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		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_RPG&amp;diff=179721</id>
		<title>Dwarf Fortress RPG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_RPG&amp;diff=179721"/>
		<updated>2012-12-27T02:57:50Z</updated>

		<summary type="html">&lt;p&gt;Wingramo: /* Dramatis personae */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Multiplayer Adventure Mode''', also known as the '''DF Role-Playing Game''', was a fun little gaming get-together of a few players from the forums using the QAGS role-playing system. These are the game logs and summaries of each session. The original forum thread: http://www.bay12games.com/forum/index.php?topic=2029.0&lt;br /&gt;
&lt;br /&gt;
== Dramatis personae ==&lt;br /&gt;
&lt;br /&gt;
The players in this drama so far, in order of appearance:&lt;br /&gt;
&lt;br /&gt;
* The King, royal guards, Morul, humans, baby dragon, unroyal guards, The Prince, various animals, Armok, and anyone else besides the protagonists - brilliantly played by Sappho, our GM&lt;br /&gt;
* Dumat Rigothul &amp;quot;Dumat Craftedpants&amp;quot; - played by yrs. truly Turgid Bolk&lt;br /&gt;
* Oddom Idobur &amp;quot;Oddom Rockhero&amp;quot; - Rollory (retired)&lt;br /&gt;
* Vallan Lombukog &amp;quot;Vallan Permanencychoke&amp;quot; - reality_unknown&lt;br /&gt;
* Edos Umrilbor &amp;quot;Edos Pinechunk&amp;quot; - Dreamer&lt;br /&gt;
* Urvad Talinlikot &amp;quot;Urvad Drumink&amp;quot; - Necro&lt;br /&gt;
* Nural Zas &amp;quot;Nural Crystal&amp;quot; - Markatta&lt;br /&gt;
* Tok Zickelnursher &amp;quot;Tok Fiercewaddles&amp;quot; - Anti-Paragon&lt;br /&gt;
* Rakust Shashzon &amp;quot;Rakust Hellhelm&amp;quot; - Xotes&lt;br /&gt;
* Urtur - Pathos&lt;br /&gt;
* Athel Sakrirthushrir - Flamester&lt;br /&gt;
&lt;br /&gt;
'''Source(s):'''  [http://www.downloadranking.com/product_detail.php/pid/6291-25  Dramatis personae]&lt;br /&gt;
&lt;br /&gt;
== Summary and logs ==&lt;br /&gt;
&lt;br /&gt;
Sessions generally lasted a few hours; these summaries are only the main plot points. I edited the logs to remove most of the irrelevant stuff (but usually not typos).&lt;br /&gt;
&lt;br /&gt;
=== Session 1 ===&lt;br /&gt;
&lt;br /&gt;
In [http://docs.google.com/Doc?id=dgc7d3rc_0gz8gbh the first session], Dumat, Vallan, Edos, and Oddom are sent by the King to avenge their families' deaths at the claws of the great Dragon. If they return with its bejeweled left eye, they will each receive a wonderful prize. They set off, sleeping in the friendly human Morul's hut on the way. Once they arrive and enter the lair, they see a group of humans has just slain the dragon and taken the eye for themselves! The dwarves attempt to negotiate for the eye to no avail. As they plot some way to get it, the humans get lost in the cave system of the Dragon's lair. The dwarves return to the entrance and debate whether to ambush the humans. Oddom's dragon egg (which he had pilfered from the lair) hatches, and the other dwarves start talking about the hatchling. As they talk, the humans emerge from the cave!&lt;br /&gt;
&lt;br /&gt;
=== Session 2 ===&lt;br /&gt;
&lt;br /&gt;
In [http://docs.google.com/Doc?id=dgc7d3rc_1chr76c the second session], we learn the story of Vallan and Dumat's arrival at the capital years ago, where they were forced to kill a large cat. We then rejoin the group at the cave entrance. Dumat, Oddom, and Edos take cover behind a boulder, and Vallan has climbed to the top of the entrance, waiting to drop large rocks on the humans as they emerge. Oddom tries to keep his new baby dragon quiet, while the others try to remain hidden, throwing rocks (and a nearby rat) and firing a crossbow. The sun has just set, so the dwarves have an advantage in the dark. As the human leader walks out to confront them, Edos pickpockets the eye from her, just before Vallan strikes her down. The dragonling gets hungry, and escapes Oddom's grasp, leaping at the three remaining humans and taking one down. As it feasts on the man's face, two more miniature dragons emerge from the cave and join it. The other humans decide to retreat back into the caves. The tired dwarves decide to go home with their dragon eye, leaving the baby dragons behind. On the way they argue about what they should tell the king. They make it back to Morul's place before collapsing in sleep. (Oddom was played by Sappho in this session.)&lt;br /&gt;
&lt;br /&gt;
=== Session 3 ===&lt;br /&gt;
&lt;br /&gt;
At last, in [http://docs.google.com/Doc?id=dgc7d3rc_2gr6qhk the third session], they make it back to the capital. They finally settle on telling the king it was they who slew the Dragon. As they approach the capital boasting of their deed, they meet Urvad, who is on his break outside. Urvad informs them that the king is now in prison, overthrown by the prince, who claims the king was foolish to send our group to die. The dwarves are stunned, but they go see if they can claim their prize. The young prince rules harshly, and refuses to meet with them and honor his father's promise. They are kicked out of the city, and informed that anyone wishing to immigrate must travel to the immigration office, located in a fortress to the south. The dwarves (well, mostly Dumat) are outraged that all their possesions and rooms have been taken, and they are being treated like strangers instead of heroes.&lt;br /&gt;
&lt;br /&gt;
One sympathetic guard lets on that he knows who they are, but if their succesful return was made known, the prince could not hold power. Anyone who speaks of them will be punished. The guard tells them to get immigration papers in the south and start their lives over. Urvad goes to see the king (on display in the prison), but it turns out the king really is something of a bumbling fool. He doesn't understand what has happened, cannot help them, and refuses to say where he stashed their prizes. As Urvad lets the rest of the group know this (out at the cliff face), a crazed dwarf comes running outside, screaming something about &amp;quot;rough...color!&amp;quot; He runs at them, brandishing a dagger, but Edos quickly cuts him down. The guards at the entrance seem indifferent to the maddwarf. Dumat moves to finish him off with a crossbow bolt to the head, but the crossbow breaks as Dumat pulls the trigger. Vallan comes over to bandage the crazy guy's wounds (and search his pockets). In despair, Dumat throws away the eye they worked so hard for, but Vallan quickly snatches it up so he can sell it. The dwarves figure their only remaining hope is to travel south and get immigration papers.&lt;br /&gt;
&lt;br /&gt;
=== Session 4 ===&lt;br /&gt;
&lt;br /&gt;
[http://docs.google.com/View?docid=dgc7d3rc_3hh7trz The fourth session] came to pass, and Rollory (aka Oddom) said he probably couldn't participate any more, but Markatta (Nural) and Anti-Paragon (Tok) joined the game. Nural has recently been assigned guard duty, and is told to escort the group to the immigration office in the southern fortress. As they prepare to leave, Oddom suddenly jumps up with a wild look in his eye. He begins shouting about reeds, trees, and &amp;quot;The proper surface to work on!&amp;quot; and runs off into the forest. Dumat knows with cold certainty that Armok himself has possessed their friend; they cannot help Oddom now, only hope to see him again someday. They press on without him. Halfway to the fortress, Vallan trips into a pile of dung in the path...a rather large pile of dung. Nural notices a rotting rabbit corpse (which saddens him greatly), and the group hears a twig snap in the nearby trees! The sun is setting, and they can only see a large shadow moving towards them. Urvad climbs the nearest tree, while Nural and Dumat back up to the cliff face in fear. Vallan moves to attack it with his pick, but as the thing lumbers out of the forest he thinks better of it and scrambles up the rock wall.&lt;br /&gt;
&lt;br /&gt;
Everyone starts throwing things at it, and as it steps towards them they see it's a large black bear! Nural tries to distract it by throwing a plump helmet, and Urvad throws some nuts from the tree, all to no avail. The bear steps forward, sniffs the dung, then stands and lets out a terrifying roar! Nural shoves Dumat out in front, then Dumat hides behind him. Finally Urvad throws a rock at the bear's eye, enraging him. Nural enters a martial trance, draws his small scimitar, and lunges at the bear. He hits it in the side! Vallan throws his axe at the bear's back, gouging it, then jumps down to attack some more. The bear begins to run away. Nural attempts to end its misery, taking wild inept swings at it, and with a mighty last swing he sticks his sword in a tree branch.&lt;br /&gt;
&lt;br /&gt;
Finally the group arrives at Morullecad, the great southern fortress, and enter the immigration office. The immigration officer is on break, however, so they're forced to wait. A kitchen dwarf named Tok comes to deliver a meal, and Dumat asks him where the crossbow shop is. Tok takes a look at the broken crossbow, then takes it and mysteriously begins to work. As everyone looks on, he reveals the crossbow, now fixed, with menacing cave fish bone spikes. Everyone is amazed that this artisan works as a lowly fish cleaner. (Then people had to leave, so this session ended akwardly. Cliffhanger!)&lt;br /&gt;
&lt;br /&gt;
=== Session 5 ===&lt;br /&gt;
&lt;br /&gt;
After a small break, we ran [http://docs.google.com/Doc?id=dgc7d3rc_4c593cs the fifth session]. Pathos (aka Urtur) and Xotes (Rakust) joined the game here. The dwarves are waiting to get their immigration papers, in order to move back to the capital and somehow restore the King to power, or at least obtain their prizes. Tok goes back to the kitchens, while the immigration officer munches on her lunch. Edos tries to talk her into cutting her lunch break short, but she's having none of it.&lt;br /&gt;
&lt;br /&gt;
As he speaks, a couple more dwarves show up for immigration papers. Urtur, a guard from another fortress, impatiently pushes past the line and tries to get his papers, but is similairly stonewalled. The office is getting crowded now, and the various dwarves go on discussing their situations and arguing with the officer. Rakust runs outside in a fit of paranoia, while Urtur attempts to seduce the officer in hopes of stealing her valuables (and fails miserably). Tok returns to collect the meal tray, and Urvad begs him to get him a drink.&lt;br /&gt;
&lt;br /&gt;
Eventually she informs them they'll need to fill out certain forms from the office next door, then come back. Dumat finally becomes so frustrated that he leaps up on the desk and begins shouting! He tries to call everyone to action against the tyrant Prince, and says everyone should move on the capital to take back their livelihoods. The entrance guards hear the racket, and come in to see what's going on. Dumat shouts at them to join the cause, but instead they move in and threaten to take him down by force. Anarchy breaks loose, with Dumat fending off one guard and Rakust taking swings at the other. Desperate to stop the violence, Dumat shouts that he hears the goblin alarm! Now everyone becomes alarmed and confused, and the guards jump behind the desk to avoid the fight.&lt;br /&gt;
&lt;br /&gt;
Soon the heroes straighten out what's going on, and help to convince the cowering guards that there really is a goblin seige happening by screaming about the marksmen and terrible claw wounds. Edos and Dumat quickly go to the forms office and grab some papers, and take some minutes to figure out which ones they need. The guards figure out that the fortress doesn't have a goblin alarm, so there can't be any siege, and as they come out of the office everyone runs for it.&lt;br /&gt;
&lt;br /&gt;
As they all run from the law, towards the capital, Urvad slips in some dung near the cliff face. Figuring they're safe, the other dwarves help him up and rest for a second. Then they hear a sound nearby in the forest...you guessed it, the same bear from last night comes sniffing up. The braver dwarves prepare to scare it off, and Edos almost smacks it the nose. Suddenly another roar comes from the forest! The bear turns to face it, and a second bear emerges. Right in front of the dwarves, the two mighty bears rear up and begin to fight. In true dwarven fashion, the dwarves sit back and watch the show (and place a few bets). Eventually the fierce fight ends when the original, injured bear kills the other. For it's bravery, the dwarves decide to name it, and Urvad comes up with &amp;quot;Longermust, The Howling Pike of Smiting.&amp;quot; A baby bear then also appears at the edge of the forest, apparently Longermust's child. They happily wander off into the forest, and the dwarves resume their walk to the capital.&lt;br /&gt;
&lt;br /&gt;
=== Session 6 ===&lt;br /&gt;
&lt;br /&gt;
The dramatic conclusion: [http://docs.google.com/Doc?id=dgc7d3rc_8cdrmpb the sixth session]. Flamester (Athel) joined us. I'm too lazy to summarize it so go read the log!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Humor and stories]]&lt;/div&gt;</summary>
		<author><name>Wingramo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Changes_in_v0.27&amp;diff=179417</id>
		<title>40d:Changes in v0.27</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Changes_in_v0.27&amp;diff=179417"/>
		<updated>2012-12-14T03:31:30Z</updated>

		<summary type="html">&lt;p&gt;Wingramo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Dwarf Fortress''' has a huge planned feature set (see [http://www.bay12games.com/dwarves/dev.html Bay 12 Games] for a list), and has evolved considerably since its first public release on August 8, 2006. The following is an overview of major and minor changes made to the game, and when they were made. There are currently many omissions of important changes (for instance, a period during which [[siege]]s were broken and finally fixed).&lt;br /&gt;
&lt;br /&gt;
== Changes in 0.34 (DF2012) ==&lt;br /&gt;
'''See [[DF2012:Release information|the release information]].'''&lt;br /&gt;
&lt;br /&gt;
== Changes in 0.31 ==&lt;br /&gt;
'''See [[DF2010:Release information|the release information]].'''&lt;br /&gt;
&lt;br /&gt;
Along with a host of new features, the release of 0.31.01 brought a new version system, shortening the originally 5-part (6-part if the SDL experimental branch is included) version number to just three parts.&lt;br /&gt;
&lt;br /&gt;
'''Source(s):'''  [http://www.downloadranking.com  &amp;lt;font color=&amp;quot;#E32636&amp;quot;&amp;gt;Game solutions&amp;lt;/font&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
== Changes in the 3D Version ==&lt;br /&gt;
&lt;br /&gt;
With the release of the 3D version, a huge number of changes were introduced.  The central change was the introduction of a Z dimension to the game map; previously, all fortresses were built on a single, two-dimensional plane -- with the new release, fortresses could span dozens of levels.  The layout of terrain on the game map also changed radically, featuring separate distinct stone layers with (mostly) geologically accurate contents, as well as allowing a single fortress to encompass several different biomes.&lt;br /&gt;
&lt;br /&gt;
The following is a list of major aspects of the 2D version that changed completely with the release of the 3D version.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
*Z-levels only existed in [[adventurer mode]], and then only in a limited fashion.  Most [[cave]]s, [[ruin]]s, goblin fortresses, and human buildings had a handful of levels internally, connected by stairs or ramps, but the surrounding terrain was completely flat.  When visiting a player-built fortress in adventurer mode, the layout would be preserved but rotated 90 degrees, and a row of ramps would be inserted as a transition between various areas of the fort for no obvious reason.&lt;br /&gt;
*Starting location choices -- Previously there were only a few dozen fixed locations on each map you could choose, all with the same layout and size; the only thing that varied was biome (climate, creatures, trees, and shrubs), and each location had only one biome.  (Accessibility by different civilizations also varied depending on starting location -- this is perhaps little changed in the current version.)  Now you can start just about ''anywhere'' on the world map, with a variable-size fortress map, which can span several different adjacent biomes and terrains.&lt;br /&gt;
*Choice of starting goods was very limited.  You couldn't bring an anvil (one would automatically be brought in the first summer by a metalsmith).  Starting points were very tight - only 200 points plus your default starting equipment (2 picks, 2 battle axes, 15 pieces of meat/fish, 15 edible plants, 5 edible plant seeds, and 5 cloth-making plant seeds).&lt;br /&gt;
*Nobles changed a lot.  There used to be &amp;quot;guildmasters&amp;quot; corresponding to different professions (farming, mining, masonry, etc.).  The manager was your first noble, who arrived after hitting 20 dwarves.  There was no &amp;quot;trader&amp;quot; noble or trade skills (the &amp;quot;trade minister&amp;quot; did nothing of importance); you could trade at any point after the caravan fully unloaded.  You couldn't do workshop profiles until the manager arrived and couldn't use the stocks screen until the bookkeeper arrived, which would also start the [[dwarven economy]].  The mayor, manager, trade minister, and treasurer were all different, full-time nobles, and the baron/count/duke (and their consorts) were all separate as well.  Add to this the guildmasters and &amp;quot;Order of the &amp;lt;weapon&amp;gt;&amp;quot; nobles and you could potentially get up to '''39''' nobles in your fort.&lt;br /&gt;
*There were no activity zones - fishing, drinking, and sand gathering was always done at the nearest accessible body of water (with a preference for running water), ponds were a special type of [[23a:channel|channel]], garbage was always dumped into the [[23a:chasm|chasm]] and destroyed, and meeting areas had to be designated from buildings (making them eligible for parties).&lt;br /&gt;
&lt;br /&gt;
=== Materials differences ===&lt;br /&gt;
There were not as many kinds of stone. Stone was divided into three categories: Light ([[Limestone]], [[Marble]], [[Moonstone]]), Dark ([[Jet]], [[Obsidian]], [[Onyx]]), and Gray/rock (all others). Light and dark stone (other than obsidian) had 2x value multiplier, and Obsidian had 3x. You could choose whether to make something of light stone, dark stone, or rock, but you could not specify light or dark but exclude limestone or obsidian.&lt;br /&gt;
&lt;br /&gt;
Ore and gems were logically separate from stone. All types of ore/gems could be found - availability was based on how far into the mountain you were digging. For example, [[Native gold|gold]], [[Native platinum|platinum]], and [[hematite]] were always beyond the chasm, as was coal.&lt;br /&gt;
&lt;br /&gt;
There were not as many metals, and only a few alloys. Each metal type had only one ore - [[galena]] was a silver ore; there was no lead. All alloys were smelted from ore, with steel being the sole exception (pig iron was made from iron bars, but steel was made from pig iron and ''hematite'').&lt;br /&gt;
&lt;br /&gt;
Mining yields were all based on skill level (starting at 25% for a Dabbling miner), but only ore could reach a 100% yield - gems and coal maxed out at 63%, while normal stone could only reach 44%.  Until version 0.34.07, all mining byproducts followed the &amp;quot;ore&amp;quot; formula; up to 100% of the time, dependent on skill.&lt;br /&gt;
&lt;br /&gt;
There was only one kind of coal: bituminous coal, yielding two bars of coke from smelting. Only Limestone could be used as [[Flux]] for making [[Steel]].&lt;br /&gt;
&lt;br /&gt;
Sand was always available, from the banks of the indoor or outdoor river.&lt;br /&gt;
&lt;br /&gt;
The [[encumbrance]] system was changed; the Γ unit was made 1/10th its former weight, and much greater variation in material weights was introduced.&lt;br /&gt;
&lt;br /&gt;
=== Building differences ===&lt;br /&gt;
*Trader wagon access required an actual 3-wide road (not just a clear path) stretching from the western edge of the map to the depot (which had to be near the cliff face or inside the fort).&lt;br /&gt;
*You couldn't build traps or farms outdoors.  You could build bridges outdoors but not make them raisable/retractable.&lt;br /&gt;
*You couldn't build/rebuild walls or any of the other [[constructions]].&lt;br /&gt;
*Steel was necessary for building things over the magma river; Iron could be used with magma in other places.&lt;br /&gt;
*Machines (gears, pumps, windmills, etc.) did not exist.  There was a &amp;quot;mill&amp;quot; workshop that had to be built on one of the rivers.&lt;br /&gt;
*Magma buildings had to have the left or right center tile over the magma river - other tiles could be but wouldn't power the building, and magma channels would not work.&lt;br /&gt;
&lt;br /&gt;
=== Terrain layout ===&lt;br /&gt;
There was just an &amp;quot;outside&amp;quot;, with a river zig-zagging north to south (except in scorching/freezing climates), a nearly flat cliff face, and cave river, chasm, magma river, demon pit, and adamantine-lined chasm at fairly regular distances in to the mountain, that were present in every fortress. The cave river was lined with limestone; the magma river was lined with obsidian. &amp;quot;Discovered&amp;quot; features (cave river, chasm, etc.) would only be partly revealed according to what was within line-of-sight from all dwarf-accessible tiles.&lt;br /&gt;
&lt;br /&gt;
(Note that the compass directions are an abstraction, and the river does not necessarily actually run north to south with the cliff face to the east)&lt;br /&gt;
&lt;br /&gt;
The chasm would contain primarily antmen, ratmen, or batmen, and 5-15 of them would spontaneously crawl out of it on a fairly regular basis until you poured enough magma in there to &amp;quot;kill&amp;quot; the chasm.  While activity zones did not exist yet, you could [o]rder refuse to be dumped into the chasm.&lt;br /&gt;
&lt;br /&gt;
=== Rivers, Fluids and Flooding ===&lt;br /&gt;
The underground river would flood when breached and then once each spring, summer, and fall (in the form of waves sweeping out up to 20 tiles from its banks), and the floods would tend to sweep dwarves into the river, who would almost always drown.  Items swept into the river would permanently disappear. Irrigation was much more necessary for farming than it is now (as you could ''only'' build farms on muddied tiles; soil types did not exist), though some fortresses survived purely on tiles muddied by the natural flood (&amp;quot;Nile-style farms&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Both the cave river and magma river had a chance of flooding when first breached; this would often drown the miner (or flat out kill him, in the case of magma).&lt;br /&gt;
&lt;br /&gt;
While a natural flood would subside naturally, floods released by floodgates would be ended by an &amp;quot;anti-flood&amp;quot; caused by a floodgate closing or a cave-in. An antiflood would not be generated if the flood waters were connected to a source of water, leading to permanent flood states if one was not careful. One floodgate being destroyed (by a troll or magma man, for instance) or opened would pull fluid from the river into a channel, a second will release it onto the surface. Channels would absorb surface water and not allow floods to pass. Channels could be walked on when not filled with fluid. To carry fluid over rivers or the chasm, you had to use a bridge-like building called an aqueduct.&lt;br /&gt;
&lt;br /&gt;
Wells could just be &amp;quot;dug&amp;quot;, and did not have to be connected to a water supply. Cave river creatures (Frogmen, snakemen, or lizardmen) would show up spontaneously along the banks of the river (and also crawl out of wells beyond the cave river), though much less often than the chasm creatures.&lt;br /&gt;
&lt;br /&gt;
Aquifers did not exist in the 2D version.&lt;br /&gt;
&lt;br /&gt;
=== Cave-ins ===&lt;br /&gt;
Cave-ins would happen in short order if you mined out a 7x7 area or larger without leaving an unmined natural column in place (or built a support pillar). The cave-in was not immediate, but cave-ins triggered by blowing out a support were immediate. Supports could survive the magma flood.&lt;br /&gt;
&lt;br /&gt;
=== Adamantine ===&lt;br /&gt;
[[Image:DF2D Too Deep.png|thumb|right|Too Deep...]]&lt;br /&gt;
Beyond the [[23a:Eerie glowing pit|eerie glowing pits]], forming the far edge of the map, was an adamantine-lined impassable chasm (containing no creatures -- at least, none you ever saw). Mining even a little bit of raw adamantine set into motion an eventual and unavoidable end-of-game, and mining 100 or more units would guarantee the game ended at the start of the next season. You could not reclaim a fortress lost this way. If you visited  a &amp;quot;too deep&amp;quot;ed fortress in adventure mode, you would find a large &amp;quot;Demon&amp;quot;. After the demon was defeated[http://www.bay12games.com/forum/index.php?topic=16340.msg156707#msg156707], all raw adamantine, mined or not, would turn into galena. The 3D versions effectively switched this around - rather than having to release demons in order to get to the adamantine, the demons would instead be released (either from the [[40d:Eerie glowing pit|eerie glowing pits]] or from [[DF2010:Hell|Hell]] itself) as a result of mining too much raw adamantine.&lt;br /&gt;
&lt;br /&gt;
=== Skills and labors ===&lt;br /&gt;
&lt;br /&gt;
In the 2D version, a number of related skills were lumped together via a common [[labor]].  The skills of weaponsmithing, armoring, blacksmithing, and metalcrafting all existed separately but were enabled via a single [[labor]] called &amp;quot;metalsmithing&amp;quot;.  Potash making and lye making were grouped under &amp;quot;ashery operating&amp;quot;.  Gem cutting and gem setting were lumped under &amp;quot;jeweling&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Adamantine processing was divided into four skills (adamantine extractor, smelter, weaver, and worker) and controlled by 2 labors.  It was nigh impossible to produce top-quality adamantine items because there wasn't enough adamantine available to train up an &amp;quot;adamantine worker&amp;quot; unless you managed to get a lucky [[strange mood]].  In the 3D version, adamantine extractor was renamed &amp;quot;strand extractor&amp;quot; and all further processing was transferred to the ordinary furnace operator, weaver, and smithing skills and labors.&lt;br /&gt;
&lt;br /&gt;
== Release History ==&lt;br /&gt;
&lt;br /&gt;
The most recent releases are listed at the top.&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Fortress v0.34 ===&lt;br /&gt;
&lt;br /&gt;
In a [http://www.bay12games.com/dwarves/index.html devlog] entry for 01/30/2011, Threetoe announced plans for a series of nine numbered releases (&amp;quot;Short-term Goals&amp;quot; on the [http://www.bay12games.com/dwarves/dev.html dev page]) to finish off the long-planned &amp;quot;caravan&amp;quot; development arc. Release 1, improving towns and introducing markets, along with a variety of supernatural creature types, was predicted to have a version number of [http://www.bay12games.com/media/df_talk_14_transcript.html#14.16 0.33 or 0.34] and was released on Valentine's Day 2012 as version 0.34.01.&lt;br /&gt;
&lt;br /&gt;
* 0.34.11 (06/04/2012): ''Bugfix''&lt;br /&gt;
* 0.34.10 (05/21/2012): ''Bugfix''&lt;br /&gt;
* 0.34.09 (05/17/2012): ''Bugfix''&lt;br /&gt;
* 0.34.08 (05/14/2012): Hauling overhaul - minecarts and wheelbarrows, more accurate projectiles, reduced mining yields, advanced stockpile/workshop links&lt;br /&gt;
* 0.34.07 (03/30/2012): ''Bugfix''&lt;br /&gt;
* 0.34.06 (03/23/2012): Updates to animal training ([[dungeon master]] removed, having been nonfunctional since 0.31.01), return of good/evil trees and shrubs&lt;br /&gt;
* 0.34.05 (03/06/2012): ''Bugfix''&lt;br /&gt;
* 0.34.04 (02/29/2012): ''Hotfix''&lt;br /&gt;
* 0.34.03 (02/28/2012): ''Bugfix''&lt;br /&gt;
* 0.34.02 (02/18/2012): ''Bugfix''; broke save compatibility due to save corruption, numerous fixes for old issues&lt;br /&gt;
* 0.34.01 (02/14/2012): Introduction of human cities (shops, marketplaces, sewers, dungeons) and tombs, addition of [[interaction]]s ([[necromancer]]s, [[werebeast]]s, [[vampire]]s, etc.), historical migrants, truly evil regions, updated [[justice]] system,&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Fortress v0.31 ===&lt;br /&gt;
&lt;br /&gt;
* 0.31.25 (03/28/2011): ''Bugfix'' -- Final update of version 0.31.&lt;br /&gt;
* 0.31.24 (03/27/2011): ''Hotfix''&lt;br /&gt;
* 0.31.23 (03/26/2011): ''Hotfix''&lt;br /&gt;
* 0.31.22 (03/24/2011): ''Hotfix''&lt;br /&gt;
* 0.31.21 (03/06/2011): ''Bugfix''&lt;br /&gt;
* 0.31.20 (03/06/2011): ''Hotfix''&lt;br /&gt;
* 0.31.19 (02/16/2011): Worldgen starvation, usually wiping out kobolds; grazing; ceramics; jugs, pots, nest boxes, beehives (and bees); site finder changes. Last major 0.31 release, and the (unnumbered) beginning of the caravan arc series.&lt;br /&gt;
* 0.31.18 (11/16/2010): ''Hotfix''&lt;br /&gt;
* 0.31.17 (11/11/2010): Bandits, Night Creatures, Bogeyman, Adventure mode improvements, combat aiming, castles&lt;br /&gt;
* 0.31.16 (10/04/2010): ''Hotfix''&lt;br /&gt;
* 0.31.15 (10/03/2010): ''Bugfix''&lt;br /&gt;
* 0.31.14 (09/23/2010): ''Hotfix''&lt;br /&gt;
* 0.31.13 (09/15/2010): Entity populations, sprawl, river density tweaking, TrueType font support&lt;br /&gt;
* 0.31.12 (07/25/2010): ''Hotfix''&lt;br /&gt;
* 0.31.11 (07/23/2010): Art of deities&lt;br /&gt;
* 0.31.10 (07/11/2010): ''Hotfix''&lt;br /&gt;
* 0.31.09 (07/10/2010): Adventure mode knapping and butchery, combat improvements&lt;br /&gt;
* 0.31.08 (06/19/2010): ''Hotfix''&lt;br /&gt;
* 0.31.07 (06/19/2010): ''Bugfix''&lt;br /&gt;
* 0.31.06 (06/09/2010): ''Bugfix''&lt;br /&gt;
* 0.31.05 (06/04/2010): ''Bugfix''&lt;br /&gt;
* 0.31.04 (05/16/2010): Merge with the 40d19 branch&lt;br /&gt;
* 0.31.03 (04/12/2010): Ability to create undead in arena&lt;br /&gt;
* 0.31.02 (04/08/2010): ''Bugfix''&lt;br /&gt;
* 0.31.01 (04/01/2010): Overhaul of many aspects of the game, first 2010 release&lt;br /&gt;
&lt;br /&gt;
=== 3D Version (before 2010) ===&lt;br /&gt;
* ''Branch'': 0.28.181.40d2 thru 0.28.181.40d19: OpenGL optimizations, macros, zooming&lt;br /&gt;
* 0.28.181.40d (09/06/2008): ''Bugfix''; [[40d:Cat cancels Store Item in Stockpile: Too injured|Cat bug introduced]]&lt;br /&gt;
* 0.28.181.40c (08/21/2008): ''Hotfix''&lt;br /&gt;
* 0.28.181.40b (08/20/2008): Partial print, windowed/fullscreen gridsizes&lt;br /&gt;
* 0.28.181.40a (08/18/2008): Embark profiles added, [[note]]s extended to embark map, customizable forbid [[orders]] added (used ammunition, dead creatures' possessions, etc.)&lt;br /&gt;
* 0.28.181.39f (08/09/2008): [[Custom grid]] sizes added&lt;br /&gt;
* 0.28.181.39e (07/23/2008): ''Hotfix''&lt;br /&gt;
* 0.28.181.39d (07/23/2008): Added [[Site finder]], can display hidden map features when choosing a site, [[Note]] support implemented&lt;br /&gt;
* 0.28.181.39c (07/16/2008): ''Hotfix''&lt;br /&gt;
* 0.28.181.39b (07/14/2008): ''Hotfix''; trees in [[Elf|Elven]] forest retreats no longer have names&lt;br /&gt;
* 0.28.181.39a (07/13/2008): Lots of worldgen changes, including ethics (leading to wars and conquered sites), dynamic era naming, worldgen roads/bridges/tunnels, megabeasts being killed during worldgen, megabeasts being undead; cats and trained animals are now named on adoption, human weapon stores stock more stuff (including ammo), placing [[construction]]s now destroys engravings, and flying creatures no longer give birth in mid-air&lt;br /&gt;
* 0.27.176.38c (02/24/2008): ''Bugfix''&lt;br /&gt;
* 0.27.176.38b (02/23/2008): First Macintosh-compatible release; Dwarves no longer carry their artifacts around, booze food no longer melts, worlds can now have custom sizes&lt;br /&gt;
* 0.27.176.38a (02/15/2008): Magma pipes now refill, ZERO_RENT and BABY_CHILD_CAP init.txt options were added, strange moods no longer convert workshops, metal crossbows now made by [[weaponsmith]]s instead of [[bowyer]]s, dwarves chat and make friends/grudges and get married, unhappy thoughts from [[masterpiece]] destruction are now reduced based on the number of masterpieces the dwarf has made&lt;br /&gt;
* 0.27.173.38a (02/04/2008): [[Sphere]]s added, lots of new entity tags, numerous worldgen improvements, religions implemented, undead [[ruin]]s removed&lt;br /&gt;
* 0.27.169.33g (12/21/2007): Mud no longer dries up during winter, occupied cages are named according to their contents, brand new &amp;quot;Bring to depot&amp;quot; interface, [[strange mood]]s no longer require glass until you actually make some&lt;br /&gt;
* 0.27.169.33f (12/14/2007): ''Bugfix''; mud and blood no longer spread, auto-[[forbid]] fired ammunition&lt;br /&gt;
* 0.27.169.33e (12/08/2007): ''Bugfix''; in particular, nobles no longer order themselves to be punished for failed mandates&lt;br /&gt;
* 0.27.169.33d (11/30/2007): ''Bugfix''&lt;br /&gt;
* 0.27.169.33c (11/23/2007): Animals screen now labels war dogs and hunting dogs correctly&lt;br /&gt;
* 0.27.169.33b (11/16/2007): [[Carp]] and other fish no longer gain [[swimming]] skill, making them ''slightly'' less dangerous&lt;br /&gt;
* 0.27.169.33a (11/01/2007): added [[wood]]en [[block]]s&lt;br /&gt;
* 0.27.169.32a (10/29/2007): The very first fully 3D version&lt;br /&gt;
&lt;br /&gt;
=== 2D Version ===&lt;br /&gt;
* 0.23.130.23a (01/18/2007): ''Hotfix'' - Final version&lt;br /&gt;
* 0.23.125.23b (01/16/2007): ''Hotfix''&lt;br /&gt;
* 0.23.125.23a (01/16/2007): Temperature support was further improved, population/FPS caps were added, coffins could now be restricted to only dwarves or only pets, and animals could now be marked for slaughter from their {{K|v}}-{{K|p}} screen&lt;br /&gt;
* 0.22.123.23a (12/21/2006): ''Hotfix''&lt;br /&gt;
* 0.22.123.23a (12/21/2006): More workshop orders were added - auto collect webs, auto slaughter, auto butcher, auto tan&lt;br /&gt;
* 0.22.121.23b (12/16/2006): The ability to disable temperature and weather were added (to boost FPS)&lt;br /&gt;
* 0.22.121.23a (12/14/2006): Bins could now be made from metal, and the embark screen now described your biome and listed what civilizations were nearby&lt;br /&gt;
* 0.22.120.23b (12/10/2006): Improved temperature support was added&lt;br /&gt;
* 0.22.120.23a (11/23/2006): The ability to use custom [[graphics sets]] was added&lt;br /&gt;
* 0.22.110.23c (11/17/2006): ''Hotfix''&lt;br /&gt;
* 0.22.110.23b (11/15/2006): ''Hotfix''&lt;br /&gt;
* 0.22.110.23a (11/17/2006): [[Dye]]s and dyeing were implemented, allowed sewing cloth/leather images into goods, as well as more detailed [[decoration|art]] (historical figures and events, special shapes); standing orders now allowed auto collecting webs and only using dyed cloth&lt;br /&gt;
* 0.22.110.22f (11/03/2006): ''Bugfix''. [[Boatmurdered]] began in this version.&lt;br /&gt;
* 0.22.110.22e (10/29/2006): ''Hotfix''&lt;br /&gt;
* 0.22.110.22d (10/29/2006): ''Hotfix''&lt;br /&gt;
* 0.22.110.22c (10/29/2006): Custom [[stockpile]]s were added (previously, there were only 16 basic stockpile types; things like [[potash]] would be stored with your metal bars and you could not force [[seed]]s to be kept near the farm).&lt;br /&gt;
* 0.22.110.22b (10/21/2006): ''Hotfix''&lt;br /&gt;
* 0.22.110.22a (10/21/2006): Inventory system changes (most notably, gloves and boots were split into two items (left &amp;amp; right for gloves))&lt;br /&gt;
* 0.22.107.21a (10/02/2006): Various changes to [[adventurer mode]] - guards and families, plus &amp;quot;.&amp;quot; as a wait key&lt;br /&gt;
* 0.21.105.21a (09/25/2006): ''Hotfix''&lt;br /&gt;
* 0.21.104.21c (09/25/2006): Making potash no longer required making ashes into lye first.&lt;br /&gt;
* 0.21.104.21b (09/16/2006): Workshop profiles were added, along with showing genders on the Animal status screen&lt;br /&gt;
* 0.21.104.21a (09/08/2006): [[Designation|Designating]] with the mouse was added&lt;br /&gt;
* 0.21.104.19d (09/02/2006): ''Bugfix''&lt;br /&gt;
* 0.21.104.19c (09/02/2006): The ability to hide engravings was added, announcement consolidation (x15), seasonal blood cleanup was temporarily added (and would remain until version 0.31)&lt;br /&gt;
* 0.21.104.19b (08/27/2006): ''Bugfix''&lt;br /&gt;
* 0.21.104.19a (08/27/2006): The ability to &amp;quot;chasm&amp;quot; items was added (complete with attacks from chasm creatures as a result), as well as butchering cats&lt;br /&gt;
* 0.21.102.19a (08/24/2006): Dwarves could now have custom nicknames and professions, fullscreen could be toggled, starting animals would have mixed genders, horses could breed&lt;br /&gt;
* 0.21.101.19d (08/21/2006): ''Bugfix''&lt;br /&gt;
* 0.21.101.19c (08/20/2006): ''Bugfix''&lt;br /&gt;
* 0.21.101.19b (08/20/2006): ''Bugfix''&lt;br /&gt;
* 0.21.101.19a (08/19/2006): Adventurers could now have custom first names&lt;br /&gt;
* 0.21.100.19a (08/16/2006): Gender symbol was added to unit views, config options for disabling sound and the intro movie, command-line world generation, ability to export local map&lt;br /&gt;
* 0.21.95.19c (08/14/2006): Farm plot fertilization could be controlled directly&lt;br /&gt;
* 0.21.95.19b (08/13/2006): ''Bugfix''&lt;br /&gt;
* 0.21.95.19a (08/12/2006): ''Bugfix''&lt;br /&gt;
* 0.21.93.19c (08/10/2006): ''Bugfix''&lt;br /&gt;
* 0.21.93.19b (08/10/2006): ''Bugfix''&lt;br /&gt;
* 0.21.93.19a (08/08/2006): Initial public release&lt;br /&gt;
&lt;br /&gt;
[[Category:Game development]]&lt;/div&gt;</summary>
		<author><name>Wingramo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=ASCII_art_reward&amp;diff=179328</id>
		<title>ASCII art reward</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=ASCII_art_reward&amp;diff=179328"/>
		<updated>2012-12-10T12:53:10Z</updated>

		<summary type="html">&lt;p&gt;Wingramo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you send a [[Project:Site support|donation]] to [[Bay 12 Games]], you can choose between two rewards: a Crayon Art Reward or an [[ASCII Art Reward]]. It is a small scene made of a few [[wikipedia:ASCII|ASCII]] characters, along with a unique story written by [[ThreeToe]] happening in the Dwarf Fortress world. Each scene has a chance to appear later in some form in one of [http://www.bay12games.com/dwarves/dev_story.html ThreeToe's Stories]. If the same donator gives more than one time, it is also possible that the bits of ASCII Art follow each other and form a story.&lt;br /&gt;
&lt;br /&gt;
Each piece of ASCII Art Reward belongs to the donator who received it, but to appetize new potential donators, sharing them might be a good thing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin: 1em auto 1em auto&amp;quot;&lt;br /&gt;
! colspan=4 | [[ASCII Art Reward]]s (alphabetically by contributor)&lt;br /&gt;
|-&lt;br /&gt;
| [[ASCII Art Reward/A-F|A &amp;amp;ndash; F]]&lt;br /&gt;
| [[ASCII Art Reward/G-L|G &amp;amp;ndash; L]]&lt;br /&gt;
| [[ASCII Art Reward/M-S|M &amp;amp;ndash; S]]&lt;br /&gt;
| [[ASCII Art Reward/T-Z|T &amp;amp;ndash; Z]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Humor and stories]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Source(s):'''  [http://www.downloadranking.com  Game support]&lt;/div&gt;</summary>
		<author><name>Wingramo</name></author>
	</entry>
</feed>