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Editing v0.34:Gravity
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{{quality|Fine|18:41, 22 August 2011 (UTC)}}{{av}} | {{quality|Fine|18:41, 22 August 2011 (UTC)}}{{av}} | ||
− | + | "The bigger they are, the harder they fall" | |
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Gravity in Dwarf Fortress shares similarities to the real world but has some key differences. Items, creatures and fluids will descend under gravity, moving to a lower [[z-level]] in the right circumstances. While this mimics the real world, the biggest key differences are listed below: | Gravity in Dwarf Fortress shares similarities to the real world but has some key differences. Items, creatures and fluids will descend under gravity, moving to a lower [[z-level]] in the right circumstances. While this mimics the real world, the biggest key differences are listed below: | ||
− | * In a [[cave-in]], terrain collapses to the lowest point instantly, however items, creatures and buildings fall | + | * In a [[cave-in]], terrain collapses to the lowest point instantly, however items, creatures and buildings fall slowly (over multiple ticks) |
− | + | * Buildings in a cave in will instantly deconstruct before they fall, and the resulting items will then fall slowly | |
− | * Buildings in a cave in will instantly deconstruct before they fall, and the resulting items will then fall | + | * Items and creatures that are thrown, shot, cut off and sent flying, knocked back or generally expected to travel in a parabolic arc <s>will do so in a straight line, on only a single z-level. This means that a stone thrown by a [[catapult]] will only appear on the same z-level as it was launched from, is only displayed on the same z-level and will come to a halt only at a wall or at the maximum range for the projectile. No additional z-levels are required for "clearance"</s> will no longer fly in a straight line (34.09 and later versions) |
− | * Items and creatures that are thrown, shot, cut off and sent flying, knocked back or generally expected to travel in a parabolic arc will | + | * Creatures fall at a constant rate (6 ticks for each z-level, although the first z-level '''usually''' takes an extra tick due to the order with which the game evaluates events). Water falls at a random rate, taking between 5 and 20 ticks to fall a single z-level. |
− | * Creatures | + | * Creatures that fall into water do not take damage for the levels they fall in the water, only for the levels above the water-- a dwarf dropped into 10 z-levels of water directly beneath him will fall the entire way, but won't even be stunned by the fall, although he might be stunned by drowning. |
− | * Creatures that fall into water | + | * Creatures that are dropped from a [[hatch cover|hatch]] onto a standing creature's head will only ever be stunned by the fall, regardless of how many z-levels they fell. For some reason, creatures dropped from [[bridge]]s don't benefit from the same effect. |
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− | * Creatures that are dropped onto a standing creature's head will | ||
− | + | When designing [[trap design|pit traps]], one consideration to keep in mind is how a creature will respond to the fall. Larger creatures like [[blind cave ogre]]s don't require much: a five story drop will kill nine out of ten of them, and the tenth one will bleed to death within a game week. Smaller creatures like crundles or creeping eyes, however, tend to land lightly and require a much longer drop. | |
− | + | Falling is far less dangerous than in previous versions. Before, any fall of more than 1 z-level was guaranteed to at least break a bone on a dwarf sized creature or larger. However, it now seems that dwarves can survive falls of at least two z levels unscathed, and goblins have been seen to fall more than four with only light bruising and stunning.<sup>[http://www.bay12forums.com/smf/index.php?topic=110718.0|1] | |
+ | </sup> |