Dwarf Fortress Lukomorye. Quick Start - Dwarf Fortress Wiki

41 10

Title: Dwarf Fortress
Released: 2011
Genre: Roguelike RPG - Strategy - Simulator / Sandbox (Sandbox)
Developer: Tarn Adams and the Cat Scamps
Publisher: Tarn Adams
Interface language: RUS (non-final translation) (amateur)
Medicine: Not required

Dwarf Fortress is an ASCII-based game that features a roguelike-style adventure mode (not so fun), and the most popular Dwarf Fortress mode, which focuses on the creation and survival of a small settlement dwarves.

The game has a very steep learning curve, partly due to the ASCII graphics (this build is already graphical), the confusing interface, and the fact that it has arguably the most complex game system ever released. But it's really worth playing.

Before starting the game, you must generate a world in which you will play. This world will be used until you generate a new one. When you die in Adventurer Mode or Fortress Mode, your next game will take place in the same world, just a few days later. You can visit the ruins of your old fortress or take revenge on the monster that killed your hero. If your fortress or your adventurer has done something worthwhile, chances are the game will create a legend about them, which can be found in the Legends section.

The game has been in development since 2002. Note that while Dwarf Fortress is still alpha, the game is fully functional and is undoubtedly very entertaining.

Tears templates completely and irrevocably. Side effect: you will despise all other games.
- A very powerful generator of a very large world. Every unit, every bush is generated (the world, moreover, before the game "lives" without you for several hundred years, for plausibility);
- Unrealistic elaboration. Temperature, weather conditions, moods, body parts, materials, animals, plants ...
- Losing is Fun. 10,000 and 1 way to lose: hunger, cold, flood, magma, enemies, animals, catastrophe, killer carps, dwarf berserkers ...

Several stories that happened completely by accident:

Failed revenge

One day I started building a fortress with a fishing economy. A dwarf fisherman fished out every little thing from a small pond until an insidious pike crept up to him. Fish are monstrous, because they constantly swim, which is considered a continuous pumping of the swimming skill with the subsequent gaining of experience and an increase in all characteristics in general. This particular dwarf fought off the pike, but two of his comrades tried to scatter in horror (in the direction strictly from the scene of the fight) and ended up in the same pond, where the pike immediately had breakfast with them.

The surviving dwarves roamed the fortress gloomily until I devised a revenge plan for them: to drain the pond. Two dwarf miners dug a water tank and a drainage channel under the pond, and a water shutter was installed. The dwarf who broke through the bottom of the pond found there not only pike, but also the remains of his dead comrades, including brand new boots and tools. With inaudible shouts of "good thing, take it," the still-living dwarves ran down the canal into the pond, where they were taken in turn by the pike.

Say a word about poor cyclops

I decided to wander in Adventure mode. In the first city, a representative of the nobility there, immediately after my appearance, somehow unsuccessfully slipped and lay writhing in pain while I examined the surroundings. Without getting anything from him, he went to a neighboring settlement. There I was delighted and asked to kill the evil Cyclops. Well, no question. I went to the Cyclops. Something happened to the Cyclops. When I found his cave and ran into him at the far end, he was not in his best shape. In general, he desperately vomited and fell unconscious. I pounced on him with a sword and began hastily chopping. He did not chop very well, but I chopped off a few fingers and, in general, rubbed them. Finding that the enemy did not even think to wake up and attack me, I put down my sword and began to train Wrestling. For quite a long time I twisted and strangled him in every possible way. Finally, he chopped again with the sword. At some point, the Cyclops woke up, shouted in big red letters that he was a personalized Cyclops and would now kill me, but the next move he lost consciousness again.

I did not understand what happened to him. And honestly, what's the difference? The important thing is that I have not seen anything like this in any RPG (with a predefined plot, or, moreover, random generated). Because it's weird and stupid - you came with a quest to kill a reptile, and he can't get any worse without you. Strange, stupid, but not at all impossible.

I got here to the caves deep underground. the dwarves found my corpse of a dragon and a giant mole there .. and safely fried and ate
though I decided to brick up the entrance to the cave - I don't want the one who killed them to come to me right away ..

There are also jokes when dwarves start sculpting artifacts. and if any glass artifact crowns are normal, and even an artifact bone table is tolerable, then I have an artifact garbage can

1. Start Dwarf Fortress Rus.
2. Bulge your eyes in surprise
3. Learn to play
4. Enjoy the most varied gaming experience in history

Operating system: Windows.
- Hard disk space: ~ 100 MB. The game itself takes about 20 MB, but saves and screenshots (if you do) increase the size of the occupied disk space.
- RAM: 256 MB +
- Processor: The game can be run on Pentium II 500 MHz, but later, as the population of dwarves grows, you will probably feel sad. Recommended: Core2: 1.4 GHz / Pentium 4: 3.0 GHz / Athlon: 3000+.

Screenshots:

Before you start ...

Remember that in this game losing is fun! Be prepared for the fact that you will lose more than one fortress, while you understand the game following the guide. But, losing fortress, you gain invaluable experience the next time you will know why you lost... In Dwarf Fortress, you learn from your mistakes.

So, you decided to plunge into the wonderful world Dwarf fortressbut don't know where to start. It's not surprising, in Dwarf Fortress you can do whatever you want. This challenging game contains a huge world of events and adventures. But before you rush into the maelstrom of fun and trials, you need to create a fortress that stands confidently on its feet. And this is not as difficult as it might seem at first glance.

Stairs

Dig a 3x3 room a little further from your main entrance, and in the middle of it, instruct to create a Downward Stairway with d -j. After the miner fulfills the direction, you will find that the stairs have been dug down, but there is no return stairs up. If you go deeper\u003e, then the rock / soil tile will just become visible there. Now you need to make the Up / Down Stairway by selecting it from the menu with d -i. You can create another one under this ladder, and so on. Thus, you can go into the ground to any depth, but you will deal with this later.

Hard work

The dwarf performs only the work that is exhibited in his work duties. If the dwarves are not given any instructions or in their settings there is no permission to perform certain types of work, they will be loafing around.

For example, if the dwarf has Fishing duties, then he can go fishing. And if you have marked out to dig a site, but none of the dwarves have Mining duties, they will consider that this does not concern them.

Dwarves have carry and cleanup jobs enabled by default, and some other jobs if they come into play with certain skills. This is why you didn't have to set responsibilities for carrying things and digging tunnels, because you originally gave a couple of dwarves the skills of a miner. But you will need to change these settings in the future.

Dwarf therapist

You may have noticed that controlling dwarves is quite difficult and not very convenient. We advise you to try the utility Dwarf therapist, which will make your life a million times easier, especially in the future, when you will not have 7 dwarves, but 200. This utility is also included in the Lazy Newb Pack.

After you're done digging and setting up the vault, look at what job responsibilities your dwarves have. Press v (View Units) and hover over one of the dwarves. Then press p -l to see "preferences: labors". Before you will be a list of works on which you can navigate using the keys - +. If there are several works in this category, then you can enter it by pressing Enter. The assignment / deactivation of a particular duty is made by pressing Enter, if the line is highlighted, then the work is activated. Exit this menu by pressing Esc.

After exiting the View Units menu, let's learn how to quickly find the right dwarf. Press u, in the list that appears, select the dwarf of interest, press c "zoom to creature", and the game will automatically open a window with the settings of this dwarf. After that, if necessary, you can change his work duties with the familiar p -l commands.

Even if the dwarves don't have specific skills, assign the responsibilities of wood burner, furnace operator, wood cutter, plant gathering, gem cutter, armorsmith, weaponsmith, blacksmith, metal crafter, and stone detailing. If any of the dwarves have hunting or fishing enabled, turn these off until you have established your starting fortress. Staggering around the map in search of game or fish, a dwarf can run into a large predator and be killed.

Any dwarf can do any job, even without any skills, as long as there is the necessary tools and materials. Inexperienced dwarves do the job very slowly and produce poor quality goods, but they earn experience points from this and increase their skill over time.

Temporary public zone

Dig another 5x5 or even larger room and use the i key to highlight the area and assign it as m Meeting Area. The markup is similar to the creation of repositories, with the only difference that the zone is first marked here, and then its purpose is indicated. Dwarves out of work will hang around in this area within the fortress and thus be less exposed to danger. Although if you keep the dwarves busy carrying things, then they will not have time to rest

Burial ground

Outside, not far from the entrance to the fortress, you need to arrange a burial ground - Refuse. This is a type of storage, and it is created according to the previously described method. Press p, then select the type of storage r - Refuse and select a zone for it, at least 5x5 cells in size. Placing a burial ground outdoors will allow you to avoid the miasma (stench) that negatively affects the mood of the dwarves. In the future, you will have to expand this storage, as it is quickly clogged with the corpses of various pests. If you notice that all sorts of garbage is starting to appear in your main warehouse, press q, hover over the warehouse and use s to make sure refuse is turned off in the settings. You can also temporarily store corpses on the waste storage until you build a graveyard. But then transfer the corpses to the coffins in the near future: if you don't bury the dwarves properly, ghosts will appear

Felling

Create one more storage outside the fortress, just for the forest: p - w ood. Since it will be temporary, you do not need to make it too large, 5x3 will be enough, 15 cells in total. Later, you will move it closer to your carpenter's workshop.

Press q, hover over your wagon and press x to disassemble it. As a result, the cart will be dismantled, and you will receive several units of wood. Destruction of other buildings is done in a similar way.

Also instruct to cut down a dozen trees near the entrance to the fortress using the d -t command and selecting a rectangular area. It is not necessary to select too many trees, otherwise the lumberjack will spend a lot of time cutting them all down and will not do any other work.

Pasture

If you have herbivores, such as those pulling your cart, they need to feed on grass, otherwise they will soon die without food. Therefore, you need to create a pasture area. Press i, select the patch of grass outside the fortress and label it as Pen / Pasture. Next, press N and select from the list of animals that you want to transfer there. Make an area 10x10 or even larger, so that there is enough grass and they do not trample all of it.

Earth-nurse

It's time to start creating a farm to further feed the fortress. Hopefully you have chosen a location where the soil layer is present. Otherwise, you will have to irrigate the stone surface with fertile silt.

Find a level with soil, for this, use k to get information about the cells of the map, if the tile contains one type of soil, then you can make a farm here. Dig a room for the future farm so that you can only access it from inside the fortress.

Now use the b key to create a 3x3 farm p lot. Some structures and structures are marked differently from digging / cutting areas, storage areas or different areas. Instead of selecting an area from corner-to-corner, it uses the u m k h keys to set the width and length of the leg. So press u m k h and create a 3x3 box in the room you just dug.

If you made a mistake and first created a smaller field, then you can cancel its creation using the q keys - hover over the field - x. You can leave a few small fields, but then you have to specify settings for each.

Do not forget to activate "Farming (Fields)" on one of the dwarves, otherwise the field will never be created.

Use Esc to exit the menu and wait for the farmer dwarf to create the field. As soon as the field appears, press q and hover over the field to get into its settings. You will need to be instructed to grow the plump helmet year round. Press in turn a, b, c, d and each time select Plump Helmets from the list of crops. You can move through the list using the +, - keys, select the desired culture Enter. Thus, your field will not be idle.

Design your first fortress

In this guide, the layout of the fort is a central staircase that goes down into the ground and various rooms around it at each depth, where each underground level has its own specialization (farm level, workshop level, bedroom level, etc.). You don't have to follow these tips, you can plan the fortress as you see fit. The main thing is that all life support systems are underground so that the dwarves do not have to go to the surface again. If your first layers contain soil, then you will have to go deeper to get stone and ore. Bedrooms and dining rooms are best placed on levels carved into rock, as stone walls and floors can be sanded and engraved to add positive thoughts to dwarves. Make the corridors wide, in 2-3 cells, so that the dwarves do not interfere with each other's walking (when they meet in a 1-cell wide corridor, one dwarf falls on the floor, and the second jumps over it).

Workshops

Level -1: Workshops and accompanying warehouses around them.

Make a staircase to go down one level (with d -i) and create four 5x5 rooms around it. There will be four workshops: the Mechanic's workshop, the Mason's workshop, the Carpenter’s workshop and the Jeweler’s workshop.

Use b -w to build workshops, choose a location for workshops in the center of the premises and materials to build them. If you are still digging in the soil and have not reached the stone layer, then use wood (for these workshops the material is not critical). Use the remaining space around the workshops for appropriate storage: (wood for Carpenter "s workshop, stone for Mason" s workshop and Mechanic "s workshop and gem for Jeweler" s workshop.

If any of the structures are suspended, use q to resume construction. This may be due to some kind of stone that interferes with construction. If you have a similar situation, read the next paragraph of the manual about the landfill.

Too good for rough work

Certain types of work can be very important for the initial fortress. Therefore, it is worth turning off less important work, for example hauling, for dwarves who have high skills in masonry, architecture, carpentry, mechanics. Let these dwarves work on the beds, doors, and trap components, while the others haul rocks and clean the floors.

Since you have a new timber warehouse next to the workshop, you can remove the old warehouse on the surface. Use p -x to delete the store and the dwarves will move the wood to the new store.

Now you must instruct your bricklayer to make a table and one chair / chair. To do this, press q, hover over the Mason's workshop and press a (Add new task). In the list that appears, select "Construct rock Table", then press a again and select "Construct rock Throne". If by this moment you have not yet got hold of the stone, then make these items in the Carpenter’s workshop.

Garbage dump

Do not confuse garbage dump with a burial ground. The remains of animals, bones, corpses are dumped into the burial ground and it is the source of stench. The Garbage Dump is where dwarves bring items that you have marked for disposal. These can be any things, even valuable ones, the main thing is that you marked them as trash. You can think of a landfill as a way to move the right item to the right place.

Create an i active zone 1x1, that is, one cell in size, somewhere near the workshops of a bricklayer and a mechanic and indicate that this is g arbage Dump. Unlike ordinary storage facilities, where each cell can hold only a certain number of items, absolutely any amount can fit in a landfill. Therefore, we took only one cage to the landfill. This is a must, because you may need an item in the landfill and it will be much easier to find it on the list.

Press d -b to go to the dump / forbid menu and select the d ump option. Then select the area where the unnecessary stones lie. The dwarves will then transfer the stones to the landfill. Items that have ended up in the landfill are considered prohibited for use. In order to allow them to be used, you need to go to the d -b menu again, select c, move the cursor over the dump and confirm the selection. Items in the dump can be allowed / prohibited one by one, to do this, press k, hover over the dump and press f (if the item is in parentheses, it is prohibited, if there are no parentheses, then it is allowed).

Congratulations! Now you know how to create landfills and give the command to take the trash there. Now you are head and shoulders above any beginner. Sometimes it takes people weeks to understand the mechanism for creating landfills.

Trading area

Build the Trade Depot using b - D in the 5x5 space we dug near the entrance. Caravans with goods will arrive here and here you will trade with them. Do not forget to check the reachability of the area for the caravan carts (via menu D).

Bedrooms

Hostel

When the fortress is still small, the dwarves can have one large dorm room where everyone can rest together. However, dwarves prefer to have their own bedrooms. You can do each one a room right away, or create a dorm and come back to individual bedrooms later. You will also need to create an office room.

Continue inward, using the ladder to descend about 7 levels. Just do one d-i ladder.

On the last level, make a corridor and rooms along it, these will be bedrooms. Dwarves do not need too much space, a few 1x3 rooms will be enough, as shown in the screenshot. Then you can sand the walls, put the furniture of average quality and order.

You definitely need to appoint someone to positions: broker ru, bookkeeper ru and manager ru. It is best to appoint your expedition leader to all three of these positions. It's okay that these duties fall on one dwarf, they will not take much of his time.

Having a manager will make it easier for you to issue tasks for the production of goods. The clerk will take a complete inventory and on screen z you will see a complete and accurate list of the items you own. A sales representative is needed to trade with the caravans that will arrive at your marketplace.

Nobility and administration screen. The red label will disappear as soon as you assign an office to it.

Don't worry about being chief medical dwarf. He / she will only be required when you create a hospital, but that is beyond the scope of this article.

Once you have assigned an accountant, highlight it and press s to set the highest precision. With this setup, the accountant will quickly improve his skill, plus you will always know the exact, not the approximate, amount of inventory.

Offices

Some administrative positions (manager and bookkeeper) require an office to function. If the manager does not have an office, then he will not do anything, although he was appointed to this position.

At this stage, you can move on to the production of furniture. In principle, tasks for its production can be manually set in specific workshops, but since you have a manager, why not give him some practice?

Select the manager screen j -m, press q to create a new job, and type "bed" - the system will narrow the list down to a single item "construct bed". Set the number to 7 (although no one bothers to immediately make 9, two more dwarves usually arrive in the same year) and after that select chests of wood or stone (chest), eight doors, seven cabinets (cabinets), at least two tables and two chairs or armchairs. Tables and chairs will go to the dining room, which we'll talk about now.

Food block

Above the residential area, right next to the stairs, create 4 more rooms. One for food warehouses, one for the Dining room, one for the Kitchen and one for Still (distillery). In the kitchen, you will prepare food, and in the distillery, you will produce alcohol. Make rooms 5x5 for kitchens and distilleries, but much more space should be allocated for the food warehouse and dining room, for example, 10x10. In the future, the dining room and warehouse will have to expand even more, so make sure that this is the case.

Use b -w to build still and kitchen. Then create warehouses f ood stockpiles around the kitchen / distillery as well as a separate large one.

Since you now have a special warehouse for food, you need to disable food storage in your main warehouse. Move to the level with the main storage, press q, hover over it, press s ettings to go into settings, and disable food - d isable Food. As a result, the dwarves will drag all the food supplies to the new warehouse.

Press z and select at the top Kitchen, then prohibit the use of plants for cooking, Cook should be lit in front of them, and allow Brew to be used to make alcohol where possible. Alcohol should also be banned from cooking, and dwarves are more likely to use it neat. The use of alcohol by chefs should be allowed only if your warehouses are full of alcohol and there is simply no other food.

Storage space

Configuring storage

See the storage subsection of this article for more information on optimizing the use of your warehouses. These instructions are completely optional to follow, just explain how best to manage your inventory.

Start making wooden crates, with their help your stock will take up much less space in warehouses. While food is stored in barrels / pots, all other items are stacked in boxes. Boxes reduce the amount of work needed to carry goods, since many more items can be carried at a time, this is very useful when trading. Therefore, continue to cut the wood, you need a lot of boxes and there are always not enough of them.

Further development

At this point, you should have created a main entrance, as well as farms, main warehouses, a repository (for waste) and a trading platform. Also, you must have built workshops for a bricklayer, mechanic, carpenter and jeweler, surrounded by appropriate warehouses and an area for dumping garbage (excess stone). You should also have a furnished dining room with kitchen, distillery and food storage, living area with furnished rooms and an office. Also, choose someone for leadership positions, and optionally it is worth having a fishing workshop, butchery, artisan workshops and others.

This way you have all the ingredients for a minimal but functioning fortress! The next steps will make it safer and more secure, organize the production of metal, and then the training of troops.

We meet immigrants

Several immigrants will come to you soon, if not already. When this happens, count their number to make extra beds, doors, wardrobes and chests for them, because every new inhabitant of your fortress also needs a bedroom. Take a look at their skills. Here again, remember the indispensable utility Dwarf Therapist. All dwarves who have useful skills have jobs that match those skills. Hire all useless dwarves to work as a Furnace operator, but thieves and kidnappers almost always pass through them. In the future, keep increasing the number of traps. However, remember that traps are impassable for caravan wagons.

Guard animals

Drawbridge

What's next?

Congratulations! If you followed all the instructions, then you should have got a fortress that is able to provide itself with the most necessary, and now you can start experimenting and explore various interesting aspects of the game. Wait for the invasion of goblins, forgotten creatures, titans, dragons, giants and other creatures that will disturb your peace. It is an integral part of the fun of the walls and floors.

You are free to choose your style of play. Some players do not specifically create traps to defend their fortress, some begin to engage megaprojects immediately after the start of the game, some never dig deep into the earth, but create a land castle or city (like some people or, God forgive me, elves). Someone copes with enemies by flooding or completely isolating themselves from the outside world.

To whom the usual ways of getting pleasure are not enough, they can arrange special tests for themselves or turn their attention to one of the modifications of the game.

Feedback

If you want to discuss this article, make comments or suggestions, write on the discussion page of this article or forum.

For beginners
About the game - Guides - FAQ
Quick start in Fortress Mode -

The file contains an already generated world and two starting saves.

Running the game

Run Lazy New Pack .exe... If you are not satisfied with the size of the window, then go to DwarfFortress \\ data \\ init \\ init .txt and replace the window parameters, for example:

GRAPHICS_WINDOWEDX: 800 ]

Launch, click Play Dwarf Fortress! ... In the game menu, select “Continue Playing” to start the saved game.

After loading, you will see three working windows in front of you: a local map, a menu and a fragment of the world map. The first thing to do is to press the space bar in order to pause the game.


Click “
Tab ”To close the world map and the local map took up 2/3 of the screen.

Let's take a look around. We can move around the map of the region with the ← → ↓ keys, or at a tenfold speed with the Shift + ← → ↓ keys. If you are lost then click "F 1 ”, this will return the camera to its original position.

Dwarf fortress 3D game presented on a 2D map. To indicate vertical height, useZ coordinate (lower right corner). Each level has its own number, to move between levels use “Shift +<” для перехода вверх, и соответственно“Shift+>”(In some versions, just"\u003e ","<") для перехода на уровень вниз. По практикуйтесь.

Note that the game is sensitive to the registry, and if the controls do not respond to you, then check if the “CapsLock ”Or there is another language.


Mine craft.

What should we do? ATDwarf fortress we are trying to build a thriving dwarf community, as safe as possible from all dangers and evil lurking in the outside world. For this we will build a fortress! Preferably underground. Let's look for suitable rocks.

Dachshunds to command our miners to start digging

  • Press “d ”, The right menu has changed, you entered the sub-menu“ instructions ”
  • Let's press again “d ”(Mine ) to select digging
  • Move the cursor to the rock and select the desired area by pressing “Enter ", By moving the navigation arrows and again"Enter ”. You will see that the selection has changed.


Our miners will not start working until you exit the "instructions" menu and pause the game with a space. Note that dwarves will only work if they can get to the specified location.

At this stage, you don't need to worry about making the fortress perfect, you just need to understand the basic control mechanisms.

Give instructions to the miners to dig a few more rooms. If you made a mistake in specifying the size of the premises, you can click “d ”and then“ x ”To cancel digging in the selected range.


We chop trees. We collect plants.

Digging in the dirt and chopping off stone is cool, but we also need wood to make some beds. Let's indicate the area in which logging will take place.

  • Click “d ”, We went to the instructions menu
  • Press “t” ( chop down trees), and select the desired area, specifying the extreme coordinates, press “enter "
  • Selected trees will be marked

Ripe berries that are in abundance on the surrounding bushes will also come in handy to collect them:

  • Click “d ”, We went to the instructions menu
  • Click “p ”(Gather plants), and similarly indicate the area for collecting plants

Let's admire the work of our dwarves. As soon as our miners finish we will start our further work.



First farm

Farms will be the main source of food for most of the game time. Therefore, it is very important to create a farm as early as possible, because we do not want our dwarves to starve to death. We already have a dug room where the farm can be placed.

  • Press “b” (building ), we went to the build menu
  • Press “p” (Farm plot ), chose to build a farm
  • Move the cursor to the place where our farm will be
  • Using the keys “u ”“ k ”“ h ”“ m ”, Set the size of the farm area to 6x 6
  • Press “enter” and the green area will turn brown. If she blinks it means the dwarf is moving towards her.

At that time, she had been in the alpha stage for eight years. While I was gathering my thoughts, the game had a great time to transform, but something remained unchanged: Dwarf Fortress is still only an alpha version. Alpha turned ten yesterday. It's time for a little preview!

But small it, alas, will not work. I could just retell the bunch of awesome stories that Dwarf Fortress generates continuously. Like the one about the bronze colossus walled up in the walls (available on the net). Or his own, about a bed of pig bones. Or one of those that developed on our broadcasts.

But first, let's figure out what a game is all about.

Large strokes

The inhabitants of our planet, from cave dwellers to people of the industrial age, sought to reflect reality as accurately as possible. Over time, brushes of artists were getting closer and closer to photorealism, to full imitation. Then came the era of decadence, and pictorial thought switched to the transfer of images. And the authentically painted cheeks of the mamsels are a concrete sarcophagus for images, not a showcase.

Dwarf Fortress uses ASCII pseudo graphics. Any other graphics (except for the most primitive texture packs) simply will not allow the game to start, so much is calculated in it.

Once a game thought made exactly the same somersault. The graphics have evolved from year to year. But the content became more and more simplified (compare, for example, and). This is also development. But there was decadence on our street too. The brightest star of the new revolution is, of course.

However, it was not Markus Persson who first neglected form for the sake of content (otherwise his super sandbox would not have started at all). Before him, external plausibility was abandoned, for example, Introversion. - the best fictional work about a nuclear war, presented in the form of pictograms, a gloomy map of the world and the inscriptions: “20 MILLION KILLED”. But that was an exclusively stylistic move: Introversion, like thousands of other independent studios, would not have damaged the content by making it “rich”.

Dwarf Fortress, once the inspiration for Marcus Persson, was the first ideals of content that have never been surpassed. There was simply no room left for the filing. But it is not so necessary - the game simulates the world, its laws and properties, and not the outer shell.

In the cave of the mountain king

There are two main modes in Dwarf Fortress, and the first one has exactly the same name, "Dwarf Fortress". You can argue, but I think that this is the beauty of the game.

Sleeping compartment: the rooms are small, but luxuriously finished: smooth floors, engravings on the walls, furniture inlaid with stones.

So, the fortress. We take a starting set of colonists - seven brave bearded men - and a set of useful things for the first time, whether it be food, weapons or livestock. If you want - choose an expedition yourself, if you don't want - take a standard set for all occasions. In any case, your team will arrive and the game will begin.

Dwarf Fortress has no goal. Formally your task is to establish and maintain a thriving fortress, dug into the rock or built on the surface. In practice, this is exactly what the player does until he progresses to the point where he wants something extravagant.

You have at your disposal a medium-sized square plot of land that is virtually limitless in depth. The camera from the top view observes only one horizontal slice, and the rest have to be flipped. And besides, often - the fortress of the dwarves always grows vertically. It is useless to fight: if you "artificially" slow down this process, the stronghold will quickly take up the entire available cut.

Huge caves are a problem that you will certainly encounter in the course of geological exploration. To flood them with water from the surface is also a decision, albeit controversial.

The traditional appearance of the den of the bearded men is a multi-storey network of tunnels and rooms dug in the rocks. Not all dwarves will dig it, but at first it is the only one you will equip with a pickaxe and appoint a miner. There are plenty of activities for underground booze without digging tunnels. One listing of industries will put an entire genre of role-playing games in an uncomfortable position: stone work, woodwork, fishing, jewelry, health care, hunting, agriculture, blacksmithing, engineering, architecture ... And in each industry there are many separate professions, from the usual blacksmith to soap maker and beekeeper.

Disaster physics

The mechanics of Dwarf Fortress have an obscene amount of internal systems. For a start, the dwarves want to get drunk. Without food, they will last for some time, catching rats and eating them along with the skin. But without a mug of beer on duty, dwarves will have to drink water, and from the forced sobriety, their mood spoils.

How do you get a drink? Grow some kind of culture (you need a farmer) and ferment it (you need a brewer). Just? But after all, dwarves should still cook food (cook) from meat (butcher, to whom the hunter will bring the carcass), fish (fisherman and kitchen worker), plants from the farm (again a farmer) or wild plants (herbalist). And if you have a cattle, then a milkman, a cheese maker, a sheep shear and you never know who else will come in handy. Even more detailed production chains are associated with weapons, medicine (five professions in medicine alone!), Furniture, construction, goods for sale ...

The most crooked part of Dwarf Fortress is the "personnel" management. It is solved by programs like Dwarf Therapist, without which commanding at least a hundred dwarves is sheer hell.

Dwarf Fortress lives according to very complex laws, which are not, perhaps, in any other game - except in scientific simulations. So, there is the physics of flowing and standing water. There is the mechanics of communicating vessels, groundwater, pumps. A stormy stream easily knocks down an adult dwarf, and let Armok so that there is no sharp turn on the way, otherwise it will smear on the wall.

With solids it is easier. Mountain and soil massifs consist of conditional cells, which are conveniently represented by cubes. But Dwarf Fortress does not understand words such as "stone" or "soil", because there are more than two dozen types of soil alone - there, however, includes sand, peat, and river silt.

Whether it is rocks. There are dozens of them. Dug boulders are the backbone of the dwarven fortress economy. Metal ores are used for smelting. Lumps interspersed with ornamental and precious stones will fall on the jeweler's table. Coke will be made from coal, and smelting furnaces will be melted with it. The plaster rock is crushed into powder to fix the fractures. And from not so useful rocks they will make doors, tables, food pots, mechanisms and workshop buildings.

Orders are distributed through the manager: you place an order, the manager endorses it, and the dwarves start working.

It is useless to describe the entire dwarven industry: it is incredibly vast, and if you want to achieve sufficient autonomy, you will have to develop almost everything. Besides, which is impossible by definition. There is no grass and nowhere to graze cattle - there will be no meat industry either. Bare rocks around instead of forest - there will be no woodworking industry, and timber will have to be purchased from visiting caravans. It takes many days to just understand all industries, all production and logistics nuances. The fortress does not have a ceiling for development, the longer you play, the more you will find ways to enrich and secure it.

And the clearer you will see the web of interconnections. The magma sluice must be made of refractory rock. Drinking water in the well is only running water, otherwise any drop of blood will poison the entire reservoir. You will find that selling an artifact very upset its creator, even to the point of falling into tantrum - a fratricidal frenzy that only your soldiers can stop. And then you will be surprised why your charges are sleeping so badly, forgetting that noisy excavations are going on three floors below. Every good strategy is rife with such details, but only in Dwarf Fortress do they form a significant part of the game itself.

This has created such a close and dedicated community around the game. I'm not even talking about the number and quality of internal memes (Urist McStepid, killer carps, atomic disintegrator, tantrum spiral and a lot of others). And the community has gathered collective wisdom on the gaming wikipedia, without which mastering the game is comparable to space exploration.

Bearded children

One of the main problems of any underground fortress is its inhabitants. The seven first settlers will eventually turn into a population of several hundred beards: migrants from other dwarven forts will come, children will be born and grow up, a bearded nobility will settle, and there, you see, the king himself will move his court to your lair. And every dwarf is a person full of thoughts, desires, and prejudices.

Of course, dwarves also have the needs that are common to indirect control strategies: eating, drinking, sleeping. But their satisfaction is almost unlimited. One bearded man is sleeping on the floor, because he did not have enough bed, and accumulates gloomy thoughts. Another is reclining on a bed of ginkgo wood, inlaid with dragon bone and opals, and is increasingly enjoying life.

Such thoughts arise in dwarves for any reason, including family events, relationships with colleagues and neighbors. Even simple work can make a dwarf happy or sad. You can describe social mechanics until the morning, but I will try to express it with one example. The bearded men, who did not leave the fortress for a long time, will receive a charge of sadness, as soon as they see the sun - because the cave adaptation has come.

The soldiers spend most of the time training, which is incredibly happy. And during breaks, they can briefly return to civil matters.

The longer you play, the more your fortress is at risk, and every danger threatens to turn into another story for your piggy bank. One day, vampires and werewolves will come to visit, and if the latter are easy to beat, then the bloodsucker is almost no different from the dwarf. With a lack of witnesses to his atrocities - and the game has a simple system of justice and imprisonment - a visit from a vampire will turn into a middling detective.

The fortress is engulfed in fun

There will be sieges. As you sniff out a gold mine, greedy goblins will sniff you out. And to collect and arm the militia is one of the most difficult tasks for a young fortress. It is necessary to forge swords, train the soldiers, and allocate barracks. The combat mechanics are beyond manual control, but there are tons of all kinds of techniques and there is no HP scale - only body parts, only hardcore. Hope you've stocked up on disinfectant soap and stitching threads. If not, then not all warriors will celebrate their triumph.

The further, the more stupid and funnier you can destroy your fortress: from an accidental shortage of liquid to total flooding with magma. At this time, you come to the idea of \u200b\u200bhow true the folk wisdom “It's fun to play!” Is true, because only the most epic, the most grandiose failures give birth to your personal chronicles. But I don’t consider the purposeful pursuit of death to be the only entertainment. Even in the most peaceful fortress, there are adventures that you want to remember.

And if you settled in a dangerous area ... For example, if you are besieged by a necromancer, it would be better for him not to see your warehouse with oyster shells, otherwise your collection will have a story about a king pecked at dead shells.

Seven tabs, almost a dozen different sores each.

And the longer the game remains in development, the more mechanics it has. More and more options for “fun” are becoming possible. Therefore, you most likely will not see a review on this site. Dwarf Fortress is made by two enthusiasts, Tarn and Zach Adams, they live on generous donations from fans (up to eight thousand dollars a month!) And do not intend to stop. Ten years in alpha, fifteen years in development, and before release ... but why is it needed? To unveil version 1.00.00 and cut the ribbon?

The most monstrous flaw in the game - the entry threshold - will never be fixed anyway. The graphics of Dwarf Fortress will definitely not get prettier, and they promise to bring the controls to mind for a very, very long time. However, ASCII has its advantages. The first days your eyes will bleed (and you still have guides to read), but the imagination will finish painting the most impressive pictures. If you need it, of course. Not everyone likes it when the game leaves you alone with yourself and with a set of tools, even extremely rich ones.

* * *

I was here more and more crucified about the value of the game as a generator of stories and specific "fun" (in the language of dwarf breeders, "fun" means a terrible disaster). But Dwarf Fortress is allowed to play however you like. For example, in adventure mode, the game turns into a roguelike. You can also just settle the fortress neatly and peacefully. Or embody crazy ideas, like a huge tower made of dragon soap or a dining room in hell. And no one bothers to let everything take its course and see what happens.

But I warned you. When you play it out, your friends will have a hard time: you will torture them with your incredible tales of the misadventures of the dwarves.

From Dwarf Fortress Wiki

We also recommend that you read the guides Fast start (the most relevant at the moment) and Development strategies... May be useful Illustrated tutorial

This guide should help budding players build their first fortress and gain the basic knowledge that will help keep their dwarves alive. If after reading the manual you still have questions, ask them on the forum in the section. And don't forget the Dwarf Fortress motto: Losing is fun! "

There are many video tutorials on YouTube, including in Russian. Mastering the video tutorials in the game is much easier and more enjoyable.

We will discuss the process of generating the world, choosing a landing site, acquiring skills and items, playing in the first month or so. The game settings are described in the technical tricks section. The advice here is more about playing cautiously; with a little experience, you can diversify the style of play, add dangers and drive, choosing a starting location. The presentation of the material is made in a concise form. For more information, visit the links here and other dwarf wiki pages.

You may be more comfortable using the graphical version. The Lazy Newb Pack is recommended as it contains several types of graphics and many irreplaceable utilities.

It is also worth warning: the game implies a narrow specialization of the wards: lumberjack porter engineer can only exist at the beginning of the game! Yes, and pay attention to macros - you will save the keyboard.

World generation

First of all, after starting Dwarf Fortress, you can select the "Create a world" option. You have two options: create a fractally generated random world, or recreate one of the generated worlds using a specific seed.

However, beginners are advised to create a world using STANDARD template, so just hit Enter to continue. The game engine will start creating a random world for you. During the generation, you can see how the worlds are rejected by the engine before the calculation of rivers and lakes begins. This is normal, and randomly generated worlds that do not meet certain criteria are rejected.

Generating a random world from a standard template can take a long time on most computers. If you want to quickly get into the game, then select Design New World with Parameters from the start menu instead of Create New World Now! and specify the size of the small or pocket-sized world instead of the standard standard-sized world.

(Later, once you're comfortable with the game, you can go back to world generation and experiment with different world creation settings)

You can also use ready-made saves, for example, with obsidian. - THIS VIRUS LINK

Location selection

Interface

If you already have at least one world, but without fortresses, you just have to select "Start Playing" in the main menu. Select the next mode "Dwarf Fortress" and you will see a window divided into four parts, like this:

You can move around the map of the region with the ← → ↓ keys, or at tenfold speed with the Shift + ← → ↓ keys. The region map is huge even in standard size, so there is also a world map (World) showing where in the world you are at the moment.

Your next step will be to choose a location for your fortress.

Environment

You can find out all the details by switching between the different modes. The interface has 5 modes, you can switch between them with the TAB key. They, in turn, show the following:

  1. Temperature, number of trees, number of plants and a hint about the type of environment in the center of the rectangular frame.
    • Take another look at the example picture. You see, it says there is no forest or vegetation on the selected site (the mountains are too high for anything to grow there). But this only applies to the central part of the Local area.
    • Note that the Local area includes some trees and vegetation around the edges, which will usually be enough for your needs.
    • To get information about other parts of the map, press F1 F2 F3 or F4, and you will see different types of biomes.
  2. Neighboring civilizations capable of interacting with you. Other settlements are marked with different symbols on the Region map.
    • You will most likely want to have dwarves in your neighborhood so that there is an influx of migrants and a trade caravan of dwarves to come. However, sometimes dwarves appear out of nowhere - it is impossible to settle where they are not.
    • Not bad if you can trade with humans and elves.
    • Goblins present a problem, but there is no way to escape their attacks other than by taking cover on the island. In any case, at some point in the game you will be attacked by goblins. You just don't need to place your first fortress right in the center of their fort.
  3. Your dwarf civilization. The choice of civilization can have an impact on trade or immigration.
    • For example, one civilization has certain types of meat, while another may not. Pay no attention to this yet.
  4. Relative elevation. This is a general topographic map that you can use just like maps in real life.
  5. Slope angle, steepness. This mode will show you large rocks.

The last two modes allow you to understand the landscape of the region. Try to avoid slopes of 4 or more, as maps with tall objects put more stress on the computer's processor. On the other hand, the plain will be too boring, the best choice is a map that contains small elevation differences - from 1 to 4.

Location

This is not particularly important for your first fortress. However, there are some basic principles to help you decide:

  • Many trees and plants satisfy the need for food and wood for your fortress.
  • The river is a constant source of water. Lakes and ponds have a limited amount of water and tend to dry out.
  • The temperate climate is one of those that has pronounced all four seasons. Hot (scorching) and frosty (freezing) climate means extreme temperatures. As in real life, it is much more difficult to maintain life (and therefore your fortress) in such adverse conditions.
  • Try to stay away from locations marked "terrible". Starting the game in the goblin lair itself is also not a good idea.
  • Magma is fine, but not necessary. Also next to the magma you can find the Magma-men and other belligerent creatures.
  • An area with groundwater will require some engineering work to get to the rocks. You will be warned if you choose an area with groundwater. Avoid these places.
  • Is it all the same? If you like what you see - go ahead! You can always start over. And remember the DF motto: Losing is fun!

Fortress size

After you have decided on the location of the fortress, you need to choose its size. The advantage of the large size of the game map is more raw materials, more variety of rocks, the ability to include the desired areas of the terrain (such as a river, forest or magma outlet) The disadvantages are lower game performance, a higher chance of merchants not getting to your retail space in time, and the risk of losing immigrants while they get to the entrance. (Remember that you can dig very deep mines, and even a 3x3 pad can yield more raw materials than you need.)

You can change the size of the map for the fortress with the SHIFT + h k u or m keys.

Note: on the IntelCore i5 - 2410M processor with a 5x5 card size, no lags were noticed, with 6x6 - microlags.

Getting started

When done, press e to embark. A warning may appear if you have chosen a rather difficult location.

Acquisition of skills and items

In different versions of the game, the number of points and prices for goods may differ from those listed below. This is not critical, just keep in mind and don't be surprised.

After choosing "Embark!" You have two options: accept the standard settings or prepare for the journey more carefully. We'll choose the latter as we want our dwarves to stay alive.

Next, in the role of a dwarf, you decide who will go with you and what to take with you on the road. At your disposal 1324☼ (for version 0.34.11) for the following purposes: the choice of skills for dwarves and things. Some items will already be selected for you, but you may not want to take most of them with you.

As with choosing a site for a fortress, there are many ways to form a team of dwarves and choose items. If you don't like the build presented below, then you can visit the section on starting builds.

Skills

First, remove all items from the item select page. Thus, you will receive the required number of starting points to increase the skills of your dwarves. Using the key - on the additional numeric keypad you can get rid of things. Similarly, you can increase the number of items for purchase using the + key on the Numpad (on keyboards that do not have a Numpad, press the + key while holding the Shift key. The regular + and - keys on the keyboard will not work).

  • Proficient Miner / Novice Judge of intent / Novice Appraiser / Competent Gem setter. Experienced miner, aspiring intent appraiser, aspiring appraiser, skilled cutter... This dwarf will most likely be chosen as a leader (as well as an advisor to others) and will serve as your merchant, manager, and accountant. When he is free, he will be able to take part in mining operations, and later he will decorate your goods with jewelry.
  • Proficient Miner / Proficient Mason. Experienced miner, experienced bricklayer.
  • Proficient Woodcutter / Proficient Carpenter. Experienced lumberjack, experienced carpenter.
  • Proficient Grower / Proficient Herbalist. Experienced farmer, expert herbalist... If you know how underground farms work, you can combine a Proficient Grower with a stonecrafter, bone carver, glassmaker or clothier in order to produce more valuable items for the trade. The herbalist is useful on land farms. In addition, farms with it give more yield.
  • Proficient Building designer / Proficient Mechanic. Experienced architect, experienced mechanic.
  • Proficient Weaponsmith / Proficient Armorsmith. Expert armorer, expert armorer... If you want to equip your dwarves in the future with weapons and armor, you need a master in these skills.
  • Proficient Brewer / Proficient Cook. Experienced brewer, experienced chef... A professional chef prepares high quality food. Delicious food will make your dwarves happy and therefore easier to play.

The above skills will cost $ 480, but they are worth it: once you start the game, skills are harder to improve than to make money.

These are the skills we suggest you take for your dwarves. If you are very afraid for the food of your dwarves, you can take a fisher / fish cleaner instead of a gunsmith / armorer), but this is hardly necessary. You can also lower the skill of the architect, as it only improves the quality of the rooms and is not so necessary in the long run.

Things

You will have 1580☼ at your disposal (in version 0.42.06 - 1049☼), with which you need to buy various items that the dwarves will take with them. If some items are not available, please ignore. We'll take care of them later.

If the item is not in the list, you must add it there: press n, find the required item and press Enter. Do not forget that the pages with objects can be quickly flipped with the Page Up and Page Down keys, and many objects can be searched by name, it is enough to start entering letters, without any additional choice in the list of items, this will greatly simplify the search for an ax and a pickaxe.

If there is a sufficient layer of soil (soil) above the rocks, then you can dig the farm directly in it and do without irrigation (irrigate). If possible, this is the preferred option for beginner players. If you still want to make a farm in rocks, you first need to flood this area with water. After the water dries up, dirt remains, into which you can already sow seeds. Read the irrigation article for more information on this.

Once you have a plot of land suitable for crops, go to the build menu b, find "Farm Plot" (or just press p), then use the u m h k keys to set the size of the plot and press Enter. Then your farmers will prepare the soil for sowing. The size of the 5x5 field will allow you to survive the winter.

When the field is ready, select it with q and specify the crop to grow there. You can set the crop rotation for the whole year. Press a for spring, b for summer, c for autumn, and d for winter.

Usually, each plant has its own ripening season in the year, but plump helmet mushrooms can be collected all year round. At the beginning of the game, most likely, you will opt for them, since they are easy to grow and use. Dwarves eat them raw, prepare or make alcoholic drinks from them.

Trade

In the first year, a caravan of dwarves will come. To be able to trade, you must have a market (Trade depot) by this time. The leader of your outpost will meet with the liaison to discuss what items to bring in next year. This meeting can take place anywhere on the map, but office is preferred. It will not be difficult for traders on horses or camels to reach your fortress, for them there is no problem of stairs or doors: the main thing is that they are not locked. It is more difficult for dwarves and people with wagons to get to you, they need a road 3 cells wide. After building the market (trade depot), you can press D or (shift-d) to check if the path is clear for the van. Cells with green “W” indicate that the vans will pass in this place, if the screen says “Depot accessible”, then the vans will be able to reach your market.

What can you trade. If you have any spare mechanisms, sell them; they come at a good price, especially if they are well made. You can build a Craftsdwarf "s workshop and make various knickknacks out of stone for sale. If you bring an experienced stonecrafter with you - great, if not, then it's okay - an inexperienced dwarf doing this craft will quickly pick up professional skills If you have high quality cooked food, and there is a lot of it in stock, you can think about selling it, but do not forget about the imminent first wave of immigrants (immigrants) to your fortress.

If you managed to kill someone who attacked your fortress, then there should have been clothes, armor and weapons, most of which are not suitable for dwarves. This can be a good help in the long run - one pair of silk socks or a shirt will be enough to buy an anvil.

To start trading, you need to use your market. Press q, hover over the market and press r to set the task "Trade at depot" (trade), make sure your broker is not carrying stones or anything else. Having done this, we proceed to the next step - the delivery of goods to the market. Press g, a list of goods in your warehouses will open, select from them those that you want to bring to the market with the Enter key. Once the broker and commodities are in the market, press the t key to start trading.

If your broker does not have sufficient Appraising skill, you may not see the prices of items, only their weight (marked with a gamma symbol), and you only have to guess what you can exchange for.

What to buy? An anvil if you don't have one. Logs, crops, booze, cheap meat, and raw materials that you can process. In short, all sorts of inexpensive supplies that will come in handy. Don't buy cheese or giant cave spider silk - they are too expensive and not really necessary at first. If you find yourself in an area where it is impossible to produce steel (steel), pay for it, order the caravan itself steel or items from it for the next year.

When requesting goods from the caravan for the next year, you can set the desired priority. When the priority is raised by 1 level, the price increases by an average of 20%. So by setting the highest priority for any product, you will receive it in large quantities, but pay double the price.

What's next?

By this time, your small fort should be completely self-sufficient, not burdened with attacks by animals, collapses in mines and nervous breakdowns of its inhabitants. Now you can put a little extra emphasis on luxury: for example, assign each dwarf a separate room, start crafting valuable handcrafted items, implement crazy engineering projects, and boost alcohol production.

  • Make a well, having received a source of water that does not freeze for the winter like rivers and lakes.
  • Build a craftdwarf's workshop and start producing handicrafts for sale.
  • Start smelting the ore that your miners find in the bowels of the earth.
  • Build a liquor store to brew more alcohol for your undying dwarves. Of course, they can drink water, but they become much happier and begin to work faster when they get drunk with wine to the eyeballs.
  • Make a private room for each dwarf, with a bed and preferably a rock coffer and a rock cabinet.
  • Using the zone menu, designate a meeting hall for dwarves, specifying from which sources to take water for drinking.
  • ).
  • Make a military unit of several dwarves.
  • Search for iron, gold and gems by digging tunnels (exploratory mining).

And when you feel more confident in the game, you can try something more interesting or extreme, like survival on a glacier. Don't forget the most important thing Losing is fun!