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[Dwarf Fortress] With amazing HD graphics!

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Posts

  • ZephiranZephiran Registered User regular
    Quoth the Cloudycave:

    "Nothing More."

    Alright and in this next scene all the animals have AIDS.

    I got a little excited when I saw your ship.
  • TIFunkaliciousTIFunkalicious Kicking back in NebraskaRegistered User regular
    edited March 2012
    legends mode paints a violent history in only 50 years
    many many historical figures were struck-down newborns who are often devoured
    crap man

    edit
    Zephiran wrote: »
    Quoth the Cloudycave:

    "Nothing More."

    yes

    TIFunkalicious on
  • TheKoolEagleTheKoolEagle Registered User regular
    edited March 2012
    good christ i just started a new fort and the creatures on the map are a giant tick and a louse man

    edit: now there are weasel men/women, and a giant moth, this world is fuuuuuuuuucked up

    TheKoolEagle on
    uNMAGLm.png Mon-Fri 8:30 PM CST - 11:30 PM CST
  • KiTAKiTA Registered User regular
    Ok Vampire Champion, we were cool when you were eating babies and children, but eating a Legendary Weaponsmith? This shit has got to stop. I don't care if you can kill an entire goblin invasion by yourself. :P

  • ZephiranZephiran Registered User regular
    Time to set up an Atom Smasher experiment I hear!

    Alright and in this next scene all the animals have AIDS.

    I got a little excited when I saw your ship.
  • KiTAKiTA Registered User regular
    Zephiran wrote: »
    Time to set up an Atom Smasher experiment I hear!

    Heck no, I'm holding out for a nice forgotten megabeast. Then I'll send him wrastlin' with it.

    Actually, what I really want is a Scourge. Apparently Scourges (Goblin only) take all the power of a normal attack and focus them on a single limb, removing it. A legendary+5 lasher basically takes off a limb (including the head) with each swing.

  • KiTAKiTA Registered User regular
    KiTA wrote: »
    Zephiran wrote: »
    Time to set up an Atom Smasher experiment I hear!

    Heck no, I'm holding out for a nice forgotten megabeast. Then I'll send him wrastlin' with it.

    Actually, what I really want is a Scourge. Apparently Scourges (Goblin only) take all the power of a normal attack and focus them on a single limb, removing it. A legendary+5 lasher basically takes off a limb (including the head) with each swing.

    Also: I have about 15 Turkeys now. And enough eggs to feed my fort for the next few decades. I highly recommend embarking with 4 turkeys (1 male 3 female) when starting a fort, the eggs make it worth it, and if you don't let the dwarves harvest them, you get 10 new turkeys.

    And you can butcher turkeys for bones and meat, too.

  • ZephiranZephiran Registered User regular
    Turkeys are great, but take care: they're fragile as shit. You might think they should be big enough to fend for themselves, but no. I've had several poor Turkeys get mangled due to pastures placed in the open air getting absolutely swarmed by random fucking Vultures. Yes, Vultures can and do kill livestock, and for that very reason I'd highly recommend placing down a few proper War Dogs around your poultry if you can spare them. Expect much gnashing of teeth and dead puppies/ poults until you can move your operations to a safer (read: underground) clime.

    Alright and in this next scene all the animals have AIDS.

    I got a little excited when I saw your ship.
  • DisruptedCapitalistDisruptedCapitalist I swear! Registered User regular
    Henroid wrote: »
    Quickest fort death ever?

    I embark on some evil land, the game is still paused. I check over all my creatures and dwarves.
    They're all yellow on everything and numb. Unpause, game hangs for a split second while it saves the game.

    Your settlement has crumbled to dust.

    At least the last one lasted a little bit before it started raining and everyone bled out because they got elfblood all over them.

    Wait, what the fuck happened to them? O_o

    It was raining elfblood?

    "Simple, real stupidity beats artificial intelligence every time." -Mustrum Ridcully in Terry Pratchett's Hogfather p. 142 (HarperPrism 1996)
  • HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    Henroid wrote: »
    Quickest fort death ever?

    I embark on some evil land, the game is still paused. I check over all my creatures and dwarves.
    They're all yellow on everything and numb. Unpause, game hangs for a split second while it saves the game.

    Your settlement has crumbled to dust.

    At least the last one lasted a little bit before it started raining and everyone bled out because they got elfblood all over them.

    Wait, what the fuck happened to them? O_o

    It was raining elfblood?

    Is elf blood like, death-on-touch or some shit?

  • stimtokolosstimtokolos Registered User regular
    Fucked if I know.
    Dwarf blood seemed to not kill them though.

  • Drake ChambersDrake Chambers Lay out my formal shorts. Registered User regular
    In pondering what would have to happen to a civilization of elves to cause elf blood rain as a weather pattern I can't help but nod in satisfaction. Wood-fucking cannibalistic bastards.

  • RamiRami Registered User regular
    A tornado that recently passed through a whisk factory?

  • TheKoolEagleTheKoolEagle Registered User regular
    a flock of great horned owl men killed my farmer in the first spring, seriously what is up with this embark location's critters, they are all men/women or giant.

    uNMAGLm.png Mon-Fri 8:30 PM CST - 11:30 PM CST
  • ZeroCowZeroCow Registered User regular
    More Legends fun:
    "Icemi Sparklilic was a vile woman husband. He was one of the first of his kind. A large fethered humanoid. It has wings and its limbs jut out at asymmetric angles. Its slate gray feathers are long and sparse. Now you will know why you fear the night."

    Icemi was born an elf, but was changed into a vile woman husband by Nula the Tenebrous Death of Bone. Icemi had one daughter, Ebra Abyssdusts the Tenebrous Night, who was born in the same year that Icemi was transformed into a vile woman husband.

    I found the entry for Ebra, but could not find Nula. Here is what I have pieced together: Icemi was a handsome elf and one of the greatest herbalists in his village. In the Spring of 2 Icemi was in the forest gathering herbs when he came upon Nula. Nula was smittened by Icemi's looks and kidnapped him. Nula took Icemi back to her lair and raped him. This process turned him from an elf into a vile woman husband. Frarom this act, he also impregenated Nula and they had one daughter, Ebra. Icemi lived out the rest of his days as a wretched beast.

    PSN ID - Buckeye_Bert
    Magic Online - Bertro
  • KiTAKiTA Registered User regular
    a flock of great horned owl men killed my farmer in the first spring, seriously what is up with this embark location's critters, they are all men/women or giant.

    You're in a High Savagery area, get used to it.

  • TheKoolEagleTheKoolEagle Registered User regular
    KiTA wrote: »
    a flock of great horned owl men killed my farmer in the first spring, seriously what is up with this embark location's critters, they are all men/women or giant.

    You're in a High Savagery area, get used to it.

    guess thats what i get for just looking for a location solely on metals/flux/clay/river and no aquifer

    uNMAGLm.png Mon-Fri 8:30 PM CST - 11:30 PM CST
  • nealcmnealcm Alvarian AlvarianRegistered User regular
    i found a low evil low savagery river clay flux metal no aquifer zone

    shit owns. it's like candyland

    all unicorns n pixies n whatnot

    19ZUtIw.png
  • ShimshaiShimshai Flush with Success! Isle of EmeraldRegistered User regular
    In pondering what would have to happen to a civilization of elves to cause elf blood rain as a weather pattern I can't help but nod in satisfaction. Wood-fucking cannibalistic bastards.

    I couldn't help reading this in Zap Brannigan's voice, which made it all the more hilarious. The avatar nails it.

    Steam/Origin: Shimshai

    steam_sig.png
  • KiTAKiTA Registered User regular
    I finally mastered the art of breaking through aquifers with pumps, although I'm still limited to a single ladder. I'm considering trying another go for an undead area... except for the fact that there isn't any way right now to deal with them permanently.

    My current map -- High Savagery, High Good -- is doing fine, except my Vampire Axelord keeps eating other legendary military dwarves. Kinda aggravating. Had a siege go on for freaking EVER because the last 2 goblins were on flying mounts and were flying outside melee range. Not doing anything, just flying up there. I finally told my first squad to switch to crossbows to deal with it.

    I need to make a catacombs area, as I have two undead dwarves that came from one of the caravans getting jumped by goblins, and I can't deal with their ghosts by just making slabs. I found the magma sea finally, so I'm getting my metal industry set up down there.

  • DisruptedCapitalistDisruptedCapitalist I swear! Registered User regular
    0.34.04 was released yesterday.
    Here is the second set of fixes for the major release. There are still enough problems with the new stuff to warrant continued work there before I move on to older issues, and the next release will probably be within the timeframe of the last two.

    Major bug fixes
    (*) Fixed crash with historical figure cull vs. wandering groups
    (*) Stopped historical figures from starving
    (*) Stopped various corruption crashes and weird effects, mainly from aborted world gens (nice catch, Lightning4!)
    (*) Stopped original population associated to historical figure from screwing up its allegiances
    (*) Stopped it from moving criminal leaders with routine civilian moves, changing their allegiances
    (*) Stopped populations from villages/trade partners from migrating into dungeon outcast groups all at once (one group had 15000!)
    (*) Stopped werebeasts from gumming up world gen
    (*) Stopped raised corpses from having various allegiances
    (*) Vampires that take over sites lose other allegiances
    (*) Made soldiers from previous forts clean up military info upon arrival at current fort
    (*) Stopped ghosts and royal family members and undisguised vampires (aside from the king/king's group vamps) from immigrating to fort
    (*) Fixed a new bug that completely stopped archery training
    (*) SDL version: TrueType crash from long strings (Baughn)

    Other bug fixes/tweaks
    (*) Changed which entity moves to which sites, mainly so elf pops don't live in fortresses and vice versa without acclimating to a city first
    (*) Set labor list for migrants by default (can turn off in data/d_init.txt)
    (*) Added a tab for other stones in stone list and made stones with a reaction product class list as economic in stone list
    (*) Sped up adv mode loading/offloading somewhat, and cleaning should be a bit faster -- there are still really slow patches that need work
    (*) Controlled snatcher number in world gen
    (*) Decreased questing rate in world gen
    (*) Stopped reraised corpses from bleeding to death
    (*) Stopped forbid/melt/traffic/etc. mouse from messing with keyboard
    (*) Gave more indication for forbidden workshops
    (*) Made forbid/etc. from stocks screen not effect building items when applied to an entire group
    (*) Changed ramp names to indicate unusability due to missing walls or lack of space above
    (*) Sterilized zombies and mummies (only husk-type zombies need the STERILE tag)
    (*) Cleaned up some botched zombie names (old saves will need to let their zombies fall once and they should be better on reraise)
    (*) Made vampires fleeing to site in world gen require pop to fit into
    (*) Made vampire cults follow tyrant vampires properly
    (*) Vampire nicknames, profession, position names work
    (*) Vampires won't try to pin crimes on animals
    (*) Can 'g'et items from cabinets and other building furniture in adv mode now
    (*) Kea will not follow each other so closely when stealing
    (*) Fixed busted horseshoe crabs/men
    (*) Improved the age name calculator, especially as it regards the dominant race after megabeasts are cleared
    (*) Changed treasure room quality and item selection
    (*) Stopped designation at the bottom of the map from unhiding portions of it sometimes
    (*) Unobscured unit list option from main menu
    (*) Stopped world gen group from lingering in memory after bandits become criminals under town
    (*) Goblins can have higher pops in their important towns
    (*) Applied att change syndrome size modifiers properly (stops weird speed issues with adv blood drinking)
    (*) A few other minor tweaks listed in file_changes.txt
    (*) SDL version: Highlighting on unit screen fixed for TrueType (Baughn)
    (*) SDL version: Turning on playback while recording will no longer record the previously recorded keys (Baughn)
    (*) SDL version: TrueType text will now overwrite properly in some adventure mode circumstances (Baughn)
    (*) SDL version: Fixed some minor memory leaks (Baughn)
    (*) SDL version: Minor stability improvements (Baughn)
    (*) SDL version: Fixed some of the spacing issues with TrueType

    edit: DF 0.34.04 fixes a crash bug that would be caused by exporting a map after world gen (or at other times).

    "Simple, real stupidity beats artificial intelligence every time." -Mustrum Ridcully in Terry Pratchett's Hogfather p. 142 (HarperPrism 1996)
  • Drake ChambersDrake Chambers Lay out my formal shorts. Registered User regular
    edited March 2012
    (*) Vampires won't try to pin crimes on animals
    I get so much entertainment just from the bug fixes. :lol:

    A dwarf returns home to find his wife dead, a soldier with a blood-smeared chin standing over her.

    Dwarf: WHAT HAPPENED HERE?

    Vampire: <points to cat>

    Drake Chambers on
  • KiTAKiTA Registered User regular
    I still can't get them to do archery training, so...

  • KiTAKiTA Registered User regular
    Feel like restarting again. Getting a lot of death from the caverns below, need to wall and trap them off, and need to stop using straight up and down tunnels so I can trap in between staircases to prevent a single ogre from ruining my day.

    Nothing's decaying outside, which is aggravating. I need to make a Catacombs next fort (place with coffins in it) so I don't have undead running around.

    Kinda tempted to just tell the game to not allow migrants at all, and work only with the initial few dwarves and their children. Or perhaps set the population limit to 100 instead of 200.


    I do suggest everyone get DFHack if they play the game a lot, it has some bugfixes built in (like the ability to fix nations that lose all their diplomats -- since once they're gone, they stop sending trade caravans).

  • KiTAKiTA Registered User regular
    edited March 2012
    So the new version allows for a little bit better worldgen. I got an error message, an honest to god, "Oh shits, we give up" error message, warning me that it couldn't place enough civilizations.

    I had it set to medium world, max everything else. Basically it told me the world was too savage to handle placing all these civilizations (I think it tried 255 times before giving up) and that I could ignore the error and likely end up with a world with no population after the fact. Civilizations split to make new civilizations (settlers and the like) who die out due to the savagery and megabeasts.

    I aborted and dialed it down to medium savagery, we'll see how this works.

    KiTA on
  • TheKoolEagleTheKoolEagle Registered User regular
    edited March 2012
    well thats game on this fort, 8 giant parakeets and a wereelephant appeared.

    "A Great Elephant twisted into humanoid form. It's crazed for blood and flesh. Its eyes grow amber. Its charcoal hair is long and shaggy. Now you will know why you fear the night."

    No cage traps, and just forming a military now, its winter of first year.

    oh thank god the wereelephant turned back into a human and ran away

    TheKoolEagle on
    uNMAGLm.png Mon-Fri 8:30 PM CST - 11:30 PM CST
  • ShimshaiShimshai Flush with Success! Isle of EmeraldRegistered User regular
    This game has, by far, the best stories.

    Steam/Origin: Shimshai

    steam_sig.png
  • ZephiranZephiran Registered User regular
    Just the mad attention to detail and level of sophistication that Toady puts into the game is really kind of amazing, especially when it spawns encounters like that. I was watching one of Jefmajor's streams a while ago when the new version was out, and while playing in Adventure Mode he was tasked with killing a Titan. The Titan had lived for hundreds of years and claimed untold scores of people and even razed civilizations, and it was made entirely out of Swamp Gas if I remember correctly. Now, Jef takes off with his merry band of easily fooled derps to try and find and kill it, and the second they arrive to it's location they spot the thing. At first Jef panics because he's got no chance in hell of killing it in a straight up fight, so he tries to back away a bit to see if it wouldn't assault someone else first.

    Now comes the awesome part: The Titan has a fire-breath attack, and the second it sends its gouts of flame after Jef, he spontaneously combusts. All of him. He's dead, the gas making up his body is completely burnt out and there's no remains of him whatsoever.

    That's how you trick a fucking Titan folks.

    ____________________________________________

    As a bit of a side topic, I'd like to mention a game called Caves of Qud. It's a full blown ASCII roguelike, just like DF, though it sadly doesn't come with any graphic tilesets or a "Fortress" mode. It's an unfinished game that can be hard as balls and incredibly mean to you if you fuck up, but man is some of the stuff in that game hilarious. The game takes place in this kind of post-apocalyptic world that's become populated with all sorts of mutants and vile creatures, it's a bit like Fallout but the equivalents to the Brotherhood of Steel are absolute cockmongling assholes. Now, by far the best part of it is the in-game literature. The game has a full back story of the history of the world since it became fucked to shit, and by god is there a lot of history.

    During a few hundred years, most of the in-game world was ruled by a sentient, mutated cucumber plant that couldn't speak. Though nobody had any way of communicating with it, it had deposed of this power-crazy monarch that treated people like shit, and they felt so grateful to the plant that they let it have the throne once it had gotten there. The plant demanded daily tribute of sacrificial flesh, specifically from other living, sentient creatures, but the people didn't really mind all that much since they figured the plant was kind of a nice guy for getting rid of that asshole king. The cucumber plant managed to keep that shit up for hundreds of years, until some warlord got tired of the plants shit and burned it the fuck down.

    There's an absolute ton of (sadly very rare) historical tomes in the game filled with stuff like this, and it's really hilarious to read about. I strongly recommend the game to anyone who likes the Adventure mode of DF but would sacrifice some complexity for a little bit of extra flavour.

    Here's a thread with all the pertinent links and information on Freehold:

    http://forums.freeholdentertainment.com/showthread.php?10-Welcome-to-the-Caves-of-Qud-beta

    Alright and in this next scene all the animals have AIDS.

    I got a little excited when I saw your ship.
  • KiTAKiTA Registered User regular
    edited March 2012
    So yeah, setting everything to max except savagery and size worked fine, genned 1050 years of history in 2 hours... and then pretty much hardlocked. Been 3 hours since then with no updates as far as I can tell.

    Edit:

    Oh god, I feel stupid.

    All this time those huge worldgen processes were actually finishing, but the screens were appearing off my main display. This time I right clicked and told the game to maximize the window, and bamp, it's there, ready for me to hit enter and save the map.

    20,000 entities, 1.6 million events.

    1050 years of history. Medium Savagery, medium world size, max everything else. Took 2 hours to finish. Now that I know it works, I might go back and do a large / max savagery world. If you do max civs / max beasts / max savage / medium size the world population dies out due to all the new civilizations dying to megabeasts and other such insanity.

    Edit:

    I don't know what "Flingdeath" is, but apparently they got pillaged 1754 times in the history of my new world.

    Also, the entire thing... Age of Myth. The world never migrated to the later ages.

    KiTA on
  • TheKoolEagleTheKoolEagle Registered User regular
    I downloaded caves of qud and played a quick game, died after 1000 turns but looks cool, i am really bad at actual roguelikes, so I am sure I could have found much more interesting items and not died terribly

    uNMAGLm.png Mon-Fri 8:30 PM CST - 11:30 PM CST
  • hatedinamericahatedinamerica Registered User regular
    The recent updates have called me back to my old mistress, Dwarf Fortress. Oh, how I have missed thee.

    Current fort story time:
    Have a pretty nice little fort going in an exceptionally peaceful area; a few kobold thiefs here and there and the occasional eagle, but nothing too dangerous. Lots and lots of migrants though. I've got a patheticly small and ill-equipped military started (one squad of four or five dorfs, no armor) and as I'm finally starting to get some of the more advanced manufacturing stuff done and a bunch of bedrooms built for my dozens of migrants (at this point the population is like 99 or so) when suddenly....people start "disappearing for a week" and being "found completely drained of blood" and I realize: "oh, shit. it's a vampire."

    I have no clue what to do about this vampire, and it shows. He kills somewhere between 4 and 10 more people before a coincidental confluence of circumstances finally gives me the suspicions I need to figure out who it is. (He was near the scene of the crime, he has a huge list of relatives outside the fort, and he "really wants a drink." There were no actual witnesses, so I have to Salem Witch Trial him and hope I'm right) But what can I do against a nearly immortal undead monster such as this? Well, turns out, a lot. All I did was create a new military squad with just that one dwarf in it, and then I sent him to patrol my lever room and locked all the doors in behind him. I couldn't believe a creature so famed for their silver tongues could be tricked so easily. Or maybe he knew he'd outlive the walls of my puny fort and decided he didn't care enough to bother trying anything. I dunno.

    For a long time, there was peace, and the dwarfs were happy. Nobody was dying.
    They tried not to think of their ex-acquaintence locked up tight all by himself, with just a a lone statue and a wall covered in levers to keep him company. Eventually they forgot all about him. Hell, even I forgot he was there.

    Then the titan came.

    Now, I've been playing DF for what I consider to be a decently long time and I've had all manner of forts, both successful and otherwise, but I've somehow never seen a titan (least not that I can remember) so this was rather exciting. I knew my military would be decimated, at best, and utterly destroyed at worst.
    So some horrible skulking "nematode" who's name I can't remecomes oozing or slithering it's way across the fields near our fort's underground entrance and I sick my first and only squad on him, The Armored Fortresses. They get in a few good hits, but ultimately they are wiped out. I instantly refill their squad (around 5 dwarfs) with completely random selections with no consideration given to their skills at all, and send them back out there to keep up the assault, and to keep the damned thing from coming into the fort.

    The second squad is decimated, and as the last member drags his legless body away from the oozing, carapaced...thing, I remember my immortal soldier.

    So, with the words "RELEASE THE KRAKEN" ringing in my head, I tear down the walls we built around the doors, unlock them (ALL of them), and give the alleged vampire the order to kill it.

    And it does. The second squad I sent to their deaths definitely softened it up quite a bit, but my vampire farmer walks boldly and calmly up to the thing and punches it square in the face, "bruising the brain" and apparently finishing it off.
    I never got a kill message and the combat log stops after the brain bruising, but it's body was there on the ground so that's good enough for me.

    And after all that, Aban the vampire-farmer and titan-slayer cheerfully hops right back into his cell without so much as a sideways glance. Good boy.

  • RendRend Registered User regular
    edited March 2012
    you guys got me to redownload df. Thanks for that. Started looking at legends, and oh my god is it good.

    This dwarf started out as a farmer. Then one day, he just decided to stop. What did he decide to do? Well obviously the only thing other than farming, which is to hunt down and kill the very first dragon ever to exist.

    Background information? This dragon's history is exclusively murder. He made his days interesting with carnage, and that was pretty much it.

    So he casually walks up to this dragon and starts a scrap with it. Notably, he is not the first person to attempt to kill this thing on its own turf. About a quarter of this dragon's notable kills are those who figured they'd rid the world of this thing.

    Obviously they all failed.

    Miraculously, this farmer wins the fight... but the dragon escapes unscathed.

    So this guy follows the dragon for nine years to finish the job.

    Jesus Christ

    Rend on
  • SarksusSarksus ATTACK AND DETHRONE GODRegistered User regular
    Vampires seem to have turned this game into insanity. The good kind.

  • Anon the FelonAnon the Felon In bat country.Registered User regular
    So I started a new map...I have this huge swath of blue area "Joyous Woods" and stuff like that.

    I immediately started there, knowing nothing about it.

  • SarksusSarksus ATTACK AND DETHRONE GODRegistered User regular
    Filled with necromancers, no doubt.

  • hatedinamericahatedinamerica Registered User regular
    ...aaand I've got another vampire in my fort, maybe several.

    I've decided that if I can figure out who it is before they get caught in the act I'm going to send them to the lever room with my other vampire(s).
    Put them in a squad together and only let them out in emergencies, and you've got yourself an undead hit squad. Just have to keep their excursions brief and specific so they don't wander into someone having a nap or something.

  • Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    KiTA wrote: »
    I don't know what "Flingdeath" is, but apparently they got pillaged 1754 times in the history of my new world.

    Cripes, it's like some horrible blood-spattered version of Venice squared.

    You know you live in one hell of a shitty city when the biggest civil improvement was making all the streets slightly tilted so the blood runs out of the city instead of pooling in the middle. They probably had to have a whole scheduling system in place just to prevent conflicting raids; the only thing worse than getting pillaged every day is getting pillaged twice every day.

  • TIFunkaliciousTIFunkalicious Kicking back in NebraskaRegistered User regular
    so it sounds like vampires are all over the goddamn place

  • KiTAKiTA Registered User regular
    edited March 2012
    Heh, that's a thought -- a dwarven version of Venace. Make an entire fortress on top of an ocean biome, by, I donno, making a bunch of floors from the beach out into the water?. Not quite certain that you could ever find a way under the water though, as getting through aquifers is a big enough pain in the ass. But man, a dwarven mining platform, that would be something to see, heh. What's better, you could replace the "floor out to nowhere" with a bridge once you had successfully found your way underwater, sealing off your fort quite nicely from any goblin dipshits that might want to invade. And once you got a source of magma, whoo boy, that would be a sight.

    Alternately, buckets of lava, poured out onto the ocean's surface? Wouldn't that make a nice obsidian foundation for a fortress?

    KiTA on
  • RendRend Registered User regular
    Is the vampire menace really as prominent as it sounds?

This discussion has been closed.