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− | {{Quality|Masterwork}} | + | {{Quality|Masterwork|17:18, 18 September 2017 (UTC)}} |
{{av}} | {{av}} | ||
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+ | '''Surroundings''' affect the types of [[crop|plant]] life, wild [[animal]]s and [[creatures]] which will appear in play within a given [[biome]]. It is possible to start a [[fortress]] that overlaps multiple alignment types (for example a terrifying [[forest]] and a calm [[shrubland]]). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife. | ||
Some plants and animals are unique to a certain type of surroundings and will only be found if those surroundings are present on the map. Note that most creatures also require a specific [[climate]] to spawn in. Again, it's important to check the specific biomes making up your site. Once a [[creature]] spawns on the map, it is under no compulsion to stay in its own biome and can roam as it pleases. Because of this, the specifics of what means what can be difficult to pin down sometimes. | Some plants and animals are unique to a certain type of surroundings and will only be found if those surroundings are present on the map. Note that most creatures also require a specific [[climate]] to spawn in. Again, it's important to check the specific biomes making up your site. Once a [[creature]] spawns on the map, it is under no compulsion to stay in its own biome and can roam as it pleases. Because of this, the specifics of what means what can be difficult to pin down sometimes. | ||
− | [[Cavern]]s are not affected by alignments, despite some subterranean | + | [[Cavern]]s are not affected by alignments, despite some subterranean creatures classed as one. Good creatures like the gorlak, evil creatures like the troll and savage creatures like the giant cave spider can be found in any cavern, regardless if the fortress is settled in good/evil/savage surroundings or not. |
− | + | == Combinations of surroundings == | |
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{| {{prettytable}} | {| {{prettytable}} | ||
|-style="background:#dddddd" | |-style="background:#dddddd" | ||
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|style="background:#dddddd"|'''Evil'''||Sinister||Haunted||Terrifying | |style="background:#dddddd"|'''Evil'''||Sinister||Haunted||Terrifying | ||
|} | |} | ||
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+ | ===Neutral=== | ||
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+ | :Including {{DFtext|Calm|7:0}}, {{DFtext|Wilderness|2:0}} and {{DFtext|Untamed Wilds|6:1}} | ||
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+ | '''Neutral''' regions are the easiest to understand. They generally mimic the real world, with recognizable wildlife. They can be quite dangerous depending on the region, holding anything from benign and weak weasels, to the generally non-aggressive but physically powerful [[elephant]]s, to the very aggressive and very dangerous [[giant eagle]]s. As one might expect, ''Benign Neutral'' zones are really very safe, while ''Savage Neutral'' areas can pose some major difficulties, depending on the dominating climate, landforms, [[giant badger|or]] [[giant kea|wildlife]]. You'll find most of the standard aboveground plants in these alignments, such as [[prickle berry|prickle berries]], [[rope reed]], [[strawberry|strawberries]] and the like. | ||
===Good=== | ===Good=== | ||
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:Including {{DFtext|Serene|1:1}}, {{DFtext|Mirthful|2:1}} and {{DFtext|Joyous Wilds|3:1}} | :Including {{DFtext|Serene|1:1}}, {{DFtext|Mirthful|2:1}} and {{DFtext|Joyous Wilds|3:1}} | ||
− | + | '''Good''' biomes tend to have less aggressive and weaker [[creatures]], except for the [[unicorn]]. Good regions also support the wild [[sun berry]], which makes the best [[alcohol]] in the game. There are generally slight changes between ''Benign Good'' and ''Savage Good''. | |
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====Distinctive flora & fauna==== | ====Distinctive flora & fauna==== | ||
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* Trees: [[feather tree]] | * Trees: [[feather tree]] | ||
* Vermin: [[fairy]], [[fluffy wambler]], [[pixie]] | * Vermin: [[fairy]], [[fluffy wambler]], [[pixie]] | ||
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− | === | + | ===Evil=== |
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:Including {{DFtext|Sinister|5:0}}, {{DFtext|Haunted|5:1}} and {{DFtext|Terrifying|5:1}} | :Including {{DFtext|Sinister|5:0}}, {{DFtext|Haunted|5:1}} and {{DFtext|Terrifying|5:1}} | ||
− | + | '''Evil''' regions are much more dangerous than their ''Neutral'' and ''Good'' counterparts across the board. First, in addition to the ordinary wildlife native to the biome, various other [[creatures]] that are nasty, dangerous, and spiteful such as [[beak dog]]s, [[harpy|harpies]], and [[ogre]]s can be found in evil regions. | |
− | + | Most evil regions have associated evil [[weather]]. Evil clouds can inflict various[[syndrome]]s on par with those of [[forgotten beast]]s, or instantly transform creatures into freakishly powerful [[Undead#Thralls, Husks, and_Zombies|thralls]]. Evil rains may also inflict random evil syndromes, albeit less severe ones, and always cause unhappy [[thought]]s and a desire to wash (evil!). Evil rain won't refill pools, but a single evil biome may have both evil and regular rain, even at the same time. | |
− | + | About half of all evil regions are "reanimating", meaning that all wildlife will be [[undead]], and any creature that dies will, after a short time, be reanimated as undead. Undead are hostile to all living creatures, and feel no fear or pain. Undead can only be killed in [[combat]] by beheading, bisection, or pulping damage, or otherwise by [[Butcher|butchering]], [[Cave-in|cave-ins]], [[Dwarven atom smasher|particle physics]], or good old fashioned [[Magma|magma]]. Beheading, bisection and butchering may leave remains that can be reanimated; any partial corpse or body part that is not "mangled" and contains at least one hand or head can reanimate. This includes [[skin]] and even [[hair]] left over from butchering. | |
− | + | Creatures that can [[Building destroyer|destroy buildings]], [[Trapavoid|avoid traps]] or [[Steals items|steal items]] will retain these abilities in undeath. Undead do not need to breathe, so they will not be stopped by rivers or moats, and aquatic undead can and will come ashore. | |
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− | Creatures that can [[Building destroyer|destroy buildings]], [[Trapavoid|avoid traps]] or [[Steals items|steal items]] will retain these abilities in undeath. Undead do not need to breathe, so they will not be stopped by rivers or moats, and aquatic undead can and will come ashore. | ||
If your [[Embark|embark]] site spans multiple biomes then only the evil part will have the reanimating effect, and only wildlife appearing from that side will be undead. The reanimating effect extends all the way underground. The trees at embark may all be dead, and though they can be cut down for logs, will not regrow. Undead shrubs are useless for [[Herbalist|gathering]], too. | If your [[Embark|embark]] site spans multiple biomes then only the evil part will have the reanimating effect, and only wildlife appearing from that side will be undead. The reanimating effect extends all the way underground. The trees at embark may all be dead, and though they can be cut down for logs, will not regrow. Undead shrubs are useless for [[Herbalist|gathering]], too. | ||
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When embarking in a reanimating evil region, it is advised to move everything underground as soon as possible, and immediately set up plenty of [[trap]]s and/or a [[military]] armed with blunt weapons. Be very careful with [[refuse]] stockpiles and butcher's shops. Keep livestock to a minimum, as they are a liability. Needless to say, hunting is a very bad idea. | When embarking in a reanimating evil region, it is advised to move everything underground as soon as possible, and immediately set up plenty of [[trap]]s and/or a [[military]] armed with blunt weapons. Be very careful with [[refuse]] stockpiles and butcher's shops. Keep livestock to a minimum, as they are a liability. Needless to say, hunting is a very bad idea. | ||
− | + | Because of the inhospitablity of evil regions, even ''Benign Evil'' is very difficult for beginning players to earn a niche to work in, so it should be reserved for <s>great [[fun]]</s> a challenge only. | |
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====Distinctive flora & fauna==== | ====Distinctive flora & fauna==== | ||
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: Including {{DFtext|Untamed Wilds|6:1}}, {{DFtext|Joyous Wilds|3:1}} and {{DFtext|Terrifying|5:1}} | : Including {{DFtext|Untamed Wilds|6:1}}, {{DFtext|Joyous Wilds|3:1}} and {{DFtext|Terrifying|5:1}} | ||
− | '''Savage''' surroundings are the only surroundings which have | + | '''Savage''' surroundings are the only surroundings which have giant versions and humanoid versions of some animals. It is also possible that two groups of animals happen outside on a savage biome, instead of one. They are also far more varied in wildlife than the other biomes. |
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− | + | Most of the creatures in savage biomes will leave you alone, especially the animal men who are harmless (with a few exceptions), and most of the giant creatures will not be hostile, but then again a savage biome may just surprise you with [[giant kea]]s or [[giant badger]]s, and some of the creatures found in savage biomes are dangerous indeed. If you don't know what to expect, just look it up. A "Savage Good" region is called Joyous Wilds, a "Savage Neutral" region is called Untamed Wilds, and a "Savage Evil" region is called <s>excessively [[fun]]</s> Terrifying. | |
− | + | Savage biomes also house [[whip vine]]s, a high-value millable/brewable aboveground crop and [[highwood]]s, the largest and most wood-producing tree in the game. | |
− | Civilizations, except for [[elf|elves]] | + | Civilizations typically do not settle in high-savagery regions, except for [[elf|elves]] who are naturally at peace with animals. |
====Distinctive flora & fauna==== | ====Distinctive flora & fauna==== | ||
− | * Animals: above-ground [[animal people]], | + | * Animals: above-ground [[animal people]], giant animals, [[giant desert scorpion]] (pre-[[Release information/0.42.04|0.42.04]]), [[sasquatch]], [[sea serpent]], [[yeti]] |
* Plants: [[whip vine]] | * Plants: [[whip vine]] | ||
* Trees: [[highwood]] | * Trees: [[highwood]] |