Names are what individual creatures are known by. Creatures in civilizations that can speak are given names upon birth; most other creatures must be given names by such a civilization. Every member of a civilization has at least two names: a first name and a last name. Creatures are given these names at birth and they are quite random. Unlike most real names, neither name is inherited from the parents. The first name typically is a single word of the civilization's language.
It appears first names are limited solely to nouns. A creature's first name is never translated in-game, unlike all other names. The second name is a compound of two words in the creature's language. It appears that the words can be any two, though Noun-Noun, Adjective-Noun, and Verb-Noun appear to be the most common pairings. The second name is translated to English in several places, such as looking at the creature's profile screen.
Words relating to the creature's civilization's selected symbols are more likely to appear in the creature's second name. Pets and working animals are given names when they are adopted. These names are identical to the standard names of the civilization their owner belongs to.
Unlike real life, pets are never renamed if they become the property of someone else. Only pets belonging to the player's fortress are named.
The working animals of traders are never named. Creatures from civilizations who cannot speak will not have names at all, unless they have been given one by other civilizations, and those who can only speak Utterances will likewise have untranslatable names that appear to be gibberish.
When a creature collects five notable kills typically creatures belonging to a civilization, but also any creature that has scored a notable kill itselfit is given an epithet by its civilization.
The epithet is most often two names, but can also occasionally be one, though each of these names can be a compound word. The words appear to be selected somewhat randomly, leading to epithets that translate as gibberish such as "the Hardy Ring-Cobra of Dashing". On occasion, the epithet can be surprisingly apt. The epithet is translated in the same places the creature's second name is translated.
Animals who are not pets can gain a name by acquiring notable kills or through becoming an enemy of a civilization in World generation. The animal is given a name in the language of the creature it killed.
Most animals who acquire a name in World Gen do not ever acquire additional ones, though it is possible. Animals can acquire multiple names more frequently either in fortress mode by killing your dwarves or invaders, or in adventurer mode by killing your adventurer or members of his party.
Megabeasts acquire names in an unusual fashion.Coming to Steam and itch. I also did an interview with Literate Gamer last month that goes into the graphical release and what comes afterward. Ramps Here's an example of a more gnarly ramp situation which would of course be a ton of upward triangles in Classic DF.
We're still working on shadows and transitions, but it's going pretty well, I think. More ramps Here's another one that also has some hematite at the north side and some brown jasper at the south side. We're hoping to shade the stone around the jasper like the sort of stone it is in, rather than the current lighter color. Additionally, we've continued along with workshops and walls. All of the standard 3x3 workshops are displaying in the game now. Fort Here's a small fort with a carpenter, mason and metalsmith under construction, with a little bit sticking up above the wall.
The smoothed walls use the proper picture now though the color still needs to match the rough stoneand you can also see a constructed wall made from blocks on the top right.
Since many people like to patch up their forts perfectly, and others want constructions to be distinct, the current thinking is to go ahead and allow constructed walls to be smoothed and engraved like regular walls. Engraving constructions is a long-standing request, so even better. Many domestic animals Finally, in Critter News, we have domestic creatures displaying.
I sold all the material in my starting wagon except for a pick and bought up a barnyard full and set them by the water. I realized late that the last dev log was a bit confusing, and that despite how things have worked here for many years, there should probably be some pictures, ha ha.
Please remember that these are all works in progress, and absolutely everything about them is subject to change.
Hill Carpenter This is what I mean by different grid sizes. The visible fort area is made up of 32x32 tiles, while the old interface which we haven't touched yet is 8x12 tiles. You can see some of the week's work in this shot as well.
We're experimenting with ramp shadows there are a few cases there were the shades don't match upas well as ramp shapes. You can see to the left and right of the door how some of the recessed ramps don't match up with the others. There are a lot of different ramp configurations, so this is an ongoing process! You can see here the stockpile and some log items, as well as a placed door and a carpenter's workshop. These are mostly soil walls which will likely be reddish brown later, instead of gray - the game is pulling from the RGB values of the material definitions, and the soil materials don't have corrected colors yet.
Some Rooms In this image, you can see some small rooms underground, where I've smoothed the top portion of the largest room as well as the first small room to the right.
Here you can see the wall shadow effect, as well as the variations in rough stone floor texture and the gem walls where the miners uncovered some rubicelle. I've mostly been working with these shadow and floor textures, but we also got a preliminary dwarf displaying as well!
They are built from several pieces twelve layers currentlyand we'll be able to show a picture of that once it is further along. Mike and Patrick have also done hundreds of creatures, items, workshop, plants and more, and I just have to keep working to catch up with them, ha ha ha. But work continues! The basic support for multiple differently-sized grids is done. I haven't added much tile support yet, so what I saw was just a grass-and-stone field with the menus printed above it, but on the other hand, that was the first major hurdle.
Now I'm just slogging through a list of identifiers and draw commands so the artists can put all of their various art into the game and tweak their existing pictures and so forth.March 1, The March '20 Report is up.
News: February 29, Dwarf Fortress 0.Dwarf Fortress Review - Strike The Earth™ - Praise ᚨᚱᛗᛟᚲ
News: November 21, A new Threetoe story has been posted. News: November 13, Dwarf Fortress Talk 22 has been posted. Forum Guidelines. Please login or register. I'm using Mayday's tileset, and one of my dwarves' name is flashing in the unit list screen. What significance does this have? Jim Groovester Bay Watcher 1P. He's reached legendary skill level. It's the highest displayed skill level, so the unit name flashes to let you know.
Morsigil Bay Watcher. Quote from: Jim Groovester on December 01,pm. Just so you know, my choice of words was deliberate. There are skill levels above legendary, but they aren't displayed. There are five levels above legendary, each improving how quickly work is done or improving the quality of items a dwarf produces. For miners, they just mine things out quicker. Read all about it on the wiki page for skill. That's good information.
I wasn't aware that there were skill levels above legendary. It only works for levels up to 20 for regular skills.
In combat, all bets are off. Quote from: Paul-Henry Spaak. If they're flashing blue, you may want to note the job written next to them, in case it's 'Drowning'. Quote from: Meanmelter on November 23,pm. Quote from: miauw62 on March 29,pm. SMF 2.March 1, The March '20 Report is up. News: February 29, Dwarf Fortress 0. News: November 21, A new Threetoe story has been posted.
News: November 13, Dwarf Fortress Talk 22 has been posted. Forum Guidelines. Moderators: Toady OneThreeToe. If you have improvements to suggest that you think would make your Dwarf Fortress experience more enjoyable, discuss them here. This is the forum for you. You can participate in the only multiplayer games B12 is likely to have anything to do with here. Feel free to start one of your own. Bay 12 Games Forum. Please login or register. Confused about some aspect of the game?
Use this forum. You can post here. Or games by other people. Creative Projects Visual arts, music, writing, and anything else you are working on that you'd like to share. We can help! Most Online Today: Most Online Ever: July 08,am.I'm planting trees with my site. This name generator will give you 10 random town names, which fit Dwarven towns, cities, strongholds, and other establishments. The names are heavily inspired by dwarven cities of the most popular works of fantasy, most of which tend to mimic each other.
There is a wide variety to pick from though, and some names will fit certain types of dwarves better than others. There are many different dwarves nowadays, and while most still follow similar patterns both in terms of cultures and in terms of names, some do deviate from this.
But for them there's plenty to pick from in this name generator as well. To start, simply click on the button to generate 10 random names. Don't like the names?
Simply click again to get 10 new random names. You're free to use names on this site to name anything in any of your own works, assuming they aren't already trademarked by others of course. All background images part of the generators are part of the public domain and thus free to be used by anybody, with the exception of user submitted backgrounds, images part of existing, copyrighted works, and the pet name generator images.
All other original content is part of FantasyNameGenerators. Share this generator. Dwarven city name generator This name generator will give you 10 random town names, which fit Dwarven towns, cities, strongholds, and other establishments. Privacy You're free to use names on this site to name anything in any of your own works, assuming they aren't already trademarked by others of course.March 1, The March '20 Report is up. News: February 29, Dwarf Fortress 0.
News: November 21, A new Threetoe story has been posted. News: November 13, Dwarf Fortress Talk 22 has been posted.
Forum Guidelines. Please login or register. New map names! Read times Mala Bay Watcher Spoopy time! Code: [Select]. I am interested in this and would like to subscribe to your newsletter. Kiktamo Bay Watcher. Absolutely loving this so far probably planned later but a minimap type thing would be useful for figuring out what part of the world you're viewing at the moment.
Also this really makes me wish my adventurer had scuba gear and that there was more things to look at in the ocean. Gearheart Bay Watcher. I like it. It'd make a great fortress viewer as well. Clean graphic style and vibrant colours are very nice to look at. Mala Bay Watcher Spoopy time! Quote from: Gearheart on November 15,pm. Quote from: Japa on November 15,pm. Sweet watching this one. New version is up.
Hummingbird Bay Watcher. Quote from: Reese on February 18,pm. Quote from: Genoraven on February 17,pm. Quote from: Hummingbird on November 17,pm. This looks very promising, thanks for sharing! Jerkald Bay Watcher. Looks good! Nice work Japa. Oh wow. Quote from: Count Dorku on November 25,am. Quote from: Sphalerite on September 23,pm.
SMF 2.Characters include the different creatures you can meet in the game, as well as some Memetic Badasses the fandom has produced. The current default playable race in fortress mode, and a playable race in adventure mode. Known for creating incredibly complex fortresses, and being really stupid. Arrogant pests who demand that you limit your tree-cutting.
There is absolutely nothing stopping you from going to war with them if you don't find these goods worth putting up with them. Your most common opponent in fortress mode.
They will send ambushes, sieges, and child snatchers to your fort. The equipment you can loot from the battlefield is a good source of iron if your fortress doesn't have any, giving rise to the fan nicknames Goblinite the fourth ore of iron, mined by killing goblins and melting down their equipment and Goblin Christmas the time of year when goblins come to get themselves killed to provide good little dwarves with plenty of Goblinite.
Trading partners, and potential besiegers. They're smarter about it than goblins, and more dangerous than elves because they aren't limited to wooden weapons. Small, thieving, "mammaloreptilian" goblin-like creatures with shining eyes and an affinity with poisonous critters. They skulk in caves and thrive in stealing trinkets from other races. They speak in their own incomprehensible tongue and are incapable of communicating with other races.
The world of Dwarf Fortress contains humanoid variations of its animals, often described in-game as resembling a human with the head of that particular creature. There are two distinct types: subterranean animal people tend to reside in primitive underground civilizations and can be playable in Adventure Mode under the right circumstances, while the ones found on the surface are little more than bipedal animals and do not use tools or form societies.
The sapient Memetic Badasses created by DF play or just stories and accepted by the community as such. A cave swallowman who killed one forgotten beast and dueled several others to a standstill and he would have killed them if they weren't bugged before dwarves found him and took him in. A demon created during worldgen with an obscenely high kill count as in in the high quintuple digits.
A human nerd whose short stature and beard led to him getting mistaken for a dwarf and made ruler of Boatmurdered after he got kicked out of his mom's basement. He's obsessed with Wizards and Warlocksand seems to have some trouble telling the game apart from reality.
Ends up being kicked out of his job after opening the door to goblin intruders after he rolled a 20 for the goblin commander. A harsh lawmaker who became ruler of Boatmurdered after one of Sankis's turns. Unluckily, she became ruler again after him, and he had annoyed her by dismantling her tomb. His fate involved elephants and a mysterious drowning.
A military dwarf and the final ruler of Boatmurdered. During his reign, a tantrum spiral caused by the smoke from a burning catapult oh, and the fort being on fire killed everyone but him and a small child. He left to seek his fortune as an adventurer. The most badass dwarven child in the world. Originally intended to be a test subject for a Super Soldier Projecthe surpassed all expectations, climbing up 13 flights of stairs with his throat torn out to the hospital, then he forged a battleaxe fit for Armok himself.
While there have been other Dwarven badasses in the past, what makes Logan so special is that the feats mentioned above happen when he's 8 years old.