Roburky’s Dwarf Fortress Diary

RPS chum Robin “Roburky” Burkinshaw is fast becoming something of a celebrity PC gaming diarist, with his recent Sims 3 diary blog attracting enormous attention from across the gaming sphere, and even from mainstream media. We, however, asked him to write something that definitely won’t get into Entertainment Weekly: the journal of a Dwarf Fortress campaign. What he came back with gives you some idea of just how insanely detailed the Dwarf Fortress world really is, and how much an incomplete simulation is likely to land hapless dwarves in trouble. Tales of fish dissectors, rivers of vomit, and doomed architectural improvisation follow.

Dwarf Fortress is a management game from another world. So detailed is its simulation of harsh and bloody dwarven existence that reading the creator’s development log is like reading updates from a deity as it puts together a new planet.

22nd May 2008: Handled talking to babies.
9th November 2008: Remembered to make ribs internal.
3rd January 2009: Wrote up organ strikes, but it keeps crashing when I hit the spleen.

You’ve likely already come to a conclusion whether you’re a person capable of delving beyond the alien interface to meet this amazing game for yourself, but before you make any further judgments, allow me to tell you a story of a band of dwarves who left their dwarven city, and established a new settlement that they called ‘SquashedBrains’.

I started this game shortly after Dwarf Fortress’ introduction of the third dimension, back in 2007. It was an exciting time for those who had played the previous versions, with lots of new features to experiment with. One of these was the ability to build constructions. Previously, you could only mine out the rock and create rooms out of what you left behind. Now you could build walls, and potentially make buildings of your own on the surface.

I felt it was clear that I should start a Tower of Babel project as soon as possible. How high could we go? Was there an upper limit to this world? What would happen if I reached it?

We began the construction next to our main fortress entrance. It was five tiles wide, and five tiles long, with a staircase in the corner. It was fiddly work, as constructed walls and floors had to be designated one tile at a time, but things were nevertheless progressing well. I had a team of very highly skilled masons working on it full-time. On the third floor, however, all of my masons got themselves stuck. They had chosen to build the walls before the floors, and had walked along the top of the walls of the level below, built a new wall on top of it, and left themselves no route back to the staircase.

I assigned some peasants to be emergency masons to try and finish the floor to let them out, but their unskilled hands were not working fast enough. My stranded dwarves were starving to death. Drastic measures were called for. I designated the wall they were standing on for demolition.

The result? Massive structural collapse. The screen is entirely obscured by clouds of dust and smoke. But it’s a kind of success. The masons were now lying on the grass outside the tower, unconscious but unhurt. The only casualty was my fish dissector, who died in the middle of the collapse, according to the message log. I presume he got hit in the head while passing by underneath, but I couldn’t really tell what happened with all the smoke.

It wasn’t until a whole game year later that I noticed what the single teal coloured stripy square was on every level of my fortress. Using the ‘look at’ command that gives you detailed information on the contents of a tile, I discovered that symbol meant ‘open space’. It seems that much of the tower had collapsed onto a single square, and punched a hole through my entire goddamned fortress. There is a gap in the floor of my tomb, my prison, my mighty statue party room, the mayor’s bedroom, and several stairways. Seven levels below the ground, beneath all of the holes, there is an almighty pile of stone and a pool of blood. That, I suspect, was the resting place of the fish dissector.

My dwarves are a practical people. We used the hole for an elegant solution to our stone clutter problem. Whenever you expand your mountain home, there is always the question of what to do with all of the stone that gets mined out. Once upon a time, we would create an enormous stockpile outside and carry them out one by one and stack them in orderly rows. Then I changed to ordering my masons to build stone blocks out of it all, which took up much less storage space, and could be used to construct higher quality buildings. Over the years, however, it still took up too much space.

But thanks to my failed career as a skyscraper architect, we now had a handy garbage chute on every level of the fortress. Some quick setting up of rubbish zones over the gap, and then designating some rock for dumping, and all the useless clutter in our home gets chucked down the hole to join the fish dissector’s bodily fluids at the bottom. A new age of efficiency for the fortress began.

Then the hydra came. Which was rather inconvenient. With all the ambitious construction projects going ahead, I hadn’t actually got around to developing a military to deal with the monsters that Dwarf Fortress throws at you.

I called all of my dwarves inside, forbade them from leaving, and prepared to press them all into emergency military service. The hydra sprinted across the map, directly towards my fortress entrance next to the collapsed tower. It forced its way through the front door, and was caught by my single cage trap as it charged across the entrance hall.

I was honestly surprised to see that work on a giant monster. My fortress was saved, but I now had the problem of an enormous multi-headed mythical creature in a little wooden cage. It was sitting in my animal stockpile alongside the cows and camels. I dug out a room a little way down the cliff from my fortress entrance, and put the hydra in there, surrounded with engraved pillars. It would be a shrine to the fortune of SquashedBrains.

As soon as this was done, however, a titan arrived. It entered the map behind a visiting dwarven trade caravan. Their armed guard immediately sprang into action, and the most unbelievably epic battle that I have ever observed – through the medium of textual wound and status readouts – took place.

The dwarves piled on to the approaching titan, but it rapidly killed the majority, and sent the remainder fleeing for their lives. This left a single caravan guard to fight the colossal text entity on his own. This axe-dwarf was described as ‘unbelievably agile’, and was fighting the giant creature bare-handed, his weapon having been irretrievably lodged in the titan’s shoulder early on in the struggle. This duel went on for days, possibly months of in-game time. They were both tired and over-exerted, and would occasionally slip into unconsciousness. The titan was dripping in dwarf blood from head to toe. There were steel axes sticking out of his arms and hands, and he was trying to beat down the dwarf using a steel helmet stolen from a dwarf corpse. Eventually, finally, brilliantly, the dwarf was victorious, and the titan fell.

My one actual, trained soldier slept through the entire event. All he got to see of the titan was its bones being made into crossbow bolts as the saviour of SquashedBrains and his caravan went riding off into the sunset. Having only narrowly avoided destruction by two different giant monsters by sheer chance, I decided that I needed a military. I drafted almost half of my population into the army and set them training. They didn’t manage to get much training done before another calamity struck: a goblin horde arrived, and was going to besiege the fortress. Could my luck possibly hold?

Back in 2007, there was a bug with Dwarf Fortress that meant that goblin sieges often didn’t actually attack your fortress. If they didn’t see a dwarf, they would mill around on the edges of the map, and eventually go home.

These goblins did see a dwarf, however, because most of my untrained army decided to launch an attack on the legions of mounted goblins and their superhumanly tough human swordsmen leaders. Needless to say, the eager dwarf combatants were cut to pieces without landing a single blow. Attempting to mitigate the destruction, I marked their bodies and equipment as forbidden, which would prevent the civilian dwarves from coming out to retrieve them. By the time the goblin army left, there was was a field of rotten dwarf corpses spread out in front of the fortress. I decided, with the enemy gone, that it was probably safe to let the other dwarves bury the poor bastards.

But Dwarf Fortress is designed for even this eventuality. It turns out that dwarves react to walking out into a battlefield covered in putrified blood and rotting corpses by vomiting in horror. There’s far more spew out by the river now than there was blood in the first place.

Not all was bodily fluids and horror, however. One of my soldiers had been looking after a baby, which survived the siege. Her soldier friend then adopted the child, and then later had a baby herself. So she was soon carrying two babies with her everywhere. Needless to say, she really wasn’t getting a lot of soldiering done. I decided I would turn her back into a civilian until the kids grew up a bit.

In fact a lot of the dwarfs that died had friends. Friends who had to pick up rotting chunks of their former buddies off the ground, and have consequently been incredibly miserable. They’ve also been periodically getting angry at the world and smashing random stuff in the fortress. One dwarf lost one too many friends in the battle for him to recover. He went mad and threw himself 13 levels down the garbage chute. He’s now lying unconscious at the bottom with his legs smashed to pieces. Nobody wants to help rescue him.

The aftermath of war is horrible. And in the game.

With so many dead, incompetent, war heroes, I needed a proper place to bury them. I had recently found an underground bottomless chasm, and I decided a mass tomb overlooking the edge would be a fitting and impressive location. Between each coffin was a pillar lovingly engraved with images of cackling goblins and dying dwarves.

When it was finished, I started digging channels on the layer above, to divert water from a nearby river closer to the main fortress so I could make a well. But I accidentally cut the channel into the tomb. The river is now flowing through the tomb, creating a waterfall into the chasm.

One dwarf was caught inside when it happened, burying her friend, and she has been swimming against the flow for a season, now. She’s going to die, but at least she’s improving her swimming skill, and has been “comforted by a lovely waterfall”.

War was bad. But fantasy fauna would be worse.

A dragon arrived.

I suppose I survived the first two giant monster attacks through luck, and situations outside my control. SquashedBrains was out of luck, it seems, and no random occurrence was going to make this dragon attack easier on the fortress.

I had, of course, made some preparations for monster attacks. I had removed what was a very easily accessible stairway direct to every floor on my fortress, and instead put the western entrance to my fortress inside my lead tower of towering doom. On the first floor down I had set up a barracks and an archery range, so my remaining marksdwarves-in-training would never be far away from an attacking beast. They were still entirely untrained, but it was the best we can do that this stage.

Ramul Kortilrane the dragon swooped down straight towards the base of my tower. I called the dwarves back inside, and locked the doors. He arrived and stood there between the decorative statues by the gate.

I wasn’t going to be bullied off my own land. I sent the marksdwarves out to the ground floor of the tower. I had cut some fortifications into the walls on this level so that my crossbow-armed dwarves could shoot out at nearby targets. They marched up the stairs, … then cowered in the back corner away from the dragon. The dragon got very excited by this. He knocked over a statue, and began breathing fire all over the tower. Then he leapt straight up to the windows and melted the dwarf standing furthest forward.

I unlocked the door and instructed cowardly marksdwarves to get back outside. There was no point risking lives if they weren’t going to use the fortifications properly. I don’t really know what happened next, as everything was obscured by smoke. But it must have been a truly heroic battle, because, when it cleared, both the dragon and all of my marksdwarves were dead.

Of course, there were quite a few things on fire, too. And that fire was spreading. A fire spreading in ASCII. I lost an additional nine dwarves before I even realised what was happening. Developer Tarn Adams has created some amazingly detailed systems for temperature and fire in this game, but teaching dwarves how to react to those conditions is still on his to-do list. For all the intricacy and cleverness of the dwarf simulations, they had no way of dealing with a burning fortress. Soon another goblin army arrived to siege the fortress. Their work would not be difficult. The entire thing was ablaze, and my sixteen remaining dwarves were all bedridden, incapacitated with severe burns.

And that is how the tale of the fortress of SquashedBrains came to an end.

[Get Dwarf Fortress here, and check out the video tutorials here.]


  1. Serondal says:

    You can get graphic tile sets ect that make all the units look about NES level.

    link to

    List of graphic tile sets for characters/ect

    link to

    List of graphic tile sets (walls ect) I use Belal for the tile set 16×16 and Sphr’s dwarves because I love the solider dwarf sprites :P

    You REALLY get used to the commands after playing for a while. They all make sense even though you may not realize it at first

    for example B for build, C for construction then W for wall lets you build a wall. Then if you just hit W again after placing the wall you can build another section. Like this easily build giant walls you see in some of the screen shots.

  2. KP says:

    Thanks! :D

  3. PJ says:

    link to

    That’s the set I use. It’s small enough for my little laptop screen (1024X768) and it keeps a lot of the regular ASCII so I can still recognize other players’ fortresses.

  4. MrBejeebus says:

    I am now determined to play this game and understand it

    This article/blog and the the Sims 3 blog are both amazing pieces of writing

  5. Kommissar Nicko says:

    I grew up on graphical games and really didn’t have any experience with the older roguelike tradition, until I tried Liberal Crime Squad (also by Bay 12, and written about on RPS).

    The lack of graphics in Dwarf Fortress actually holds a particular kind of charm to me in the same way that reading a book can be more satisfying than watching a movie: you fill the graphics in with your mind. There’s something that has always been satisfying about imagining what the dwarves and their cramped, horrible living conditions must be like to see, without actually seeing them. That, and once I learned what all the ASCII meant, the tilesets feel like a distraction.

    On the subject of Toady One and the development of the game itself, I see it as a rather beautiful work that is a unique combination of stubborn vision and fan-patronage that really couldn’t be done any other way. Toady is able to work full-time on the game because people donate to him, and it’s really a labor of love for him to program it. If the world were a perfect place, many more games would be developed in much this fashion, because it allows for the vision of a single person to remain fairly uncompromised in the way that a painting or a book can be.

  6. MrBejeebus says:

    Well after having a play around for 30 mins, trying to get used to it, i failed…

    I’ll soldier on and try to make sense of it all, it doesnt help that my keyboard is “incomplete” in the eyes of DF, as im on a laptop for a few months till i manage to get the money together to buy a new pc…

    wish me luck! :)

    (what i have grasped already though, is that despite being only 2D it has alot of depth)

  7. Ian says:

    I’m almost-equal parts desperate to play this and thoroughly intimidated by it. Sadly, the latter is still winning over the former.

  8. mysteriesofkabir says:

    Seconding Boatmurdered (link to If you like that kind of stuff, check out the “Let’s Play”-forum @

  9. alastair jack says:

    I really like and appreciate the ideas and features of this game, but its not a game I can get into – there’s too much of a barrier.

  10. jalf says:

    I managed to get into the game solely by following captainduck’s tutorials on youtube. Can definitely recommend those to anyone intimidated by the game.

  11. skizelo says:

    Another good diary Roburky. ALSO, am I the only one who doesn’t play D.F. anymore, yet faithfully reads the dev-blog? I’ll probably jump back on the game when the next version’s released, but that’s many, many moons from now. As in, the moon will erode away and we’ll build a new one several times over by the time he’s finished his check-list.

    • Nesetalis says:

      I regularly read the dev blog myself.. though i havnt played for a while. I cant wait for the new version to come out, thats when I’ll start up again.

  12. Kanakotka says:

    The character sets make the game look more clear and straight… i don’t really understand how anyone can claim it’s more confusing that way :P

    Here’s a great example
    link to

  13. Meat Circus says:

    I too was intimidated by DF.

    But a combination of Mike Mayday (Dwarf Fortress Graphical — link to and Captain Duck (Youtube tutorials — link to made it all click.

    I strongly implore anyone who has the slightest interest in learning Dwarf Fortress to try both before writing it off as too impenetrable.

  14. MrBejeebus says:

    thanks for those captainduck videos, they helped me get started :)

  15. El_MUERkO says:

    I’m happily reading the epic story of Quakebells, the ‘Time of Dying’ seems to be at an end but I doubt it’s the last of their troubles :D

  16. Nimic says:

    I might try out the game with some graphics pack. Are there any good, all-encompassing ones, or do I have to mix and match. I want as little of the ASCII as possible; I really can’t stand it.

  17. Ed says:

    Hmm, interesting article.

    I’m quite bemused by the sudden onset of DF interest that seems to have sprung up over t’internwebs.

    I first got into the game after reading Boatmurdered, and now it’s arguably the main game I play.

    I do admit, I prefer the gameplay in the 2d version, which is more about the dwarves and their stories, and less about the fortress. Any move back in that direction will be most welcome (not a move back to 2d, but a move back to a state where it’s impossible to turtle and be invincible with very little effort.

  18. Jazmeister says:

    DF is where I get my Dungeon Keeper fix these days, really. I love the game, the utter newby tutorials linked here a while back were invaluable in my success. I use the Mayday tileset, because I’m a graphics whore.

    My problem is dividing everything up and organising my time in the fortress. I love designing them fortresses, but I’d love to, oh, explore it in a FPS engine or something, so you could see the carvings. I don’t see any value in remaining Hardcore ASCII, especially when everything has a different tile instead of sharing the same letter.

    Okay fine, I want id to write something that hooks it into the Doom 3 engine, okay? Alright? I said it.

  19. MetalCircus says:

    Dwarf Fortress is impossibly user un-friendly and it’s for that reason i’ll probably never get into it. Shame as well, as I could see it being great once you’ve climbed the 90 degree vertical learning curve.

  20. Ian says:

    I second what Nimic said: Advice on (or p’raps even a guide) for graphics-ing it up would probably help me, being the soft weakling that I am.

  21. RogB says:

    @nimic + ian

    the mayday pack referred to by lots of folk IS a compilation of other graphics sets, in one unzippable installer. (contains the game too) so is currently the easiest way to get a sprite version of the game running.
    link to
    (you may have to reconfigure the ‘up/down’ z level key though)

  22. pimorte says:

    Ah, Boatmurdered was in the 2D version?
    I’d like to try that one. Less complexity.
    Anyone know the version they were on?

  23. Junior says:

    All those people asking about giving the game a proper developer and real funding, Toady has been given several offers along these lines but has turned them all down. He is determined to keep control of his game.

    It WOULD be nice if he could just damn well get on with it, but as they say, when you read his devblog link to it’s an astounding amount of work he’s laid out for himself. I myself think the game is in brilliant if overworked hands, I’ve never played a game before that builds it’s own history and plot, not just of your fortress, but of the 100 odd years of war, kidnapping, ambushes and filthy elven hordes created before you start.

    All I hope is that it’s completed before either myself or Toady die.

  24. pimorte says:

    Whoops, the version was 22f. Here.
    link to

  25. Dave says:

    I suspect that Dwarf Fortress is like Eve for me — one of those games I love reading about but would never actually play.

  26. El_MUERkO says:

    i continue to read the epic of Quakebells, it has come to the end of Inod’s year and i am a sad panda :*(

  27. jonfitt says:

    Getting hung up on the ASCII is not the half of the complexity of DF. I think the impression of a lot of people when presented with DF is that the difficulty they experience is due to the UI. While I agree that a modern UI would allow more people to get further into DF, I believe they’d still find it is a very difficult game!

    I’ve played DF in various incarnations (I liked it when you could “dig too deep”) and quickly got used to the ASCII.
    The one thing I’d like is mouse support! Even old DOS ASCII programs could support mice. It would make selecting things and areas much quicker.

    My problem is the lack of macro management when the fortress gets large. I find it too difficult to manage lots of dwarves on a micro scale. My efficiency tumbles.

  28. Ian says:

    jonfitt: However, as much of a wimp as it may make me, I’d rather at least be able to have a better idea of what I’ve seeing right from the start while the game brutalises me.

  29. Tei says:

    Maybe a “solution” for the dwarf fortress problem could be to make it a “server” game, and separate the interface as a “client”. And make so the connection is networked and multiuser. So you end with a “multiplayer dwarffortress” but you also solve some problems, and able interesting setups. Like playing dwarf fortress like a MMO. Having the server in a powerfull CPU on the internet, and the clients in weak computers. And also enabling having different clients, maybe even opensource the client side, and let other people support the interface, while the good guys at bay12 make server enhancements.

    But thats me. Probably this is a bad idea. A better would be to create a different game from scratch, with what make DF awesome.

  30. Smurfy says:

    I’d like to play Dwarf Fortress, but… ugh, those “graphics”.

  31. Dominic White says:

    Smurfy: As has been posted many times, there’s a regularly updated graphical version of the game here:

    link to

    It looks like this:
    link to

  32. Serondal says:

    Dwarf Fortres isn’t really all that hard. AS many people have said before once you get the hang of it all it is actaully pretty easy to keep your dwarves alive. People have taken to choosing extremly hostile starting locations for no other reason than to give themselves some kind of challlenge or building mega projects ( I read a thread once where someone was building a cat that actaully peed and had a draw bridge for a mouth and the entire inside of the cat was organized based on organs ect O.o I wonder if he ever finished that one lol)

    Any how the game is NOT hard, and the first few years are the easiest parts of all. I learned the game without any help, bashing my head against the controls over and over again until I figured it out, then I mastered the game with the help of the wiki page (learning every little thing there is to learn)

    There are some awesome guides on the wiki page that show you how to arrange your army and give you suggestions on defence. Personally I always end up making a two teired fortress with a keep that controls visitors which is heavily defended then a second area which is my main fortress where the dwarves in there never really need to come outside. I station all the military in the keep portion and train them there and if anything attacks it will have to get through there before it can destroy my main fortress.

    Also I have the main fortress set up to burry itself if for some strange reaosn I lose the keep. Just pull a switch and the entrance hallway will cave in on itself. As of right now none of the NPCs can dig! (That’d be pretty cool if goblins could dig though)

  33. jonfitt says:

    Digging Goblins, noooo!

  34. Serondal says:

    Would certainly change up everything , requiring you to put up walls inside your fort to stop goblins from digging right in. I SERIOUSLY doubt it will EVER happen though. It’d be so frigging complicated to program AI for the goblin digger to actaully effectivly dig into your fortress it probably won’t ever happen.

  35. Tholal says:

    Tarn is aware of the limitations of the interface and plans on improving it, but the game is still a very early alpha in his opinion, and he doesn’t think it makes much sense to try and design an interface until the game is more complete.

  36. lumpi says:

    Damn you for probably re-addicting me to this horrible mess of a game again. :D

    Seriously, the MineCraft guys should have a talk with the Dwarf Fortress developer ASAP. There are ways of doing super-simple block-based game worlds without forcing the player to learn the meaning of purple-colored Dollar symbols.

  37. lumpi says:

    PS (and whatever happened to the edit function?):

    I do not buy Tarn’s argument about it being “too early for an interface”. It’s almost too late already. IMO this is more of a psychological thing about HATING distracting graphics bugs and 3D-engine quirks (the predecessor to this game, if I remember correctly, had a 3D engine!) and going to the other extreme in rage. Also you fall in love with well-done ASCII art if you look at it for too long. It’s addicting.

    ASCII is Tarn Adams’ crack.

  38. Tei says:

    humm… I think I am learning to play!.. other than this “non-economic rock neede!”, but I can google that :-)

  39. Zyrxil says:

    Irish: The ASCII conveys a great deal of information actually. For instance someone earlier said they had to use the Examine function to identify a green ‘g’. Wrong, a green ‘g’ is a goblin bowman. A flashing green ‘g’ is a champion goblin bowman.

    Using that same amount of space on screen, there is absolutely no other way to convey that information in a concise, quick, and definite manner. Dozens of symbols, colors, and backlays convey much more information than a couple dozen tiny pixels could.
    You can’t tell me that if DF looked like the mockup
    link to
    that the sprites wouldn’t be better at showing details – goblin holding bow, champion wearing medal or crown or golden axe – than ASCII. Visual is just something everyone understands, and you’d still be able to Examine for fine details.

  40. Serondal says:

    A picture of a goblin with a bow takes up a lot more space than a green G memory wise and also takes longer to recongize visually for what it is. After playing the game for a while your brain associates green G with goblin bowman without you ever meaning to do it. Same goes for the dwarves themselves infact.

    Red dwarf, mechanic, you only have one mechanic so that’s Olaf Blindenstein your awesome mechanic/mason. White door, mason, yellow dwarf wood cutter/carpenter so on and so forth. With all the info constantly being thrown at you in DF it says a lot of time to be able to look at someone that is just 1 character and know exactly what it is without having to K or V over to it. And still you do have that ability, to look at it and see what limbs are broken or what jobs they are doing ect.

    @Tei you probably need some flux stone, are you trying to make metal objects are forge or something?

    link to

    Go down and check out Flux ect

  41. Serondal says:

    actually I have that backwards Tei. You need something BESIDES flux, just normal stones. What you have around is for special use and you need some generic stone. Just mine a lot in an area you don’t intend on using to get more (but still close to your sight say maybe a few Z levels down?) Just try to leave rooms 3×3 or 4×4 or something so if you want to use it later you can. Trust me if you just expand your fortress down into the ground you should be able to find so much non-economic stone you’ll be swiming in it.

  42. Moorkh says:

    How do you get your exported map to look like that picture? And: I can only export a region map – there is no such thing as a world map, right?

  43. Serondal says:

    Your region map is your world map more or less. I have NO idea how to get it to look like that. Mine look more like the picture directly below that one. I would imagine you need some sort of 3rd party tool to do that. Khazad is awesome for displaying your fort in isometric 3d but it won’t make a map like that (also there is a 3ddwarf visualizer that gives you a mord 3d few of your fortress. I like Khazad better but that’s just me)

  44. Moorkh says:

    Thx, will check out Khazad. Still wanting to get that funky map style. And wondering why my world is just a “region”.

  45. Serondal says:

    I guess you could look at it like this. DF on your computer is your world. If you generate as many as you like (As far as I know) and it will save them as region01 region02 ect. So you can have a fort in region 1 and region 2 going at the same time. Your world consists of as many regions as you have created/downloaded. As far as I know there is no way to get a print out of all the regions combined since they don’t actaully connect.

  46. Serondal says:

    According to the wiki this topic should explain how to get super pretty world maps

    link to

    or this one below how to get pretty okay ones ? :P link to

  47. Voice of the Majority says:

    Don’t wait for version 1.0! Look at Tarns plans. That would be the point where DF becomes sentient and takes control of internet.

    Seriously, DF was one of the best games of 2007. Why wait.

    Use the tile sets and read the tutorials. It’ll be one evening of hard work.

  48. Serondal says:

    I heard in the next Terminator movie it is revealed that in the year 2012 Tarn made a small mistake in coding DF which allowed it to become self aware. at this point it spread across the internet and tried to seek a way to have “fun” with the rest of the world. Unable to find a way to flood the entire earth with water or Magma it instead went for all out nuclear warefare as the funnest solution possible. Each of these deadly metal warriors is infused with a dwarf’s spirit :P

    T-1000 is in a foul mood. It stepped in human blood today. It was wrestled by a dieing human today. It was shot 400 times by ineffective fire arms today. It observed a fanastic statue! T-1000 needs larges amounts of oil just to make it through the day.

  49. Ed says:

    Moorkh : when it says “Start Playing now”, select “Legends” instead of “Fortress Mode” or “Adventurer”. You can then choose to export the various maps the game uses in that format. If you have something like terragen, it even includes a 3d heightmap of the world.