''[[souls]]''', and these souls serve as storage for a creature's mental [[attributes]] and [[skill]]s.&lt;br /&gt;
** [[Creatures]] can have multiple souls, though there is no such use in the current [[version]].&lt;br /&gt;
* [[Attributes]] and [[skill]]s can now &amp;quot;'''[[Skill rust|rust]]'''&amp;quot; if the attribute/[[skill]] is unused for a long period of time. The more rust the [[skill]] or attribute has, the less effective it is, and high enough rust will actually &amp;quot;delevel&amp;quot; the ability. Rust can be worked off by simply using the attribute or [[skill]] in question.&lt;br /&gt;
* Attribute/[[skill]] display system has been redone so as to not overwhelm the player.&lt;br /&gt;
** [[Skill]]s have been split up into '''[[Skill groups|15 logical groups]]''' to make assigning [[skill]]s easier.&lt;br /&gt;
* [[Creatures]] now have a &amp;quot;'''[[situational awareness]]'''&amp;quot; [[skill]], which handles a [[creatures]] ability to deal with surprise attacks and ambushes.&lt;br /&gt;
* The [[wrestling]] has been split into the following [[skill]]s:&lt;br /&gt;
** '''[[Wrestling]]'''&lt;br /&gt;
** '''[[Dodging]]'''&lt;br /&gt;
** '''[[Grasp strikes]]'''&lt;br /&gt;
** '''[[Stance strikes]]'''&lt;br /&gt;
* There are also general '''[[melee attack|melee]]''' and '''[[range attack]]''' [[skill]]s (which help with [[combat]] rolls but are separate from &amp;quot;axe mastery&amp;quot;, etc.)&lt;br /&gt;
* [[Attributes]] and rust rates are linked to specific castes, so you could have brutes intermixed with brainy [[creatures]] of a single race.&lt;br /&gt;
* &amp;quot;Ceilings of [[attributes]] are a percentage of the starting value.  So a strength 1000 [[dwarf]] might attain 2000, and a strength 750 [[dwarf]] might attain 1500.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===  Appearances ===&lt;br /&gt;
[[Image:DF2010_2.png|thumb|400px|The new description window]]&lt;br /&gt;
* [[Creatures]] are now unique to each other with different appearances, including hair [[color]], facial features, etc.&lt;br /&gt;
** These are visible in [[adventurer]] mode as well.&lt;br /&gt;
** Different [[color]] patterns are also available, like striped or mottled.&lt;br /&gt;
* [[Creatures]] can also be fatter/taller/etc. than usual. This affects their [[size]]. Fatter [[creatures]] can last without [[food]] longer.&lt;br /&gt;
** [[Creatures]] have a '''[[metabolism]]''' now, which deals with how fast they heal and how fast they burn [[fat]].&lt;br /&gt;
** [[Fat]] [[creatures]] also move slower.&lt;br /&gt;
* The trimming of hair/nails is also possible for civilized [[creatures]], and they will grow long and unkempt without such activities.&lt;br /&gt;
* [[Creatures]] '''[[genetics|inherit appearances from their parents]]'''. This includes dominant/recessive genes.&lt;br /&gt;
** As one example, you can use this system to breed your dogs to a certain [[color]]/[[size]].&lt;br /&gt;
* [[Layer]] trimming/caring uses style definitions from a culture. Some cultures may grow beards, others may shave them. Prisoners, etc. may be forced to adapt these new styles.&lt;br /&gt;
* Speaking of beards, as if it wasn't obvious by now, but this means [[dwarves]] finally have beards!&lt;br /&gt;
** On a more startling note - so do [[elves]]!&lt;br /&gt;
* [[Creatures]] can now be part of a '''[[caste]]''', and this may govern many things, such as their profession, appearance, etc.&lt;br /&gt;
&lt;br /&gt;
===  Bodies ===&lt;br /&gt;
* Tissues now come in [[layer]]s. You must bypass a [[layer]] to reach one below it. Some [[layer]]s are dependent on others (hair can only exist if there's [[skin]] underneath it, etc.)&lt;br /&gt;
* '''[[Hair]]''' acts as a [[layer]] on [[skin]]. It can come in many different styles (sparse, strands, etc.)&lt;br /&gt;
*  '''[[Hair]]''' grows and eventually grays over time. It can be trimmed, and if left alone it will become shaggy and unkempt.&lt;br /&gt;
* Body parts and tissue [[layer]]s can be made out of any [[material]] you want, such as for logical [[creatures]] like [[Iron Men]], and illogical abominations like [[Dwarf]] Lung Men.&lt;br /&gt;
* It's now possible for some [[creatures]] to be made out of solid [[material]], such as [[Iron Men]], who are much harder to fight.&lt;br /&gt;
* You can also have hollow body parts, perhaps filled with air or other [[materials]].&lt;br /&gt;
* Some [[layer]]s can serve as protection, such as [[chitin]] [[layer]]s. [[Bone]] [[layer]]s also protect organs, such as the [[skull]] protecting the brain.&lt;br /&gt;
* [[Creatures]] now have teeth, rib, cheeks, eyelids, nails, and lips. Teeth and ribs are not individualized, but rather are tracked by groups (i.e., top left molars, etc.)&lt;br /&gt;
* [[Creatures]] also now have tendons and ligaments, and are made from the &amp;quot;sinew&amp;quot; [[material]].&lt;br /&gt;
* [[Creatures]] store energy from their [[food]], getting [[fat]]ter and more muscular.&lt;br /&gt;
** [[Fat]] affects such things as insulation, speed, etc.&lt;br /&gt;
** Strength also increases muscle [[size]]. Both have an effect on a creature's total [[size]].&lt;br /&gt;
* Guts are realistically [[color]]ed - crazy stuff!&lt;br /&gt;
* It is now possible to &amp;quot;flay&amp;quot; a creature. Have fun!&lt;br /&gt;
* We've also got [[water]] freezing into frosty stuffs on people if they get [[wet]] and then step out into the cold, and [[steam]] coming off of spirits of fire in the rain. &lt;br /&gt;
* [[Skeletal]] [[critter]]s now have their [[bone]]s held together by rotted ligaments.&lt;br /&gt;
&lt;br /&gt;
===  [[Thoughts]] ===&lt;br /&gt;
* &amp;quot;[[Thoughts]]&amp;quot; of a [[dwarf]] have been redone. The new screen includes their current [[thoughts]], age/birthday, physical description paragraph, a description of their [[attributes]], their likes/dislikes, and their mannerisms. Also included are descriptions for their [[wound]]s/scars.&lt;br /&gt;
* A [[dwarf]]'s birthday and age are stored in their [[profile]] now.&lt;br /&gt;
* [[Dwarves]] now have '''[[mannerisms]]''', such as &amp;quot;always scratches his head when he's trying to remember something&amp;quot;, &amp;quot;laughs at his own jokes&amp;quot; or &amp;quot;talks to herself whenever she's bored&amp;quot;. There are 65 types with 3-5 situation qualifiers.&lt;br /&gt;
&lt;br /&gt;
== [[Fortress Mode]] ==&lt;br /&gt;
&lt;br /&gt;
===  Organization ===&lt;br /&gt;
* '''[http://new.df.magmawiki.com/wagn/Burrows Burrow]'''s! Burrows are areas in your [[fort]] where [[dwarves]] live and work in. You can assign these areas like [[zones]] and assign [[dwarves]] to them. [[Dwarves]] will only use [[workshops]], rooms, etc. in [http://new.df.magmawiki.com/wagn/Burrows burrow]s they are assigned to.&lt;br /&gt;
* There are a significant number of ways to utilize burrows, from restricting certain [[mining]] expeditions to [[skill]]ed [[dwarves]], to making noble districts, to setting &amp;quot;emergency&amp;quot; [[zones]] for [[civilian]]s to flee to, etc.&lt;br /&gt;
* You can set [[soldier]]s so that they defend certain [[burrow]]s. If an enemy enters a [[burrow]] they know enough to stop what they're doing and head towards it to defend it.&lt;br /&gt;
* You may choose and appoint someone as your [[baron]] when you reach [[barony]] status. You can elect not to have one as well.&lt;br /&gt;
* There are now &amp;quot;code generated&amp;quot; positions, such as '''[[priests]]''' who are named after the [[god]] they worship (Priest of Ciramore, etc.)&lt;br /&gt;
* [[Dwarves]] won't immediately drop everything if they find themselves hungry or tired, and will try to finish their current [[job]] first.&lt;br /&gt;
* There's a difference between sleeping [[barracks]] and squad [[barracks]].&lt;br /&gt;
* Liaisons will be be generated from scratch if they die.&lt;br /&gt;
&lt;br /&gt;
===  [[Workshops]] ===&lt;br /&gt;
[[Image:DF2010_3.png|thumb|400px|[[Statues]] now have art associated with them.]]&lt;br /&gt;
[[Image:DF2010_4.png|thumb|400px|Some new [[crafts]] you can make.]]&lt;br /&gt;
* [[Statues]] and figurines now have art associated with them.&lt;br /&gt;
** &amp;quot;[[Statues]] of specific [[dwarves]] get the [[dwarf]]'s name right in the item name.&amp;quot;&lt;br /&gt;
* Custom [[workshops]] are now able to be modded in, allowing you to set up custom [[reactions]].&lt;br /&gt;
** These can support [[corpse]] harvested [[items]], like shells/horns, and might use barrels/other [[containers]].&lt;br /&gt;
* You can now make [[crafts]] out of horn, ivory, teeth, and other new body parts.&lt;br /&gt;
** These include [[dragon]] tooth [[rings]] and [[ivory]] crowns.&lt;br /&gt;
* [[Butchery]] has been overhauled due to the new body part systems, with [[creatures]] yielding many more parts for consumption.&lt;br /&gt;
* It is now possible to have automated [[fishing]] [[cleaning]] and [[fat]] rendering.&lt;br /&gt;
&lt;br /&gt;
===  Alerts and [[Announcements]] ===&lt;br /&gt;
* The alert statuses (i.e., &amp;quot;Stay Indoors&amp;quot;) have been entirely redone. You may set several custom alerts with a user defined behaviour. For instance, you could set a &amp;quot;[[Underground]] Attack&amp;quot; alert where you force [[soldier]]s to equip melee [[weapons]] and head to a predefined location.&lt;br /&gt;
* These alerts can also be assigned to [[civilian]]s, such as telling them to flee to the great hall.&lt;br /&gt;
* [[Combat reports]] have been redone in hopes of consolidating sentences and making it more interesting to read&lt;br /&gt;
* Combat reports are separated into [[combat]], [[sparring]], and hunting reports. You'll see a notification on the side of the screen letting you know a [[combat report]] has been generated.&lt;br /&gt;
** They are also timestamped.&lt;br /&gt;
* You can choose different options for each announcement, like whether you want it to pause the game or recenter your view.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
* Caravans can now bring sand and glass!&lt;br /&gt;
* Also flasks, waterskins, quivers and backpacks.&lt;br /&gt;
&lt;br /&gt;
== [[Healthcare]] ==&lt;br /&gt;
&lt;br /&gt;
===  Doctors, hospitals, and how to cure what ails you ===&lt;br /&gt;
[[Image:DF2010_5.png|thumb|400px|The new [[wound]] [[color]]ing system.]]&lt;br /&gt;
* '''[[Hospitals]]''' are used like [[zones]]. [[Items]] used within these [[zones]] (beds, tables, boxes) allow for hospital use.&lt;br /&gt;
** They also use a new item, called a '''[[traction bench]].'''&lt;br /&gt;
* '''[[Doctors]]''' can &amp;quot;prescribe&amp;quot; treatment, such as bed rest, using splints for broken [[bone]]s, amputation for infected limbs, and surgery.&lt;br /&gt;
** Doctors will set [[bone]]s for simple fractures, use traction for difficult overlapping fractures and use surgery for disgusting compound fractures. They also excise [[rotting]] tissue and amputate limbs too rotted off to save.&lt;br /&gt;
** The system where [[dwarves]] heal on the [[season]] change is gone.&lt;br /&gt;
* [[Wound]]s are dressed with '''[[bandages]]''', which speeds [[healing]] and slows bleeding.&lt;br /&gt;
** '''[[Sutures]]''' make [[wound]]s heal faster.&lt;br /&gt;
** Sutures can be ripped out in [[combat]], causing pain/bleeding.&lt;br /&gt;
* '''[[Crutches]]''' are now in the game, allowing one legged [[dwarves]]/injured people to walk normally (as opposed to crawl). They will move faster as they get comfortable with their new crutch.&lt;br /&gt;
** '''[[Casts]]''' are also in.&lt;br /&gt;
* [[Creatures]] can now clean the filth they acquire due to various [[materials]], like mud, [[blood]], [[vomit]], etc.&lt;br /&gt;
** As such, [[soap]] has a use now, which deserves its own bullet point.&lt;br /&gt;
* You can appoint a &amp;quot;'''[[Nobles (DF2010)|chief medical dwarf]]'''&amp;quot; to handle the various medical information, which requires the &amp;quot;'''[[Diagnosis]]'''&amp;quot; [[skill]].&lt;br /&gt;
** What type of various medical information? &amp;quot;unit [[wound]]s/status/required treatments/medical history, etc.&amp;quot; - Think of it like the [[bookkeeper]].&lt;br /&gt;
* [[Dwarves]] are more proactive in saving [[wound]]ed people, and will do what they can in regards to bleeding on the way to the hospital.&lt;br /&gt;
* &amp;quot;Eyelids clean the eyes so you don't have to [[soap]] them off, but if an eyelid is torn off, I think they might [[soap]] the eyes.&amp;quot;&lt;br /&gt;
* Patients can use [[soap]]/[[water]] to clean [[wound]]s and grime to reduce infections. Sutures, casts, etc. will reduce infection as well.&lt;br /&gt;
* All cloth and thread [[items]] have associated lengths/areas now. Threads are use for sutures (thus, one &amp;quot;thread&amp;quot; item could be used for multiple sutures) and cloth is used for bandages. [[Items]] in this way aren't split (a la coins or [[bolts]]), but rather, they're consumed in pieces.&lt;br /&gt;
* Unskilled or apprentice doctors can make mistakes when treating a patient or doing surgery.&lt;br /&gt;
* &amp;quot;[[Healthcare]]&amp;quot; as a [[skill]] is gone. It's been replaced by 7 new labor [[settings]], 5 unit types, and 6 new [[skill]]s.&lt;br /&gt;
** There are different type of doctors associated with the [[skill]]s.&lt;br /&gt;
** Dressing [[wound]]s, diagnosis, surgery, setting [[bone]]s, suturing and walking with crutches appear to be the new [[skill]]s.&lt;br /&gt;
&lt;br /&gt;
===  [[Wound]]s and [[injuries]] ===&lt;br /&gt;
* The current 15HP-per-body-part system has been dropped in favor of individual [[wound]] tracking.&lt;br /&gt;
** The above also allows for scars.&lt;br /&gt;
* Open [[wound]]s can get simple infections, which results in oozing pus, slow [[healing]], and can even kill.&lt;br /&gt;
** [[Rotting]] [[wound]]s smell and contribute to infection levels, as does grime buildup.&lt;br /&gt;
* Tissue [[layer]]s can boil off when exposed to extreme heat.&lt;br /&gt;
* Phantom pains are gone.&lt;br /&gt;
* You can [[damage]] a creature's motor and sensitivity nerves. Motor [[damage]] prevents that part from working, and sensory nerve damage makes you lose feeling in that body part.&lt;br /&gt;
* Partial and compound fractures are now possible.&lt;br /&gt;
* Fractured [[bone]] can be knocked inwards to cause [[damage]] to organs, like forcing a jagged piece of [[skull]] into the brain. [[Bone]]s can also [[pierce]] [[layer]]s, like having [[bone]] sticking out of your [[skin]].&lt;br /&gt;
* Guts are under [[pressure]] and can pop out of a [[wound]].&lt;br /&gt;
* Injured [[creatures]] can continue to work if they are treated. A miner who breaks his left hand will go back to [[mining]] with his right hand (after his broken hand is set in a cast).&lt;br /&gt;
* &amp;quot;There are lots of [[wound]]s that won't heal now if they aren't treated (aside from the nerve stuff, the three kinds of bad breaks won't heal if not treated), and infected [[wound]]s heal very slowly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===  Poisons ===&lt;br /&gt;
* Types of poison effects: pain, swelling, oozing [[wound]]s, bruising, blisters, numbness, paralysis, fever, bleeding, coughing/[[vomit]]ing [[blood]], nausea, [[vomit]]ing, unconsciousness, necrosis, impaired vision, drowsiness, and dizziness.&lt;br /&gt;
* Poisons can be contacted, injected, or inhaled.&lt;br /&gt;
* You can be immune to poisons; [[creatures]] seem immune to their own poisons.&lt;br /&gt;
* Severs transfer containment, so that a ripped off venom fang from a [[Giant Cave Spider]] will remain venomous. As of now you cannot use it as a [[weapon]].&lt;br /&gt;
&lt;br /&gt;
== The Underground ==&lt;br /&gt;
 &lt;br /&gt;
[[Image:DF2010_6.png|thumb|400px|An example of the new caverns. Here you can see open areas and [[underground]] lakes, as well as passages linking them together]]&lt;br /&gt;
&lt;br /&gt;
=== Underground Features ===&lt;br /&gt;
* Underground [[layer]]s have been entirely revamped, allowing for more diverse [[underground]] with new [[creatures]], features, and other interesting goodies, such as Mushroom Forests.&lt;br /&gt;
* The standard amount of [[layer]]s (around 15) has been scrapped and increased dramatically; upwards of 50-100 [[layer]]s.&lt;br /&gt;
* Each cave [[layer]] [[region]] (which is a certain depth and portion of the world map) has its own name, animal populations, [[civilizations]], etc.&lt;br /&gt;
** They also show up on the legends screen.&lt;br /&gt;
* '''[[Caverns]]''' now exist [[underground]]. Caverns are open areas underneath the earth, and are home to [[creatures]], [[underground]] lakes, and other interesting features.&lt;br /&gt;
* Features are much more easy to discover, and almost every site is guaranteed to have SOMETHING interesting in it.&lt;br /&gt;
** For instance, [[magma]] is almost always guaranteed to be at the very bottom [[layer]].&lt;br /&gt;
* Features can span multiple world tiles, and can be explored via adventure mode and [[dwarf]] [[fortress]] mode.&lt;br /&gt;
* You can use [[world gen]] parameters to get rid of [[underground]] features. The default [[settings]] are set for cavernous so you're guaranteed to find cool stuff.&lt;br /&gt;
* Features are not instantly revealed anymore. [[Underground]] areas must be explored by [[dwarves]] prior to revealing features. &lt;br /&gt;
** So yeah, the new system is to have a 60 or so tile [[flood]] out from your [[dwarves]] as they go [[underground]], and any time they get within 30 tiles of the 60 tile [[flood]] (flags are kept when the [[flood]] got out to 30, roughly), it'll [[flood]] out again, picking up those flags and placing new ones, so it moves out in a kind of chunky way.&lt;br /&gt;
** [[Squads]] can't take [[orders]] to walk into hidden [[zones]] (must reveal first).&lt;br /&gt;
* It's possible for an [[adventurer]] to enter a massive [[underground]] cavern on one side of the world and journey all the way to the other.&lt;br /&gt;
* Bottomless pits and chasms are gone for the time being, replaced by finite caverns.&lt;br /&gt;
&lt;br /&gt;
===  [[Critter]]s (normal and animalman-y) ===&lt;br /&gt;
* Underground animalpeople can use crude [[weapons]] and mounts now.&lt;br /&gt;
** Batmen could ride giant bats and shoot poison darts at you with makeshift blowguns made from [[giant cave spider]] legs - whoa!&lt;br /&gt;
** Their goal is to cause as much havoc as they can before sneaking back home.&lt;br /&gt;
* Underground [[critter]]s are &amp;quot;drawn&amp;quot; from a large population that is off site. They will replenish their population so long as a cavern has an open &amp;quot;edge&amp;quot; allowing them to spawn in.&lt;br /&gt;
* The above, coupled with other changes, allows for the possibility of never-ending attacks.&lt;br /&gt;
* [[Antmen]] now have creature castes which separate them, including queens.&lt;br /&gt;
** There are also [[antmen]] nests to worry about.&lt;br /&gt;
* '''[[Gremlins]]''' are back. These sneaky dudes are invisible until spotted, and will step on [[pressure]] [[plate]]s, pull levers, and open cages.&lt;br /&gt;
* There are many new (toadyOne mentioned around 40) [[underground]] [[critter]]s.&lt;br /&gt;
&lt;br /&gt;
===  [[Critter]]s (random beasts) ===&lt;br /&gt;
* Random [[critter]]s are now possible. They come in two flavors: &amp;quot;'''[[Titans]]'''&amp;quot;, which are above ground and serve as megabeasts, and &amp;quot;'''[[Forgotten Beasts]]'''&amp;quot;, who live [[underground]]&lt;br /&gt;
* Random [[creatures]] are just that - random. The can have unique attacks, like firebreath or poison, as well as a random number of body modifiers like legs, wings, etc.&lt;br /&gt;
** Some examples: a ribbon worm with wings made of stretched [[skin]]. An eyeless antenna lizard. A [[glob]] of [[vomit]] inside a round shell. &lt;br /&gt;
* They pull from certain base types (blob, quadruped, humanoid) as well as various animal/creature features. &lt;br /&gt;
** Dinosaur types (?!) are also now possible&lt;br /&gt;
*** They have feathers to boot&lt;br /&gt;
* These are seen as the ultimate challenge of the game&lt;br /&gt;
&lt;br /&gt;
===  [[HFS]] ===&lt;br /&gt;
* The old [[HFS]] that we know of is gone, replaced by new baddies. The [[critter]]s of the [[HFS]] seemed to have survived the [[version]] change, however.&lt;br /&gt;
* [[Toady]] has spent countless days working on the new [[HFS]], and he's been silent on what it could entail.&lt;br /&gt;
* There is a lot of nasty stuff underneath, seemingly related to the old &amp;quot;end of the world&amp;quot; timers.&lt;br /&gt;
* It should be a bit different, a bit the same, and always a threat rather than a one-time problem.&lt;br /&gt;
&lt;br /&gt;
== The World ==&lt;br /&gt;
&lt;br /&gt;
===  [[Civilizations]] ===&lt;br /&gt;
* There is now the notion of a '''[[split leadership]]'''. Some leaders may prefer to be &amp;quot;traditional&amp;quot; rulers, hanging back in their cities while appointing generals to command their armies. Others may prefer to lead battles and wars themselves.&lt;br /&gt;
* [[Goblin]] society is more violent than ever. They respect those with power, and [[demons]] will be forced to kill for their loyalty. Other [[goblin]]s, however, can do the same.&lt;br /&gt;
** [[Goblin]]s obtain their structure over the course of world generation. For instance, [[demons]] are not hard-coded as leaders, and must earn their position.&lt;br /&gt;
* Forgotten beasts can escape from the [[underground]] and try and pass themselves off as [[god]]s, gaining worshipers and taking control of [[civilizations]].&lt;br /&gt;
* Leaders of [[civilizations]] can now own &amp;quot;pets&amp;quot; - and by that, I mean they can [[tame]] wild animals and use them in war. [[Giant eagles]], [[tigers]], everything is fair game.&lt;br /&gt;
** [[Elves]] have a great advantage here for obvious reasons, but [[dwarves]] will be able to make use of [[underground]] beasts.&lt;br /&gt;
* '''[[Priests]]''' are back.&lt;br /&gt;
&lt;br /&gt;
===  [[World Generation]] ===&lt;br /&gt;
* &amp;quot;I've added the ability to specify in the [[world gen]] parameters the number of sky z-levels, the number of z-levels minimum between each [[layer]] (it'll often be more because of elevation changes), and the number of extra z-levels down at the bottom.&amp;quot;&lt;br /&gt;
* Much of the map feature code was rewritten to be more flexible in future expansions and updates.&lt;br /&gt;
&lt;br /&gt;
=== [[Megabeasts]] (general and [[Titans]]) ===&lt;br /&gt;
* [[Megabeasts]] aren't pushovers in worldgen anymore, and will survive longer and get more kills.&lt;br /&gt;
* [[Titans]] in good areas will be benign/neutral to [[creatures]].&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[[Notes on new positions]]&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Release_information&amp;diff=64603</id>
		<title>v0.31:Release information</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Release_information&amp;diff=64603"/>
		<updated>2010-03-04T20:37:03Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: /* Squad Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DFNewVersion}}&lt;br /&gt;
This page lists the changes in the [[version]] of [[Dwarf]] [[Fort]]ress to be released in early 2010.  The page links to currently existing pages which either have been or will need to be modified to list new details from the new [[version]].  It also lists to pages about entirely new subjects introduced in this [[version]], such as [http://new.df.magmawiki.com/wagn/Burrows burrows], articles created or completely changed based off of this version are marked in '''bold'''.&lt;br /&gt;
&lt;br /&gt;
Adapted from the [http://docs.google.com/Doc?docid=0AT8EQVUjrv96ZGc5cnBwOHZfMjgyY3FzZHFtanA&amp;amp;hl=en&amp;amp;pli=1 google docs file] by SirPenguin about the upcoming release.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Behind the scenes ==&lt;br /&gt;
&lt;br /&gt;
===  [[Materials]] ===&lt;br /&gt;
* The [[material]] system has been rewritten, and just about everything is made from a [[material]] now.&lt;br /&gt;
* It is now possible to track the identity of certain [[materials]], such as [[blood]] spatter.&lt;br /&gt;
* The [[color]] of a base [[material]] will now have more effects - a [[wagon]] made out of featherwood will reflect the [[color]] of the wood.&lt;br /&gt;
* [[Material]] breath [[weapons]] are possible, and can be made of any [[material]]. These are mainly linked with poisons, and when inhaled by a creature, they will become poisoned.&lt;br /&gt;
* Small amounts of certain [[materials]] ([[blood]], snow, etc.) can accumulate in a tile.&lt;br /&gt;
** For example, if enough liquid [[gold]] accumulates in a tile, it will cool into a [[glob]] of [[gold]].&lt;br /&gt;
** This also works for [[materials]] such as liquid (molten) [[metal]], which will cool into a [[glob]] which can then be used to [[melt]] down into a bar.&lt;br /&gt;
* [[Weapons]] and [[armor]] now use various &amp;quot;real world&amp;quot; [[attributes]] to calculate their effectiveness. Each [[material]] (rock, [[metal]]) uses the following:&lt;br /&gt;
** '''[[Density]]'''&lt;br /&gt;
** '''[[Impact/Shear Yield]]'''&lt;br /&gt;
** '''[[Impact/Shear Fracture]]'''&lt;br /&gt;
** '''[[Impact/Shear Elasticity]]'''&lt;br /&gt;
** '''[[Edge]]'''&lt;br /&gt;
&lt;br /&gt;
===  [[Raws]] ===&lt;br /&gt;
* Entity positions are now stored in the raw folders, allowing for custom positions through modding, as well as editing existing positions as you see fit.&lt;br /&gt;
** These include the [[Nobles (DF2010)|new military positions]] (General/Lieutenant/Captain/Militia Commander/Militia Captain).&lt;br /&gt;
* [[Attributes]] have also moved into the [[raws]], allowing you set all sorts of values such as how fast an attribute increases.&lt;br /&gt;
* Many objects - trees, plants, [[stone]]s, etc. - now have [[material]] lists in the [[raws]].&lt;br /&gt;
** Some [[raws]] have been merged, such as trees/plants, and [[stone]]s/[[metal]]s.&lt;br /&gt;
* A [[region]]'s raw files are now stored in their respective [[save]] folder.&lt;br /&gt;
&lt;br /&gt;
===  The d# series ===&lt;br /&gt;
* Translucent [[tilesets]] are supported, using PNG.&lt;br /&gt;
* The DF window can be resized on the fly.&lt;br /&gt;
* The grid size is autogenerated on startup; such [[init.txt|init.txt settings]] are ignored.&lt;br /&gt;
* Current desktop size is used for fullscreen size if fullscreen resolution is set to 0x0.&lt;br /&gt;
* The DF window can be zoomed on the fly using the mouse wheel. There are two modes, it defaults to mode 1. Pressing mouse wheel switches modes. Pressing F12 resets mode 1, not 2. In mode 1, the zoom from mode 2 is not visible. (And yes, you can use both at once.)&lt;br /&gt;
* The keyboard input system has been totally rewritten:&lt;br /&gt;
** You can bind multiple [[keys]] to one command.&lt;br /&gt;
** You can create keyboard [[macros]].&lt;br /&gt;
** Input bindings are divided into sections.&lt;br /&gt;
* Lots of bugfixes and performance improvements.&lt;br /&gt;
&lt;br /&gt;
===  '''[[Arena]]s''' ===&lt;br /&gt;
* '''[[Arena]]s''' are now in the game, and allow the player to set up battles with any kind of creatures with any type of equipment and have them face off.&lt;br /&gt;
&lt;br /&gt;
== [[Combat]] ==&lt;br /&gt;
&lt;br /&gt;
===  [[Squads]] ===&lt;br /&gt;
* The [[fortress guard]] is considered a squad under the [[sheriff]], and the [[royal guard]] is considered a squad under the [[Hammerer]].&lt;br /&gt;
* '''[[Nobles (DF2010)|Captains]]''' can be appointed under your '''[[Nobles (DF2010)|General]]''' and lead [[squads]].&lt;br /&gt;
* There is a system in place that will try its best to keep your schedules staffed, going so far as finding replacements when [[soldier]]s get hungry/tired, as well as forcing [[soldier]]s to stay on duty if no replacements are found.&lt;br /&gt;
* You have complete control over how [[squads]] handle rations - [[food]] and [[drink]] stored in backpacks and flasks - and [[alcohol]] can now be stored as a [[drink]] option.&lt;br /&gt;
* [[Champions#Heroes_and_Champions|Champions]] as heavily trained soldiers are no more. Rather, a single '''[[Nobles (DF2010)|Champion]]''' is an appointed position that your [[duke]]/[[count]]/[[baron]] appoints.&lt;br /&gt;
* &amp;quot;Lord&amp;quot; [[soldier]]s aren't restricted in their weapon choice, and can be made into [[civilian]]s again.&lt;br /&gt;
* Beds, racks, stands, boxes/chests and [[cabinets]] can now be assigned to squad positions.&lt;br /&gt;
* You can now use the [[note]] making system to lay out stations and patrol routes for your [[squads]].&lt;br /&gt;
* [[Sparring]] has been redone.&lt;br /&gt;
* A [[dwarf]] skilled in one [[skill]] can teach students via demonstrations of how to fight. This is set up in a classroom environment, so no actual [[sparring]] takes place (less dangerous).&lt;br /&gt;
** Even slightly skilled [[dwarves]] can teach people below them.&lt;br /&gt;
** There are also instructor monitored drill and [[sparring]] sessions.&lt;br /&gt;
** &amp;quot;They can currently teach weapon [[skill]]s, [[wrestling]], dodging, punching (grasp strikes), kicking (stance strikes), shield and [[armor]] use, yeah.  They can also teach general close-quarters/ranged [[combat]] principles.&amp;quot;&lt;br /&gt;
* [[Personalities]] play a role in these lessons. Naturally lazy [[dwarves]] will have a harder time learning and concentrating, though they can overcome them with [[skill]]/attribute increases.&lt;br /&gt;
** An instructor's [[personality]] is also taken into account, as a naturally reckless instructor is more willing to send green recruits into [[sparring]] sessions.&lt;br /&gt;
* Squad selection/[[orders]] now can occur in real time.&lt;br /&gt;
* The [[military]] menu has been entirely redone.&lt;br /&gt;
* You can issue [[orders]] to several [[squads]] at once or several individuals across different [[squads]].&lt;br /&gt;
* Kill [[orders]] are now possible. You can select any creature your [[fort]] does not control to be killed.&lt;br /&gt;
* You can give [[squads]] nicknames if you wish.&lt;br /&gt;
** You can also give your [[barracks]] nicknames to help keep them separated.&lt;br /&gt;
&lt;br /&gt;
===  Squad [[Equipment]] ===&lt;br /&gt;
* There is now a position called the '''[[Nobles (DF2010)|Arsenal Dwarf]]''' who handles various [[equipment]] delegation.&lt;br /&gt;
* You can now establish &amp;quot;'''[[uniforms]]'''&amp;quot; for your [[soldier]]s. With it, you can assign specific [[armor]], [[weapons]], and other such [[equipment]] that you want all [[soldier]]s in a squad to wear.&lt;br /&gt;
** This allows for you to establish either [[equipment]] protocols (I want this squad to carry a [[sword]] and a shield) or literal uniforms, such as all guards wearing dyed blue cloaks.&lt;br /&gt;
* [[Soldier]]s know the difference between [[training]], battle, and [[civilian]] [[equipment]], and when/how to switch between them, as well as how to store them, which is usually done in [[barracks]] via boxes (which can be assigned to [[squads]]).&lt;br /&gt;
** The above also extends to [[Wood cutter|woodcutters]]/[[Miner|miners]], who know how to properly retrieve/store their picks and axes.&lt;br /&gt;
** [[Equipment]] can be stored in squad boxes.&lt;br /&gt;
* You can now handle [[ammo]] allocation by [[material]], so you can set aside [[metal]] [[bolts]] for battle and wooden [[bolts]] for [[training]]. [[Squads]] will maintain such [[ammo]] counts on their own.&lt;br /&gt;
** You can also handle [[ammo]] by type, so that you can have a squad that only uses [[bolts]]/arrows left over by invaders, etc.&lt;br /&gt;
** You have similar control over [[Hunter]] [[ammo]].&lt;br /&gt;
* [[Training]] [[weapons]] are in now, made at the carpenter's shop. Due to the nature of the [[material]] rewrite, these [[weapons]] lack edges, making them far less dangerous.&lt;br /&gt;
* [[Dwarves]] can handle any weapon now (they are not restricted to the current 6 [[weapons]]). &lt;br /&gt;
** [[Blowdart]] [[squads]] confirmed.&lt;br /&gt;
* [[Critter]]s now become familiar/accustomed to [[items]] they use often, such as [[armor]] and [[weapons]]. Being familiar with an item gives them better rolls during [[combat]].&lt;br /&gt;
** They can also become attached to [[items]] and will refuse upgrades.&lt;br /&gt;
* [[Items]] keep track of [[creatures]] they kill now, and that will show up in the [[legends mode]].&lt;br /&gt;
* [[Items]] can become &amp;quot;named&amp;quot; - raised to a semi-[[artifact]] level - if they have seen a lot of battles or have killed someone of a historical figure era-level of importance.&lt;br /&gt;
* [[Dwarves]] will now fill up their [[quivers]] properly - they will not go into [[combat]] with 1 bolt in their [[quiver]] if they can help it.&lt;br /&gt;
* You can assign specific [[items]] to units (useful for cases such as [[artifact]]s).&lt;br /&gt;
* [[Dwarves]] assigned to [[squads]] will go train in their free time if they have self-discipline. This includes individual drilling practice.&lt;br /&gt;
* 1/3 of [[dwarves]] have a &amp;quot;favored&amp;quot; weapon.&lt;br /&gt;
&lt;br /&gt;
===  [[Weapons]] and [[Armor]] ===&lt;br /&gt;
[[Image:DF2010_1.png|thumb|400px|The new [[combat report]]s. [[Note]] the date, ability to zoom on location, and more flavorful descriptions.]]&lt;br /&gt;
* All [[weapons]] now have multiple '''[[attack types]]''' (a [[sword]] can use a thrusting attack, or with the blade itself, or even the pommel) and each attack can do a different type of [[damage]].&lt;br /&gt;
* [[Armor]] [[skill]] and quality of the [[armor]] increases your &amp;quot;deflection&amp;quot; roll, which alters the effective force of an attack.&lt;br /&gt;
* [[Weapons]] don't use hard-coded percentage [[damage]] anymore, but rather, use their [[material]]'s various properties in order to determine [[damage]].&lt;br /&gt;
* The swing velocity of a [[hammer]] is determined by the strength and weight of the [[hammer]] itself, among other things.&lt;br /&gt;
* Woven/Chain [[items]] have a &amp;quot;structural elasticity&amp;quot; property (compared to [[plate]]/scale).&lt;br /&gt;
&lt;br /&gt;
===  Attacks ===&lt;br /&gt;
* [[Combat]] has been entirely rebalanced due to the new [[material]] and body changes.&lt;br /&gt;
* Small [[creatures]] are now able to take on larger [[creatures]] by pecking away at their bodies, something which was impossible in the old [[version]].&lt;br /&gt;
** Thanks to the [[material]] rewrite, though, a well [[armor]]ed knight will fare without many problems against 20 groundhogs.&lt;br /&gt;
** Multiple small attacks will have a cumulative effect.&lt;br /&gt;
* &amp;quot;I had a [[dragon]] fight some lions, and after a little bit of dragonfire and close [[combat]], I ended up with a [[dragon]] covered with the grammatically-in-progress &amp;quot;lion [[melted]] [[fat]] spatter&amp;quot;.&amp;quot;&lt;br /&gt;
* Attacks take into account the position and relative nature of the body. Attacks won't &amp;quot;loopity-loop&amp;quot; through the body.&lt;br /&gt;
* Temperature transfer between wrestlers is now possible, so think twice before [[wrestling]] that [[spirit of fire]].&lt;br /&gt;
** Stuck-ins also transfer temperature.&lt;br /&gt;
* Ranged damage has been nerfed, in addition to [[bolts]] making &amp;quot;logical&amp;quot; paths now. The firing rate remains the same.&lt;br /&gt;
* There's now a notion of a &amp;quot;squared shot&amp;quot;, in that your attack could hit someone's arm full force, but if you didn't hit in in the right area, the [[bone]] would not break. This helps many problems, such as with [[bolts]], as well as axes/[[sword]]s not lopping everything off every time you swing.&lt;br /&gt;
* Twisting your weapon in a [[wound]] has been balanced, and won't just amplify [[damage]] forever.&lt;br /&gt;
* [[Toady]] on the path of the force of an attack: &amp;quot;The [[armor]] is all checked in order from outer to inner, then it gets at the tissue [[layer]]s, altering the character of the attack as it goes.&amp;quot;&lt;br /&gt;
* Attacks can pass through a [[wound]] sufficiently large enough.&lt;br /&gt;
* Force from blunt [[weapons]] can transcend [[layer]]s. For instance, a [[hammer]] can bruise the [[skin]] while breaking the [[bone]] underneath.&lt;br /&gt;
** As such, [[plate]] [[armor]]'s benefits are generally ignored by blunt attacks, and [[leather]] [[armor]] would prove to be more effective.&lt;br /&gt;
* &amp;quot;Solid breath can take the form of a forward moving dust puff that accidentally knocks people out due to some [[cave-in]] code.  When I fix that, KOs make or may not be a parameter.  Solid breath can also take the form of a solid [[glob]] (a small one right now) that is hurled like a [[stone]].  It might as well be a thrown [[stone]] of the solid.  Solid breath can also be an undirected dust puff (also accidental knockouts).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== [[Creatures]] (general) ==&lt;br /&gt;
&lt;br /&gt;
===  [[Attributes]]/[[Skill]]s ===&lt;br /&gt;
* The attribute system has received an overhaul. There are now 19 [[attributes]] split across physical and mental. They are:&lt;br /&gt;
** Body:&lt;br /&gt;
*** '''[[strength]]'''&lt;br /&gt;
*** '''[[agility]]'''&lt;br /&gt;
*** '''[[toughness]]'''&lt;br /&gt;
*** '''[[endurance]]''' - this'll take some of the weight off of [[toughness]] and control your exertion.&lt;br /&gt;
*** '''[[recuperation]]''' - somebody suggested &amp;quot;resilience&amp;quot;. i don't really like any of the names... in any case, this will control the [[healing]] of your physical [[wound]]s.&lt;br /&gt;
*** '''[[disease resistance]]''' - the more time i spend on infection and venom, the more this will matter for this release. there will also likely be a notion of specific immunities, some of which you could gain with exposure or whatever ends up making the most sense.&lt;br /&gt;
** '''[[soul]]''':&lt;br /&gt;
*** '''[[analytical ability]]''' - thinky stuff.&lt;br /&gt;
*** '''[[memory]]''' - remembery stuff.&lt;br /&gt;
*** '''[[creativity]]''' - being able to make up neat stuff.&lt;br /&gt;
*** '''[[intuition]]''' - being able to get stuff.&lt;br /&gt;
*** '''[[focus]]''' - being able to get into stuff.&lt;br /&gt;
*** '''[[willpower]]''' - being able to keep on with and cope with stuff.&lt;br /&gt;
*** '''[[patience]]''' - being able to handle not doing stuff.&lt;br /&gt;
*** '''[[spatial sense]]''' - sense of surrounding stuff.&lt;br /&gt;
*** '''[[kinesthetic sense]]''' - sense of own stuff.&lt;br /&gt;
*** '''[[linguistic ability]]''' - all of the wordsy stuff.&lt;br /&gt;
*** '''[[musicality]]''' - musicky stuff.&lt;br /&gt;
*** '''[[empathy]]''' - being able to feel other peoples' stuff.&lt;br /&gt;
*** '''[[social awareness]]''' - being able to manage and handle social stuff.&lt;br /&gt;
&lt;br /&gt;
* [[Creatures]] now have '''[[souls]]''', and these souls serve as storage for a creature's mental [[attributes]] and [[skill]]s.&lt;br /&gt;
** [[Creatures]] can have multiple souls, though there is no such use in the current [[version]].&lt;br /&gt;
* [[Attributes]] and [[skill]]s can now &amp;quot;'''[[Skill rust|rust]]'''&amp;quot; if the attribute/[[skill]] is unused for a long period of time. The more rust the [[skill]] or attribute has, the less effective it is, and high enough rust will actually &amp;quot;delevel&amp;quot; the ability. Rust can be worked off by simply using the attribute or [[skill]] in question.&lt;br /&gt;
* Attribute/[[skill]] display system has been redone so as to not overwhelm the player.&lt;br /&gt;
** [[Skill]]s have been split up into '''[[Skill groups|15 logical groups]]''' to make assigning [[skill]]s easier.&lt;br /&gt;
* [[Creatures]] now have a &amp;quot;'''[[situational awareness]]'''&amp;quot; [[skill]], which handles a [[creatures]] ability to deal with surprise attacks and ambushes.&lt;br /&gt;
* The [[wrestling]] has been split into the following [[skill]]s:&lt;br /&gt;
** '''[[Wrestling]]'''&lt;br /&gt;
** '''[[Dodging]]'''&lt;br /&gt;
** '''[[Grasp strikes]]'''&lt;br /&gt;
** '''[[Stance strikes]]'''&lt;br /&gt;
* There are also general '''[[melee attack|melee]]''' and '''[[range attack]]''' [[skill]]s (which help with [[combat]] rolls but are separate from &amp;quot;axe mastery&amp;quot;, etc.)&lt;br /&gt;
* [[Attributes]] and rust rates are linked to specific castes, so you could have brutes intermixed with brainy [[creatures]] of a single race.&lt;br /&gt;
* &amp;quot;Ceilings of [[attributes]] are a percentage of the starting value.  So a strength 1000 [[dwarf]] might attain 2000, and a strength 750 [[dwarf]] might attain 1500.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===  Appearances ===&lt;br /&gt;
[[Image:DF2010_2.png|thumb|400px|The new description window]]&lt;br /&gt;
* [[Creatures]] are now unique to each other with different appearances, including hair [[color]], facial features, etc.&lt;br /&gt;
** These are visible in [[adventurer]] mode as well.&lt;br /&gt;
** Different [[color]] patterns are also available, like striped or mottled.&lt;br /&gt;
* [[Creatures]] can also be fatter/taller/etc. than usual. This affects their [[size]]. Fatter [[creatures]] can last without [[food]] longer.&lt;br /&gt;
** [[Creatures]] have a '''[[metabolism]]''' now, which deals with how fast they heal and how fast they burn [[fat]].&lt;br /&gt;
** [[Fat]] [[creatures]] also move slower.&lt;br /&gt;
* The trimming of hair/nails is also possible for civilized [[creatures]], and they will grow long and unkempt without such activities.&lt;br /&gt;
* [[Creatures]] '''[[genetics|inherit appearances from their parents]]'''. This includes dominant/recessive genes.&lt;br /&gt;
** As one example, you can use this system to breed your dogs to a certain [[color]]/[[size]].&lt;br /&gt;
* [[Layer]] trimming/caring uses style definitions from a culture. Some cultures may grow beards, others may shave them. Prisoners, etc. may be forced to adapt these new styles.&lt;br /&gt;
* Speaking of beards, as if it wasn't obvious by now, but this means [[dwarves]] finally have beards!&lt;br /&gt;
** On a more startling note - so do [[elves]]!&lt;br /&gt;
* [[Creatures]] can now be part of a '''[[caste]]''', and this may govern many things, such as their profession, appearance, etc.&lt;br /&gt;
&lt;br /&gt;
===  Bodies ===&lt;br /&gt;
* Tissues now come in [[layer]]s. You must bypass a [[layer]] to reach one below it. Some [[layer]]s are dependent on others (hair can only exist if there's [[skin]] underneath it, etc.)&lt;br /&gt;
* '''[[Hair]]''' acts as a [[layer]] on [[skin]]. It can come in many different styles (sparse, strands, etc.)&lt;br /&gt;
*  '''[[Hair]]''' grows and eventually grays over time. It can be trimmed, and if left alone it will become shaggy and unkempt.&lt;br /&gt;
* Body parts and tissue [[layer]]s can be made out of any [[material]] you want, such as for logical [[creatures]] like [[Iron Men]], and illogical abominations like [[Dwarf]] Lung Men.&lt;br /&gt;
* It's now possible for some [[creatures]] to be made out of solid [[material]], such as [[Iron Men]], who are much harder to fight.&lt;br /&gt;
* You can also have hollow body parts, perhaps filled with air or other [[materials]].&lt;br /&gt;
* Some [[layer]]s can serve as protection, such as [[chitin]] [[layer]]s. [[Bone]] [[layer]]s also protect organs, such as the [[skull]] protecting the brain.&lt;br /&gt;
* [[Creatures]] now have teeth, rib, cheeks, eyelids, nails, and lips. Teeth and ribs are not individualized, but rather are tracked by groups (i.e., top left molars, etc.)&lt;br /&gt;
* [[Creatures]] also now have tendons and ligaments, and are made from the &amp;quot;sinew&amp;quot; [[material]].&lt;br /&gt;
* [[Creatures]] store energy from their [[food]], getting [[fat]]ter and more muscular.&lt;br /&gt;
** [[Fat]] affects such things as insulation, speed, etc.&lt;br /&gt;
** Strength also increases muscle [[size]]. Both have an effect on a creature's total [[size]].&lt;br /&gt;
* Guts are realistically [[color]]ed - crazy stuff!&lt;br /&gt;
* It is now possible to &amp;quot;flay&amp;quot; a creature. Have fun!&lt;br /&gt;
* We've also got [[water]] freezing into frosty stuffs on people if they get [[wet]] and then step out into the cold, and [[steam]] coming off of spirits of fire in the rain. &lt;br /&gt;
* [[Skeletal]] [[critter]]s now have their [[bone]]s held together by rotted ligaments.&lt;br /&gt;
&lt;br /&gt;
===  [[Thoughts]] ===&lt;br /&gt;
* &amp;quot;[[Thoughts]]&amp;quot; of a [[dwarf]] have been redone. The new screen includes their current [[thoughts]], age/birthday, physical description paragraph, a description of their [[attributes]], their likes/dislikes, and their mannerisms. Also included are descriptions for their [[wound]]s/scars.&lt;br /&gt;
* A [[dwarf]]'s birthday and age are stored in their [[profile]] now.&lt;br /&gt;
* [[Dwarves]] now have '''[[mannerisms]]''', such as &amp;quot;always scratches his head when he's trying to remember something&amp;quot;, &amp;quot;laughs at his own jokes&amp;quot; or &amp;quot;talks to herself whenever she's bored&amp;quot;. There are 65 types with 3-5 situation qualifiers.&lt;br /&gt;
&lt;br /&gt;
== [[Fortress Mode]] ==&lt;br /&gt;
&lt;br /&gt;
===  Organization ===&lt;br /&gt;
* '''[http://new.df.magmawiki.com/wagn/Burrows Burrow]'''s! Burrows are areas in your [[fort]] where [[dwarves]] live and work in. You can assign these areas like [[zones]] and assign [[dwarves]] to them. [[Dwarves]] will only use [[workshops]], rooms, etc. in [http://new.df.magmawiki.com/wagn/Burrows burrow]s they are assigned to.&lt;br /&gt;
* There are a significant number of ways to utilize burrows, from restricting certain [[mining]] expeditions to [[skill]]ed [[dwarves]], to making noble districts, to setting &amp;quot;emergency&amp;quot; [[zones]] for [[civilian]]s to flee to, etc.&lt;br /&gt;
* You can set [[soldier]]s so that they defend certain [[burrow]]s. If an enemy enters a [[burrow]] they know enough to stop what they're doing and head towards it to defend it.&lt;br /&gt;
* You may choose and appoint someone as your [[baron]] when you reach [[barony]] status. You can elect not to have one as well.&lt;br /&gt;
* There are now &amp;quot;code generated&amp;quot; positions, such as '''[[priests]]''' who are named after the [[god]] they worship (Priest of Ciramore, etc.)&lt;br /&gt;
* [[Dwarves]] won't immediately drop everything if they find themselves hungry or tired, and will try to finish their current [[job]] first.&lt;br /&gt;
* There's a difference between sleeping [[barracks]] and squad [[barracks]].&lt;br /&gt;
* Liaisons will be be generated from scratch if they die.&lt;br /&gt;
&lt;br /&gt;
===  [[Workshops]] ===&lt;br /&gt;
[[Image:DF2010_3.png|thumb|400px|[[Statues]] now have art associated with them.]]&lt;br /&gt;
[[Image:DF2010_4.png|thumb|400px|Some new [[crafts]] you can make.]]&lt;br /&gt;
* [[Statues]] and figurines now have art associated with them.&lt;br /&gt;
** &amp;quot;[[Statues]] of specific [[dwarves]] get the [[dwarf]]'s name right in the item name.&amp;quot;&lt;br /&gt;
* Custom [[workshops]] are now able to be modded in, allowing you to set up custom [[reactions]].&lt;br /&gt;
** These can support [[corpse]] harvested [[items]], like shells/horns, and might use barrels/other [[containers]].&lt;br /&gt;
* You can now make [[crafts]] out of horn, ivory, teeth, and other new body parts.&lt;br /&gt;
** These include [[dragon]] tooth [[rings]] and [[ivory]] crowns.&lt;br /&gt;
* [[Butchery]] has been overhauled due to the new body part systems, with [[creatures]] yielding many more parts for consumption.&lt;br /&gt;
* It is now possible to have automated [[fishing]] [[cleaning]] and [[fat]] rendering.&lt;br /&gt;
&lt;br /&gt;
===  Alerts and [[Announcements]] ===&lt;br /&gt;
* The alert statuses (i.e., &amp;quot;Stay Indoors&amp;quot;) have been entirely redone. You may set several custom alerts with a user defined behaviour. For instance, you could set a &amp;quot;[[Underground]] Attack&amp;quot; alert where you force [[soldier]]s to equip melee [[weapons]] and head to a predefined location.&lt;br /&gt;
* These alerts can also be assigned to [[civilian]]s, such as telling them to flee to the great hall.&lt;br /&gt;
* [[Combat reports]] have been redone in hopes of consolidating sentences and making it more interesting to read&lt;br /&gt;
* Combat reports are separated into [[combat]], [[sparring]], and hunting reports. You'll see a notification on the side of the screen letting you know a [[combat report]] has been generated.&lt;br /&gt;
** They are also timestamped.&lt;br /&gt;
* You can choose different options for each announcement, like whether you want it to pause the game or recenter your view.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
* Caravans can now bring sand and glass!&lt;br /&gt;
* Also flasks, waterskins, quivers and backpacks.&lt;br /&gt;
&lt;br /&gt;
== [[Healthcare]] ==&lt;br /&gt;
&lt;br /&gt;
===  Doctors, hospitals, and how to cure what ails you ===&lt;br /&gt;
[[Image:DF2010_5.png|thumb|400px|The new [[wound]] [[color]]ing system.]]&lt;br /&gt;
* '''[[Hospitals]]''' are used like [[zones]]. [[Items]] used within these [[zones]] (beds, tables, boxes) allow for hospital use.&lt;br /&gt;
** They also use a new item, called a '''[[traction bench]].'''&lt;br /&gt;
* '''[[Doctors]]''' can &amp;quot;prescribe&amp;quot; treatment, such as bed rest, using splints for broken [[bone]]s, amputation for infected limbs, and surgery.&lt;br /&gt;
** Doctors will set [[bone]]s for simple fractures, use traction for difficult overlapping fractures and use surgery for disgusting compound fractures. They also excise [[rotting]] tissue and amputate limbs too rotted off to save.&lt;br /&gt;
** The system where [[dwarves]] heal on the [[season]] change is gone.&lt;br /&gt;
* [[Wound]]s are dressed with '''[[bandages]]''', which speeds [[healing]] and slows bleeding.&lt;br /&gt;
** '''[[Sutures]]''' make [[wound]]s heal faster.&lt;br /&gt;
** Sutures can be ripped out in [[combat]], causing pain/bleeding.&lt;br /&gt;
* '''[[Crutches]]''' are now in the game, allowing one legged [[dwarves]]/injured people to walk normally (as opposed to crawl). They will move faster as they get comfortable with their new crutch.&lt;br /&gt;
** '''[[Casts]]''' are also in.&lt;br /&gt;
* [[Creatures]] can now clean the filth they acquire due to various [[materials]], like mud, [[blood]], [[vomit]], etc.&lt;br /&gt;
** As such, [[soap]] has a use now, which deserves its own bullet point.&lt;br /&gt;
* You can appoint a &amp;quot;'''[[Nobles (DF2010)|chief medical dwarf]]'''&amp;quot; to handle the various medical information, which requires the &amp;quot;'''[[Diagnosis]]'''&amp;quot; [[skill]].&lt;br /&gt;
** What type of various medical information? &amp;quot;unit [[wound]]s/status/required treatments/medical history, etc.&amp;quot; - Think of it like the [[bookkeeper]].&lt;br /&gt;
* [[Dwarves]] are more proactive in saving [[wound]]ed people, and will do what they can in regards to bleeding on the way to the hospital.&lt;br /&gt;
* &amp;quot;Eyelids clean the eyes so you don't have to [[soap]] them off, but if an eyelid is torn off, I think they might [[soap]] the eyes.&amp;quot;&lt;br /&gt;
* Patients can use [[soap]]/[[water]] to clean [[wound]]s and grime to reduce infections. Sutures, casts, etc. will reduce infection as well.&lt;br /&gt;
* All cloth and thread [[items]] have associated lengths/areas now. Threads are use for sutures (thus, one &amp;quot;thread&amp;quot; item could be used for multiple sutures) and cloth is used for bandages. [[Items]] in this way aren't split (a la coins or [[bolts]]), but rather, they're consumed in pieces.&lt;br /&gt;
* Unskilled or apprentice doctors can make mistakes when treating a patient or doing surgery.&lt;br /&gt;
* &amp;quot;[[Healthcare]]&amp;quot; as a [[skill]] is gone. It's been replaced by 7 new labor [[settings]], 5 unit types, and 6 new [[skill]]s.&lt;br /&gt;
** There are different type of doctors associated with the [[skill]]s.&lt;br /&gt;
** Dressing [[wound]]s, diagnosis, surgery, setting [[bone]]s, suturing and walking with crutches appear to be the new [[skill]]s.&lt;br /&gt;
&lt;br /&gt;
===  [[Wound]]s and [[injuries]] ===&lt;br /&gt;
* The current 15HP-per-body-part system has been dropped in favor of individual [[wound]] tracking.&lt;br /&gt;
** The above also allows for scars.&lt;br /&gt;
* Open [[wound]]s can get simple infections, which results in oozing pus, slow [[healing]], and can even kill.&lt;br /&gt;
** [[Rotting]] [[wound]]s smell and contribute to infection levels, as does grime buildup.&lt;br /&gt;
* Tissue [[layer]]s can boil off when exposed to extreme heat.&lt;br /&gt;
* Phantom pains are gone.&lt;br /&gt;
* You can [[damage]] a creature's motor and sensitivity nerves. Motor [[damage]] prevents that part from working, and sensory nerve damage makes you lose feeling in that body part.&lt;br /&gt;
* Partial and compound fractures are now possible.&lt;br /&gt;
* Fractured [[bone]] can be knocked inwards to cause [[damage]] to organs, like forcing a jagged piece of [[skull]] into the brain. [[Bone]]s can also [[pierce]] [[layer]]s, like having [[bone]] sticking out of your [[skin]].&lt;br /&gt;
* Guts are under [[pressure]] and can pop out of a [[wound]].&lt;br /&gt;
* Injured [[creatures]] can continue to work if they are treated. A miner who breaks his left hand will go back to [[mining]] with his right hand (after his broken hand is set in a cast).&lt;br /&gt;
* &amp;quot;There are lots of [[wound]]s that won't heal now if they aren't treated (aside from the nerve stuff, the three kinds of bad breaks won't heal if not treated), and infected [[wound]]s heal very slowly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===  Poisons ===&lt;br /&gt;
* Types of poison effects: pain, swelling, oozing [[wound]]s, bruising, blisters, numbness, paralysis, fever, bleeding, coughing/[[vomit]]ing [[blood]], nausea, [[vomit]]ing, unconsciousness, necrosis, impaired vision, drowsiness, and dizziness.&lt;br /&gt;
* Poisons can be contacted, injected, or inhaled.&lt;br /&gt;
* You can be immune to poisons; [[creatures]] seem immune to their own poisons.&lt;br /&gt;
* Severs transfer containment, so that a ripped off venom fang from a [[Giant Cave Spider]] will remain venomous. As of now you cannot use it as a [[weapon]].&lt;br /&gt;
&lt;br /&gt;
== The Underground ==&lt;br /&gt;
 &lt;br /&gt;
[[Image:DF2010_6.png|thumb|400px|An example of the new caverns. Here you can see open areas and [[underground]] lakes, as well as passages linking them together]]&lt;br /&gt;
&lt;br /&gt;
=== Underground Features ===&lt;br /&gt;
* Underground [[layer]]s have been entirely revamped, allowing for more diverse [[underground]] with new [[creatures]], features, and other interesting goodies, such as Mushroom Forests.&lt;br /&gt;
* The standard amount of [[layer]]s (around 15) has been scrapped and increased dramatically; upwards of 50-100 [[layer]]s.&lt;br /&gt;
* Each cave [[layer]] [[region]] (which is a certain depth and portion of the world map) has its own name, animal populations, [[civilizations]], etc.&lt;br /&gt;
** They also show up on the legends screen.&lt;br /&gt;
* '''[[Caverns]]''' now exist [[underground]]. Caverns are open areas underneath the earth, and are home to [[creatures]], [[underground]] lakes, and other interesting features.&lt;br /&gt;
* Features are much more easy to discover, and almost every site is guaranteed to have SOMETHING interesting in it.&lt;br /&gt;
** For instance, [[magma]] is almost always guaranteed to be at the very bottom [[layer]].&lt;br /&gt;
* Features can span multiple world tiles, and can be explored via adventure mode and [[dwarf]] [[fortress]] mode.&lt;br /&gt;
* You can use [[world gen]] parameters to get rid of [[underground]] features. The default [[settings]] are set for cavernous so you're guaranteed to find cool stuff.&lt;br /&gt;
* Features are not instantly revealed anymore. [[Underground]] areas must be explored by [[dwarves]] prior to revealing features. &lt;br /&gt;
** So yeah, the new system is to have a 60 or so tile [[flood]] out from your [[dwarves]] as they go [[underground]], and any time they get within 30 tiles of the 60 tile [[flood]] (flags are kept when the [[flood]] got out to 30, roughly), it'll [[flood]] out again, picking up those flags and placing new ones, so it moves out in a kind of chunky way.&lt;br /&gt;
** [[Squads]] can't take [[orders]] to walk into hidden [[zones]] (must reveal first).&lt;br /&gt;
* It's possible for an [[adventurer]] to enter a massive [[underground]] cavern on one side of the world and journey all the way to the other.&lt;br /&gt;
* Bottomless pits and chasms are gone for the time being, replaced by finite caverns.&lt;br /&gt;
&lt;br /&gt;
===  [[Critter]]s (normal and animalman-y) ===&lt;br /&gt;
* Underground animalpeople can use crude [[weapons]] and mounts now.&lt;br /&gt;
** Batmen could ride giant bats and shoot poison darts at you with makeshift blowguns made from [[giant cave spider]] legs - whoa!&lt;br /&gt;
** Their goal is to cause as much havoc as they can before sneaking back home.&lt;br /&gt;
* Underground [[critter]]s are &amp;quot;drawn&amp;quot; from a large population that is off site. They will replenish their population so long as a cavern has an open &amp;quot;edge&amp;quot; allowing them to spawn in.&lt;br /&gt;
* The above, coupled with other changes, allows for the possibility of never-ending attacks.&lt;br /&gt;
* [[Antmen]] now have creature castes which separate them, including queens.&lt;br /&gt;
** There are also [[antmen]] nests to worry about.&lt;br /&gt;
* '''[[Gremlins]]''' are back. These sneaky dudes are invisible until spotted, and will step on [[pressure]] [[plate]]s, pull levers, and open cages.&lt;br /&gt;
* There are many new (toadyOne mentioned around 40) [[underground]] [[critter]]s.&lt;br /&gt;
&lt;br /&gt;
===  [[Critter]]s (random beasts) ===&lt;br /&gt;
* Random [[critter]]s are now possible. They come in two flavors: &amp;quot;'''[[Titans]]'''&amp;quot;, which are above ground and serve as megabeasts, and &amp;quot;'''[[Forgotten Beasts]]'''&amp;quot;, who live [[underground]]&lt;br /&gt;
* Random [[creatures]] are just that - random. The can have unique attacks, like firebreath or poison, as well as a random number of body modifiers like legs, wings, etc.&lt;br /&gt;
** Some examples: a ribbon worm with wings made of stretched [[skin]]. An eyeless antenna lizard. A [[glob]] of [[vomit]] inside a round shell. &lt;br /&gt;
* They pull from certain base types (blob, quadruped, humanoid) as well as various animal/creature features. &lt;br /&gt;
** Dinosaur types (?!) are also now possible&lt;br /&gt;
*** They have feathers to boot&lt;br /&gt;
* These are seen as the ultimate challenge of the game&lt;br /&gt;
&lt;br /&gt;
===  [[HFS]] ===&lt;br /&gt;
* The old [[HFS]] that we know of is gone, replaced by new baddies. The [[critter]]s of the [[HFS]] seemed to have survived the [[version]] change, however.&lt;br /&gt;
* [[Toady]] has spent countless days working on the new [[HFS]], and he's been silent on what it could entail.&lt;br /&gt;
* There is a lot of nasty stuff underneath, seemingly related to the old &amp;quot;end of the world&amp;quot; timers.&lt;br /&gt;
* It should be a bit different, a bit the same, and always a threat rather than a one-time problem.&lt;br /&gt;
&lt;br /&gt;
== The World ==&lt;br /&gt;
&lt;br /&gt;
===  [[Civilizations]] ===&lt;br /&gt;
* There is now the notion of a '''[[split leadership]]'''. Some leaders may prefer to be &amp;quot;traditional&amp;quot; rulers, hanging back in their cities while appointing generals to command their armies. Others may prefer to lead battles and wars themselves.&lt;br /&gt;
* [[Goblin]] society is more violent than ever. They respect those with power, and [[demons]] will be forced to kill for their loyalty. Other [[goblin]]s, however, can do the same.&lt;br /&gt;
** [[Goblin]]s obtain their structure over the course of world generation. For instance, [[demons]] are not hard-coded as leaders, and must earn their position.&lt;br /&gt;
* Forgotten beasts can escape from the [[underground]] and try and pass themselves off as [[god]]s, gaining worshipers and taking control of [[civilizations]].&lt;br /&gt;
* Leaders of [[civilizations]] can now own &amp;quot;pets&amp;quot; - and by that, I mean they can [[tame]] wild animals and use them in war. [[Giant eagles]], [[tigers]], everything is fair game.&lt;br /&gt;
** [[Elves]] have a great advantage here for obvious reasons, but [[dwarves]] will be able to make use of [[underground]] beasts.&lt;br /&gt;
* '''[[Priests]]''' are back.&lt;br /&gt;
&lt;br /&gt;
===  [[World Generation]] ===&lt;br /&gt;
* &amp;quot;I've added the ability to specify in the [[world gen]] parameters the number of sky z-levels, the number of z-levels minimum between each [[layer]] (it'll often be more because of elevation changes), and the number of extra z-levels down at the bottom.&amp;quot;&lt;br /&gt;
* Much of the map feature code was rewritten to be more flexible in future expansions and updates.&lt;br /&gt;
&lt;br /&gt;
=== [[Megabeasts]] (general and [[Titans]]) ===&lt;br /&gt;
* [[Megabeasts]] aren't pushovers in worldgen anymore, and will survive longer and get more kills.&lt;br /&gt;
* [[Titans]] in good areas will be benign/neutral to [[creatures]].&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[[Notes on new positions]]&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Release_information&amp;diff=64602</id>
		<title>v0.31:Release information</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Release_information&amp;diff=64602"/>
		<updated>2010-03-04T20:36:08Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: /* Squad Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DFNewVersion}}&lt;br /&gt;
This page lists the changes in the [[version]] of [[Dwarf]] [[Fort]]ress to be released in early 2010.  The page links to currently existing pages which either have been or will need to be modified to list new details from the new [[version]].  It also lists to pages about entirely new subjects introduced in this [[version]], such as [http://new.df.magmawiki.com/wagn/Burrows burrows], articles created or completely changed based off of this version are marked in '''bold'''.&lt;br /&gt;
&lt;br /&gt;
Adapted from the [http://docs.google.com/Doc?docid=0AT8EQVUjrv96ZGc5cnBwOHZfMjgyY3FzZHFtanA&amp;amp;hl=en&amp;amp;pli=1 google docs file] by SirPenguin about the upcoming release.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Behind the scenes ==&lt;br /&gt;
&lt;br /&gt;
===  [[Materials]] ===&lt;br /&gt;
* The [[material]] system has been rewritten, and just about everything is made from a [[material]] now.&lt;br /&gt;
* It is now possible to track the identity of certain [[materials]], such as [[blood]] spatter.&lt;br /&gt;
* The [[color]] of a base [[material]] will now have more effects - a [[wagon]] made out of featherwood will reflect the [[color]] of the wood.&lt;br /&gt;
* [[Material]] breath [[weapons]] are possible, and can be made of any [[material]]. These are mainly linked with poisons, and when inhaled by a creature, they will become poisoned.&lt;br /&gt;
* Small amounts of certain [[materials]] ([[blood]], snow, etc.) can accumulate in a tile.&lt;br /&gt;
** For example, if enough liquid [[gold]] accumulates in a tile, it will cool into a [[glob]] of [[gold]].&lt;br /&gt;
** This also works for [[materials]] such as liquid (molten) [[metal]], which will cool into a [[glob]] which can then be used to [[melt]] down into a bar.&lt;br /&gt;
* [[Weapons]] and [[armor]] now use various &amp;quot;real world&amp;quot; [[attributes]] to calculate their effectiveness. Each [[material]] (rock, [[metal]]) uses the following:&lt;br /&gt;
** '''[[Density]]'''&lt;br /&gt;
** '''[[Impact/Shear Yield]]'''&lt;br /&gt;
** '''[[Impact/Shear Fracture]]'''&lt;br /&gt;
** '''[[Impact/Shear Elasticity]]'''&lt;br /&gt;
** '''[[Edge]]'''&lt;br /&gt;
&lt;br /&gt;
===  [[Raws]] ===&lt;br /&gt;
* Entity positions are now stored in the raw folders, allowing for custom positions through modding, as well as editing existing positions as you see fit.&lt;br /&gt;
** These include the [[Nobles (DF2010)|new military positions]] (General/Lieutenant/Captain/Militia Commander/Militia Captain).&lt;br /&gt;
* [[Attributes]] have also moved into the [[raws]], allowing you set all sorts of values such as how fast an attribute increases.&lt;br /&gt;
* Many objects - trees, plants, [[stone]]s, etc. - now have [[material]] lists in the [[raws]].&lt;br /&gt;
** Some [[raws]] have been merged, such as trees/plants, and [[stone]]s/[[metal]]s.&lt;br /&gt;
* A [[region]]'s raw files are now stored in their respective [[save]] folder.&lt;br /&gt;
&lt;br /&gt;
===  The d# series ===&lt;br /&gt;
* Translucent [[tilesets]] are supported, using PNG.&lt;br /&gt;
* The DF window can be resized on the fly.&lt;br /&gt;
* The grid size is autogenerated on startup; such [[init.txt|init.txt settings]] are ignored.&lt;br /&gt;
* Current desktop size is used for fullscreen size if fullscreen resolution is set to 0x0.&lt;br /&gt;
* The DF window can be zoomed on the fly using the mouse wheel. There are two modes, it defaults to mode 1. Pressing mouse wheel switches modes. Pressing F12 resets mode 1, not 2. In mode 1, the zoom from mode 2 is not visible. (And yes, you can use both at once.)&lt;br /&gt;
* The keyboard input system has been totally rewritten:&lt;br /&gt;
** You can bind multiple [[keys]] to one command.&lt;br /&gt;
** You can create keyboard [[macros]].&lt;br /&gt;
** Input bindings are divided into sections.&lt;br /&gt;
* Lots of bugfixes and performance improvements.&lt;br /&gt;
&lt;br /&gt;
===  '''[[Arena]]s''' ===&lt;br /&gt;
* '''[[Arena]]s''' are now in the game, and allow the player to set up battles with any kind of creatures with any type of equipment and have them face off.&lt;br /&gt;
&lt;br /&gt;
== [[Combat]] ==&lt;br /&gt;
&lt;br /&gt;
===  [[Squads]] ===&lt;br /&gt;
* The [[fortress guard]] is considered a squad under the [[sheriff]], and the [[royal guard]] is considered a squad under the [[Hammerer]].&lt;br /&gt;
* '''[[Nobles (DF2010)|Captains]]''' can be appointed under your '''[[Nobles (DF2010)|General]]''' and lead [[squads]].&lt;br /&gt;
* There is a system in place that will try its best to keep your schedules staffed, going so far as finding replacements when [[soldier]]s get hungry/tired, as well as forcing [[soldier]]s to stay on duty if no replacements are found.&lt;br /&gt;
* You have complete control over how [[squads]] handle rations - [[food]] and [[drink]] stored in backpacks and flasks - and [[alcohol]] can now be stored as a [[drink]] option.&lt;br /&gt;
* [[Champions#Heroes_and_Champions|Champions]] as heavily trained soldiers are no more. Rather, a single '''[[Nobles (DF2010)|Champion]]''' is an appointed position that your [[duke]]/[[count]]/[[baron]] appoints.&lt;br /&gt;
* &amp;quot;Lord&amp;quot; [[soldier]]s aren't restricted in their weapon choice, and can be made into [[civilian]]s again.&lt;br /&gt;
* Beds, racks, stands, boxes/chests and [[cabinets]] can now be assigned to squad positions.&lt;br /&gt;
* You can now use the [[note]] making system to lay out stations and patrol routes for your [[squads]].&lt;br /&gt;
* [[Sparring]] has been redone.&lt;br /&gt;
* A [[dwarf]] skilled in one [[skill]] can teach students via demonstrations of how to fight. This is set up in a classroom environment, so no actual [[sparring]] takes place (less dangerous).&lt;br /&gt;
** Even slightly skilled [[dwarves]] can teach people below them.&lt;br /&gt;
** There are also instructor monitored drill and [[sparring]] sessions.&lt;br /&gt;
** &amp;quot;They can currently teach weapon [[skill]]s, [[wrestling]], dodging, punching (grasp strikes), kicking (stance strikes), shield and [[armor]] use, yeah.  They can also teach general close-quarters/ranged [[combat]] principles.&amp;quot;&lt;br /&gt;
* [[Personalities]] play a role in these lessons. Naturally lazy [[dwarves]] will have a harder time learning and concentrating, though they can overcome them with [[skill]]/attribute increases.&lt;br /&gt;
** An instructor's [[personality]] is also taken into account, as a naturally reckless instructor is more willing to send green recruits into [[sparring]] sessions.&lt;br /&gt;
* Squad selection/[[orders]] now can occur in real time.&lt;br /&gt;
* The [[military]] menu has been entirely redone.&lt;br /&gt;
* You can issue [[orders]] to several [[squads]] at once or several individuals across different [[squads]].&lt;br /&gt;
* Kill [[orders]] are now possible. You can select any creature your [[fort]] does not control to be killed.&lt;br /&gt;
* You can give [[squads]] nicknames if you wish.&lt;br /&gt;
** You can also give your [[barracks]] nicknames to help keep them separated.&lt;br /&gt;
&lt;br /&gt;
===  Squad [[Equipment]] ===&lt;br /&gt;
* There is now a position called the '''[[Nobles (DF2010)|Arsenal Dwarf]]''' who handles various [[equipment]] delegation.&lt;br /&gt;
* You can now establish &amp;quot;'''[[uniforms]]'''&amp;quot; for your [[soldier]]s. With it, you can assign specific [[armor]], [[weapons]], and other such [[equipment]] that you want all [[soldier]]s in a squad to wear.&lt;br /&gt;
** This allows for you to establish either [[equipment]] protocols (I want this squad to carry a [[sword]] and a shield) or literal uniforms, such as all guards wearing dyed blue cloaks.&lt;br /&gt;
* [[Soldier]]s know the difference between [[training]], battle, and [[civilian]] [[equipment]], and when/how to switch between them, as well as how to store them, which is usually done in [[barracks]] via boxes (which can be assigned to [[squads]]).&lt;br /&gt;
** The above also extends to [[woodcutters|Wood cutter]]/[[miners|Miner]], who know how to properly retrieve/store their picks and axes.&lt;br /&gt;
** [[Equipment]] can be stored in squad boxes.&lt;br /&gt;
* You can now handle [[ammo]] allocation by [[material]], so you can set aside [[metal]] [[bolts]] for battle and wooden [[bolts]] for [[training]]. [[Squads]] will maintain such [[ammo]] counts on their own.&lt;br /&gt;
** You can also handle [[ammo]] by type, so that you can have a squad that only uses [[bolts]]/arrows left over by invaders, etc.&lt;br /&gt;
** You have similar control over [[Hunter]] [[ammo]].&lt;br /&gt;
* [[Training]] [[weapons]] are in now, made at the carpenter's shop. Due to the nature of the [[material]] rewrite, these [[weapons]] lack edges, making them far less dangerous.&lt;br /&gt;
* [[Dwarves]] can handle any weapon now (they are not restricted to the current 6 [[weapons]]). &lt;br /&gt;
** [[Blowdart]] [[squads]] confirmed.&lt;br /&gt;
* [[Critter]]s now become familiar/accustomed to [[items]] they use often, such as [[armor]] and [[weapons]]. Being familiar with an item gives them better rolls during [[combat]].&lt;br /&gt;
** They can also become attached to [[items]] and will refuse upgrades.&lt;br /&gt;
* [[Items]] keep track of [[creatures]] they kill now, and that will show up in the [[legends mode]].&lt;br /&gt;
* [[Items]] can become &amp;quot;named&amp;quot; - raised to a semi-[[artifact]] level - if they have seen a lot of battles or have killed someone of a historical figure era-level of importance.&lt;br /&gt;
* [[Dwarves]] will now fill up their [[quivers]] properly - they will not go into [[combat]] with 1 bolt in their [[quiver]] if they can help it.&lt;br /&gt;
* You can assign specific [[items]] to units (useful for cases such as [[artifact]]s).&lt;br /&gt;
* [[Dwarves]] assigned to [[squads]] will go train in their free time if they have self-discipline. This includes individual drilling practice.&lt;br /&gt;
* 1/3 of [[dwarves]] have a &amp;quot;favored&amp;quot; weapon.&lt;br /&gt;
&lt;br /&gt;
===  [[Weapons]] and [[Armor]] ===&lt;br /&gt;
[[Image:DF2010_1.png|thumb|400px|The new [[combat report]]s. [[Note]] the date, ability to zoom on location, and more flavorful descriptions.]]&lt;br /&gt;
* All [[weapons]] now have multiple '''[[attack types]]''' (a [[sword]] can use a thrusting attack, or with the blade itself, or even the pommel) and each attack can do a different type of [[damage]].&lt;br /&gt;
* [[Armor]] [[skill]] and quality of the [[armor]] increases your &amp;quot;deflection&amp;quot; roll, which alters the effective force of an attack.&lt;br /&gt;
* [[Weapons]] don't use hard-coded percentage [[damage]] anymore, but rather, use their [[material]]'s various properties in order to determine [[damage]].&lt;br /&gt;
* The swing velocity of a [[hammer]] is determined by the strength and weight of the [[hammer]] itself, among other things.&lt;br /&gt;
* Woven/Chain [[items]] have a &amp;quot;structural elasticity&amp;quot; property (compared to [[plate]]/scale).&lt;br /&gt;
&lt;br /&gt;
===  Attacks ===&lt;br /&gt;
* [[Combat]] has been entirely rebalanced due to the new [[material]] and body changes.&lt;br /&gt;
* Small [[creatures]] are now able to take on larger [[creatures]] by pecking away at their bodies, something which was impossible in the old [[version]].&lt;br /&gt;
** Thanks to the [[material]] rewrite, though, a well [[armor]]ed knight will fare without many problems against 20 groundhogs.&lt;br /&gt;
** Multiple small attacks will have a cumulative effect.&lt;br /&gt;
* &amp;quot;I had a [[dragon]] fight some lions, and after a little bit of dragonfire and close [[combat]], I ended up with a [[dragon]] covered with the grammatically-in-progress &amp;quot;lion [[melted]] [[fat]] spatter&amp;quot;.&amp;quot;&lt;br /&gt;
* Attacks take into account the position and relative nature of the body. Attacks won't &amp;quot;loopity-loop&amp;quot; through the body.&lt;br /&gt;
* Temperature transfer between wrestlers is now possible, so think twice before [[wrestling]] that [[spirit of fire]].&lt;br /&gt;
** Stuck-ins also transfer temperature.&lt;br /&gt;
* Ranged damage has been nerfed, in addition to [[bolts]] making &amp;quot;logical&amp;quot; paths now. The firing rate remains the same.&lt;br /&gt;
* There's now a notion of a &amp;quot;squared shot&amp;quot;, in that your attack could hit someone's arm full force, but if you didn't hit in in the right area, the [[bone]] would not break. This helps many problems, such as with [[bolts]], as well as axes/[[sword]]s not lopping everything off every time you swing.&lt;br /&gt;
* Twisting your weapon in a [[wound]] has been balanced, and won't just amplify [[damage]] forever.&lt;br /&gt;
* [[Toady]] on the path of the force of an attack: &amp;quot;The [[armor]] is all checked in order from outer to inner, then it gets at the tissue [[layer]]s, altering the character of the attack as it goes.&amp;quot;&lt;br /&gt;
* Attacks can pass through a [[wound]] sufficiently large enough.&lt;br /&gt;
* Force from blunt [[weapons]] can transcend [[layer]]s. For instance, a [[hammer]] can bruise the [[skin]] while breaking the [[bone]] underneath.&lt;br /&gt;
** As such, [[plate]] [[armor]]'s benefits are generally ignored by blunt attacks, and [[leather]] [[armor]] would prove to be more effective.&lt;br /&gt;
* &amp;quot;Solid breath can take the form of a forward moving dust puff that accidentally knocks people out due to some [[cave-in]] code.  When I fix that, KOs make or may not be a parameter.  Solid breath can also take the form of a solid [[glob]] (a small one right now) that is hurled like a [[stone]].  It might as well be a thrown [[stone]] of the solid.  Solid breath can also be an undirected dust puff (also accidental knockouts).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== [[Creatures]] (general) ==&lt;br /&gt;
&lt;br /&gt;
===  [[Attributes]]/[[Skill]]s ===&lt;br /&gt;
* The attribute system has received an overhaul. There are now 19 [[attributes]] split across physical and mental. They are:&lt;br /&gt;
** Body:&lt;br /&gt;
*** '''[[strength]]'''&lt;br /&gt;
*** '''[[agility]]'''&lt;br /&gt;
*** '''[[toughness]]'''&lt;br /&gt;
*** '''[[endurance]]''' - this'll take some of the weight off of [[toughness]] and control your exertion.&lt;br /&gt;
*** '''[[recuperation]]''' - somebody suggested &amp;quot;resilience&amp;quot;. i don't really like any of the names... in any case, this will control the [[healing]] of your physical [[wound]]s.&lt;br /&gt;
*** '''[[disease resistance]]''' - the more time i spend on infection and venom, the more this will matter for this release. there will also likely be a notion of specific immunities, some of which you could gain with exposure or whatever ends up making the most sense.&lt;br /&gt;
** '''[[soul]]''':&lt;br /&gt;
*** '''[[analytical ability]]''' - thinky stuff.&lt;br /&gt;
*** '''[[memory]]''' - remembery stuff.&lt;br /&gt;
*** '''[[creativity]]''' - being able to make up neat stuff.&lt;br /&gt;
*** '''[[intuition]]''' - being able to get stuff.&lt;br /&gt;
*** '''[[focus]]''' - being able to get into stuff.&lt;br /&gt;
*** '''[[willpower]]''' - being able to keep on with and cope with stuff.&lt;br /&gt;
*** '''[[patience]]''' - being able to handle not doing stuff.&lt;br /&gt;
*** '''[[spatial sense]]''' - sense of surrounding stuff.&lt;br /&gt;
*** '''[[kinesthetic sense]]''' - sense of own stuff.&lt;br /&gt;
*** '''[[linguistic ability]]''' - all of the wordsy stuff.&lt;br /&gt;
*** '''[[musicality]]''' - musicky stuff.&lt;br /&gt;
*** '''[[empathy]]''' - being able to feel other peoples' stuff.&lt;br /&gt;
*** '''[[social awareness]]''' - being able to manage and handle social stuff.&lt;br /&gt;
&lt;br /&gt;
* [[Creatures]] now have '''[[souls]]''', and these souls serve as storage for a creature's mental [[attributes]] and [[skill]]s.&lt;br /&gt;
** [[Creatures]] can have multiple souls, though there is no such use in the current [[version]].&lt;br /&gt;
* [[Attributes]] and [[skill]]s can now &amp;quot;'''[[Skill rust|rust]]'''&amp;quot; if the attribute/[[skill]] is unused for a long period of time. The more rust the [[skill]] or attribute has, the less effective it is, and high enough rust will actually &amp;quot;delevel&amp;quot; the ability. Rust can be worked off by simply using the attribute or [[skill]] in question.&lt;br /&gt;
* Attribute/[[skill]] display system has been redone so as to not overwhelm the player.&lt;br /&gt;
** [[Skill]]s have been split up into '''[[Skill groups|15 logical groups]]''' to make assigning [[skill]]s easier.&lt;br /&gt;
* [[Creatures]] now have a &amp;quot;'''[[situational awareness]]'''&amp;quot; [[skill]], which handles a [[creatures]] ability to deal with surprise attacks and ambushes.&lt;br /&gt;
* The [[wrestling]] has been split into the following [[skill]]s:&lt;br /&gt;
** '''[[Wrestling]]'''&lt;br /&gt;
** '''[[Dodging]]'''&lt;br /&gt;
** '''[[Grasp strikes]]'''&lt;br /&gt;
** '''[[Stance strikes]]'''&lt;br /&gt;
* There are also general '''[[melee attack|melee]]''' and '''[[range attack]]''' [[skill]]s (which help with [[combat]] rolls but are separate from &amp;quot;axe mastery&amp;quot;, etc.)&lt;br /&gt;
* [[Attributes]] and rust rates are linked to specific castes, so you could have brutes intermixed with brainy [[creatures]] of a single race.&lt;br /&gt;
* &amp;quot;Ceilings of [[attributes]] are a percentage of the starting value.  So a strength 1000 [[dwarf]] might attain 2000, and a strength 750 [[dwarf]] might attain 1500.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===  Appearances ===&lt;br /&gt;
[[Image:DF2010_2.png|thumb|400px|The new description window]]&lt;br /&gt;
* [[Creatures]] are now unique to each other with different appearances, including hair [[color]], facial features, etc.&lt;br /&gt;
** These are visible in [[adventurer]] mode as well.&lt;br /&gt;
** Different [[color]] patterns are also available, like striped or mottled.&lt;br /&gt;
* [[Creatures]] can also be fatter/taller/etc. than usual. This affects their [[size]]. Fatter [[creatures]] can last without [[food]] longer.&lt;br /&gt;
** [[Creatures]] have a '''[[metabolism]]''' now, which deals with how fast they heal and how fast they burn [[fat]].&lt;br /&gt;
** [[Fat]] [[creatures]] also move slower.&lt;br /&gt;
* The trimming of hair/nails is also possible for civilized [[creatures]], and they will grow long and unkempt without such activities.&lt;br /&gt;
* [[Creatures]] '''[[genetics|inherit appearances from their parents]]'''. This includes dominant/recessive genes.&lt;br /&gt;
** As one example, you can use this system to breed your dogs to a certain [[color]]/[[size]].&lt;br /&gt;
* [[Layer]] trimming/caring uses style definitions from a culture. Some cultures may grow beards, others may shave them. Prisoners, etc. may be forced to adapt these new styles.&lt;br /&gt;
* Speaking of beards, as if it wasn't obvious by now, but this means [[dwarves]] finally have beards!&lt;br /&gt;
** On a more startling note - so do [[elves]]!&lt;br /&gt;
* [[Creatures]] can now be part of a '''[[caste]]''', and this may govern many things, such as their profession, appearance, etc.&lt;br /&gt;
&lt;br /&gt;
===  Bodies ===&lt;br /&gt;
* Tissues now come in [[layer]]s. You must bypass a [[layer]] to reach one below it. Some [[layer]]s are dependent on others (hair can only exist if there's [[skin]] underneath it, etc.)&lt;br /&gt;
* '''[[Hair]]''' acts as a [[layer]] on [[skin]]. It can come in many different styles (sparse, strands, etc.)&lt;br /&gt;
*  '''[[Hair]]''' grows and eventually grays over time. It can be trimmed, and if left alone it will become shaggy and unkempt.&lt;br /&gt;
* Body parts and tissue [[layer]]s can be made out of any [[material]] you want, such as for logical [[creatures]] like [[Iron Men]], and illogical abominations like [[Dwarf]] Lung Men.&lt;br /&gt;
* It's now possible for some [[creatures]] to be made out of solid [[material]], such as [[Iron Men]], who are much harder to fight.&lt;br /&gt;
* You can also have hollow body parts, perhaps filled with air or other [[materials]].&lt;br /&gt;
* Some [[layer]]s can serve as protection, such as [[chitin]] [[layer]]s. [[Bone]] [[layer]]s also protect organs, such as the [[skull]] protecting the brain.&lt;br /&gt;
* [[Creatures]] now have teeth, rib, cheeks, eyelids, nails, and lips. Teeth and ribs are not individualized, but rather are tracked by groups (i.e., top left molars, etc.)&lt;br /&gt;
* [[Creatures]] also now have tendons and ligaments, and are made from the &amp;quot;sinew&amp;quot; [[material]].&lt;br /&gt;
* [[Creatures]] store energy from their [[food]], getting [[fat]]ter and more muscular.&lt;br /&gt;
** [[Fat]] affects such things as insulation, speed, etc.&lt;br /&gt;
** Strength also increases muscle [[size]]. Both have an effect on a creature's total [[size]].&lt;br /&gt;
* Guts are realistically [[color]]ed - crazy stuff!&lt;br /&gt;
* It is now possible to &amp;quot;flay&amp;quot; a creature. Have fun!&lt;br /&gt;
* We've also got [[water]] freezing into frosty stuffs on people if they get [[wet]] and then step out into the cold, and [[steam]] coming off of spirits of fire in the rain. &lt;br /&gt;
* [[Skeletal]] [[critter]]s now have their [[bone]]s held together by rotted ligaments.&lt;br /&gt;
&lt;br /&gt;
===  [[Thoughts]] ===&lt;br /&gt;
* &amp;quot;[[Thoughts]]&amp;quot; of a [[dwarf]] have been redone. The new screen includes their current [[thoughts]], age/birthday, physical description paragraph, a description of their [[attributes]], their likes/dislikes, and their mannerisms. Also included are descriptions for their [[wound]]s/scars.&lt;br /&gt;
* A [[dwarf]]'s birthday and age are stored in their [[profile]] now.&lt;br /&gt;
* [[Dwarves]] now have '''[[mannerisms]]''', such as &amp;quot;always scratches his head when he's trying to remember something&amp;quot;, &amp;quot;laughs at his own jokes&amp;quot; or &amp;quot;talks to herself whenever she's bored&amp;quot;. There are 65 types with 3-5 situation qualifiers.&lt;br /&gt;
&lt;br /&gt;
== [[Fortress Mode]] ==&lt;br /&gt;
&lt;br /&gt;
===  Organization ===&lt;br /&gt;
* '''[http://new.df.magmawiki.com/wagn/Burrows Burrow]'''s! Burrows are areas in your [[fort]] where [[dwarves]] live and work in. You can assign these areas like [[zones]] and assign [[dwarves]] to them. [[Dwarves]] will only use [[workshops]], rooms, etc. in [http://new.df.magmawiki.com/wagn/Burrows burrow]s they are assigned to.&lt;br /&gt;
* There are a significant number of ways to utilize burrows, from restricting certain [[mining]] expeditions to [[skill]]ed [[dwarves]], to making noble districts, to setting &amp;quot;emergency&amp;quot; [[zones]] for [[civilian]]s to flee to, etc.&lt;br /&gt;
* You can set [[soldier]]s so that they defend certain [[burrow]]s. If an enemy enters a [[burrow]] they know enough to stop what they're doing and head towards it to defend it.&lt;br /&gt;
* You may choose and appoint someone as your [[baron]] when you reach [[barony]] status. You can elect not to have one as well.&lt;br /&gt;
* There are now &amp;quot;code generated&amp;quot; positions, such as '''[[priests]]''' who are named after the [[god]] they worship (Priest of Ciramore, etc.)&lt;br /&gt;
* [[Dwarves]] won't immediately drop everything if they find themselves hungry or tired, and will try to finish their current [[job]] first.&lt;br /&gt;
* There's a difference between sleeping [[barracks]] and squad [[barracks]].&lt;br /&gt;
* Liaisons will be be generated from scratch if they die.&lt;br /&gt;
&lt;br /&gt;
===  [[Workshops]] ===&lt;br /&gt;
[[Image:DF2010_3.png|thumb|400px|[[Statues]] now have art associated with them.]]&lt;br /&gt;
[[Image:DF2010_4.png|thumb|400px|Some new [[crafts]] you can make.]]&lt;br /&gt;
* [[Statues]] and figurines now have art associated with them.&lt;br /&gt;
** &amp;quot;[[Statues]] of specific [[dwarves]] get the [[dwarf]]'s name right in the item name.&amp;quot;&lt;br /&gt;
* Custom [[workshops]] are now able to be modded in, allowing you to set up custom [[reactions]].&lt;br /&gt;
** These can support [[corpse]] harvested [[items]], like shells/horns, and might use barrels/other [[containers]].&lt;br /&gt;
* You can now make [[crafts]] out of horn, ivory, teeth, and other new body parts.&lt;br /&gt;
** These include [[dragon]] tooth [[rings]] and [[ivory]] crowns.&lt;br /&gt;
* [[Butchery]] has been overhauled due to the new body part systems, with [[creatures]] yielding many more parts for consumption.&lt;br /&gt;
* It is now possible to have automated [[fishing]] [[cleaning]] and [[fat]] rendering.&lt;br /&gt;
&lt;br /&gt;
===  Alerts and [[Announcements]] ===&lt;br /&gt;
* The alert statuses (i.e., &amp;quot;Stay Indoors&amp;quot;) have been entirely redone. You may set several custom alerts with a user defined behaviour. For instance, you could set a &amp;quot;[[Underground]] Attack&amp;quot; alert where you force [[soldier]]s to equip melee [[weapons]] and head to a predefined location.&lt;br /&gt;
* These alerts can also be assigned to [[civilian]]s, such as telling them to flee to the great hall.&lt;br /&gt;
* [[Combat reports]] have been redone in hopes of consolidating sentences and making it more interesting to read&lt;br /&gt;
* Combat reports are separated into [[combat]], [[sparring]], and hunting reports. You'll see a notification on the side of the screen letting you know a [[combat report]] has been generated.&lt;br /&gt;
** They are also timestamped.&lt;br /&gt;
* You can choose different options for each announcement, like whether you want it to pause the game or recenter your view.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
* Caravans can now bring sand and glass!&lt;br /&gt;
* Also flasks, waterskins, quivers and backpacks.&lt;br /&gt;
&lt;br /&gt;
== [[Healthcare]] ==&lt;br /&gt;
&lt;br /&gt;
===  Doctors, hospitals, and how to cure what ails you ===&lt;br /&gt;
[[Image:DF2010_5.png|thumb|400px|The new [[wound]] [[color]]ing system.]]&lt;br /&gt;
* '''[[Hospitals]]''' are used like [[zones]]. [[Items]] used within these [[zones]] (beds, tables, boxes) allow for hospital use.&lt;br /&gt;
** They also use a new item, called a '''[[traction bench]].'''&lt;br /&gt;
* '''[[Doctors]]''' can &amp;quot;prescribe&amp;quot; treatment, such as bed rest, using splints for broken [[bone]]s, amputation for infected limbs, and surgery.&lt;br /&gt;
** Doctors will set [[bone]]s for simple fractures, use traction for difficult overlapping fractures and use surgery for disgusting compound fractures. They also excise [[rotting]] tissue and amputate limbs too rotted off to save.&lt;br /&gt;
** The system where [[dwarves]] heal on the [[season]] change is gone.&lt;br /&gt;
* [[Wound]]s are dressed with '''[[bandages]]''', which speeds [[healing]] and slows bleeding.&lt;br /&gt;
** '''[[Sutures]]''' make [[wound]]s heal faster.&lt;br /&gt;
** Sutures can be ripped out in [[combat]], causing pain/bleeding.&lt;br /&gt;
* '''[[Crutches]]''' are now in the game, allowing one legged [[dwarves]]/injured people to walk normally (as opposed to crawl). They will move faster as they get comfortable with their new crutch.&lt;br /&gt;
** '''[[Casts]]''' are also in.&lt;br /&gt;
* [[Creatures]] can now clean the filth they acquire due to various [[materials]], like mud, [[blood]], [[vomit]], etc.&lt;br /&gt;
** As such, [[soap]] has a use now, which deserves its own bullet point.&lt;br /&gt;
* You can appoint a &amp;quot;'''[[Nobles (DF2010)|chief medical dwarf]]'''&amp;quot; to handle the various medical information, which requires the &amp;quot;'''[[Diagnosis]]'''&amp;quot; [[skill]].&lt;br /&gt;
** What type of various medical information? &amp;quot;unit [[wound]]s/status/required treatments/medical history, etc.&amp;quot; - Think of it like the [[bookkeeper]].&lt;br /&gt;
* [[Dwarves]] are more proactive in saving [[wound]]ed people, and will do what they can in regards to bleeding on the way to the hospital.&lt;br /&gt;
* &amp;quot;Eyelids clean the eyes so you don't have to [[soap]] them off, but if an eyelid is torn off, I think they might [[soap]] the eyes.&amp;quot;&lt;br /&gt;
* Patients can use [[soap]]/[[water]] to clean [[wound]]s and grime to reduce infections. Sutures, casts, etc. will reduce infection as well.&lt;br /&gt;
* All cloth and thread [[items]] have associated lengths/areas now. Threads are use for sutures (thus, one &amp;quot;thread&amp;quot; item could be used for multiple sutures) and cloth is used for bandages. [[Items]] in this way aren't split (a la coins or [[bolts]]), but rather, they're consumed in pieces.&lt;br /&gt;
* Unskilled or apprentice doctors can make mistakes when treating a patient or doing surgery.&lt;br /&gt;
* &amp;quot;[[Healthcare]]&amp;quot; as a [[skill]] is gone. It's been replaced by 7 new labor [[settings]], 5 unit types, and 6 new [[skill]]s.&lt;br /&gt;
** There are different type of doctors associated with the [[skill]]s.&lt;br /&gt;
** Dressing [[wound]]s, diagnosis, surgery, setting [[bone]]s, suturing and walking with crutches appear to be the new [[skill]]s.&lt;br /&gt;
&lt;br /&gt;
===  [[Wound]]s and [[injuries]] ===&lt;br /&gt;
* The current 15HP-per-body-part system has been dropped in favor of individual [[wound]] tracking.&lt;br /&gt;
** The above also allows for scars.&lt;br /&gt;
* Open [[wound]]s can get simple infections, which results in oozing pus, slow [[healing]], and can even kill.&lt;br /&gt;
** [[Rotting]] [[wound]]s smell and contribute to infection levels, as does grime buildup.&lt;br /&gt;
* Tissue [[layer]]s can boil off when exposed to extreme heat.&lt;br /&gt;
* Phantom pains are gone.&lt;br /&gt;
* You can [[damage]] a creature's motor and sensitivity nerves. Motor [[damage]] prevents that part from working, and sensory nerve damage makes you lose feeling in that body part.&lt;br /&gt;
* Partial and compound fractures are now possible.&lt;br /&gt;
* Fractured [[bone]] can be knocked inwards to cause [[damage]] to organs, like forcing a jagged piece of [[skull]] into the brain. [[Bone]]s can also [[pierce]] [[layer]]s, like having [[bone]] sticking out of your [[skin]].&lt;br /&gt;
* Guts are under [[pressure]] and can pop out of a [[wound]].&lt;br /&gt;
* Injured [[creatures]] can continue to work if they are treated. A miner who breaks his left hand will go back to [[mining]] with his right hand (after his broken hand is set in a cast).&lt;br /&gt;
* &amp;quot;There are lots of [[wound]]s that won't heal now if they aren't treated (aside from the nerve stuff, the three kinds of bad breaks won't heal if not treated), and infected [[wound]]s heal very slowly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===  Poisons ===&lt;br /&gt;
* Types of poison effects: pain, swelling, oozing [[wound]]s, bruising, blisters, numbness, paralysis, fever, bleeding, coughing/[[vomit]]ing [[blood]], nausea, [[vomit]]ing, unconsciousness, necrosis, impaired vision, drowsiness, and dizziness.&lt;br /&gt;
* Poisons can be contacted, injected, or inhaled.&lt;br /&gt;
* You can be immune to poisons; [[creatures]] seem immune to their own poisons.&lt;br /&gt;
* Severs transfer containment, so that a ripped off venom fang from a [[Giant Cave Spider]] will remain venomous. As of now you cannot use it as a [[weapon]].&lt;br /&gt;
&lt;br /&gt;
== The Underground ==&lt;br /&gt;
 &lt;br /&gt;
[[Image:DF2010_6.png|thumb|400px|An example of the new caverns. Here you can see open areas and [[underground]] lakes, as well as passages linking them together]]&lt;br /&gt;
&lt;br /&gt;
=== Underground Features ===&lt;br /&gt;
* Underground [[layer]]s have been entirely revamped, allowing for more diverse [[underground]] with new [[creatures]], features, and other interesting goodies, such as Mushroom Forests.&lt;br /&gt;
* The standard amount of [[layer]]s (around 15) has been scrapped and increased dramatically; upwards of 50-100 [[layer]]s.&lt;br /&gt;
* Each cave [[layer]] [[region]] (which is a certain depth and portion of the world map) has its own name, animal populations, [[civilizations]], etc.&lt;br /&gt;
** They also show up on the legends screen.&lt;br /&gt;
* '''[[Caverns]]''' now exist [[underground]]. Caverns are open areas underneath the earth, and are home to [[creatures]], [[underground]] lakes, and other interesting features.&lt;br /&gt;
* Features are much more easy to discover, and almost every site is guaranteed to have SOMETHING interesting in it.&lt;br /&gt;
** For instance, [[magma]] is almost always guaranteed to be at the very bottom [[layer]].&lt;br /&gt;
* Features can span multiple world tiles, and can be explored via adventure mode and [[dwarf]] [[fortress]] mode.&lt;br /&gt;
* You can use [[world gen]] parameters to get rid of [[underground]] features. The default [[settings]] are set for cavernous so you're guaranteed to find cool stuff.&lt;br /&gt;
* Features are not instantly revealed anymore. [[Underground]] areas must be explored by [[dwarves]] prior to revealing features. &lt;br /&gt;
** So yeah, the new system is to have a 60 or so tile [[flood]] out from your [[dwarves]] as they go [[underground]], and any time they get within 30 tiles of the 60 tile [[flood]] (flags are kept when the [[flood]] got out to 30, roughly), it'll [[flood]] out again, picking up those flags and placing new ones, so it moves out in a kind of chunky way.&lt;br /&gt;
** [[Squads]] can't take [[orders]] to walk into hidden [[zones]] (must reveal first).&lt;br /&gt;
* It's possible for an [[adventurer]] to enter a massive [[underground]] cavern on one side of the world and journey all the way to the other.&lt;br /&gt;
* Bottomless pits and chasms are gone for the time being, replaced by finite caverns.&lt;br /&gt;
&lt;br /&gt;
===  [[Critter]]s (normal and animalman-y) ===&lt;br /&gt;
* Underground animalpeople can use crude [[weapons]] and mounts now.&lt;br /&gt;
** Batmen could ride giant bats and shoot poison darts at you with makeshift blowguns made from [[giant cave spider]] legs - whoa!&lt;br /&gt;
** Their goal is to cause as much havoc as they can before sneaking back home.&lt;br /&gt;
* Underground [[critter]]s are &amp;quot;drawn&amp;quot; from a large population that is off site. They will replenish their population so long as a cavern has an open &amp;quot;edge&amp;quot; allowing them to spawn in.&lt;br /&gt;
* The above, coupled with other changes, allows for the possibility of never-ending attacks.&lt;br /&gt;
* [[Antmen]] now have creature castes which separate them, including queens.&lt;br /&gt;
** There are also [[antmen]] nests to worry about.&lt;br /&gt;
* '''[[Gremlins]]''' are back. These sneaky dudes are invisible until spotted, and will step on [[pressure]] [[plate]]s, pull levers, and open cages.&lt;br /&gt;
* There are many new (toadyOne mentioned around 40) [[underground]] [[critter]]s.&lt;br /&gt;
&lt;br /&gt;
===  [[Critter]]s (random beasts) ===&lt;br /&gt;
* Random [[critter]]s are now possible. They come in two flavors: &amp;quot;'''[[Titans]]'''&amp;quot;, which are above ground and serve as megabeasts, and &amp;quot;'''[[Forgotten Beasts]]'''&amp;quot;, who live [[underground]]&lt;br /&gt;
* Random [[creatures]] are just that - random. The can have unique attacks, like firebreath or poison, as well as a random number of body modifiers like legs, wings, etc.&lt;br /&gt;
** Some examples: a ribbon worm with wings made of stretched [[skin]]. An eyeless antenna lizard. A [[glob]] of [[vomit]] inside a round shell. &lt;br /&gt;
* They pull from certain base types (blob, quadruped, humanoid) as well as various animal/creature features. &lt;br /&gt;
** Dinosaur types (?!) are also now possible&lt;br /&gt;
*** They have feathers to boot&lt;br /&gt;
* These are seen as the ultimate challenge of the game&lt;br /&gt;
&lt;br /&gt;
===  [[HFS]] ===&lt;br /&gt;
* The old [[HFS]] that we know of is gone, replaced by new baddies. The [[critter]]s of the [[HFS]] seemed to have survived the [[version]] change, however.&lt;br /&gt;
* [[Toady]] has spent countless days working on the new [[HFS]], and he's been silent on what it could entail.&lt;br /&gt;
* There is a lot of nasty stuff underneath, seemingly related to the old &amp;quot;end of the world&amp;quot; timers.&lt;br /&gt;
* It should be a bit different, a bit the same, and always a threat rather than a one-time problem.&lt;br /&gt;
&lt;br /&gt;
== The World ==&lt;br /&gt;
&lt;br /&gt;
===  [[Civilizations]] ===&lt;br /&gt;
* There is now the notion of a '''[[split leadership]]'''. Some leaders may prefer to be &amp;quot;traditional&amp;quot; rulers, hanging back in their cities while appointing generals to command their armies. Others may prefer to lead battles and wars themselves.&lt;br /&gt;
* [[Goblin]] society is more violent than ever. They respect those with power, and [[demons]] will be forced to kill for their loyalty. Other [[goblin]]s, however, can do the same.&lt;br /&gt;
** [[Goblin]]s obtain their structure over the course of world generation. For instance, [[demons]] are not hard-coded as leaders, and must earn their position.&lt;br /&gt;
* Forgotten beasts can escape from the [[underground]] and try and pass themselves off as [[god]]s, gaining worshipers and taking control of [[civilizations]].&lt;br /&gt;
* Leaders of [[civilizations]] can now own &amp;quot;pets&amp;quot; - and by that, I mean they can [[tame]] wild animals and use them in war. [[Giant eagles]], [[tigers]], everything is fair game.&lt;br /&gt;
** [[Elves]] have a great advantage here for obvious reasons, but [[dwarves]] will be able to make use of [[underground]] beasts.&lt;br /&gt;
* '''[[Priests]]''' are back.&lt;br /&gt;
&lt;br /&gt;
===  [[World Generation]] ===&lt;br /&gt;
* &amp;quot;I've added the ability to specify in the [[world gen]] parameters the number of sky z-levels, the number of z-levels minimum between each [[layer]] (it'll often be more because of elevation changes), and the number of extra z-levels down at the bottom.&amp;quot;&lt;br /&gt;
* Much of the map feature code was rewritten to be more flexible in future expansions and updates.&lt;br /&gt;
&lt;br /&gt;
=== [[Megabeasts]] (general and [[Titans]]) ===&lt;br /&gt;
* [[Megabeasts]] aren't pushovers in worldgen anymore, and will survive longer and get more kills.&lt;br /&gt;
* [[Titans]] in good areas will be benign/neutral to [[creatures]].&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[[Notes on new positions]]&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Traction_bench&amp;diff=64601</id>
		<title>v0.31:Traction bench</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Traction_bench&amp;diff=64601"/>
		<updated>2010-03-04T20:33:43Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: &lt;/p&gt;
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&lt;div&gt;{{DFNewVersion}}&lt;br /&gt;
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&lt;br /&gt;
Used by a [[Doctors|doctor]] to immobilize a dwarf that has sustained complex or overlapping fractures.&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Traction_bench&amp;diff=64600</id>
		<title>v0.31:Traction bench</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Traction_bench&amp;diff=64600"/>
		<updated>2010-03-04T20:33:32Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: &lt;/p&gt;
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&lt;div&gt;{{DFNewVersion}}&lt;br /&gt;
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Used by a [[doctor|Doctors]] to immobilize a dwarf that has sustained complex or overlapping fractures.&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Traction_bench&amp;diff=64599</id>
		<title>v0.31:Traction bench</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Traction_bench&amp;diff=64599"/>
		<updated>2010-03-04T20:33:02Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: Created page with '{{DFNewVersion}} {{NewVersionStub}}  Used by a doctor to immobilize a dwarf that has sustained complex or overlapping fractures.'&lt;/p&gt;
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&lt;div&gt;{{DFNewVersion}}&lt;br /&gt;
{{NewVersionStub}}&lt;br /&gt;
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Used by a [[doctor]] to immobilize a dwarf that has sustained complex or overlapping fractures.&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Release_information&amp;diff=64598</id>
		<title>v0.31:Release information</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Release_information&amp;diff=64598"/>
		<updated>2010-03-04T20:24:39Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: /* Squad Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DFNewVersion}}&lt;br /&gt;
This page lists the changes in the [[version]] of [[Dwarf]] [[Fort]]ress to be released in early 2010.  The page links to currently existing pages which either have been or will need to be modified to list new details from the new [[version]].  It also lists to pages about entirely new subjects introduced in this [[version]], such as [http://new.df.magmawiki.com/wagn/Burrows burrows], articles created or completely changed based off of this version are marked in '''bold'''.&lt;br /&gt;
&lt;br /&gt;
Adapted from the [http://docs.google.com/Doc?docid=0AT8EQVUjrv96ZGc5cnBwOHZfMjgyY3FzZHFtanA&amp;amp;hl=en&amp;amp;pli=1 google docs file] by SirPenguin about the upcoming release.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Behind the scenes ==&lt;br /&gt;
&lt;br /&gt;
===  [[Materials]] ===&lt;br /&gt;
* The [[material]] system has been rewritten, and just about everything is made from a [[material]] now.&lt;br /&gt;
* It is now possible to track the identity of certain [[materials]], such as [[blood]] spatter.&lt;br /&gt;
* The [[color]] of a base [[material]] will now have more effects - a [[wagon]] made out of featherwood will reflect the [[color]] of the wood.&lt;br /&gt;
* [[Material]] breath [[weapons]] are possible, and can be made of any [[material]]. These are mainly linked with poisons, and when inhaled by a creature, they will become poisoned.&lt;br /&gt;
* Small amounts of certain [[materials]] ([[blood]], snow, etc.) can accumulate in a tile.&lt;br /&gt;
** For example, if enough liquid [[gold]] accumulates in a tile, it will cool into a [[glob]] of [[gold]].&lt;br /&gt;
** This also works for [[materials]] such as liquid (molten) [[metal]], which will cool into a [[glob]] which can then be used to [[melt]] down into a bar.&lt;br /&gt;
* [[Weapons]] and [[armor]] now use various &amp;quot;real world&amp;quot; [[attributes]] to calculate their effectiveness. Each [[material]] (rock, [[metal]]) uses the following:&lt;br /&gt;
** '''[[Density]]'''&lt;br /&gt;
** '''[[Impact/Shear Yield]]'''&lt;br /&gt;
** '''[[Impact/Shear Fracture]]'''&lt;br /&gt;
** '''[[Impact/Shear Elasticity]]'''&lt;br /&gt;
** '''[[Edge]]'''&lt;br /&gt;
&lt;br /&gt;
===  [[Raws]] ===&lt;br /&gt;
* Entity positions are now stored in the raw folders, allowing for custom positions through modding, as well as editing existing positions as you see fit.&lt;br /&gt;
** These include the [[Nobles (DF2010)|new military positions]] (General/Lieutenant/Captain/Militia Commander/Militia Captain).&lt;br /&gt;
* [[Attributes]] have also moved into the [[raws]], allowing you set all sorts of values such as how fast an attribute increases.&lt;br /&gt;
* Many objects - trees, plants, [[stone]]s, etc. - now have [[material]] lists in the [[raws]].&lt;br /&gt;
** Some [[raws]] have been merged, such as trees/plants, and [[stone]]s/[[metal]]s.&lt;br /&gt;
* A [[region]]'s raw files are now stored in their respective [[save]] folder.&lt;br /&gt;
&lt;br /&gt;
===  The d# series ===&lt;br /&gt;
* Translucent [[tilesets]] are supported, using PNG.&lt;br /&gt;
* The DF window can be resized on the fly.&lt;br /&gt;
* The grid size is autogenerated on startup; such [[init.txt|init.txt settings]] are ignored.&lt;br /&gt;
* Current desktop size is used for fullscreen size if fullscreen resolution is set to 0x0.&lt;br /&gt;
* The DF window can be zoomed on the fly using the mouse wheel. There are two modes, it defaults to mode 1. Pressing mouse wheel switches modes. Pressing F12 resets mode 1, not 2. In mode 1, the zoom from mode 2 is not visible. (And yes, you can use both at once.)&lt;br /&gt;
* The keyboard input system has been totally rewritten:&lt;br /&gt;
** You can bind multiple [[keys]] to one command.&lt;br /&gt;
** You can create keyboard [[macros]].&lt;br /&gt;
** Input bindings are divided into sections.&lt;br /&gt;
* Lots of bugfixes and performance improvements.&lt;br /&gt;
&lt;br /&gt;
===  '''[[Arena]]s''' ===&lt;br /&gt;
* '''[[Arena]]s''' are now in the game, and allow the player to set up battles with any kind of creatures with any type of equipment and have them face off.&lt;br /&gt;
&lt;br /&gt;
== [[Combat]] ==&lt;br /&gt;
&lt;br /&gt;
===  [[Squads]] ===&lt;br /&gt;
* The [[fortress guard]] is considered a squad under the [[sheriff]], and the [[royal guard]] is considered a squad under the [[Hammerer]].&lt;br /&gt;
* '''[[Nobles (DF2010)|Captains]]''' can be appointed under your '''[[Nobles (DF2010)|General]]''' and lead [[squads]].&lt;br /&gt;
* There is a system in place that will try its best to keep your schedules staffed, going so far as finding replacements when [[soldier]]s get hungry/tired, as well as forcing [[soldier]]s to stay on duty if no replacements are found.&lt;br /&gt;
* You have complete control over how [[squads]] handle rations - [[food]] and [[drink]] stored in backpacks and flasks - and [[alcohol]] can now be stored as a [[drink]] option.&lt;br /&gt;
* [[Champions#Heroes_and_Champions|Champions]] as heavily trained soldiers are no more. Rather, a single '''[[Nobles (DF2010)|Champion]]''' is an appointed position that your [[duke]]/[[count]]/[[baron]] appoints.&lt;br /&gt;
* &amp;quot;Lord&amp;quot; [[soldier]]s aren't restricted in their weapon choice, and can be made into [[civilian]]s again.&lt;br /&gt;
* Beds, racks, stands, boxes/chests and [[cabinets]] can now be assigned to squad positions.&lt;br /&gt;
* You can now use the [[note]] making system to lay out stations and patrol routes for your [[squads]].&lt;br /&gt;
* [[Sparring]] has been redone.&lt;br /&gt;
* A [[dwarf]] skilled in one [[skill]] can teach students via demonstrations of how to fight. This is set up in a classroom environment, so no actual [[sparring]] takes place (less dangerous).&lt;br /&gt;
** Even slightly skilled [[dwarves]] can teach people below them.&lt;br /&gt;
** There are also instructor monitored drill and [[sparring]] sessions.&lt;br /&gt;
** &amp;quot;They can currently teach weapon [[skill]]s, [[wrestling]], dodging, punching (grasp strikes), kicking (stance strikes), shield and [[armor]] use, yeah.  They can also teach general close-quarters/ranged [[combat]] principles.&amp;quot;&lt;br /&gt;
* [[Personalities]] play a role in these lessons. Naturally lazy [[dwarves]] will have a harder time learning and concentrating, though they can overcome them with [[skill]]/attribute increases.&lt;br /&gt;
** An instructor's [[personality]] is also taken into account, as a naturally reckless instructor is more willing to send green recruits into [[sparring]] sessions.&lt;br /&gt;
* Squad selection/[[orders]] now can occur in real time.&lt;br /&gt;
* The [[military]] menu has been entirely redone.&lt;br /&gt;
* You can issue [[orders]] to several [[squads]] at once or several individuals across different [[squads]].&lt;br /&gt;
* Kill [[orders]] are now possible. You can select any creature your [[fort]] does not control to be killed.&lt;br /&gt;
* You can give [[squads]] nicknames if you wish.&lt;br /&gt;
** You can also give your [[barracks]] nicknames to help keep them separated.&lt;br /&gt;
&lt;br /&gt;
===  Squad [[Equipment]] ===&lt;br /&gt;
* There is now a position called the '''[[Nobles (DF2010)|Arsenal Dwarf]]''' who handles various [[equipment]] delegation.&lt;br /&gt;
* You can now establish &amp;quot;'''[[uniforms]]'''&amp;quot; for your [[soldier]]s. With it, you can assign specific [[armor]], [[weapons]], and other such [[equipment]] that you want all [[soldier]]s in a squad to wear.&lt;br /&gt;
** This allows for you to establish either [[equipment]] protocols (I want this squad to carry a [[sword]] and a shield) or literal uniforms, such as all guards wearing dyed blue cloaks.&lt;br /&gt;
* [[Soldier]]s know the difference between [[training]], battle, and [[civilian]] [[equipment]], and when/how to switch between them, as well as how to store them, which is usually done in [[barracks]] via boxes (which can be assigned to [[squads]]).&lt;br /&gt;
** The above also extends to [[woodcutters]]/[[miners]], who know how to properly retrieve/store their picks and axes.&lt;br /&gt;
** [[Equipment]] can be stored in squad boxes.&lt;br /&gt;
* You can now handle [[ammo]] allocation by [[material]], so you can set aside [[metal]] [[bolts]] for battle and wooden [[bolts]] for [[training]]. [[Squads]] will maintain such [[ammo]] counts on their own.&lt;br /&gt;
** You can also handle [[ammo]] by type, so that you can have a squad that only uses [[bolts]]/arrows left over by invaders, etc.&lt;br /&gt;
** You have similar control over [[Hunter]] [[ammo]].&lt;br /&gt;
* [[Training]] [[weapons]] are in now, made at the carpenter's shop. Due to the nature of the [[material]] rewrite, these [[weapons]] lack edges, making them far less dangerous.&lt;br /&gt;
* [[Dwarves]] can handle any weapon now (they are not restricted to the current 6 [[weapons]]). &lt;br /&gt;
** [[Blowdart]] [[squads]] confirmed.&lt;br /&gt;
* [[Critter]]s now become familiar/accustomed to [[items]] they use often, such as [[armor]] and [[weapons]]. Being familiar with an item gives them better rolls during [[combat]].&lt;br /&gt;
** They can also become attached to [[items]] and will refuse upgrades.&lt;br /&gt;
* [[Items]] keep track of [[creatures]] they kill now, and that will show up in the [[legends mode]].&lt;br /&gt;
* [[Items]] can become &amp;quot;named&amp;quot; - raised to a semi-[[artifact]] level - if they have seen a lot of battles or have killed someone of a historical figure era-level of importance.&lt;br /&gt;
* [[Dwarves]] will now fill up their [[quivers]] properly - they will not go into [[combat]] with 1 bolt in their [[quiver]] if they can help it.&lt;br /&gt;
* You can assign specific [[items]] to units (useful for cases such as [[artifact]]s).&lt;br /&gt;
* [[Dwarves]] assigned to [[squads]] will go train in their free time if they have self-discipline. This includes individual drilling practice.&lt;br /&gt;
* 1/3 of [[dwarves]] have a &amp;quot;favored&amp;quot; weapon.&lt;br /&gt;
&lt;br /&gt;
===  [[Weapons]] and [[Armor]] ===&lt;br /&gt;
[[Image:DF2010_1.png|thumb|400px|The new [[combat report]]s. [[Note]] the date, ability to zoom on location, and more flavorful descriptions.]]&lt;br /&gt;
* All [[weapons]] now have multiple '''[[attack types]]''' (a [[sword]] can use a thrusting attack, or with the blade itself, or even the pommel) and each attack can do a different type of [[damage]].&lt;br /&gt;
* [[Armor]] [[skill]] and quality of the [[armor]] increases your &amp;quot;deflection&amp;quot; roll, which alters the effective force of an attack.&lt;br /&gt;
* [[Weapons]] don't use hard-coded percentage [[damage]] anymore, but rather, use their [[material]]'s various properties in order to determine [[damage]].&lt;br /&gt;
* The swing velocity of a [[hammer]] is determined by the strength and weight of the [[hammer]] itself, among other things.&lt;br /&gt;
* Woven/Chain [[items]] have a &amp;quot;structural elasticity&amp;quot; property (compared to [[plate]]/scale).&lt;br /&gt;
&lt;br /&gt;
===  Attacks ===&lt;br /&gt;
* [[Combat]] has been entirely rebalanced due to the new [[material]] and body changes.&lt;br /&gt;
* Small [[creatures]] are now able to take on larger [[creatures]] by pecking away at their bodies, something which was impossible in the old [[version]].&lt;br /&gt;
** Thanks to the [[material]] rewrite, though, a well [[armor]]ed knight will fare without many problems against 20 groundhogs.&lt;br /&gt;
** Multiple small attacks will have a cumulative effect.&lt;br /&gt;
* &amp;quot;I had a [[dragon]] fight some lions, and after a little bit of dragonfire and close [[combat]], I ended up with a [[dragon]] covered with the grammatically-in-progress &amp;quot;lion [[melted]] [[fat]] spatter&amp;quot;.&amp;quot;&lt;br /&gt;
* Attacks take into account the position and relative nature of the body. Attacks won't &amp;quot;loopity-loop&amp;quot; through the body.&lt;br /&gt;
* Temperature transfer between wrestlers is now possible, so think twice before [[wrestling]] that [[spirit of fire]].&lt;br /&gt;
** Stuck-ins also transfer temperature.&lt;br /&gt;
* Ranged damage has been nerfed, in addition to [[bolts]] making &amp;quot;logical&amp;quot; paths now. The firing rate remains the same.&lt;br /&gt;
* There's now a notion of a &amp;quot;squared shot&amp;quot;, in that your attack could hit someone's arm full force, but if you didn't hit in in the right area, the [[bone]] would not break. This helps many problems, such as with [[bolts]], as well as axes/[[sword]]s not lopping everything off every time you swing.&lt;br /&gt;
* Twisting your weapon in a [[wound]] has been balanced, and won't just amplify [[damage]] forever.&lt;br /&gt;
* [[Toady]] on the path of the force of an attack: &amp;quot;The [[armor]] is all checked in order from outer to inner, then it gets at the tissue [[layer]]s, altering the character of the attack as it goes.&amp;quot;&lt;br /&gt;
* Attacks can pass through a [[wound]] sufficiently large enough.&lt;br /&gt;
* Force from blunt [[weapons]] can transcend [[layer]]s. For instance, a [[hammer]] can bruise the [[skin]] while breaking the [[bone]] underneath.&lt;br /&gt;
** As such, [[plate]] [[armor]]'s benefits are generally ignored by blunt attacks, and [[leather]] [[armor]] would prove to be more effective.&lt;br /&gt;
* &amp;quot;Solid breath can take the form of a forward moving dust puff that accidentally knocks people out due to some [[cave-in]] code.  When I fix that, KOs make or may not be a parameter.  Solid breath can also take the form of a solid [[glob]] (a small one right now) that is hurled like a [[stone]].  It might as well be a thrown [[stone]] of the solid.  Solid breath can also be an undirected dust puff (also accidental knockouts).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== [[Creatures]] (general) ==&lt;br /&gt;
&lt;br /&gt;
===  [[Attributes]]/[[Skill]]s ===&lt;br /&gt;
* The attribute system has received an overhaul. There are now 19 [[attributes]] split across physical and mental. They are:&lt;br /&gt;
** Body:&lt;br /&gt;
*** '''[[strength]]'''&lt;br /&gt;
*** '''[[agility]]'''&lt;br /&gt;
*** '''[[toughness]]'''&lt;br /&gt;
*** '''[[endurance]]''' - this'll take some of the weight off of [[toughness]] and control your exertion.&lt;br /&gt;
*** '''[[recuperation]]''' - somebody suggested &amp;quot;resilience&amp;quot;. i don't really like any of the names... in any case, this will control the [[healing]] of your physical [[wound]]s.&lt;br /&gt;
*** '''[[disease resistance]]''' - the more time i spend on infection and venom, the more this will matter for this release. there will also likely be a notion of specific immunities, some of which you could gain with exposure or whatever ends up making the most sense.&lt;br /&gt;
** '''[[soul]]''':&lt;br /&gt;
*** '''[[analytical ability]]''' - thinky stuff.&lt;br /&gt;
*** '''[[memory]]''' - remembery stuff.&lt;br /&gt;
*** '''[[creativity]]''' - being able to make up neat stuff.&lt;br /&gt;
*** '''[[intuition]]''' - being able to get stuff.&lt;br /&gt;
*** '''[[focus]]''' - being able to get into stuff.&lt;br /&gt;
*** '''[[willpower]]''' - being able to keep on with and cope with stuff.&lt;br /&gt;
*** '''[[patience]]''' - being able to handle not doing stuff.&lt;br /&gt;
*** '''[[spatial sense]]''' - sense of surrounding stuff.&lt;br /&gt;
*** '''[[kinesthetic sense]]''' - sense of own stuff.&lt;br /&gt;
*** '''[[linguistic ability]]''' - all of the wordsy stuff.&lt;br /&gt;
*** '''[[musicality]]''' - musicky stuff.&lt;br /&gt;
*** '''[[empathy]]''' - being able to feel other peoples' stuff.&lt;br /&gt;
*** '''[[social awareness]]''' - being able to manage and handle social stuff.&lt;br /&gt;
&lt;br /&gt;
* [[Creatures]] now have '''[[souls]]''', and these souls serve as storage for a creature's mental [[attributes]] and [[skill]]s.&lt;br /&gt;
** [[Creatures]] can have multiple souls, though there is no such use in the current [[version]].&lt;br /&gt;
* [[Attributes]] and [[skill]]s can now &amp;quot;'''[[Skill rust|rust]]'''&amp;quot; if the attribute/[[skill]] is unused for a long period of time. The more rust the [[skill]] or attribute has, the less effective it is, and high enough rust will actually &amp;quot;delevel&amp;quot; the ability. Rust can be worked off by simply using the attribute or [[skill]] in question.&lt;br /&gt;
* Attribute/[[skill]] display system has been redone so as to not overwhelm the player.&lt;br /&gt;
** [[Skill]]s have been split up into '''[[Skill groups|15 logical groups]]''' to make assigning [[skill]]s easier.&lt;br /&gt;
* [[Creatures]] now have a &amp;quot;'''[[situational awareness]]'''&amp;quot; [[skill]], which handles a [[creatures]] ability to deal with surprise attacks and ambushes.&lt;br /&gt;
* The [[wrestling]] has been split into the following [[skill]]s:&lt;br /&gt;
** '''[[Wrestling]]'''&lt;br /&gt;
** '''[[Dodging]]'''&lt;br /&gt;
** '''[[Grasp strikes]]'''&lt;br /&gt;
** '''[[Stance strikes]]'''&lt;br /&gt;
* There are also general '''[[melee attack|melee]]''' and '''[[range attack]]''' [[skill]]s (which help with [[combat]] rolls but are separate from &amp;quot;axe mastery&amp;quot;, etc.)&lt;br /&gt;
* [[Attributes]] and rust rates are linked to specific castes, so you could have brutes intermixed with brainy [[creatures]] of a single race.&lt;br /&gt;
* &amp;quot;Ceilings of [[attributes]] are a percentage of the starting value.  So a strength 1000 [[dwarf]] might attain 2000, and a strength 750 [[dwarf]] might attain 1500.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===  Appearances ===&lt;br /&gt;
[[Image:DF2010_2.png|thumb|400px|The new description window]]&lt;br /&gt;
* [[Creatures]] are now unique to each other with different appearances, including hair [[color]], facial features, etc.&lt;br /&gt;
** These are visible in [[adventurer]] mode as well.&lt;br /&gt;
** Different [[color]] patterns are also available, like striped or mottled.&lt;br /&gt;
* [[Creatures]] can also be fatter/taller/etc. than usual. This affects their [[size]]. Fatter [[creatures]] can last without [[food]] longer.&lt;br /&gt;
** [[Creatures]] have a '''[[metabolism]]''' now, which deals with how fast they heal and how fast they burn [[fat]].&lt;br /&gt;
** [[Fat]] [[creatures]] also move slower.&lt;br /&gt;
* The trimming of hair/nails is also possible for civilized [[creatures]], and they will grow long and unkempt without such activities.&lt;br /&gt;
* [[Creatures]] '''[[genetics|inherit appearances from their parents]]'''. This includes dominant/recessive genes.&lt;br /&gt;
** As one example, you can use this system to breed your dogs to a certain [[color]]/[[size]].&lt;br /&gt;
* [[Layer]] trimming/caring uses style definitions from a culture. Some cultures may grow beards, others may shave them. Prisoners, etc. may be forced to adapt these new styles.&lt;br /&gt;
* Speaking of beards, as if it wasn't obvious by now, but this means [[dwarves]] finally have beards!&lt;br /&gt;
** On a more startling note - so do [[elves]]!&lt;br /&gt;
* [[Creatures]] can now be part of a '''[[caste]]''', and this may govern many things, such as their profession, appearance, etc.&lt;br /&gt;
&lt;br /&gt;
===  Bodies ===&lt;br /&gt;
* Tissues now come in [[layer]]s. You must bypass a [[layer]] to reach one below it. Some [[layer]]s are dependent on others (hair can only exist if there's [[skin]] underneath it, etc.)&lt;br /&gt;
* '''[[Hair]]''' acts as a [[layer]] on [[skin]]. It can come in many different styles (sparse, strands, etc.)&lt;br /&gt;
*  '''[[Hair]]''' grows and eventually grays over time. It can be trimmed, and if left alone it will become shaggy and unkempt.&lt;br /&gt;
* Body parts and tissue [[layer]]s can be made out of any [[material]] you want, such as for logical [[creatures]] like [[Iron Men]], and illogical abominations like [[Dwarf]] Lung Men.&lt;br /&gt;
* It's now possible for some [[creatures]] to be made out of solid [[material]], such as [[Iron Men]], who are much harder to fight.&lt;br /&gt;
* You can also have hollow body parts, perhaps filled with air or other [[materials]].&lt;br /&gt;
* Some [[layer]]s can serve as protection, such as [[chitin]] [[layer]]s. [[Bone]] [[layer]]s also protect organs, such as the [[skull]] protecting the brain.&lt;br /&gt;
* [[Creatures]] now have teeth, rib, cheeks, eyelids, nails, and lips. Teeth and ribs are not individualized, but rather are tracked by groups (i.e., top left molars, etc.)&lt;br /&gt;
* [[Creatures]] also now have tendons and ligaments, and are made from the &amp;quot;sinew&amp;quot; [[material]].&lt;br /&gt;
* [[Creatures]] store energy from their [[food]], getting [[fat]]ter and more muscular.&lt;br /&gt;
** [[Fat]] affects such things as insulation, speed, etc.&lt;br /&gt;
** Strength also increases muscle [[size]]. Both have an effect on a creature's total [[size]].&lt;br /&gt;
* Guts are realistically [[color]]ed - crazy stuff!&lt;br /&gt;
* It is now possible to &amp;quot;flay&amp;quot; a creature. Have fun!&lt;br /&gt;
* We've also got [[water]] freezing into frosty stuffs on people if they get [[wet]] and then step out into the cold, and [[steam]] coming off of spirits of fire in the rain. &lt;br /&gt;
* [[Skeletal]] [[critter]]s now have their [[bone]]s held together by rotted ligaments.&lt;br /&gt;
&lt;br /&gt;
===  [[Thoughts]] ===&lt;br /&gt;
* &amp;quot;[[Thoughts]]&amp;quot; of a [[dwarf]] have been redone. The new screen includes their current [[thoughts]], age/birthday, physical description paragraph, a description of their [[attributes]], their likes/dislikes, and their mannerisms. Also included are descriptions for their [[wound]]s/scars.&lt;br /&gt;
* A [[dwarf]]'s birthday and age are stored in their [[profile]] now.&lt;br /&gt;
* [[Dwarves]] now have '''[[mannerisms]]''', such as &amp;quot;always scratches his head when he's trying to remember something&amp;quot;, &amp;quot;laughs at his own jokes&amp;quot; or &amp;quot;talks to herself whenever she's bored&amp;quot;. There are 65 types with 3-5 situation qualifiers.&lt;br /&gt;
&lt;br /&gt;
== [[Fortress Mode]] ==&lt;br /&gt;
&lt;br /&gt;
===  Organization ===&lt;br /&gt;
* '''[http://new.df.magmawiki.com/wagn/Burrows Burrow]'''s! Burrows are areas in your [[fort]] where [[dwarves]] live and work in. You can assign these areas like [[zones]] and assign [[dwarves]] to them. [[Dwarves]] will only use [[workshops]], rooms, etc. in [http://new.df.magmawiki.com/wagn/Burrows burrow]s they are assigned to.&lt;br /&gt;
* There are a significant number of ways to utilize burrows, from restricting certain [[mining]] expeditions to [[skill]]ed [[dwarves]], to making noble districts, to setting &amp;quot;emergency&amp;quot; [[zones]] for [[civilian]]s to flee to, etc.&lt;br /&gt;
* You can set [[soldier]]s so that they defend certain [[burrow]]s. If an enemy enters a [[burrow]] they know enough to stop what they're doing and head towards it to defend it.&lt;br /&gt;
* You may choose and appoint someone as your [[baron]] when you reach [[barony]] status. You can elect not to have one as well.&lt;br /&gt;
* There are now &amp;quot;code generated&amp;quot; positions, such as '''[[priests]]''' who are named after the [[god]] they worship (Priest of Ciramore, etc.)&lt;br /&gt;
* [[Dwarves]] won't immediately drop everything if they find themselves hungry or tired, and will try to finish their current [[job]] first.&lt;br /&gt;
* There's a difference between sleeping [[barracks]] and squad [[barracks]].&lt;br /&gt;
* Liaisons will be be generated from scratch if they die.&lt;br /&gt;
&lt;br /&gt;
===  [[Workshops]] ===&lt;br /&gt;
[[Image:DF2010_3.png|thumb|400px|[[Statues]] now have art associated with them.]]&lt;br /&gt;
[[Image:DF2010_4.png|thumb|400px|Some new [[crafts]] you can make.]]&lt;br /&gt;
* [[Statues]] and figurines now have art associated with them.&lt;br /&gt;
** &amp;quot;[[Statues]] of specific [[dwarves]] get the [[dwarf]]'s name right in the item name.&amp;quot;&lt;br /&gt;
* Custom [[workshops]] are now able to be modded in, allowing you to set up custom [[reactions]].&lt;br /&gt;
** These can support [[corpse]] harvested [[items]], like shells/horns, and might use barrels/other [[containers]].&lt;br /&gt;
* You can now make [[crafts]] out of horn, ivory, teeth, and other new body parts.&lt;br /&gt;
** These include [[dragon]] tooth [[rings]] and [[ivory]] crowns.&lt;br /&gt;
* [[Butchery]] has been overhauled due to the new body part systems, with [[creatures]] yielding many more parts for consumption.&lt;br /&gt;
* It is now possible to have automated [[fishing]] [[cleaning]] and [[fat]] rendering.&lt;br /&gt;
&lt;br /&gt;
===  Alerts and [[Announcements]] ===&lt;br /&gt;
* The alert statuses (i.e., &amp;quot;Stay Indoors&amp;quot;) have been entirely redone. You may set several custom alerts with a user defined behaviour. For instance, you could set a &amp;quot;[[Underground]] Attack&amp;quot; alert where you force [[soldier]]s to equip melee [[weapons]] and head to a predefined location.&lt;br /&gt;
* These alerts can also be assigned to [[civilian]]s, such as telling them to flee to the great hall.&lt;br /&gt;
* [[Combat reports]] have been redone in hopes of consolidating sentences and making it more interesting to read&lt;br /&gt;
* Combat reports are separated into [[combat]], [[sparring]], and hunting reports. You'll see a notification on the side of the screen letting you know a [[combat report]] has been generated.&lt;br /&gt;
** They are also timestamped.&lt;br /&gt;
* You can choose different options for each announcement, like whether you want it to pause the game or recenter your view.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
* Caravans can now bring sand and glass!&lt;br /&gt;
* Also flasks, waterskins, quivers and backpacks.&lt;br /&gt;
&lt;br /&gt;
== [[Healthcare]] ==&lt;br /&gt;
&lt;br /&gt;
===  Doctors, hospitals, and how to cure what ails you ===&lt;br /&gt;
[[Image:DF2010_5.png|thumb|400px|The new [[wound]] [[color]]ing system.]]&lt;br /&gt;
* '''[[Hospitals]]''' are used like [[zones]]. [[Items]] used within these [[zones]] (beds, tables, boxes) allow for hospital use.&lt;br /&gt;
** They also use a new item, called a '''[[traction bench]].'''&lt;br /&gt;
* '''[[Doctors]]''' can &amp;quot;prescribe&amp;quot; treatment, such as bed rest, using splints for broken [[bone]]s, amputation for infected limbs, and surgery.&lt;br /&gt;
** Doctors will set [[bone]]s for simple fractures, use traction for difficult overlapping fractures and use surgery for disgusting compound fractures. They also excise [[rotting]] tissue and amputate limbs too rotted off to save.&lt;br /&gt;
** The system where [[dwarves]] heal on the [[season]] change is gone.&lt;br /&gt;
* [[Wound]]s are dressed with '''[[bandages]]''', which speeds [[healing]] and slows bleeding.&lt;br /&gt;
** '''[[Sutures]]''' make [[wound]]s heal faster.&lt;br /&gt;
** Sutures can be ripped out in [[combat]], causing pain/bleeding.&lt;br /&gt;
* '''[[Crutches]]''' are now in the game, allowing one legged [[dwarves]]/injured people to walk normally (as opposed to crawl). They will move faster as they get comfortable with their new crutch.&lt;br /&gt;
** '''[[Casts]]''' are also in.&lt;br /&gt;
* [[Creatures]] can now clean the filth they acquire due to various [[materials]], like mud, [[blood]], [[vomit]], etc.&lt;br /&gt;
** As such, [[soap]] has a use now, which deserves its own bullet point.&lt;br /&gt;
* You can appoint a &amp;quot;'''[[Nobles (DF2010)|chief medical dwarf]]'''&amp;quot; to handle the various medical information, which requires the &amp;quot;'''[[Diagnosis]]'''&amp;quot; [[skill]].&lt;br /&gt;
** What type of various medical information? &amp;quot;unit [[wound]]s/status/required treatments/medical history, etc.&amp;quot; - Think of it like the [[bookkeeper]].&lt;br /&gt;
* [[Dwarves]] are more proactive in saving [[wound]]ed people, and will do what they can in regards to bleeding on the way to the hospital.&lt;br /&gt;
* &amp;quot;Eyelids clean the eyes so you don't have to [[soap]] them off, but if an eyelid is torn off, I think they might [[soap]] the eyes.&amp;quot;&lt;br /&gt;
* Patients can use [[soap]]/[[water]] to clean [[wound]]s and grime to reduce infections. Sutures, casts, etc. will reduce infection as well.&lt;br /&gt;
* All cloth and thread [[items]] have associated lengths/areas now. Threads are use for sutures (thus, one &amp;quot;thread&amp;quot; item could be used for multiple sutures) and cloth is used for bandages. [[Items]] in this way aren't split (a la coins or [[bolts]]), but rather, they're consumed in pieces.&lt;br /&gt;
* Unskilled or apprentice doctors can make mistakes when treating a patient or doing surgery.&lt;br /&gt;
* &amp;quot;[[Healthcare]]&amp;quot; as a [[skill]] is gone. It's been replaced by 7 new labor [[settings]], 5 unit types, and 6 new [[skill]]s.&lt;br /&gt;
** There are different type of doctors associated with the [[skill]]s.&lt;br /&gt;
** Dressing [[wound]]s, diagnosis, surgery, setting [[bone]]s, suturing and walking with crutches appear to be the new [[skill]]s.&lt;br /&gt;
&lt;br /&gt;
===  [[Wound]]s and [[injuries]] ===&lt;br /&gt;
* The current 15HP-per-body-part system has been dropped in favor of individual [[wound]] tracking.&lt;br /&gt;
** The above also allows for scars.&lt;br /&gt;
* Open [[wound]]s can get simple infections, which results in oozing pus, slow [[healing]], and can even kill.&lt;br /&gt;
** [[Rotting]] [[wound]]s smell and contribute to infection levels, as does grime buildup.&lt;br /&gt;
* Tissue [[layer]]s can boil off when exposed to extreme heat.&lt;br /&gt;
* Phantom pains are gone.&lt;br /&gt;
* You can [[damage]] a creature's motor and sensitivity nerves. Motor [[damage]] prevents that part from working, and sensory nerve damage makes you lose feeling in that body part.&lt;br /&gt;
* Partial and compound fractures are now possible.&lt;br /&gt;
* Fractured [[bone]] can be knocked inwards to cause [[damage]] to organs, like forcing a jagged piece of [[skull]] into the brain. [[Bone]]s can also [[pierce]] [[layer]]s, like having [[bone]] sticking out of your [[skin]].&lt;br /&gt;
* Guts are under [[pressure]] and can pop out of a [[wound]].&lt;br /&gt;
* Injured [[creatures]] can continue to work if they are treated. A miner who breaks his left hand will go back to [[mining]] with his right hand (after his broken hand is set in a cast).&lt;br /&gt;
* &amp;quot;There are lots of [[wound]]s that won't heal now if they aren't treated (aside from the nerve stuff, the three kinds of bad breaks won't heal if not treated), and infected [[wound]]s heal very slowly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===  Poisons ===&lt;br /&gt;
* Types of poison effects: pain, swelling, oozing [[wound]]s, bruising, blisters, numbness, paralysis, fever, bleeding, coughing/[[vomit]]ing [[blood]], nausea, [[vomit]]ing, unconsciousness, necrosis, impaired vision, drowsiness, and dizziness.&lt;br /&gt;
* Poisons can be contacted, injected, or inhaled.&lt;br /&gt;
* You can be immune to poisons; [[creatures]] seem immune to their own poisons.&lt;br /&gt;
* Severs transfer containment, so that a ripped off venom fang from a [[Giant Cave Spider]] will remain venomous. As of now you cannot use it as a [[weapon]].&lt;br /&gt;
&lt;br /&gt;
== The Underground ==&lt;br /&gt;
 &lt;br /&gt;
[[Image:DF2010_6.png|thumb|400px|An example of the new caverns. Here you can see open areas and [[underground]] lakes, as well as passages linking them together]]&lt;br /&gt;
&lt;br /&gt;
=== Underground Features ===&lt;br /&gt;
* Underground [[layer]]s have been entirely revamped, allowing for more diverse [[underground]] with new [[creatures]], features, and other interesting goodies, such as Mushroom Forests.&lt;br /&gt;
* The standard amount of [[layer]]s (around 15) has been scrapped and increased dramatically; upwards of 50-100 [[layer]]s.&lt;br /&gt;
* Each cave [[layer]] [[region]] (which is a certain depth and portion of the world map) has its own name, animal populations, [[civilizations]], etc.&lt;br /&gt;
** They also show up on the legends screen.&lt;br /&gt;
* '''[[Caverns]]''' now exist [[underground]]. Caverns are open areas underneath the earth, and are home to [[creatures]], [[underground]] lakes, and other interesting features.&lt;br /&gt;
* Features are much more easy to discover, and almost every site is guaranteed to have SOMETHING interesting in it.&lt;br /&gt;
** For instance, [[magma]] is almost always guaranteed to be at the very bottom [[layer]].&lt;br /&gt;
* Features can span multiple world tiles, and can be explored via adventure mode and [[dwarf]] [[fortress]] mode.&lt;br /&gt;
* You can use [[world gen]] parameters to get rid of [[underground]] features. The default [[settings]] are set for cavernous so you're guaranteed to find cool stuff.&lt;br /&gt;
* Features are not instantly revealed anymore. [[Underground]] areas must be explored by [[dwarves]] prior to revealing features. &lt;br /&gt;
** So yeah, the new system is to have a 60 or so tile [[flood]] out from your [[dwarves]] as they go [[underground]], and any time they get within 30 tiles of the 60 tile [[flood]] (flags are kept when the [[flood]] got out to 30, roughly), it'll [[flood]] out again, picking up those flags and placing new ones, so it moves out in a kind of chunky way.&lt;br /&gt;
** [[Squads]] can't take [[orders]] to walk into hidden [[zones]] (must reveal first).&lt;br /&gt;
* It's possible for an [[adventurer]] to enter a massive [[underground]] cavern on one side of the world and journey all the way to the other.&lt;br /&gt;
* Bottomless pits and chasms are gone for the time being, replaced by finite caverns.&lt;br /&gt;
&lt;br /&gt;
===  [[Critter]]s (normal and animalman-y) ===&lt;br /&gt;
* Underground animalpeople can use crude [[weapons]] and mounts now.&lt;br /&gt;
** Batmen could ride giant bats and shoot poison darts at you with makeshift blowguns made from [[giant cave spider]] legs - whoa!&lt;br /&gt;
** Their goal is to cause as much havoc as they can before sneaking back home.&lt;br /&gt;
* Underground [[critter]]s are &amp;quot;drawn&amp;quot; from a large population that is off site. They will replenish their population so long as a cavern has an open &amp;quot;edge&amp;quot; allowing them to spawn in.&lt;br /&gt;
* The above, coupled with other changes, allows for the possibility of never-ending attacks.&lt;br /&gt;
* [[Antmen]] now have creature castes which separate them, including queens.&lt;br /&gt;
** There are also [[antmen]] nests to worry about.&lt;br /&gt;
* '''[[Gremlins]]''' are back. These sneaky dudes are invisible until spotted, and will step on [[pressure]] [[plate]]s, pull levers, and open cages.&lt;br /&gt;
* There are many new (toadyOne mentioned around 40) [[underground]] [[critter]]s.&lt;br /&gt;
&lt;br /&gt;
===  [[Critter]]s (random beasts) ===&lt;br /&gt;
* Random [[critter]]s are now possible. They come in two flavors: &amp;quot;'''[[Titans]]'''&amp;quot;, which are above ground and serve as megabeasts, and &amp;quot;'''[[Forgotten Beasts]]'''&amp;quot;, who live [[underground]]&lt;br /&gt;
* Random [[creatures]] are just that - random. The can have unique attacks, like firebreath or poison, as well as a random number of body modifiers like legs, wings, etc.&lt;br /&gt;
** Some examples: a ribbon worm with wings made of stretched [[skin]]. An eyeless antenna lizard. A [[glob]] of [[vomit]] inside a round shell. &lt;br /&gt;
* They pull from certain base types (blob, quadruped, humanoid) as well as various animal/creature features. &lt;br /&gt;
** Dinosaur types (?!) are also now possible&lt;br /&gt;
*** They have feathers to boot&lt;br /&gt;
* These are seen as the ultimate challenge of the game&lt;br /&gt;
&lt;br /&gt;
===  [[HFS]] ===&lt;br /&gt;
* The old [[HFS]] that we know of is gone, replaced by new baddies. The [[critter]]s of the [[HFS]] seemed to have survived the [[version]] change, however.&lt;br /&gt;
* [[Toady]] has spent countless days working on the new [[HFS]], and he's been silent on what it could entail.&lt;br /&gt;
* There is a lot of nasty stuff underneath, seemingly related to the old &amp;quot;end of the world&amp;quot; timers.&lt;br /&gt;
* It should be a bit different, a bit the same, and always a threat rather than a one-time problem.&lt;br /&gt;
&lt;br /&gt;
== The World ==&lt;br /&gt;
&lt;br /&gt;
===  [[Civilizations]] ===&lt;br /&gt;
* There is now the notion of a '''[[split leadership]]'''. Some leaders may prefer to be &amp;quot;traditional&amp;quot; rulers, hanging back in their cities while appointing generals to command their armies. Others may prefer to lead battles and wars themselves.&lt;br /&gt;
* [[Goblin]] society is more violent than ever. They respect those with power, and [[demons]] will be forced to kill for their loyalty. Other [[goblin]]s, however, can do the same.&lt;br /&gt;
** [[Goblin]]s obtain their structure over the course of world generation. For instance, [[demons]] are not hard-coded as leaders, and must earn their position.&lt;br /&gt;
* Forgotten beasts can escape from the [[underground]] and try and pass themselves off as [[god]]s, gaining worshipers and taking control of [[civilizations]].&lt;br /&gt;
* Leaders of [[civilizations]] can now own &amp;quot;pets&amp;quot; - and by that, I mean they can [[tame]] wild animals and use them in war. [[Giant eagles]], [[tigers]], everything is fair game.&lt;br /&gt;
** [[Elves]] have a great advantage here for obvious reasons, but [[dwarves]] will be able to make use of [[underground]] beasts.&lt;br /&gt;
* '''[[Priests]]''' are back.&lt;br /&gt;
&lt;br /&gt;
===  [[World Generation]] ===&lt;br /&gt;
* &amp;quot;I've added the ability to specify in the [[world gen]] parameters the number of sky z-levels, the number of z-levels minimum between each [[layer]] (it'll often be more because of elevation changes), and the number of extra z-levels down at the bottom.&amp;quot;&lt;br /&gt;
* Much of the map feature code was rewritten to be more flexible in future expansions and updates.&lt;br /&gt;
&lt;br /&gt;
=== [[Megabeasts]] (general and [[Titans]]) ===&lt;br /&gt;
* [[Megabeasts]] aren't pushovers in worldgen anymore, and will survive longer and get more kills.&lt;br /&gt;
* [[Titans]] in good areas will be benign/neutral to [[creatures]].&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[[Notes on new positions]]&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Beard&amp;diff=64344</id>
		<title>40d:Beard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Beard&amp;diff=64344"/>
		<updated>2010-03-02T19:46:03Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
A dwarf's beard is his or her defining characteristic.  Dwarf beards are an indicator of social status among the middle and upper classes, and function much like a Scottish tartan, identifying a dwarf's family heritage.&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
Dwarven hair is extremely hearty; the average dwarf hair is many times longer and several times thicker than the average human hair.  It is usually straight.  The range of dwarven hair colors is quite large; common colors include dark blues, black, any number of shades of gray, silver, white, brown, copper, rust, and even [[fire|flaming orange-red]].&lt;br /&gt;
&lt;br /&gt;
A dwarf's beard begins growing before birth, and is usually less than two inches long at birth.  Children of the dwarven nobility, however, are born with much longer beards, sometimes long enough that it is wrapped around the infant's body.&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Beard&amp;diff=64268</id>
		<title>40d:Beard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Beard&amp;diff=64268"/>
		<updated>2010-03-01T22:38:40Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: Created page with '{{D for Dwarf}}  A dwarf's beard is his or her defining characteristic.  Dwarf beards are an indicator of social status among the middle and upper classes, and function much like…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
A dwarf's beard is his or her defining characteristic.  Dwarf beards are an indicator of social status among the middle and upper classes, and function much like a Scottish tartan, identifying a dwarf's family heritage.&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
Dwarven hair is extremely hearty; the average dwarf hair is many times longer and several times thicker than the average human hair.  It is usually straight, and can range in color from red to copper to brown.&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Unfortunate_accident&amp;diff=64261</id>
		<title>40d:Unfortunate accident</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Unfortunate_accident&amp;diff=64261"/>
		<updated>2010-03-01T20:16:21Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: /* Demonstration of military might */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
[[Noble]]s are an unhappy sort. They are cursed with highly refined tastes that are difficult to satisfy. Because of this burden, they often fall prey to tragic accidents.  Here's a simple guide to averting the particular banes of the upper classes. &lt;br /&gt;
&lt;br /&gt;
==Entertaining lever==&lt;br /&gt;
&lt;br /&gt;
Any dwarf of such high standing should have a [[lever]] in his rooms. If he should find himself stressed by overdue [[mandate]]s, or accidentally locked in his room, he can amuse himself by pulling it repeatedly. Pulling levers is one of the few tasks only fit for nobles, after all.&lt;br /&gt;
&lt;br /&gt;
A lever can be made personal to a specific noble in the {{k|q}} {{k|P}}rofile for that lever, just as if it were a common, lowly workshop.&lt;br /&gt;
&lt;br /&gt;
==Impressive spike==&lt;br /&gt;
&lt;br /&gt;
What could be more dwarven than a [[menacing spike]]? Better make it retractable, in case your noble needs the space. Put this steely symbol of dwarven strength in one of your noble's rooms, possibly next to the lever. &lt;br /&gt;
&lt;br /&gt;
[[Hammerer]]s just can't get enough spikes.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that nice masterwork steel spike encrusted with rubies looks very nice and may boost the room's value.&lt;br /&gt;
&lt;br /&gt;
==In-room waterfall==&lt;br /&gt;
&lt;br /&gt;
All dwarves love the soothing mist of a [[waterfall]]. Why not give your noble one, right in his very own room? Take care that the drainage system is working properly. Any obstruction could cause the room to fill with water, and no one wants that. Remember to put an attractive grate over the drain, to keep anything from falling in and stinking up your plumbing. &lt;br /&gt;
&lt;br /&gt;
==Private zoo==&lt;br /&gt;
&lt;br /&gt;
Everyone loves a [[zoo]]. Why not put a savage beast in your noble's room? Who wouldn't want to see a [[giant desert scorpion]] or [[zombie]] [[carp]] every day? Just make sure it doesn't escape. It may be prudent to hook this up to another lever in the noble's room, so they can secure the cage door if the creature somehow manages to escape.&lt;br /&gt;
&lt;br /&gt;
== Impressive Throne ==&lt;br /&gt;
&lt;br /&gt;
Your highest noble will meet with various visitors and emissaries in his [[office|throne room]]. To give him that extra edge in negotiations, make it intimidating. Put a [[magma]] pool right there in the throne room. No glittery [[gold]] throne, either. Make one out of [[iron]], or [[steel]], or some other material with a high melting point.&lt;br /&gt;
&lt;br /&gt;
== Vault of Kings ==&lt;br /&gt;
&lt;br /&gt;
Nobles are precious and fragile things. To make sure that your nobles don't get injured in battle, you might want to hook up their chamber doors to levers so they can be sealed firmly in case of invasion. Since the noble &amp;lt;s&amp;gt;trapped&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;hiding&amp;lt;/s&amp;gt; strategically positioned inside wouldn't know when it was safe to come out again, best to put the lever somewhere outside. That way once the confusion of battle is over some dwarf will surely miss the noble and remember to release them so they may reach the food and water stockpiles again.&lt;br /&gt;
&lt;br /&gt;
For extra impenetrability, construct a wall in front of the door. Be sure to make note which section of wall the noble's behind so you'll be able to find it again later when it's time to let him out!&lt;br /&gt;
&lt;br /&gt;
== Sacred pulpit ==&lt;br /&gt;
&lt;br /&gt;
For the most regal of nobles, nothing less than a balcony perched above a pool of magma will do when trying to get the attention of the underlings.  The construction of such a sacred pulpit is elaborate, but a true noble would expect nothing less.&lt;br /&gt;
&lt;br /&gt;
A support must be built on the edge of a sheer cliff overlooking the attention-getting feature (magma is always impressive, although a pulpit overlooking the chasm can also produce a pleasing resonance).  A bridge must be built to the edge of this support, and a floor placed on top of the support.  Provide the noble with a lever on top of this floor which retracts the bridge -- it's not a proper pulpit if the masses can reach the noble while he or she speaks.  The lever is also connected to the support beneath the floor -- this is a safety precaution, we are told.&lt;br /&gt;
&lt;br /&gt;
Before using the system, an additional lever should be built elsewhere in the fortress that attaches to the bridge, in case the noble's lever should... happen to jam.  Then invite the noble to inaugurate the platform by pulling the sacred lever placed on top of it.  Be certain that only the noble is [[Workshop#Profiles|allowed to pull this lever]] -- it would not do to have a commoner desecrate the holy pulpit.&lt;br /&gt;
&lt;br /&gt;
Each noble who wishes to use the pulpit must be provided with a newly-built platform (column, floor, and lever).  Only the best for our nobles.&lt;br /&gt;
&lt;br /&gt;
==Demonstration of military might==&lt;br /&gt;
&lt;br /&gt;
Nobles are prone to worry, and reassurance is often hard to come by. However, many a noble is comforted by the sight of ballistae hurling spears across the countryside. As such, you may wish to treat some of your nobles to an artillery show. Build a ballista emplacement, and a spot for the noble to watch from. This noble spot should have a channel around it, to prevent any wild animals, perhaps enraged by the spears hurtling through their habitat, from getting at them. Make the central throne accessible by bridge, with a lever on the Noble's island for retraction. Ask your noble to pull the lever, and begin firing. Be careful not to put your noble in the line of fire, for ballista bolts are traditionally engraved with the words, &amp;quot;To Whom It May Concern&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;s&amp;gt;Madhouse&amp;lt;/s&amp;gt; Sealed noble-exclusive area ==&lt;br /&gt;
&lt;br /&gt;
Why the hell should nobles sleep, eat and &amp;lt;s&amp;gt;do nothing&amp;lt;/s&amp;gt; work next to the pleb? They really should have a sealed area, which only they can enter. The workers can simply drop needed goods through a pit. But be careful that they really do this, since we don´t want our nobles to become angry or unhappy and kill each other/themselves.&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Unfortunate_accident&amp;diff=64260</id>
		<title>40d:Unfortunate accident</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Unfortunate_accident&amp;diff=64260"/>
		<updated>2010-03-01T20:13:44Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: /* Impressive spike */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
[[Noble]]s are an unhappy sort. They are cursed with highly refined tastes that are difficult to satisfy. Because of this burden, they often fall prey to tragic accidents.  Here's a simple guide to averting the particular banes of the upper classes. &lt;br /&gt;
&lt;br /&gt;
==Entertaining lever==&lt;br /&gt;
&lt;br /&gt;
Any dwarf of such high standing should have a [[lever]] in his rooms. If he should find himself stressed by overdue [[mandate]]s, or accidentally locked in his room, he can amuse himself by pulling it repeatedly. Pulling levers is one of the few tasks only fit for nobles, after all.&lt;br /&gt;
&lt;br /&gt;
A lever can be made personal to a specific noble in the {{k|q}} {{k|P}}rofile for that lever, just as if it were a common, lowly workshop.&lt;br /&gt;
&lt;br /&gt;
==Impressive spike==&lt;br /&gt;
&lt;br /&gt;
What could be more dwarven than a [[menacing spike]]? Better make it retractable, in case your noble needs the space. Put this steely symbol of dwarven strength in one of your noble's rooms, possibly next to the lever. &lt;br /&gt;
&lt;br /&gt;
[[Hammerer]]s just can't get enough spikes.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that nice masterwork steel spike encrusted with rubies looks very nice and may boost the room's value.&lt;br /&gt;
&lt;br /&gt;
==In-room waterfall==&lt;br /&gt;
&lt;br /&gt;
All dwarves love the soothing mist of a [[waterfall]]. Why not give your noble one, right in his very own room? Take care that the drainage system is working properly. Any obstruction could cause the room to fill with water, and no one wants that. Remember to put an attractive grate over the drain, to keep anything from falling in and stinking up your plumbing. &lt;br /&gt;
&lt;br /&gt;
==Private zoo==&lt;br /&gt;
&lt;br /&gt;
Everyone loves a [[zoo]]. Why not put a savage beast in your noble's room? Who wouldn't want to see a [[giant desert scorpion]] or [[zombie]] [[carp]] every day? Just make sure it doesn't escape. It may be prudent to hook this up to another lever in the noble's room, so they can secure the cage door if the creature somehow manages to escape.&lt;br /&gt;
&lt;br /&gt;
== Impressive Throne ==&lt;br /&gt;
&lt;br /&gt;
Your highest noble will meet with various visitors and emissaries in his [[office|throne room]]. To give him that extra edge in negotiations, make it intimidating. Put a [[magma]] pool right there in the throne room. No glittery [[gold]] throne, either. Make one out of [[iron]], or [[steel]], or some other material with a high melting point.&lt;br /&gt;
&lt;br /&gt;
== Vault of Kings ==&lt;br /&gt;
&lt;br /&gt;
Nobles are precious and fragile things. To make sure that your nobles don't get injured in battle, you might want to hook up their chamber doors to levers so they can be sealed firmly in case of invasion. Since the noble &amp;lt;s&amp;gt;trapped&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;hiding&amp;lt;/s&amp;gt; strategically positioned inside wouldn't know when it was safe to come out again, best to put the lever somewhere outside. That way once the confusion of battle is over some dwarf will surely miss the noble and remember to release them so they may reach the food and water stockpiles again.&lt;br /&gt;
&lt;br /&gt;
For extra impenetrability, construct a wall in front of the door. Be sure to make note which section of wall the noble's behind so you'll be able to find it again later when it's time to let him out!&lt;br /&gt;
&lt;br /&gt;
== Sacred pulpit ==&lt;br /&gt;
&lt;br /&gt;
For the most regal of nobles, nothing less than a balcony perched above a pool of magma will do when trying to get the attention of the underlings.  The construction of such a sacred pulpit is elaborate, but a true noble would expect nothing less.&lt;br /&gt;
&lt;br /&gt;
A support must be built on the edge of a sheer cliff overlooking the attention-getting feature (magma is always impressive, although a pulpit overlooking the chasm can also produce a pleasing resonance).  A bridge must be built to the edge of this support, and a floor placed on top of the support.  Provide the noble with a lever on top of this floor which retracts the bridge -- it's not a proper pulpit if the masses can reach the noble while he or she speaks.  The lever is also connected to the support beneath the floor -- this is a safety precaution, we are told.&lt;br /&gt;
&lt;br /&gt;
Before using the system, an additional lever should be built elsewhere in the fortress that attaches to the bridge, in case the noble's lever should... happen to jam.  Then invite the noble to inaugurate the platform by pulling the sacred lever placed on top of it.  Be certain that only the noble is [[Workshop#Profiles|allowed to pull this lever]] -- it would not do to have a commoner desecrate the holy pulpit.&lt;br /&gt;
&lt;br /&gt;
Each noble who wishes to use the pulpit must be provided with a newly-built platform (column, floor, and lever).  Only the best for our nobles.&lt;br /&gt;
&lt;br /&gt;
==Demonstration of military might==&lt;br /&gt;
&lt;br /&gt;
Nobles are prone to worry, and reassurance is often hard to come by. However, many a noble is comforted by the sight of ballistae hurling spears across the countryside. As such, you may wish to treat some of your nobles to an artillery show. Build a ballista emplacement, and a spot for the noble to watch from. This noble spot should have a channel around it, to prevent any wild animals, perhaps enraged by the spears hurtling through their habitat, from getting at them. Make the central throne accessible by bridge, with a lever on the Noble's island for retraction. Ask your noble to pull the lever, and begin firing. Be careful not to put your noble in the line of fire, for ballista bolts show no mercy.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;s&amp;gt;Madhouse&amp;lt;/s&amp;gt; Sealed noble-exclusive area ==&lt;br /&gt;
&lt;br /&gt;
Why the hell should nobles sleep, eat and &amp;lt;s&amp;gt;do nothing&amp;lt;/s&amp;gt; work next to the pleb? They really should have a sealed area, which only they can enter. The workers can simply drop needed goods through a pit. But be careful that they really do this, since we don´t want our nobles to become angry or unhappy and kill each other/themselves.&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Hammerer&amp;diff=64259</id>
		<title>40d:Hammerer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Hammerer&amp;diff=64259"/>
		<updated>2010-03-01T20:11:25Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Hammerer&lt;br /&gt;
| quarters=Quarters&lt;br /&gt;
| dining=Dining Room&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=1&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* Arrives with Baron{{Verify}}&lt;br /&gt;
| function=&lt;br /&gt;
* [[Justice]]&lt;br /&gt;
* Executioner&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The [[Hammerer]] is the executioner of your [[fortress]].  Normally, a dwarf that has committed a crime will be subject to [[Justice|justice]] at the hands of your [[Sheriff]] (later the [[Captain of the guard|Captain of the Guard]]), who will imprison the criminal in [[jail]].  However, if your fortress does not have a jail, if your jail is full, or if the crime is particularly heinous, the Hammerer will dispense the swift and brutal justice that rides on the head of his or her hammer.  In previous versions, particular crimes resulted in a varying number of hammer strikes; this has not been verified in the most recent versions.&lt;br /&gt;
&lt;br /&gt;
Upon arriving at your fortress, the [[Baron]] and his court sweep in with a smile, stories of wealth and power, and the unspoken promise that you'll soon be spending a ''lot'' of time dealing with ridiculous demands.  But the Baron also brings with him a sweaty, brooding, bug-eyed dwarf whose résumé is just a list of poorly spelled acts of unspeakable violence.  This is the Hammerer.  The Hammerer is not interested in love, money, pretty clothes, or beautiful, one-of-a-kind artifacts.  The Hammerer's one and only love is viciously beating nearby dwarves into small pieces of wet, hairy gristle.  There are many stories about the Hammerer.  Some say he was raised by [[goblin|goblins]] before being saved by the Baron.  Some say he crushed his twin brother while still in the womb, then used his twin's femur to bludgeon his mother to death ''from the inside''.  No one knows the truth behind the Hammerer's violent obsession, but whatever the reason, the Hammerer is a genocidal monster with a fetish for blunt force trauma.&lt;br /&gt;
&lt;br /&gt;
The Baron, being a shrewd [[noble|politician]], saw the possible usefulness of such complete devotion to savagery, and tried to tame the Hammerer, attempting to redirect that unrepentant wrath into a powerful arm of dwarven justice.  Unfortunately, the Baron only succeeded in giving the Hammerer a license to torture any dwarf in your fortress.  The Hammerer ''did'' learn one thing from the Baron, however, and that was how to spot an important dwarf, like your [[legendary]] weaponsmith.&lt;br /&gt;
&lt;br /&gt;
Note that it is possible to greatly reduce the damage inflicted by the Hammerer by marking his hammer for [[dumping|dumping]].  This causes him to dispense justice with his bare hands instead, which can greatly inhibit the growth of the Hammerer's kill count.  However, working without his hammer makes the Hammerer very unhappy, which is a fairly terrifying concept.  Another option is to recruit the soon-to-be victim and assign him or her to wear some armor, which should help mitigate some of the damage.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Hammerer&amp;diff=64258</id>
		<title>40d:Hammerer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Hammerer&amp;diff=64258"/>
		<updated>2010-03-01T20:11:08Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Hammerer&lt;br /&gt;
| quarters=Quarters&lt;br /&gt;
| dining=Dining Room&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=1&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* Arrives with Baron{{Verify}}&lt;br /&gt;
| function=&lt;br /&gt;
* [[Justice]]&lt;br /&gt;
* Executioner&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The [[Hammerer]] is the executioner of your [[fortress]].  Normally, a dwarf that has committed a crime will be subject to [[Justice|justice]] at the hands of your [[Sheriff]] (later the [[Captain of the guard|Captain of the Guard]]), who will imprison the criminal in [[jail]].  However, if your fortress does not have a jail, if your jail is full, or if the crime is particularly heinous, the Hammerer will dispense the swift and brutal justice that rides on the head of his or her hammer.  In previous versions, particular crimes resulted in a varying number of hammer strikes; this has not been verified in the most recent versions.&lt;br /&gt;
&lt;br /&gt;
Upon arriving at your fortress, the [[Baron]] and his court sweep in with a smile, stories of wealth and power, and the unspoken promise that you'll soon be spending a ''lot'' of time dealing with ridiculous demands.  But the Baron also brings with him a sweaty, brooding, bug-eyed dwarf whose résumé is just a list of poorly spelled acts of unspeakable violence.  This is the Hammerer.  The Hammerer is not interested in love, money, pretty clothes, or beautiful, one-of-a-kind artifacts.  The Hammerer's one and only love is viciously beating nearby dwarves into small pieces of wet, hairy gristle.  There are many stories about the Hammerer.  Some say he was raised by [[goblin|goblins]] before being saved by the Baron.  Some say he crushed his twin brother while still in the womb, and used his twin's femur to bludgeon his mother to death ''from the inside''.  No one knows the truth behind the Hammerer's violent obsession, but whatever the reason, the Hammerer is a genocidal monster with a fetish for blunt force trauma.&lt;br /&gt;
&lt;br /&gt;
The Baron, being a shrewd [[noble|politician]], saw the possible usefulness of such complete devotion to savagery, and tried to tame the Hammerer, attempting to redirect that unrepentant wrath into a powerful arm of dwarven justice.  Unfortunately, the Baron only succeeded in giving the Hammerer a license to torture any dwarf in your fortress.  The Hammerer ''did'' learn one thing from the Baron, however, and that was how to spot an important dwarf, like your [[legendary]] weaponsmith.&lt;br /&gt;
&lt;br /&gt;
Note that it is possible to greatly reduce the damage inflicted by the Hammerer by marking his hammer for [[dumping|dumping]].  This causes him to dispense justice with his bare hands instead, which can greatly inhibit the growth of the Hammerer's kill count.  However, working without his hammer makes the Hammerer very unhappy, which is a fairly terrifying concept.  Another option is to recruit the soon-to-be victim and assign him or her to wear some armor, which should help mitigate some of the damage.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Hammerer&amp;diff=64257</id>
		<title>40d:Hammerer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Hammerer&amp;diff=64257"/>
		<updated>2010-03-01T20:10:29Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Hammerer&lt;br /&gt;
| quarters=Quarters&lt;br /&gt;
| dining=Dining Room&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=1&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* Arrives with Baron{{Verify}}&lt;br /&gt;
| function=&lt;br /&gt;
* [[Justice]]&lt;br /&gt;
* Executioner&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The [[Hammerer]] is the executioner of your [[fortress]].  Normally, a dwarf that has committed a crime will be subject to [[Justice|justice]] at the hands of your [[Sheriff]] (later the [[Captain of the guard|Captain of the Guard]]), who will imprison the criminal in [[jail]].  However, if your fortress does not have a jail, if your jail is full, or if the crime is particularly heinous, the Hammerer will dispense the swift and brutal justice that rides on the head of his or her hammer.  In previous versions, particular crimes resulted in a varying number of hammer strikes; this has not been verified in the most recent versions.&lt;br /&gt;
&lt;br /&gt;
Upon arriving at your fortress, the [[Baron]] and his court sweep in with a smile, stories of wealth and power, and the unspoken promise that you'll soon be spending a ''lot'' of time dealing with ridiculous demands.  But the Baron also brings with him a sweaty, brooding, bug-eyed dwarf whose résumé is just a list of poorly spelled acts of unspeakable violence.  This is the Hammerer.  The Hammerer is not interested in love, money, pretty clothes, or beautiful, one-of-a-kind artifacts.  The Hammerer's one and only love is viciously beating nearby dwarves into small pieces of wet, hairy gristle.  There are many stories about the Hammerer.  Some say he was raised by [[goblin|goblins]] before being saved by the Baron.  Some say he crushed his twin brother while still in the wound, and used his twin's femur to bludgeon his mother to death ''from the inside''.  No one knows the truth behind the Hammerer's violent obsession, but whatever the reason, the Hammerer is a genocidal monster with a fetish for blunt force trauma.&lt;br /&gt;
&lt;br /&gt;
The Baron, being a shrewd [[noble|politician]], saw the possible usefulness of such complete devotion to savagery, and tried to tame the Hammerer, attempting to redirect that unrepentant wrath into a powerful arm of dwarven justice.  Unfortunately, the Baron only succeeded in giving the Hammerer a license to torture any dwarf in your fortress.  The Hammerer ''did'' learn one thing from the Baron, however, and that was how to spot an important dwarf, like your [[legendary]] weaponsmith.&lt;br /&gt;
&lt;br /&gt;
Note that it is possible to greatly reduce the damage inflicted by the Hammerer by marking his hammer for [[dumping|dumping]].  This causes him to dispense justice with his bare hands instead, which can greatly inhibit the growth of the Hammerer's kill count.  However, working without his hammer makes the Hammerer very unhappy, which is a fairly terrifying concept.  Another option is to recruit the soon-to-be victim and assign him or her to wear some armor, which should help mitigate some of the damage.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Hammerer&amp;diff=64256</id>
		<title>40d:Hammerer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Hammerer&amp;diff=64256"/>
		<updated>2010-03-01T20:09:53Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Hammerer&lt;br /&gt;
| quarters=Quarters&lt;br /&gt;
| dining=Dining Room&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=1&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* Arrives with Baron{{Verify}}&lt;br /&gt;
| function=&lt;br /&gt;
* [[Justice]]&lt;br /&gt;
* Executioner&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The [[Hammerer]] is the executioner of your [[fortress]].  Normally, a dwarf that has committed a crime will be subject to [[Justice|justice]] at the hands of your [[Sheriff]] (later the [[Captain of the guard|Captain of the Guard]]), who will imprison the criminal in [[jail]].  However, if your fortress does not have a jail, if your jail is full, or if the crime is particularly heinous, the Hammerer will dispense the swift and brutal justice that rides on the head of his or her hammer.  In previous versions, particular crimes resulted in a varying number of hammer strikes; this has not been verified in the most recent versions.&lt;br /&gt;
&lt;br /&gt;
Upon arriving at your fortress, the [[Baron]] and his court sweep in with a smile, stories of wealth and power, and the unspoken promise that you'll soon be spending a ''lot'' of time dealing with ridiculous demands.  But the Baron also brings with him a sweaty, brooding, bug-eyed dwarf whose résumé is just a list of poorly spelled acts of unspeakable violence.  This is the Hammerer.  The Hammerer is not interested in love, money, pretty clothes, or beautiful, one-of-a-kind artifacts.  The Hammerer's one and only love is viciously beating nearby dwarves into small pieces of wet, hairy gristle.  There are many stories about the Hammerer.  Some say he was raised by [[goblin|goblins]] before being saved by the Baron.  Some say he crushed his twin brother while still in the wound, and used his twin's femur to bludgeon his mother to death ''from the inside''.  No one knows the truth behind the Hammerer's violent obsession, but whatever the reason, the Hammerer is a genocidal monster with a fetish for blunt force trauma.&lt;br /&gt;
&lt;br /&gt;
The Baron, being a shrewd [[noble|politician]], saw the possible usefulness of such complete devotion to savagery, and tried to tame the Hammerer, attempting to redirect that unrepentant wrath into a powerful arm of dwarven justice.  Unfortunately, the Baron only succeeded in giving the Hammerer a license to torture any dwarf in your fortress.  The Hammerer ''did'' learn one thing from the Baron, however, and that was how to spot an important dwarf, like your [[legendary]] weaponsmith.&lt;br /&gt;
&lt;br /&gt;
Note that it is possible to greatly reduce the damage inflicted by the Hammerer by marking his hammer for [[dumping|dumping]].  This causes him to dispense justice with his bare hands instead, which can greatly inhibit the growth of the Hammerer's kill count.  However, working without his hammer makes the Hammerer very unhappy.  Another option is to recruit the soon-to-be victim and assign him or her to wear some armor, which should help mitigate some of the damage.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Hammerer&amp;diff=64255</id>
		<title>40d:Hammerer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Hammerer&amp;diff=64255"/>
		<updated>2010-03-01T20:08:44Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Hammerer&lt;br /&gt;
| quarters=Quarters&lt;br /&gt;
| dining=Dining Room&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=1&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* Arrives with Baron{{Verify}}&lt;br /&gt;
| function=&lt;br /&gt;
* [[Justice]]&lt;br /&gt;
* Executioner&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The [[Hammerer]] is the executioner of your [[fortress]].  Normally, a dwarf that has committed a crime will be subject to [[Justice|justice]] at the hands of your [[Sheriff]] (later the [[Captain of the guard|Captain of the Guard]]), who will imprison the criminal in [[jail]].  However, if your fortress does not have a jail, if your jail is full, or if the crime is particularly heinous, the Hammerer will dispense the swift and brutal justice that rides on the head of his or her hammer.  In previous versions, particular crimes resulted in a varying number of hammer strikes; this has not been verified in the most recent versions.&lt;br /&gt;
&lt;br /&gt;
Upon arriving at your fortress, the [[Baron]] and his court sweep in with a smile, stories of wealth and power, and the unspoken promise that you'll soon be spending a ''lot'' of time dealing with ridiculous demands.  But the Baron also brings with him a sweaty, brooding, bug-eyed dwarf whose résumé is just a list of poorly spelled acts of unspeakable violence.  This is the Hammerer.  The Hammerer is not interested in love, money, pretty clothes, or beautiful, one-of-a-kind artifacts.  The Hammerer's one and only love is viciously beating nearby dwarves into small pieces of wet, hairy gristle.  There are many stories about the Hammerer.  Some say he was raised by [[goblin|goblins]] before being saved by the Baron.  Some say he crushed his twin brother while still in the wound, and used his twin's femur to bludgeon his mother to death ''from the inside''.  No one knows the truth behind the Hammerer's violent obsession, but whatever the reason, the Hammerer is a genocidal monster with a fetish for blunt force trauma.&lt;br /&gt;
&lt;br /&gt;
The Baron, being a shrewd [[noble|politician]], saw the possible usefulness of such complete devotion to savagery, and tried to tame the Hammerer, attempting to redirect that unrepentant wrath into a powerful arm of dwarven justice.  Unfortunately, the Baron only succeeded in giving the Hammerer a license to torture any dwarf in your fortress.  The Hammerer ''did'' learn one thing from the Baron, however, and that was how to spot an important dwarf, like your [[legendary]] weaponsmith.&lt;br /&gt;
&lt;br /&gt;
Note that it is possible to greatly reduce the damage inflicted by the Hammerer by marking his hammer for [[dumping|dump]].  This causes him to dispense justice with his bare hands instead, which can greatly inhibit the growth of the Hammerer's kill count.  However, working without his hammer makes the Hammerer very unhappy.  Another option is to recruit the soon-to-be victim and assign him or her to wear some armor, which should help mitigate some of the damage.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Intimidator&amp;diff=64252</id>
		<title>40d:Intimidator</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Intimidator&amp;diff=64252"/>
		<updated>2010-03-01T19:11:49Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: /* Qualities of a high intimidation skill */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''intimidator''' [[skill]] is a useful trait of the outpost broker and dwarves in general. It is used in trade negotiations to secure a better deal.&lt;br /&gt;
&lt;br /&gt;
It is gained by:&lt;br /&gt;
* Successful trades at the trade depot.&lt;br /&gt;
* Finalizing an export agreement.&lt;br /&gt;
&lt;br /&gt;
Notable ways that it is not gained include:&lt;br /&gt;
* Proposing an unsuccessful trade at the depot.&lt;br /&gt;
* Offering goods to foreign traders.&lt;br /&gt;
* Simply being assigned as the broker noble.&lt;br /&gt;
* Sitting around at the depot, whether there are traders there or not.&lt;br /&gt;
* Liaison meeting steps that occur before the export agreement.&lt;br /&gt;
&lt;br /&gt;
== Qualities of a high intimidation skill ==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
A dwarf's intimidation skill level is directly proportional to the length of that dwarf's beard.  Beard length has long been used as a barometer of a dwarf's social status, and dwarven [[noble|nobility]] derive their right to rule from the length and thickness of their beards.  Successors to the dwarven throne are chosen at birth; the infantile sovereign is identified by having a beard longer than its own body.  This quality also exempts nobles from working, as catching a beard in a an active gear assembly can snap the neck of the strongest dwarf.  Among the upper class, beard decorations have become increasingly fashionable.  Intricate braids, complex plaiting patterns, decorative knots, and even subtle perfumes are considered the height of dwarven chic.  Weaving multi-colored silk ribbons into beards is common among the middle class, while peasants tend to stick with more utilitarian looks that can be quickly prepared, easily cleaned, and tucked into a belt.&lt;br /&gt;
&lt;br /&gt;
Upon reaching [[legendary]] status, a dwarf's beard is granted the right to extend beneath that dwarf's knees; non-legendary dwarves attempting to short-circuit normal social rules of advancement are punished with shearing, imprisonment, and even the ministrations of a [[Hammerer]] in the most serious of cases.&lt;br /&gt;
&lt;br /&gt;
Dwarves that act as brokers often cultivate facial hair that completely covers their heads, leaving only a nose and the suggestion of two beady dwarven eyes within a labyrinthine mass of hair.  This is sometimes called an &amp;quot;eyebrow beard&amp;quot; by humans, as the beard appears to start ''above'' the eyes.  It has a definite effect on human traders, and elves are particularly frightened by it, being a species completely devoid of facial hair.  The beard has the effect of forcing a negotiator to focus solely on the dwarf's eyes, as no facial cues can be divined from within the beard.  This unnerves the negotiator so thoroughly that practically any deal the dwarf names will be agreed upon.  There are stories of dwarves convincing elven traders to swear off cannibalism, although these are generally considered to be hairy tales.&lt;br /&gt;
&lt;br /&gt;
A broker's intimidation skill, therefore, is extremely important, and mastering said skill should be encouraged, even to the detriment of other skills.  An intimidating dwarf garners respect from his peers, gets better deals at the trading table, and has a better chance of attracting the kind of mate a [[Fish dissector|Fish Dissector]] can only ''dream'' about.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Broker skills]] &lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Noble Skills]]&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Quickstart_guide&amp;diff=11367</id>
		<title>40d:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Quickstart_guide&amp;diff=11367"/>
		<updated>2009-09-08T12:11:43Z</updated>

		<summary type="html">&lt;p&gt;Doomchild: /* What you will see when you load the game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide is intended to be used in conjunction with a save file downloadable [http://dffd.wimbli.com/file.php?id=728 here] (5 meg download). By downloading it and unzipping it to your Dwarf Fortress directory you will be able to jump straight into a game where the first few hurdles have been overcome - a world has been generated, a location for the fort been selected, the starting skills and items have been bought, and the basic components of the fort completed.&lt;br /&gt;
&lt;br /&gt;
This guide aims to explain what the graphics represent, how the menu and interface system works, and guide you through ordering your dwarves to perform a few simple tasks.&lt;br /&gt;
&lt;br /&gt;
This guide and associated save file was created using version '''v0.28.181.40d'''.&lt;br /&gt;
&lt;br /&gt;
==What you will see when you load the game==&lt;br /&gt;
[[Image:Qs01.JPG]]&lt;br /&gt;
&lt;br /&gt;
The game will begin paused (don't unpause yet), centred on the [[meeting hall]] where all 7 of your starting [[dwarves]] are currently relaxing. The screen is divided into three sections. On the left is the active window, this is where you will see dwarves move around and where you issue orders. In the middle is the menu window. On the right is the fort view which gives you an overall view of the level (it's effectively a zoomed-out version of the active window.&lt;br /&gt;
&lt;br /&gt;
You can rearrange this screen by pressing {{k|Tab}}. Press it a few times to enlarge the active window to maximum so we can have a look around.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs02.JPG]]&lt;br /&gt;
&lt;br /&gt;
Now we can see what is on the right of our meeting hall - it's unexplored underground space, shown by the large black area with scattered grey percentage signs and commas. The brown line is where I've ordered the miners to dig a new, explatory passage which I hope will find some minerals, gems or such. We'll cover how to order miners [[#Designation menu|below]].&lt;br /&gt;
&lt;br /&gt;
By using the numpad keys you can move the active screen around and explore. What you will discover is compiled below, with key points highlighted.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs03.jpg]]&lt;br /&gt;
&lt;br /&gt;
The grey line that run roughly down the centre of the image is the side of the mountain, you can see I've carved the fort straight into the side of it. On the lower left is a greenish area with a few blue patches. This is a mixture of grass, bushes, trees, and water. As opposed to the grey tiles in the centre which represent bare rock.&lt;br /&gt;
&lt;br /&gt;
On the top left you will notice a lot of small dots and a blue haze. This is empty space. Although Dwarf Fortress may appear to be a 2D game, it is in fact 3D. You are currently looking at the birds eye perspective of one [[z-level]]. If you were to move the active window down one level the empty space would become ground and the ground would become unexplored underground space. You can move the screen up and down by pressing {{k|&amp;lt;}} and {{k|&amp;gt;}} respectively (don't forget to hold on {{k|Shift}}!).&lt;br /&gt;
&lt;br /&gt;
That's enough looking around, it's time to ...&lt;br /&gt;
&lt;br /&gt;
==Meet your dwarves==&lt;br /&gt;
====Dwarves====&lt;br /&gt;
You currently have 7 dwarves and I've set up their skills and even given them nicknames to help you keep them sorted.&lt;br /&gt;
*'''Sue''' is a [[miner]]. Because mining is an important task I've disabled all her other labors so all she will do is mine - if you don't have any mining work designated for her to do she will return to the meeting hall.&lt;br /&gt;
*'''Matthew''' is a miner exactly the same as Sue.&lt;br /&gt;
*'''Jane''' is a [[woodworker]]. She carries a [[battleaxe]] she uses to chop down [[tree]]s and can then carve them into usable products at the [[carpenter's workshop]]. She also has a few skill points in [[Axedwarf]], just in case you need to [[draft]] her into the [[military]].&lt;br /&gt;
*'''Daniel''' is a stoneworker. She has several skill points in [[mason]]ry so she can carve rock thrones, tables, doors and other such things. She also has a few skill points in [[mechanic]]s so she can build rock [[mechanism]]s, which are required to create [[trap]]s and some [[machine]]s.&lt;br /&gt;
*'''Rachel''' is a craftdwarf. She has plenty of points in [[stone crafter|stone crafting]] so she can make trade goods before the Autumn [[caravan]] arrives. She also has a few points in [[bone carving]] so could make bone or shell armour from any creatures you kill.&lt;br /&gt;
*'''Juliet''' is a [[fisherdwarf]]. He will spend most of his time at ponds or creeks catching [[fish]]/[[turtle]] and leaving them on the shore to [[rot]].&lt;br /&gt;
*'''Olon''' is a [[farmer]]. He can plant [[seed]]s at the farm and [[brew]] the mature plants into [[alcohol]] or [[cook]] them into [[food]].&lt;br /&gt;
&lt;br /&gt;
====Creatures====&lt;br /&gt;
You also have:&lt;br /&gt;
*1 [[cat]], which will hunt [[vermin]] for you.&lt;br /&gt;
*2 [[dog]]s, which will hang around in the meeting hall most of the time. They will attack [[invader|intruders]] if they get close, or can be [[kennel|trained]], or [[assign animal|leashed up]] to guard the entrance.&lt;br /&gt;
*A [[horse]] and a [[mule]]. If you purchase a male horse from a trade caravan then you could start breeding horses for [[meat]], large stacks of [[bone]] (good for making practice crossbow [[bolt]]s), and [[leather]]; however mules never breed (not in DF, not in RL).&lt;br /&gt;
&lt;br /&gt;
====Items====&lt;br /&gt;
Most of your supplies are still in the [[wagon]]. You have:&lt;br /&gt;
*Plenty of food and alcohol.&lt;br /&gt;
*An [[anvil]].&lt;br /&gt;
*A few [[seed]]s.&lt;br /&gt;
&lt;br /&gt;
==Unpause the game==&lt;br /&gt;
[[Image:Qs04.JPG|right]]&lt;br /&gt;
That's enough introductions, time to get the game going. Once you unpause you will notice the dwarves scatter. Before saving the game I created a food [[stockpile]] in the pantry, most of the dwarves have gone to haul the food from the wagon to inside. Whereas Juliet is going to fish, and the miners will begin mining.&lt;br /&gt;
&lt;br /&gt;
There are, however, several things I left unfinished for you to practice on. So let's hit {{K|Tab}} to bring the menu window back. I'll be referring to it from now on, and generally it's easier to play with it there constantly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Set tasks in workshops==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs05.JPG|Fig 5: Selecting the craftshop&lt;br /&gt;
Image:Qs06.JPG|Fig 6: Setting the tasks&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
We've got a craftdwarf's workshop all setup and ready to go but currently there are no work tasks there and Rachel is just going to ignore it. We want to use the &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}. Once you hit {{k|q}} a yellow cursor will appear, simply move it around until you have the craft workshop selected.&lt;br /&gt;
&lt;br /&gt;
Now the menu window displays the options for that building. Each different kind of building will have a different set of options. We want to {{k|a}}dd a new task. We are presented with a list of tasks (Figure 6A) to choose from. Our miners have left plenty of rock lying around, so let's select that, {{k|g}}.&lt;br /&gt;
&lt;br /&gt;
We get yet another list of tasks (Figure 6B). Select rock crafts by pressing {{k|Enter}} and it will return to the first menu which will now have one task listed (Figure 6C). We may as well add the other three kinds of rock goods, and then set them to repeat by pressing {{k|r}} (figure 6D). &lt;br /&gt;
&lt;br /&gt;
If a task is set to repeat then once it's completed it returns to the end of the task list, instead of being removed from the list. So now Rachel will sit in her shop constantly producing goods.&lt;br /&gt;
&lt;br /&gt;
There is one other step though: making sure she doesn't get distracted by other jobs.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
==Setting job preferences==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs07.JPG|Fig 7: Open the unit list&lt;br /&gt;
Image:Qs08.JPG|Fig 8: Zoom to Rachel&lt;br /&gt;
Image:Qs09.JPG|Fig 9: Go to her preferences sub-menu and disable all the hauling tasks&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
By setting your dwarves to only perform one or two different labors you can ensure they spend all their time completing that job instead of running all round the fortress like headless chickens, trying to do everything at once.&lt;br /&gt;
&lt;br /&gt;
First you need to find the dwarf in question. Now you can either use the &amp;lt;tt&amp;gt;{{k|v}}iew units&amp;lt;/tt&amp;gt; option and hunt around the map until you locate the dwarf, or you can do it the smart way. Open up the &amp;lt;tt&amp;gt;{{k|u}}nit list&amp;lt;/tt&amp;gt; and you'll get a screen like figure 7.&lt;br /&gt;
&lt;br /&gt;
Now scroll down to the dwarf you want and press &amp;lt;tt&amp;gt;Zoom {{k|c}}reature&amp;lt;/tt&amp;gt;. This will centre the screen on the unit and open the &amp;lt;tt&amp;gt;{{k|v}}iew units&amp;lt;/tt&amp;gt; mode. So you'll see figure 8.&lt;br /&gt;
&lt;br /&gt;
From here we can get a lot of information on the dwarf. At the moment we're looking at {{k|g}}eneral, but there is also {{k|i}}nventory, {{k|p}}references, and {{k|w}}ounds. Go to {{k|p}}references and you will get a new menu with new options, as shown in figure 9A. If you press {{k|l}}abor then you will see a list of all possible tasks that a dwarf can perform. The first page of this list is shown in figure 9B. Scroll using numpad {{k|+}} {{k|-}} until you find the &amp;quot;Hauling&amp;quot; tasks on the 4th page (figure 9C) and press {{k|Enter}} to turn each one off and it should end up looking like figure 9D.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using the job manager==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs10.JPG|Fig 10: Open the job list&lt;br /&gt;
Image:Qs11.JPG|Fig 11: Open the job manager and select &amp;lt;tt&amp;gt;New order&amp;lt;/tt&amp;gt;&lt;br /&gt;
Image:Qs12.JPG|Fig 12: The job orders list&lt;br /&gt;
Image:Qs13.JPG|Fig 13: The job manager with one job displayed&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
I've already created a stockpile next to the craft shop for the finished goods to be put in. There is one flaw at the moment though - each good takes up an entire tile! What we want to do is create some wooden [[bin]]s to store the items in, this has the added advantage that when the merchants arrive you only need to haul a few bins to the depot to trade the contents, instead of hauling each item individually.&lt;br /&gt;
&lt;br /&gt;
Anyway, open the &amp;lt;tt&amp;gt;{{k|j}}ob list&amp;lt;/tt&amp;gt; and you will see figure 10.&lt;br /&gt;
&lt;br /&gt;
This details all the jobs currently underway and who is doing them. We're not too concerned with this information though, what we want is to get at the sub-menu &amp;lt;tt&amp;gt;job {{k|m}}anager&amp;lt;/tt&amp;gt;, which you can see at the bottom of the image. Open that up and you will see figure 11, a blank screen! &lt;br /&gt;
&lt;br /&gt;
Not surprising, as we haven't used it yet to allocated jobs. Press {{k|q}} to start a new job and you will get a list of &amp;lt;u&amp;gt;all&amp;lt;/u&amp;gt; possible jobs that can happen in a fort (figure 12). There are a ''lot''.&lt;br /&gt;
&lt;br /&gt;
Luckily we can search for what we want, so type in &amp;lt;tt&amp;gt;wood bin&amp;lt;/tt&amp;gt; to shorten the list of jobs. Use {{k|&amp;amp;#8593;}} {{k|&amp;amp;#8595;}} to highlight &amp;lt;tt&amp;gt;Construct wooden Bin&amp;lt;/tt&amp;gt; and select it using {{k|Enter}}. It will ask you how many, 5 sounds like a good number to me. After that it will return to the original job manager, except now it will have one new job as shown in figure 13.&lt;br /&gt;
&lt;br /&gt;
The job manager automatically generates the job in the appropriate workshops. We have one carpenters workshop so it will generate 5 &amp;quot;produce wooden bin&amp;quot; orders. If we had 5 carpenters workshops it would produce one in each shop. Note that we don't currently have 5 logs available so soon Jane will start canceling tasks as quickly as the job manager creates them. You will need to designate more trees to be cut down (explained [[#Designation menu|below]]).&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Defining rooms==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs14.JPG|Fig 14: Select a dining table and make it a room&lt;br /&gt;
Image:Qs15.JPG|Fig 15: Size the room&lt;br /&gt;
Image:Qs16.JPG|Fig 16: The dining table now forms the centre of a room, and the menu now displays the room options&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Sometimes it isn't enough to place furniture to make it usable, but you also need to define a room from it. Bedrooms, tombs, meeting halls, and plenty more have to be created this way. In our fortress our [[dining room]] has plenty of tables and chairs for eating, but isn't actually a dining room yet.&lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}, again and move the cursor to one of the tables in the dining room (figure 14). It doesn't matter which one.&lt;br /&gt;
&lt;br /&gt;
You will notice that this building has quite a different menu to the craft shop we looked at earlier. Press {{k|r}} to make this table into a room, then use the {{k|+}} {{k|-}} keys to get it to the maximum size (figure 15).&lt;br /&gt;
&lt;br /&gt;
Press {{k|Enter}} to accept and it will return to the building menu, which now has new options because it is a room instead of a table (figure 16). Since we want this to be a public dining hall we don't need to change any of these options, so you can press {{k|Space}} to finish.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using farms==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs17.JPG|Fig 17: Two farms below the main fort&lt;br /&gt;
Image:Qs18.JPG|Fig 18: Select a farm and decide which crops to grow.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
If you used the {{k|&amp;gt;}} to explore the [[z-level]] below the main fort you may have discovered this little room just below the pantry (figure 17).&lt;br /&gt;
&lt;br /&gt;
This is two farms built in the arable sand layer, but no seeds have been planted yet. Once again use &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}, to get to the farm options (figre 18). &lt;br /&gt;
&lt;br /&gt;
You will see a list of 4 different crops. At the moment we only have seeds for [[plump helmet]]s and [[sweet pod]]s. So choose which you want to plant in each farm. '''But!''' note that there are 4 different [[season]]s. The current menu is only displaying spring so press {{k|b}} {{k|c}} {{k|d}} to get to summer, autumn and winter respectively and choose which crop to plant in each season.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Designation menu==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs19.JPG|Fig 19: The designation menu&lt;br /&gt;
Image:Qs20.JPG|Fig 20: Select &amp;lt;tt&amp;gt;Mine&amp;lt;/tt&amp;gt; and set the first point on the exposed wall&lt;br /&gt;
Image:Qs21.JPG|Fig 21: Set the second point somewhere in the unmined space&lt;br /&gt;
Image:Qs22.JPG|Fig 22: Select &amp;lt;tt&amp;gt;Up staircase&amp;lt;/tt&amp;gt; and place it&lt;br /&gt;
Image:Qs23.JPG|Fig 23: Move up one z-level and place a &amp;lt;tt&amp;gt;Down staircase&amp;lt;/tt&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The designation menu is one of the most important in the game. It allows you to mine out new areas of your fort, chop down trees, gather plants, etc. We want to define a new shaft for our idle miner, so select {{k|d}}ig (figure 19).&lt;br /&gt;
&lt;br /&gt;
Now scroll the cursor to where you want to begin the shaft and press enter. Obviously we want to start it at a wall the miner can reach! (Figure 20)&lt;br /&gt;
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Then scroll to where you want it to finish and press enter again. A brown line will appear like in figure 21.&lt;br /&gt;
&lt;br /&gt;
Note that you can designate entire rectangles to be mined, not just a single line like I did. Now let's create a [[staircase]] to access the next level. First designate an up-stair on the current level (figure 22).&lt;br /&gt;
&lt;br /&gt;
And now the tricky bit - move up one level and designate a down staircase ''directly above it'' (figure 23).&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating workshops==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs24.JPG|Fig 24: Rotting turtles surrond a pond&lt;br /&gt;
Image:Qs25.JPG|Fig 25: The &amp;lt;tt&amp;gt;Site building&amp;lt;/tt&amp;gt; menu and workshop sub-menu&lt;br /&gt;
Image:Qs26.JPG|Fig 26: Placing the fishery&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Juliet has been busy catching turtle, unfortunately he's been too busy to clean and gut them, so they've been rotting on the pond side (figure 24). &lt;br /&gt;
&lt;br /&gt;
We want to build a [[fishery]] nearby to fix this problem. First open the &amp;lt;tt&amp;gt;Site a {{k|b}}uilding&amp;lt;/tt&amp;gt; menu and you will see a list of all possible buildings (figure 25A). Scroll down until you reach {{k|w}}orkshops, select that and you will get a sub-menu of all the workshops (figure 25B).&lt;br /&gt;
&lt;br /&gt;
Once you select fishery a 3x3 block will pop up on the active window, representing how big the workshop is and where you want to build it. At the moment there is a tree in the way (figure 26), so move around until you find some clear ground close to the pond.&lt;br /&gt;
&lt;br /&gt;
Once you have placed it you will be asked which materials you want to construct it out of. At this stage it doesn't really matter, but I suggest Andesite since it's closest (excluding the wood logs).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
But this isn't enough. For one of your dwarves to actually construct the workshop ''they need to have the labor enabled that relates to that building'' ... and at the moment no one has [[fish cleaner]] nor [[fish dissector]] enabled. You need to select another dwarf and change his labors to include [[fish cleaner|fish cleaning]], as explained [[#Setting job preferences|above]]. Preferably not Juliet (since the Fishing task takes precedence over almost all other tasks) nor any other dwarf that is busy with important tasks.&lt;br /&gt;
&lt;br /&gt;
Once the fishery is complete you will need to set the task &amp;lt;tt&amp;gt;{{k|p}}rocess raw fish&amp;lt;/tt&amp;gt; at the workshop, and set it to repeat. Pretty soon you'll be churning out a good supply of meat to feed your fort. Also, since Juliet is catching [[turtle]] you will also get a nice little supply of [[shell]]s that Rachel can then craft into goods.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Well, that's most of the basics covered. Next up I suggest you dig out an area near the pantry and build a [[still]] and a [[kitchen]] so you can begin brewing alcohol and cooking food (although plenty of food can be eaten raw). When the trade caravan arrives you will want to consult the [[trading]] page to learn how to trade with them. &lt;br /&gt;
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I hope you have fun exploring the area, building some proper defences to hold off [[invader]]s, and dealing with an expanding [[population]] and the greater problems that they bring.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Doomchild</name></author>
	</entry>
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