They made Stalker 2 good now so I've been traipsing around the zone platforming on industrial equipment and shooting wildlife. It only crashes every 20-120 minutes so things are going well. I am running some overhaul mods.
Moonworm
I don't know if we're seeing the same libs. Get your shit together - if you're part of more politically advanced segment you have to be leading and educating before you despair that there is nothing to do. There are people coming out of the woodwork to defend their communities and neighbors and recognizing there's no one to save them but each other. Do you think them cowards because they're not fighting street to street with rifles? There are tens of thousands of minneapolitans on the streets; every day they're doing sentry networks to try and prevent people from being kidnapped; people are coming to terms with what this means day by day and they are joining together. This is the fucking moment, so either help or shut the fuck up.
Hm I see people getting radicalized in real time and getting themselves ready to suffer injury for their communities. I should act smug and superior to them because they're not planning to shoot a cop yet.
Would you care for Christmas parody covers of Green Day? https://redandgreenday.bandcamp.com/album/cookie
But for something standard, Wynton Marsalis's Crescent City Christmas Card is a standby of tolerable Christmas music for me. Carol of the Bells kicks ass swung. https://www.youtube.com/watch?v=F86XJI4YiJs&list=OLAK5uy_kNjYdnyCDoZrYRVme1KHfI4Bo3YOwxP0M&index=2
How did your comment omit the context you felt the article was lacking???
Dipped into Manor Lords to see how it's coming along. Game is in a decent spot overall with a lot of minor annoyances. You can make a stone castle now, although you have a limited number of parts. Production chains have been updated and new goods introduced since I played last, which I am quite enjoying. They also are redoing the settlement perk/specialization system into I think a more streamlined, but interesting one. Instead of piecemeal unlocking buildings or abilities, you choose from a variety of development cards representing the nature of your town at each level (only the first is implemented yet.) Each card has a set of bonuses and a malus, which I think is a fun way to encourage specialization and gives you different ways to consider what your particular region is best suited towards. I haven't actually managed to progress to level 3 burgages in this version yet, so although I've been experimenting with the difficulty, the game is I think more challenging now. One interesting new challenge is on-map opponents. They're not especially dynamic yet, but I did have a really massive and extended battle with one of them that resulted in over 300 dead by the end of it. The opponent then waited a year or more while I went into debt and neglected rebuilding my military trying to get a second settlement set up to automatically trade a bunch of required resources between it and my larger town. Just as I got everything set, they made another push for the territory and I was caught without a levy or money for mercenaries. I reloaded to try again and jacked my town's taxes all the way up to afford some while prioritizing producing more spears and shields. We'll see if it's enough to win this next fight!
Most of my gripes with the game are bugs or fiddly UI elements and mixed organization. Probably my biggest irritant in the game right now is that logging certain areas produces broad swathes of brush and small trees that don't grow or get cut, so just sit there indefinitely. You can clear them yourself by building over them (pastures work very well for this) or you can attempt to reforest the area, but the computer players do neither of these things, so their towns end up with a radius of this weird scrubland around them that just doesn't look quite right. It seems like, at the least, these areas would be gone over for firewood at some point rather than felling giant oaks much further away.
But overall I think the game is a lot of fun and actually has a fairly compelling production chain management side with plenty of sinks for your surplus. Also gorgeous, also has a good soundtrack.

The little shrines are there to serve as a temporary service and later to decorate the entrance to a larger temple zone in my figuring. I guess I also just like to torment myself getting specific sculptures produced.
I did already unassign the bolts from the hunters, so unless they've been claimed again it might just take a minute for them to go to the throwers. One can manage ammo in the 'other' tab of the labor menu.
I also grabbed a couple of books off of traders and wasn't sure to do with that little statue room with the windows, so it might make a good library.
From the notes of Moonworm Lolordesis
Praise Ral the Ivory, may the accounts herein show a blessed and prosperous record.
Granite, 202
A year into carving these halls, past the sodden ground, we look proudly on the grand chamber that hosts our cells and workshops. We live here, work here, and he we take our repast. But it is time to strike deeper. The caverns stretch beneath us, wealth glimmering in their labyrinth. I will lead the charge to bring us closer, starting with the commissioning of a new temple and residential complex in their midst, from where we might appreciate the majesty of the deep earth. My pick hungers to strike the shale!
The new chambers are progressing well. I've made the decision to let the growing number of adventurers access the caverns to clear out some of the dangerous wildlife.
Slate
I've made a masterpiece of an altar for the new temples.
Unfortunately the dwarf seems to have either stopped making a record or the remainder of the notes have yet to be found. But through careful archaeological reconstruction and collation from other sources we can determine that Moonworm's projects in year 202 consisted of creating an expansion to the fort on the level of the upper caverns, including bedrooms, the beginnings of a temple quarter, a tavern, a new entrance to the caverns defended by pressure-plate-triggered bars and a pair of bolt-throwers, and a barracks and hospital nearby.
There is evidence of limited steel production from this period and a corresponding charcoal industry, although the levels suggested indicate the presence of outside trade for fuel. There are a handful of armor pieces consistent with the cultural imagery associated with this period, suggesting that the militia was re-equipped and expanded.
Curiously, there is a lack of evidence of dwarven migration to the fort at during this time. Theories about this are mixed, with some pointing to the overall low dwarven population in this period. There is however some evidence in bardic tradition that point to Beardrenched as a fort that hosted numerous adventurers seeking to slay monsters in the caverns, which is supported by the writings of Lolordesis.
Had a fairly quiet year in the fort. I procrastinated my turn until last night so I didn't do any huge projects and just tried to complete it. But the fortress is stable and continues to function, so I'm sure future players will be able to make use of the few new facilities I got done. For now the adventurers and guard dogs have been sufficient to deal with any dangers, but I'm curious how effective the cavern entrance defenses will be. I set up a few more recurring work orders, but recommend more. Look forward to seeing how the fort progresses!
I sent you a dm with the link the save file on DFFD
I don't know that there is a functional model of IP law that will not be eventually bent to serve the most powerful at the expense of everyone else. At this point I feel the whole thing needs to be thrown out and rebuilt from the ground up with great care and trepidation, if at all.
Ready to rock and roll


You cats ever have that sinking feeling in the back of your craw that the US is going to go out nuking the world?