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{{Modification
 
{{Modification
 
| name = Adventurecraft
 
| name = Adventurecraft
| version = 47.02 - 47.05 1.997
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| version = 47.02 - 47.05 1.996
 
| df version = 0.47.05
 
| df version = 0.47.05
| last update = 11/27/2022
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| last update = 7/13/2021
 
| download = http://www.bay12forums.com/smf/index.php?topic=153036.0
 
| download = http://www.bay12forums.com/smf/index.php?topic=153036.0
 
}}
 
}}
  
Adventurecraft, yet another Wanderer's Friend derivative, is an [[adventure mode]] focused [[mod]] that adds reactions, in addition to material changes and creature changes, much of it geared toward fleshing out the options provided to adventurers. Various features have been added to it over time, not all geared toward crafting.
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Adventurecraft, yet another Wanderer's Friend derivative, is an adventure-mode-focused mod that adds reactions, in addition to material changes and creature changes, much of it geared toward fleshing out the options provided to adventurers. Various features have been added to it over time, not all geared toward crafting.
  
 
Existed in unreleased form since the DF2012 days, with the first release being not long before .42.01 was released. Features and changes listed are thus specific to the most recent version, assuming this page remains up-to-date (don't count on it), derived from the forum post.
 
Existed in unreleased form since the DF2012 days, with the first release being not long before .42.01 was released. Features and changes listed are thus specific to the most recent version, assuming this page remains up-to-date (don't count on it), derived from the forum post.
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* Several stones have been buffed to not be vastly inferior to bone. Look for the material tier designation. Chert is second only to obsidian in sharpness.
 
* Several stones have been buffed to not be vastly inferior to bone. Look for the material tier designation. Chert is second only to obsidian in sharpness.
 
* Scales and chitin can be tanned. Scales are more or less superior to leather, while chitin is better still. To avoid oddities like chitin flasks, only leather is usable in Fortress Mode and world-gen.
 
* Scales and chitin can be tanned. Scales are more or less superior to leather, while chitin is better still. To avoid oddities like chitin flasks, only leather is usable in Fortress Mode and world-gen.
* The idea of making potions from megabeast and semi-megabeast hearts has been carried over, with some differences. Each type of beast's essence has a different effect, for you to experiment with (or be spoiled in the appendices). Not all of the beasts added to the mod have usable hearts. Or, you can use the relevant megabeast heart (or equivalent for things that lack hearts) to unlock the secrets of the Beyond...
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* The idea of making potions from megabeast and semi-megabeast hearts has been carried over, with some differences. Each type of beast's essence has a different effect, for you to experiment with (or be spoiled in the appendices). Not all of the beasts added to the mod have usable hearts. Or, you can use the relevant megabeast heart (or equivalent for things that lack hearts) to unlock secrets of The Beyond...
 
* Found out how to tweak generated creatures to allow extracting from their hearts as well. If the creature has a valid poison, it should be extractable from their heart. If they DON'T have a valid poison, you'll instead get a fallback "failed extract" that has no use.
 
* Found out how to tweak generated creatures to allow extracting from their hearts as well. If the creature has a valid poison, it should be extractable from their heart. If they DON'T have a valid poison, you'll instead get a fallback "failed extract" that has no use.
  
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* Because DF2015 broke cannibal adventurers, intelligent semi-megabeasts/megabeasts are currently non-sentient. To make up for this, they gain natural skills. Megabeasts additionally grow at a more consistent rate, with the net result being that most beasts grow slower, while dragons grow faster. Bronze colossi gain a unique material instead of bronze, and dragons have an extra surprise in store.
 
* Because DF2015 broke cannibal adventurers, intelligent semi-megabeasts/megabeasts are currently non-sentient. To make up for this, they gain natural skills. Megabeasts additionally grow at a more consistent rate, with the net result being that most beasts grow slower, while dragons grow faster. Bronze colossi gain a unique material instead of bronze, and dragons have an extra surprise in store.
 
* Extremely small creatures have been tweaked slightly to make them a bit more likely to be successfully butchered, and non-giant birds properly yield feathers that can be used for crafts or decoration.
 
* Extremely small creatures have been tweaked slightly to make them a bit more likely to be successfully butchered, and non-giant birds properly yield feathers that can be used for crafts or decoration.
* A few new interactions can be used by most playable creatures. Almost every playable creature has an interaction to bypass restrictions on crafting or eating body materials from intelligent creatures, allowing you to mark a target beforehand. Elves additionally have an interaction for producing feywood, a material used by their civilization.
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* A few new interactions can be used by most playable creatures. Almost every playable creature has an interaction to bypass restrictions on crafting or eating body materials from intelligent creatures, allowing you to mark a target beforehand. Elves additionally have an interaction for producing a material used by their civilization, for producing feywood.
 
* Megabeast and semi-megabeast hearts can also be crafted into essences that grant basic spells. Each forms one of five opposing pairs themed around contrasting sphere, different yet similiar sister spheres, or other thematic contrasts.
 
* Megabeast and semi-megabeast hearts can also be crafted into essences that grant basic spells. Each forms one of five opposing pairs themed around contrasting sphere, different yet similiar sister spheres, or other thematic contrasts.
  
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=== New Items ===
 
=== New Items ===
  
* Needles, required for sewing. In addition to wood, you can carve them from bone, tooth, nail, hoof, or horn.
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* Needles, required for sewing. In addition to wood you can carve them from bone, tooth, nail, hoof, or horn.
 
* Clubs, as a crude mace-equivalent as suggested by Kallin.
 
* Clubs, as a crude mace-equivalent as suggested by Kallin.
 
* Caesti and katars, unarmed weapons suggested and worked on by Jackie.
 
* Caesti and katars, unarmed weapons suggested and worked on by Jackie.
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* Fire magic, opposed to wind. Flings a fireball at a target creature when used, fellow fire mages cannot be targeted with it. Associated with fire, the sun, and volcanoes. Can be obtained from dragons and bronze colossi, secondary sources include giants and hydras.
 
* Fire magic, opposed to wind. Flings a fireball at a target creature when used, fellow fire mages cannot be targeted with it. Associated with fire, the sun, and volcanoes. Can be obtained from dragons and bronze colossi, secondary sources include giants and hydras.
 
* Healing magic, opposed to blight magic. Mends bleeding and tissue damage on a target creature when used. Also temporarily immunizes the target against blight magic. Associated with healing, mercy, and rebirth. Can be obtained from hydras, treants are a secondary source.
 
* Healing magic, opposed to blight magic. Mends bleeding and tissue damage on a target creature when used. Also temporarily immunizes the target against blight magic. Associated with healing, mercy, and rebirth. Can be obtained from hydras, treants are a secondary source.
* * Infernal magic, opposed to clairvoyance magic. Summons a random demonic creature when used, which will always be one of the raw-defined demons instead of a generated one, which will attack any living thing except the caster. Inflicts permanant personality changes on the user, along with temporary stigmata that will worsen if used repeatedly. Also carries a small change of being temporarily rendered mute, which will disable casting. Associated with lies, nightmares, and thralldom. Can be obtained from shoggoths, mi-gos are a secondary source, can also be obtained as a major curse (with additional side effects).
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* Infernal magic, opposed to clairvoyance magic. Summons a random demonic creature when used, which will always be one of the raw-defined demons instead of a generated one, which will attack any living thing except the caster. Inflicts stigmata and personality changes on the user, repeated use will build up side effects until blood loss becomes lethal, and each use has a chance of rendering the caster permanently mute. Associated with lies, nightmares, and thralldom. Can be obtained from shoggoths, mi-gos are a secondary source, can also be obtained as a major curse (with additional side effects).
 
* Nature magic, opposed to animal magic. Summons a random natural predatory animal when used. Associated with nature, plants, and trees. Can be obtained from treants and ettins, cyclopes and eternal things are a secondary source.
 
* Nature magic, opposed to animal magic. Summons a random natural predatory animal when used. Associated with nature, plants, and trees. Can be obtained from treants and ettins, cyclopes and eternal things are a secondary source.
 
* Protective magic, opposed to war magic. Grants high damage resistance to a target creature when used. Associated with courage, discipline, and longevity. Can be obtained from gargoyles, bronze colossi are a secondary source.
 
* Protective magic, opposed to war magic. Grants high damage resistance to a target creature when used. Associated with courage, discipline, and longevity. Can be obtained from gargoyles, bronze colossi are a secondary source.
 
* War magic, opposed to protective magic. Inflicts a berserk rage on the caster when used, with appropriate status buffs. Associated with war, victory, and murder. Can be obtained from giants, dragons are a secondary source, can also be obtained as a major curse (with additional side effects.
 
* War magic, opposed to protective magic. Inflicts a berserk rage on the caster when used, with appropriate status buffs. Associated with war, victory, and murder. Can be obtained from giants, dragons are a secondary source, can also be obtained as a major curse (with additional side effects.
 
* Wind magic, opposed to fire magic. Sends multiple target creatures flying away with high force when used, requires targets to be fairly close. Associated with storms, thunder, and wind. Can be obtained from rocs and cyclopes, minotaurs and gargoyles are a secondary source.
 
* Wind magic, opposed to fire magic. Sends multiple target creatures flying away with high force when used, requires targets to be fairly close. Associated with storms, thunder, and wind. Can be obtained from rocs and cyclopes, minotaurs and gargoyles are a secondary source.

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