The trees are the icons that look like trees.

Maybe it’s hard to understand for some people; I started playing DF with the Mayday tileset, tried others and the vanilla version and playing without Mayday just doesn’t feel like DF for me, even if is a tileset and that “only” changes the graphical aspect, but that’s that. I can live (play) without the other tools (dwarf therapist, etc) but without the mayday tileset it simply isn’t the same for me.

No, all you people are fine. But this is John Many Jars we’re talking about here.

Man, Dungeon Crawl and Dwarf Fortress both updating within a week of one another. This is the best week ever.

Or it would be if I could get to the website to download. :(

I am now conceding defeat to this unkillable skeletal mountain goat and just waiting for my population to starve as they run around in circles outside.

Get the torrent; I’d link if I could (less than 50 posts so I can’t)

Also, Settlers 7 just came out so it’s AWESOME week indeed.

I present to you:
Cagithgikut, the immortal goat.

He is a skeleton, yet is gigantic with incredible muscles.

Take note of the scrollbar on the right. He has a list of scars that is approximately 5 pages of 1440x900 pixels long.

Is it possible that this time, Toady might have gone TOO far?

I’m gonna venture a guess and say that there’s no upper bound on the # of scars per body area. And on a creature that regenerates/isn’t hurt by wounds … well. Comic relief for us, but doom for your game :P

I’m wondering if Toady actually tested if it is possible to kill skeletal creatures with his changes.

Every bone in this thing’s body is broken. It has no blood or brain to lose. What in the name of Armok do I have to do to kill it?

You have to give it a heart.

Is digging out the ground from beneath it and letting it drop into a pit multiple z-levels bellow not an option?

No way to forge a hammer? But yeah, if you could pit it, those things are great for training wrestlers.

No way that I know of to dig a channel upwards.

No anvil.

Most of the dwarves are either parched or starving, and unable to get anything done.
My mason has already died from dehydration, slumped over in his workshop.
No coffins built, and no way to get him outside. The stink of his rotting flesh will soon be filling the fortress.
My miner is just sitting in the middle of the half-dug well, refusing to do any more work.

Hrm… well, try making a wooden training mace. Should be sufficient to polish off the goat. As for the mason designate a graveyard pile.

Dig upward stairs in the space below, then designate the goat’s spot as channel. They should be able to channel from the stairs.

But surely their preferred spot to stand when digging a channel is always the same level, to the west? He’ll run outside, then get scared by the goat.

Can’t hurt to try. And you could always lock him in with a door.

Would rigging up a support-lever beneath it not work?

That’s hilarious. There needs to be a more compact way of displaying all of that information. Can’t it just say that it has no hair left, instead of listing each individual part (including the nose…) where it has no hair?

I’ve got my wrestler out of the combat zone now, leaving the caravan guard speardwarf to ineffectually stab at it on his own.

Wrestler is now off-duty, back inside the fortress through a second entrance I dug out and getting some food, drink and rest after the season-long battle.

Only weapons that can be built by the carpenter are training spears, swords and axes. All stabbing/cutting weapons again.

I might just try to retrieve the bronze axe sitting by the skeleton of my axedwarf outside the front entrance and send him in again armed with that.