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Difference between revisions of "v0.31 Talk:Adventurer mode"
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--Anonymous July 30, 2010 | --Anonymous July 30, 2010 | ||
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+ | I think it would be worth adding a paragraph or two describing the basics of Adventurer mode. What it is, and most importantly, how to start it. (Can it be started if a Fortress game is in progress?) |
Revision as of 04:09, 3 August 2010
Bleeding, wounds, combat
Anyone know if bleeding can be stopped in adventurer mode? My adventurer got hit by an arrow and bled to death. I removed the arrow but couldn't do anything about THE BLOOD. Haruspex Pariah 02:13, 5 April 2010 (UTC)
It looks like wounds can become infected (even after partial healing) in adventurer mode. My whole right leg is "swelling", and I keep vomiting everywhere. I wonder if it'll become worse. Timst 13:27, 5 April 2010 (UTC)
It might be worth pointing out and further testing that the combat in adventure mode seems to be much more detailed in DF2010. There are now nerves and layers of fat and muscle involved and it will tell you if you have served motor nerves ect or just cut into fat. Also I must agree that hammers and other blunt weapons seem to be useless as in arena mode I used an adamantine hammer and couldn't do anything but bruise the heck out of people :P Switch to an axe and suddenly the same monster died on one hit (A dragon) Could use further testing of course, also to see if that weakness carries over to Fortress Mode so people can make informed choices when attempting to defend their fortress : --205.145.64.64 17:02, 7 May 2010 (UTC)Railick Stonemane
- Adamantine blunt weapons are poor because they are very lightweight; use heavier metals for blunt weapons. --TomiTapio 18:29, 6 July 2010 (UTC)
Don't know where he lives
Have been tasked, as my first quest, to kill an armadillo fiend that is the god of one of the two of the only civilization left's religions. He's in my town, but I've no clue where he is
- The 'Q'uest Log should be useful for finding things. I think it can also help pinpoint quest targets. If you're in the same world map tile (e.g. you're in the same town), zooming in on something will show you the region map instead of the world map. I was able to see a 3x3 town on the map this way (or maybe it was a cave; I forget). Region tiles represent a 48x48 space IIRC, so that should help you find the rascal. -128.211.250.173 06:11, 16 April 2010 (UTC)
- I've encountered this as well; it's my (untested) assumption that the creature in question is somewhere in a cavern underneath the town. Also, the few times I've used the quest log to zoom in on a quest target, the most precise it gets is showing the 3x3 grid on the "local area" map where the Site in question is. Anacrucis 21:59, 4 June 2010 (UTC)
- If he's a demon, he's probably in one of the various houses and he's probably the town's Law-giver. If you actually attack him, the entire town will go hostile and try to kill you, including the guy who gave you the quest in the first place. --Quietust 22:02, 4 June 2010 (UTC)
- I've encountered this as well; it's my (untested) assumption that the creature in question is somewhere in a cavern underneath the town. Also, the few times I've used the quest log to zoom in on a quest target, the most precise it gets is showing the 3x3 grid on the "local area" map where the Site in question is. Anacrucis 21:59, 4 June 2010 (UTC)
Mainspace redirect
Why does the mainspace Adventurer mode (and thereby the link on the main page) point to the 40d adventure mode? --StrongAxe 15:39, 20 April 2010 (UTC)
No attribute increase in adventure mode?
On the page it said that the attributes don't increase, but I started a dwarven adventurer and looked at his stats and it said I had a very good focus . But later that changed to a great ability to focus. So not only attributes INCREASE but also soul attributes can increase with no apparent reason.--Niggy 13:54, 22 June 2010 (UTC)
Dwarven Fortresses
I've seen a couple dwarven fortresses in adventure mode and in each case there's a large outer wall with a ring of stairs down to a "first" floor, in which there is a centered column of ramps down to the next level (all typical from ver. 40d). The ramp leads to a "ramp room" which has another ramp (column) opposite the first, then this repeats down several more levels, until you reach a level where there is no 'next' ramp down. Importantly, each ramp room is completely enclosed. There appears to be no actual body to the fortress, no rooms, hallways, certainly no workshops, etc. Piwowk 22:54, 20 April 2010 (UTC)
- It's been reported in the bug tracker. I actually once discovered a fortress just like this in 40d, but it seems that something has broken and is causing all worldgen dwarf fortresses to turn out like this. --Quietust 23:36, 20 April 2010 (UTC)
- I have discovered exactly one dwarf settlement in 31.04 that actually had halls and rooms in the underground layer. Just one. Anacrucis 21:59, 4 June 2010 (UTC)
Thoughts on Elf Adventurers
The current version of this page doesn't talk about the playable races so I thought this might be the best place to put my thoughts on elves:
- Wood equipment makes them initially a poor choice as discussed on 40d page; however they can use the same size equipment as dwarfs (and goblins) which makes looting better gear a little easier than for a Human.
- Elves seem to be friendly to most animals and non-evil creatures. They seem to lose this ability if they retire and then restart, though the loss might be caused by some other action (like killing Bambi) and the retire/restart correlation purely coincidental. Needs more testing.
- If you lack the patience to reroll countless elf adventurers and send them to their deaths in search of a metal weapon, you could roll a dwarf character, put all it's starting steel and bronze gear in it's backpack, and drop the backpack somewhere like a human town, then retire the character. Revisiting that town with your elf, you should be able to find the backpack; this is more efficient than dropping the items individually as they all seem to stay in the backpack and only the backpack is "scattered." Whether or not this method requires more or less patience than the endless stream of dead elf adventurers method requires further testing.
- Based on reviews of the Legends logs, attacking (or being attacked by?) members of a given Entity seems to make that Entity an Enemy of any Entities your adventurer belongs to. While I haven't tested this, it would seem possible that this could cause your civilization in Fortress mode to be at War with someone on embark, if you made some enemies with a dwarf adventurer of the same civilization. Playing an elf would avoid this presumed problem as long as you don't retire in a dwarven town or anything. (After all, every dwarf knows that elves are no fun.) I propose more testing for this.
Anacrucis 21:59, 4 June 2010 (UTC)
Starting wars?
Can an adventurer cause wars by traveling around and attacking peaceful civilizations? --TomiTapio 18:27, 6 July 2010 (UTC)
Pools and swimming
Is the "climb out of pool" bugged in 31.08? Alt-move (and shift & ctrl) doesn't climb out. --TomiTapio 19:02, 6 July 2010 (UTC)
- Once you issue the command, press Enter (or click the mouse) and you should actually be on the surface - there's some bugs with delayed input that have yet to be resolved. If Alt+Move isn't actually giving you a movement menu, then you're probably drowning and aren't physically capable of climbing out of the pool. --Quietust 19:32, 6 July 2010 (UTC)
- So an adventurer should invest in the swimming skill, because of charging attacks and dodging jumps. --TomiTapio 23:30, 19 July 2010 (UTC)
Bandages
After getting cut up way more than is socially acceptable, I've concluded that you cannot use cloth to bandage a wound. If anyone can prove that they can, please, by all means revert my edit.
Adventure Mode Combat
or how to kill every thing.
The Weapons There are many types of weapons not all can kill and maim to the same level.
Swords are your jack of all trades weapon, doing reasonable slashing damage. The size of the blade help in makeing bigger wound and dismembering foes.
subtypes
- large dagger*
Short sword long sword scimitar two-handed sword
large dagger small weak shallow cuts and stabs, at best a fall back blade, at worse throw it at some one.NOTE uses dagger skill not sword.
Short swords are the weakist true sword but are still good for use fighting wolfs and the like just dont take it to fight a dragon.
Long sword it's longer and so it cuts deeper and dismembers more.
Scimitar ok this is just as good as the short sword.
Two-handed sword 5 times the cuting power of the short sword,it stabs go in 2 time as far,truey this is the king swords
Axes
ok a lot like swords but bigger and better when fighting armmor.
subtypes battle axe great axe halberd
battle axe on par with the long sword a good weapon over all.
great axe bigger and better.
halberd the oddball it has a smaller edge but can stab as well as chop,think of the offspring of a Short sword and a spear.
Spears ok the spear ot as good or as bad as it was,yes no endless Stick-ins but no more stabing every internal organs in one blow.
subtypes spear
- pike*
spear a poor anti-group weapon for the love of armok use a diffent weapon.
pike ok it stabs a little deeper and uses pike skill, still use a diffent weapon.
Blunts good at smashing stuff and fighting arrmor. for blunt weapons there weight is the main factor.
subtypes war hammer mace maul flail morningstar
war hammer with skill to can put nice holes in heads.
mace has more weight than the warhammer,skilled hands Goblins shatter like glass. in less skilled bruiseing.
maul a bigger mace,now hit stuff harder.
flail mace on a chain,hit them not you.
morningstar spiked ball on a chain cuts as it smashs.
other weapons the odd one.
whip pick scourge
whip shatters the bone,bruise the flesh.
pick goes in deep,rips organs ,shatters bones.fear the miners.
scourge tears muscle,brakes bones. --Funk
Worldgen for Adventurers
It might be a good idea to have a section on worldgen parameters and settings that are useful to adventurers.
For ex: I always set CAVERN_LAYER_OPENNESS_MIN and CAVERN_LAYER_PASSAGE_DENSITY_MIN to 15 instead of 0, this gives a much less maze-like feel to the underground, allowing you to travel with only occasional side-trips to get around an impassible region. It's not so hot for fortress mode, since it's harder to wall out the nasties, but still doable.
I also set CAVERN_LAYER_WATER_MAX to 80 -- it costs a bit in framerate when you enter a region and the underground water begins to flow, but a 100% flooded region once prevented me from using the 'T'ravel trick to escape the underworld. It told me I couldn't fast travel because I was swimming, and the region square I was on had not a single tile of dry land. (A fairly common thing with this set to 100%) Wound up having to backtrack for hours. (This was before I tried the openness and passage density params, though.) This also seems to me to give slightly more natural-shaped underground pools.
Maybe a mention of MOUNTAIN_CAVE_MIN and NON_MOUNTAIN_CAVE_MIN, which will get you more interesting stuff to kill, or ALL_CAVES_VISIBLE, which keeps you from having to talk to people to find caves.
BEAST_END_YEAR is handy, too -- an adventurer probably doesn't care if the world still has a ton of megabeasts. Hey, they're not invading his house, right? It defaults to not ending worldgen until 80% of all megabeasts are dead, but I usually reduce that to 50 or less.
You don't want to have worldgen end too early, though. I find ending the worldgen early (like pre-500) leaves tons of megabeasts, but also gives you nearly empty cavern layers.
Finally, I find boosting the SAVAGERY minimum to about 10 is a good idea for adventurers, since it means less time spent trudging through empty forest when you're hunting, while not going to the insane step-WOLFAMBUSH-step-WOLFAMBUSH-step extreme.
--Anonymous July 30, 2010
The Basics
I think it would be worth adding a paragraph or two describing the basics of Adventurer mode. What it is, and most importantly, how to start it. (Can it be started if a Fortress game is in progress?)