Dwarf Fortress is basically a perpetual beta with lots of major bugs as it is, but especially brand new major versions like this one usually have multiple game-breaking bugs, including crashes, corrupted saves, etc. It would be a shame if people willing to give it a try would give it up due to the poor quality of the initial release of a new major version.
Dwarf Fortress is a truly unique game and really worth putting in the effort to learn simply due to the stories it generates as you play.
Here's an example of a story that happened to me. https://www.reddit.com/r/dwarffortress/comments/1mb0cw/the_s... Note this story is in no way embellished by me. Everything described there was actually simulated within the game.
World gen works with different parameters and will scrap worlds that are generated with in compatible conditions (e.g. There aren't enough evil biomes to support the minimum number of goblin fortresses).
edit: some quick googling led me to this: https://www.rollapp.com/app/dwarffortress
Looks like you can't save but at least I can get a quick idea of how it feels like
You can turn off temperature in the config file if it takes too much cpu time though, in which case everything just has an assumed temperature, with no heat flowing around to change it.
Out of curiosity, how do details about these things become known if the code is not open sourced? Is it in official documentation somewhere? Is there any sort of list of these ridiculous examples of awesomeness?
Since the learning curve is high, the best way to start understanding it is to first learn how to play. From there you can start tinkering with the available mechanics.
It also tracks nerves and blood flow in a generalized way; any strike which penetrates or cuts the tissue layers has a chance of damaging the nerves in that body part. Nerve damage may or may not heal with the rest of the wound, and that will cause chronic infirmity or paralysis. Blood loss can cause dizziness or loss of consciousness, etc.
The combat logs are quite thorough, and after your first combat (which includes hunting and sparring) you'll quickly see how each actor is choosing from a "menu" of possibilities that varies from moment to moment. If one combatant loses a hand, they won't be able to strike with it, and nobody else will be able to target it with an attack.
If you then play the Adventurer mode, which is part of the same game but played as an individual character's perspective, you can see those menus reified as actual menus for you to choose from. Some of them are generic: you can swing your sword with or without targeting a specific body part. Others are much more specific. If your weapon gets stuck inside your opponent, you have the option of twisting it to cause pain (and probably more nerve damage).
In one game I played I fought a megabeast which had some kind of contaminated blood. My dwarves won the fight, but tracked the blood all over my fortress. I had them cleaning it up, but couldn't keep on top of it; eventually it was everywhere. A while later I noticed that a significant fraction of my dwarves and animals had rotting wounds on their feet...
The development log (http://www.bay12games.com/dwarves/index.html) and the game data files (which are all just text) also supply a lot of information, but they're not required reading; all of these details are pretty visible in the game. This is one of the things that makes the game so rewarding. Even when you lose a fort you can figure out what happened, and you can figure out how to avoid it or solve it next time.
(not sure about water buffalo femurs though, but I wouldn't be surprised)
> Besides, an active volcano comprised entirely of ice and coated in crimson snowdrifts of frozen gore? Fucking metal. I love this game.
I love Dwarf Fortress.
I appreciate the intent but when, in the same message, you say:
> Dwarf Fortress is basically a perpetual beta with lots of major bugs as it is, but especially brand new major versions like this one usually have multiple game-breaking bugs, including crashes, corrupted saves, etc.
you are actively dissuading everyone from ever trying the game.
I'd call this release an alpha. Either pick up the previous release, which is solidly in stable-beta territory and is only not an RC because DF's features list is approximately as long as the equator, or wait a bit until this alpha reaches beta status again.
While getting a handle of the basics of the game you really won't miss out on any of the new features in the latest version. They're at a somewhat more advanced level and you'll be spending your time trying to figure out the menus and how to not die of starvation and thirst, and less concerned with what instrument bards should play.
I already know about DF so I know I'm not interested in games like that, but man, I'm glad I never tried to pick it up.
Usually the bugs are strange, hilarious or both. For example, here are some issues that have been fixed:
Werebeast arrives, attacks livestock and dwarves but is not attacked by dwarves while in its werebeast form.
Necromancers afraid of/killed by their own undead
Dwarves with permanent injuries inevitably spiral into depression
Moody dwarves claim workshops outside their burrow, haul infinite number of items, never start construction
Lye in wood barrels can't be used for making soap
Haulers carry (heavy) full bin to pickup single item (lighter)
Happy thoughts do not affect stress levels; Dwarves slowly spiral into depression
Dwarf misses completely unrelated dwarf
Bogeymen attack elf/dwarf sites while sleeping in them
Brewing stack of >6 plants produces a stack of >30 booze, which doesn't fit in a barrel
Tantruming dwarves perform dozens of fistfights/throws in a second
DOES_NOT_EXIST does not remove creatures from embark list
Large grazers (elephants and giraffes) can't eat fast enough to keep from starving
It's a distant grandfather of Minecraft, but complex and detailed in ways that make emacs look straightforward.
It's a lot of fun, but it's not a 'game'. :-)
At some point when you've mastered basic code writing, ideas become the hardest part. This is especially true in game design, but also true even in solving business problems.
A pity you've chosen to miss out, as the depth of simulation in DF truly is astounding.
you have more fun developing DF than playing.