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EDIT: I got one, it's over.
About to attack you, and you can raid it. Effects you directly.
Your dwarf can no longer use certain tools, is bleeding and needs medical attention, can be haunted by this and eventually go mad, or get accolades for it and make your fortress more renown giving you more visitors to interact/trade with. Carvings may be made of the event that will increase the value of your goods. Directly effects you.
Also if your dwarf got bit, he may become a werebeast himself. This DEFINITELY effects you. Puts your whole fort at risk when he turns.
How is none of that complex? And that's just scratching the surface. There's vampires, necromancers, expeditions to other locations, manipulation of land/water/lava and traps, ability to create fighting arenas and prisons for captured foes.
What sort of complexity are you looking for?
Also, the upcoming adventure mode opens up far more ways to interact with all that generated detail.
> About to attack you, and you can raid it. Effects you directly.
Don't care. It's the same as RNG choosing to attack every X seasons. If you can't do anything about it, then the details are pointless. Sending our raiding parties is the only option you have, but again there's no control over how that goes. Might as well just decide by chance of 80% that the raid will be successful and X amounts of goblins will be killed.
> What sort of complexity are you looking for?
Well why not start off with ACTUALLY being able to take over different territories or add some real complexity for raiding missions like planning, equipment, bringing back slaves, angering other nations, stealing animals etc. Why can't I be a nation of thieving dwarves?
Why not have some complexity in building forts by adding a red-stone equivalent? Why not have some actual complexity for the industry? The whole industry flowchart [dwarffortresswiki.org] is pretty simple.
And for all the "free-will" that the dwarves have, it's also pretty useless. A starving dwarf literally won't go to the kitchen to whip themselves up a meal on their own. There are a ton of personality traits but most of them either don't do ♥♥♥♥ (literally don't do anything) or they affect one action only, like an ALTRUISTIC dwarf will gain happiness from saving someone (but it doesn't actually affect if they decide to save them in the first place).
With all the effort Toady put into Adventure mode that isn't here in Premium you won't see things like taking over sites in Adventure mode because you killed every individual person
The physical stats have an impact on their combat skills but this was more often important in adventure mode when building your character. Speaking as a Rimworld veteran I don't think you would want your dwarves to choose not to save dying dwarves, speaking from a realistic perspective I think most people would save a dying man on the street if nobody else was around since you tend to want that courtesy extended to you, and this doubles so in a fortress where everyone's survival directly depends on other people. It probably makes a better simulation that people who hate altruism still saves people in the fortress.
Sounds like you are playing the wrong game then.