Dwarf Fortress: Travelling Bar Brawler edition

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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Malkevin » #482995

Bottom post of the previous page:

My, what an ugly tileset.

At least it has workshop integration so some kind soul will most likely put Mike MayDay's ORIGINAL AND BEST TILE SET ALL OTHERS SUCK on there.
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Qbopper » #482997

it's pretty sad circumstances for it going on steam though

apparently they're having family health issues and need the money badly but patreon is too inconsistent
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Malkevin » #483001

There's a patreon post
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Dwarf Fortress coming to Steam and itch.io, free version always updated and available
Hey everybody! We mentioned a big announcement on the development log, and here it is: Dwarf Fortress is coming to Steam and itch with a new tile set, and generally enhanced graphics and audio. We'll continue updating and releasing the free ASCII version on the Bay 12 web page as Dwarf Fortress Classic.

We don't talk about this much, but for many years, Zach has been on expensive medication, which has fortunately been covered by his healthcare. It's a source of constant concern, as the plan has changed a few times and as the political environment has shifted. We have other family health risks, and as we get older, the precariousness of our situation increases; after Zach's latest cancer scare, we determined that with my healthcare plan's copay etc., I'd be wiped out if I had to undergo the same procedures. That said, crowdfunding is by far our main source of income and the reason we're still here. Your support is still crucial, as the Steam release may or may not bring us the added stability we're seeking now and it's some months away.

We're going to finish the villain release first and get it stabilized before I complete the coding required to support the new graphics. But the artists are already hard at work!

Here's a (very short) trailer, including some in-game footage with new art, transparency, and some other goodies: Trailer

And here's more of the tile art (this image is 1920x1080 so you might have to zoom in, not in-game):



There are a few more examples over on the store pages: Steam, itch.io

The graphics are being made possible by Kitfox Games and Tanya X. Short (we co-edited a few books together, I've known her for years, and we can count on her to do an awesome job.) She's contracted Mike Mayday and Meph, who've both been with the modding community for many years. Zach and I are working closely with them as they create a tile set that fits the game and meshes well with our underlying code. Tanya has also brought on a talented composer and SFX designer, Dabu, who has already created several musical tracks and some sound effects. Even though this change was brought about by uncertainty and concern, now that we're on this path, we're determined to make an excellent go of it with underlying changes in accessibility and modding which redound to everybody, no matter which version they play.

When the Steam version is released, people that choose to pick it up will get the new graphical tiles, new music and audio, as well as Steam Workshop integration. The people that stick with Dwarf Fortress Classic will still get all of the upcoming Dwarf Fortress features as we add them, and modders will also be able to utilize the new graphical capabilities you can see above in their own creations.

Thanks to all of you who've been with us through the years. It's always going to be important to us to bring you a free Dwarf Fortress that anybody can just download and play, and we're only able to do that because of your support. The addition of this new version should be pretty cool as well, and we're looking forward to having a future together!
Well looking at the tileset after the initial shock and I think it's just the grass slopes that are bothering me (they've got a strange perspective), the furniture looks a bit basic but the rest does look pretty good.
Apparently they've even managed to dig up Mayday and he's working on the tileset too, I wonder if he did the character sprites - they look like his style?
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by XSI » #483194

>Tilesets
>Not glorious ASCII

Sucks that they need to though
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Rustledjimm » #483280

It has workshop support.

I'm sure there'll be an ascii mod
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Malkevin » #483288

It has an ASCII option
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Takeguru » #484589

I'm cautiously excited, hitting a mainstream audience might bring new modders into it
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by ColonicAcid » #484610

i dont think there is alot of people that don't know about dwarf fortress.

it gets talked about all the time, its just as soon as people try and play it they hit a massive wall that 90% of normal people just cant be bothered to climb.
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by XSI » #485062

And then they watch their favourite youtuber play it with a tileset
Perfectly reasonable, really. It's not something a lot of people can be arsed with even if it's not actually that hard. Just very intimidating at first
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Malkevin » #486086

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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by IkeTG » #486109

can't wait to see a bunch of people who have never played DF boycott DF
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by XSI » #486123

This may have something to do with their publisher for the steam version putting out a shitload of very left-oriented games but nothing of any real note whatsoever
Maybe he listened to the stupidity that is "Putting in politics gives you more money!" in his time where he needed the money for that medical stuff, despite the fact that it's not how any game has worked in the past

At least DF is moddable and very modular, so if anyone really considers this a game breaking deal it's as easy as setting a chance number to 0
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Lumbermancer » #486143

IkeTG wrote:can't wait to see a bunch of people who have never played DF boycott DF
But does Star Gay Lily play DF?
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Malkevin » #486161

IkeTG wrote:can't wait to see a bunch of people who have never played DF boycott DF
Considering the amount of df players that process migrants via copious amounts of magma, I know which side will be boycotting the game for allowing you to purge the fort of trannies.

Which will happen if Tarn does a true to life sim and has trannies suffer bad moods (like "Urist rejected my love because I have a lever", or if he adds the surgery: "I really want kids but now I can't") and eventually drown themselves in the mist generator and cause a tantrum spiral.

If he doesn't I'm willing to bet someone will complain at it being a missed opportunity to highlight the issues trans people face.


Oh by the way, have you ever taken a breeding pair of animals on embark then wondered why they aren't breeding?
Congrats, your dog is one of the 10% of creatures that are gay
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by XSI » #486165

Alternatively you could just wait until he finally adds magic and bring a rune of genderswap
And then congrats, the entire transexual issue is solved. Just as it's solved in D&D for the low price of one cursed girdle. That is basically given away for free because >merchants and cursed items
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by PKPenguin321 » #486187

Also transexuality in games is usually an issue if it's just shoehorned in for no reason except brownie points. It's justifiable and hardly shoehorned in a game like DF that tries to be a comprehensive simulation of everything. Really, it's just an "okay whatever" feature at worst if it's something you don't care about and an "oh, neat" feature at best if you do.
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by FantasticFwoosh » #486210

Im going to say that Toady is midly autistic in his defence and has misinterpreted the question because its not interpreted the game, i think he thought they meant gender preferences rather than straight up gender surgery (unless some magic BS is involved like a side effect of changing sex every time you cast a spell) because for the best of us gender politics is hard.

He's already made homosexuality a togglable value by just modifying a few things here and there incase someone conservative was going to play so i really don't think the direction will lean hard left or obnoxiously progressivist (besides from the usually sometimes muddled interpretations of questions posed by people in his community regarding the game)

Especially when it gets imposed onto something as complicated as DF where you could feasibly probably dress up and disguise yourself as a lady to bribe the dwarven guards infront of the vault with some alcohol.
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by IkeTG » #486213

tbh gay dwarves are hilarious
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by XSI » #486238

There was also a dwarf women beards toggle somewhere if my memory serves
How would you even tell the difference between a gay and straight dwarf when they're dressed at that point?
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Takeguru » #486271

Honestly if trans dwarves mean less kids get popped out that's fine by me
None of my forts really last long enough for fortborn dwarves to age up into usefulness
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by XSI » #486344

Mine do and I can tell you that it's not important to your population count or fort efficiency or whatnot
It's basically just like getting a single migrant with lots of social skills and nothing of any real use to the fort. Would be nice if you could have them apprentice with a mason, miner, smith or something in their childhood so they don't end up completely useless but with a shitload of friends so the magma isn't a solution. But then I suppose you can always use more people to haul shit around or do non-skill jobs like furnace operating
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by confused rock » #487010

All I think is in a monarchy where random people can be jailed because the king didn't get enough slade chairs made I don't think transgenders would even be an idea that exists

toady is toady so
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by FantasticFwoosh » #494999

Well masterwork in 44.12 is a *thing*, busy unpicking how shittily its lumped together while i wait for the Villian arc update

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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by XSI » #495015

Tried to start a new fort not long ago
DF freezes every now and then for up to half an hour and it feels like it runs incredibly slow, so I had to just stop trying after a few years ingame

I like DF, but it's got its issues
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Davidchan » #495151

What mods/tilesets are you using?

Ive gotten lazy and just use LNP since the guy who manages it usually does a good job in ensuring it's stable before releasing it.
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by XSI » #495162

>Tilesets
Hahaha

ASCII only
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by FantasticFwoosh » #495218

I think i've gotten complacent on masterwork graphic sets, but i do prefer the Curses Ascii packaged with the game or the grimdark ascii pack which are pretty purist in design, grimdark is a bit flashier though, i've posted it in my previous screenshots on the thread.

I need the meph tileset to see what im doing with masterwork though or it'll not make as much sense, charlatan.

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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Qbmax32 » #495225

only bad thing about dorf is it spawns the neckbeard ascii circlejerk retards like every other autism game that make it a pain to talk about without someone jumping on your back for not playing like a purist tbh
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by FantasticFwoosh » #495226

Qbmax32 wrote:only bad thing about dorf is it spawns the neckbeard ascii circlejerk retards like every other autism game that make it a pain to talk about without someone jumping on your back for not playing like a purist tbh
Man you could try the matrix tileset, but by that level of autism you're just playing blind on muscle memory anyway regardlessly.

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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by XSI » #495263

Play with tilesets if you want, I'm not going to judge you on it
But I will always play it with default ASCII myself
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Malkevin » #495302

Mayday tileset ftw
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by leibniz » #495790

What's the best way to deal with corpses outside? My dorfs keep becoming depressed because of some goblin that was struck down years ago.
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by XSI » #495791

>Dorfs
>Going outside
????????
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by leibniz » #495797

how else do you kill trees
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Davidchan » #495799

leibniz wrote:What's the best way to deal with corpses outside? My dorfs keep becoming depressed because of some goblin that was struck down years ago.
Depends how you want to play it. You can be a Lawful Good and make coffins/caskets/sarcophagus for every dead sentient you strike down in your realm. Or you can designate a dumping pit/corpse pile that ensures the corpse gets dropped somewhere it won't be seen again (like a pit that leads to the caverns and/or a pool of magma)

If neither of those are an option for what ever reason you can wall off/hide corpses in caves or tunnels your dwarves don't commonly use, or simply channel the tile the corpse is laying upon and building a floor overtop it (assuming you aren't using the land in that area to begin with.) The FUN!! way of disposing of non-butcerable corpses when you don't have magma is to find a very tall cliff or build a tower 10-15+ z levels high and designate a dumping zone over the edge, dorfs will throw the corpse over board and it will explode into skull and bones upon hitting the floor.
leibniz wrote:how else do you kill trees
Mine out under their roots and watch them collapse into the hole.
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by leibniz » #495813

Maybe I'm missing something but I only know how to get citizens and pets in the coffins
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by XSI » #495814

You can put goblin corpses in corpse stockpiles, but not coffins
You will need to set your dwarves (o)rders to gather refuse from the outside though, or they wont collect non-dwarf corpses
Also works for gathering dead animals if you want to hunt with traps
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by FantasticFwoosh » #495839

Build and place a coffin for your own dwarves by setting a tomb beforehand or hastily burying them post-death by activating it by q'ing over the installed furniture and pressing b if i remember correctly (there's some text telling you what to do in the side panel), best that enemies like goblins get are slabs, with the occasional tidbit of interesting trivia.

Pets can go in seperate coffins, but its configurable whether you want them to go into coffins or not by default, they can get the engraved slab treatment too.

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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by XSI » #495888

Slabs are 100% optional if you have a burial system. Dwarves without coffin or slab get ghosts.Goblins do not, they don't have souls.
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Farquaar » #495899

XSI wrote:Slabs are 100% optional if you have a burial system. Dwarves without coffin or slab get ghosts.Goblins do not, they don't have souls.
>He doesn't put a coffin, engraved slab and statue in every tomb

Also, what's the best way to catch a vampire without radically restructuring my fortresses' sleeping arrangements or spending 5 hours reading minds in Dwarf Therapist? I have the guards patrolling the halls of the living quarter 10/12 months of the year and another dead dwarf turned up.
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by XSI » #495902

Give everyone a dog. Vampires will blame a nearby entity for their crime. The first dwarf that claims to be a witness saying the dog did it is the vampire. Works with cats and other animals too
This assumes you have a functional justice system of course, or nobody can claim to be a witness to anything.

You can also just make everyone stay in a big communal dorm so there's always 10+ witnesses

Edit: Kids count as animals as far as dwarves are concerned, if there's someone saying a kid did it, check the kid's age and if they're over 12 it's a vampire kid. Otherwise the vamp blames the kid
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by leibniz » #495913

Supposedly vampires have more skills than their peers.

Also if you want to use bugs
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therapist will list the vampire's true name and kill count so if a name sounds unfamiliar then..
These new missions look interesting, but is it even possible to conquer these 10K population dark fortresses?
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by FantasticFwoosh » #495915

Raid them with sneak theivery first by using ex-hunters with some ambusher skill already equipped as squad leader, get spotted on your way out after a few goes (without dying, be prepared to savescum) and let them send sieges, or trash one of their smaller pits, over the course of the game it will depopulate by small margins and then you can knock it down.

Savescumming and no monthly saves are your friend as far as off map stuff is concerned, you can warm up on cave-sites (buggy occupations by humans mostly) or kobold caves if you have them enabled to be visible if there aren't any safe to raid >10 population sites for military tactics experience to make your band of raiders more effective. Elves tend to have way too much in animal defence so need sneak raids to drain the animals from site.

One underpopulated site had 1 elf and 20 cougars and leopards all chopped now into tiny chunks, thankfully non-giant.

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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Farquaar » #496119

XSI wrote:Give everyone a dog. Vampires will blame a nearby entity for their crime. The first dwarf that claims to be a witness saying the dog did it is the vampire. Works with cats and other animals too
This assumes you have a functional justice system of course, or nobody can claim to be a witness to anything.
I think I'll try that. It should also reduce the propensity of Dwarves dying to random capybara attacks.

I've also got a small army of chickens. Maybe I can put restraints in 50% of all bedrooms and leave a chicken in there. A chicken in every pot, so they say.
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by XSI » #496121

That will work, not against the capybaras though
If that fails, the justice system/vampires got updated. You may be able to just pile everyone into a communal dorm to find the vampire too
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Davidchan » #496405

Every Vampire I've ever had has worshiped some god of death or evil, so checking their description screen is usually a give away they aren't what they seem.
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by FantasticFwoosh » #496461

Davidchan wrote:Every Vampire I've ever had has worshiped some god of death or evil, so checking their description screen is usually a give away they aren't what they seem.
You can create cursed individuals by supplying statues in temples nearby haggard and prone to tantrum people to vandalise, which might be a quick way to access thier powers or line up something like webbed cage traps (involves getting GCS spiders to spit the right way/dropping GCS webs onto cage traps to get the traps sticky) and dust cave in machines (one block on a lever collapsable support) to catch the variable results.

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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by XSI » #496500

Catching GCS is easy these days
Just put some cage traps in the caves and put an animal on a chain behind it. The only bad thing is fucking shitloads of troglodytes taking up your cages
But then you can empty those into your barracks while your dwarves are sparring and they'll be live training for your soldiers
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Davidchan » #496529

Can't you still make vampires by having dwarves drink the blood of a vampire (aka getting a vampire to bleed out in a pool of water then restricting all your good dwarves to drinking only that water till they are all vampires and using your migrants as chattel to keep your vamp fortress fed.)
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XSI
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Byond Username: XSI

Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by XSI » #496542

Vampires dont need to feed
They just feel bad if they don't

But you can definitely do that
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FantasticFwoosh
Joined: Mon May 04, 2015 11:25 pm
Byond Username: FantasticFwoosh

Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by FantasticFwoosh » #496545

XSI wrote:Catching GCS is easy these days
Just put some cage traps in the caves and put an animal on a chain behind it. The only bad thing is fucking shitloads of troglodytes taking up your cages
But then you can empty those into your barracks while your dwarves are sparring and they'll be live training for your soldiers
Even more fun is the guardian system i've built up for myself. In key areas away from barracks training zones (because military dwarves get ambliviently aggro'd) enclose a 3x3 building open to one side, and a artifact or masterful steel chain (strength is key, modded materials would be better) and prop up a captured megabeast on a chain in the centre of it, weapon traps should be built just out of reach on the open side.

Providing monster doesn't rip off the chain when aggro'd (which i've had happen which is why i really recommend strength and or artifact), people and creatures going into melee have to step over the weapon traps and get injured dodging about or entering forced close combat with the monster and it serves as bait. Right now i have a giant guarding one of my fortress entrances
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As to trogg problems, you can load all your troggs into one cage if you don't feel like throwing them to dwarves for practice and then dump the cage into a atom crusher to crush all the troggs at once as it'll ignore normal bridge crushing restrictions when the cage is used, works well for invaders when you've stripped them of valuables rather than spending dwarf power to eliminate them all one by one in live training or pitting to their supposed deaths.

Spoiler:
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