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Difference between revisions of "Visitor"

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(more info, visitor types still need more research)
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{{new in v0.42}}
 
{{new in v0.42}}
  
A '''visitor''' or '''guest''' is a person who comes to your fort at random, to stay at a [[location]]. Initially, you will receive only about three visitors for each location, who are all curious about the location they are visiting. When they leave, they may bring back word of what your place is like, attracting more visitors. This may benefit your fort, for example by providing social contacts for your dwarves, or enlisting soldiers. However, if you prefer having a dwarf-only fort (save for the prisoner elves and goblins), you should make sure they do not leave alive.
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A '''visitor''' or '''guest''' is a person who comes to the site at random to drop by at a [[location]], which includes [[tavern]]s, [[library|libaries]], and [[temple]]s. Some may seek permanent employment. Initially, a fortress will receive only about three visitors for a given location. First guests will initially visit out of curiosity, and when they leave, they bring back word of what the place is like. If the location proves to be popular and not deadly, it will attract more visitors. "Visitors" do not include [[merchant]]s, [[diplomat]]s, animals, or [[invader]]s.
  
==Types of visitors==
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The arrival of a visitor is notified in the [[announcement]]s. Visitors are listed in {{DFtext|Others}} on the [[unit list|{{k|u}}nit list]] and labeled as {{DFtext|Guest|2:1}} on the right side of their names, along with their current activity.
{{expand topic}}
 
* '''Guests''' will come to relax, and only provide social contacts. They may perform in your [[inn]]. After they finish their tasks, '''[[diplomat]]s''' may stay for a while as guests.
 
* '''[[Scholar]]s''' will come to study, which includes reading books and discussing scientific topics with other scholars (including other visitors and your own dwarves), and may write books in your [[library]].
 
* '''[[Mercenary|Mercenaries]]''' will come to enlist in the military. They will either petition for long-term residency or relax, and when you accept them, they can be added to any [[squad]] (note that they cannot be squad leaders) and will follow any order the squad receives. They are attracted by your inn.
 
* '''[[Performer]]s''', as the name suggests, will come to perform in your inn. They will tell stories, dance, make music, or recite poetry. They do this for fun, and will not ask anything in return. They may petition for long-term residency.
 
* '''[[Monster slayer]]s'''{{version|0.44.01}} visit inns to slay monsters in the [[cavern]]s. Once they are granted long term residency, they will go down into the caverns on their own to hunt.
 
* '''[[Beast hunter]]s'''{{version|0.44.01}} visit inns to hunt wild animals above-ground.{{verify}} Once they are granted long term residency, they will go to the wilds on their own to hunt.
 
* '''Slaves''' will come to relax.
 
* '''Travelers''' will come to relax. Some may seek sanctuary at your fort, for example, if you liberated them from a site.  They may do this even if you have no locations assigned that allows foreign guests.
 
* '''[[Scout]]s'''{{version|0.44.01}} will visit from other civilizations to spy. They assume cover identities and gather information concerning [[artifact]]s, then leave to report back to their civilization. Scouts cannot be forced to reveal their true identities, but players can distinguish them from other visitors by closely inspecting their names, roles, and equipment. For example, a scout might arrive at your fort claiming to be called "Urist McBard" despite being an elf carrying only weapons and armor, with no bard skills whatsoever.
 
  
Groups of performers under a single name may arrive as a Performance Troupe, and when petitioning will apply as a group. Allowing the petition will allow all of its members. Troupes may be made up of several bards and poets. Due to a current [http://www.bay12games.com/dwarves/mantisbt/view.php?id=9234  bug], troupes may arrive completely naked.
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Visitors are beneficial because they provide protection and social interactions for lonely dwarven [[citizen]]s. Visitors spread [[rumor]]s about the fortress, including [[artifact]]s, so players who enjoy invasions are encouraged to create multiple locations for more guests. Several cons may include overcrowding, [[alcohol]] depletion, accidental conflicts with citizens, and [[FPS]] issues from increased population. For players who disdain visitors and wish to remain an isolated fortress, locations can be restricted to {{DFtext|Citizens only|6:1}} to prevent people from visiting. Visitor population cap is set to 100 by default, and can be modified in [[d_init.txt]] from <code>[VISITOR_CAP: <number>]</code>. If set to 0, visitors will not come at all. <code>[VISITOR_CAP]</code> does not count long-term residents.
Attacking or killing one member of a troupe does not automatically turn the rest of the group hostile.
 
  
Currently, scholars may leave with one of your books, though if they brought one with them then they may leave that one in your fort.
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== Behavior ==
Goblin visitors may cause bloodbaths due to their ethical requirement that arguments escalate into lethal conflicts.
 
  
==Residency petitions==
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A visitor's current activities, objectives, and type can be investigated by pressing {{k|v|g}} and hovering over it. The visitor must first interact with the locals before the information can be shown. Generally, visitors wanting to petition for residency are described as "seeking work", and typically call for meetings as soon as they arrive, unless there is another meeting taking place. Visitors who came to "relax" will socialize and partake in performances in taverns.
Sometimes, a visitor may come with the intent to stay in your fort on the long term. All types of visitors can do this. When a visitor petitions for residency, they will meet up with your mayor. You will have the final say about whether the visitor will become a resident.
 
  
When you accept them, they will be added to the list of civilians in your fort as if they were a migrant. Their needs, preferences, and thoughts will be visible to you as normal, but they will not be able to have labours or occupations assigned. Aside from the reason why they came to your fort (such as performing in your inn), they may take brief breaks and do stuff in other locations in your fort.
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Visitors do not need to eat, drink, or sleep, but they receive alcohol from [[tavern keeper]]s. Inn rooms are used for long-term residents only.
  
After about 2 years in your fort, the visitor may then apply for [[citizenship]], and accepting will allow them to have labors in your fort. To be able to assign them occupations, one first has to unassign the fort-wide occupation they get when applying for long term residency. To do this one has to navigate to their name in the fort-wide occupation list (the first screen shown after pressing {{k|l}}), press {{k|Enter}} to reassign the occupation, and choose "Nobody". After this, the new citizen will become available for other occupations. Mercenaries will never apply for [[citizenship]], though it is worth noting that a bard or other visitor-turned-citizen will be able to become a militia captain, effectively enabling all-mercenary squads.
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Guests are initially friendly to citizens and other guests. Drunken or otherwise violent-oriented visitors—particularly goblins due to their [[ethic]]s—may start arguments which can escalate into potentially lethal brawls or even [[loyalty cascade]]s. Visitors side with the attacking [[faction|force]] of their own civilization.
  
==Behaviour==
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When visitors first arrive, they will head towards their desired location. Once there, visitors do their respective activities, if possible. Their current activity can be viewed in the unit list next to {{DFtext|Guest /|2:1}}. Visitors with {{DFtext|No Activity|6:1}} either means they have just finished an activity, or have no location available to do their activities. Visitors wander to other locations, but do not participate in activities they did not come for. For instance, guests who came purely to relax can enter any tavern, library, or temple, but will not read books or worship, and can only socialize and perform. They must become a long-term resident in order to do other activities. If there are no locations assigned that allows visitors, they go to a [[meeting hall]] and remain there without doing any activity. If there are no available locations or meeting halls, visitors will just stand around. Visitors finish their current activities first before relocating.
  
Apparently, visitors will side with an attacking force of their own civ, potentially leading to a full scale civil war, but this is in need of more research.
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Before a guest can leave, they must complete their requirements for visiting. Visitors who came to relax will not leave until they have socialized sufficiently, for example. Currently, most visitors have some trouble leaving due to a bug,{{bug|10523}} which is scheduled to be fixed. Directing visitors under a bridge and [[Dwarven atom smasher|atom smashing]] them is one highly effective solution to getting rid of unwanted lingering guests.
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== Visitor types ==
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{{stub}}
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=== Traveler ===
 +
 
 +
:''This visitor has come to relax.''
 +
 
 +
Travelers have no special purposes, and most only come to relax. Some may seek sanctuary if they were liberated from a site during [[mission]]s. Travelers who seek sanctuary will be able to petition even if there are no locations assigned that allows visitors.
 +
 
 +
=== Artist ===
 +
 
 +
:''This visitor has come to perform.''
 +
 
 +
[[Performer]]s, as their name suggests, visit taverns to perform for other guests and citizens. They tell stories, dance, make music, or recite poetry. They do not ask for anything in return for their performances. They may seek long-term work.
 +
 
 +
Groups of performers under a single name may arrive as a [[performance troupe]], and when petitioning will apply as a group. Allowing the petition will allow all of its members. Troupes may be made up of several bards and poets. Due to {{Bug|9234}}, troupes may arrive completely naked. Attacking or killing one member of a troupe does not automatically turn the rest of the group hostile.
 +
 
 +
=== Scholar ===
 +
 
 +
:''This visitor has come to study.''
 +
 
 +
[[Scholar]]s come to study in a library, which includes reading books and discussing topics with other scholars. If writing materials are available, they may use them to write their own books. While visiting scholars can depart with one or more of the local books from the library, they can also leave books that they have carried or written, thus encouraging new content in the book collection.
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 +
=== Warrior ===
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 +
Warriors frequently visit the tavern to relax. They come armed with weapons and armor, so it is ill-advised to fight them. Most warriors are traveling [[quest]]ers, seeking rumors and asking questions regarding the location of their target, which is usually a lost artifact. Otherwise, they come to provide specific services.
 +
 
 +
==== Mercenary ====
 +
 
 +
[[Mercenary|Mercenaries]] come to enlist in the [[military]], or to relax at a tavern. They can petition for long-term residency, and once accepted, they can be added to any [[squad]] (note that they cannot be squad leaders) and will follow any order the squad receives.
 +
 
 +
==== Monster slayer and beast hunter ====
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 +
:''This visitor has come to slay beasts.''
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 +
[[Monster slayer]]s and [[beast hunter]]s seek wild creatures to kill, or to relax at a tavern.{{version|0.44.01}} After they socialize at a tavern for a while, they will petition for long-term residency. Once granted, they will go outdoors or deep below to slay beasts. They will not begin to slay beasts until they become a long-term resident.
 +
 
 +
Monster slayers start arriving after a [[cavern]] is revealed. They come even if there are no unrestricted locations. Monster slayers go down into the caverns alone to slay subterranean creatures. Beast hunters remain above-ground and hunt wild animals, similarly to [[hunter]]s.{{verify}}
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== Secret agents ==
 +
 
 +
[[Scout]]s will visit from hostile civilizations to spy.{{version|0.44.01}} They assume cover identities and gather information concerning [[artifact]]s, then leave to report back to their civilization. Scouts cannot be forced to reveal their true identities, but players can distinguish them from other visitors by closely inspecting their names, roles, and equipment. For example, a scout might arrive at your fort claiming to be called "Urist McBard" despite being an elf carrying only weapons and armor, with no bard skills whatsoever.
 +
 
 +
== Petitioning ==
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 +
Visitors who wish to work or stay longer can [[petition]] to become ''long-term residents''. After about two years, long-term residents can apply for [[citizenship]], which makes them into full-fledged citizens.
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=== Long-term residency ===
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 +
Visitors can petition to stay for a long time. When visitors request for long-term residency, they attend a meeting with the [[mayor]] at the mayor's [[office]]. Once the meeting starts, the {{k|P}}etition notice will flash on top of the screen. In the petition screen, their purpose to stay is displayed, and players can have the final say on whether they become a resident or not.
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 +
When accepted, visitors will be added to the citizens list in the units screen. Their needs, preferences, and thoughts will be visible as normal, but labors or occupations cannot be assigned to them. Aside from doing their main activities, long-term residents eat, drink, sleep, and perform other activities. Locations set to {{DFtext|Citizens and long-term residents only|7:1}} are allowed for long-term residents, but not {{DFtext|Citizens only|6:1}}.
 +
 
 +
Having finished their requirement, visitors whose petitions were not accepted will leave immediately after the meeting, unless they came for additional reasons.
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=== Citizenship ===
 +
 
 +
Long-term residents can apply for citizenship after living in the fort for about two years. Accepting it will allow labors and occupations assigned to them.
 +
 
 +
To assign them occupations, the fort-wide occupation they initially had when applying for long-term residency must be unassigned. Go to the {{k|l}}ocations menu, and on the first screen, select their name from the fort-wide occupation list, press {{k|Enter}} to reassign, and choose {{DFtext|Nobody|6:1}}. After this, the new citizens will become available for other occupations. Mercenaries will never apply for citizenship, though any other visitor types can become a militia captain after citizenship, effectively making "all-visitor" squads possible.

Revision as of 11:13, 10 February 2018

This article is about the current version of DF.
Note that some content may still need to be updated.


A visitor or guest is a person who comes to the site at random to drop by at a location, which includes taverns, libaries, and temples. Some may seek permanent employment. Initially, a fortress will receive only about three visitors for a given location. First guests will initially visit out of curiosity, and when they leave, they bring back word of what the place is like. If the location proves to be popular and not deadly, it will attract more visitors. "Visitors" do not include merchants, diplomats, animals, or invaders.

The arrival of a visitor is notified in the announcements. Visitors are listed in Others on the unit list and labeled as Guest on the right side of their names, along with their current activity.

Visitors are beneficial because they provide protection and social interactions for lonely dwarven citizens. Visitors spread rumors about the fortress, including artifacts, so players who enjoy invasions are encouraged to create multiple locations for more guests. Several cons may include overcrowding, alcohol depletion, accidental conflicts with citizens, and FPS issues from increased population. For players who disdain visitors and wish to remain an isolated fortress, locations can be restricted to Citizens only to prevent people from visiting. Visitor population cap is set to 100 by default, and can be modified in d_init.txt from [VISITOR_CAP: <number>]. If set to 0, visitors will not come at all. [VISITOR_CAP] does not count long-term residents.

Behavior

A visitor's current activities, objectives, and type can be investigated by pressing vg and hovering over it. The visitor must first interact with the locals before the information can be shown. Generally, visitors wanting to petition for residency are described as "seeking work", and typically call for meetings as soon as they arrive, unless there is another meeting taking place. Visitors who came to "relax" will socialize and partake in performances in taverns.

Visitors do not need to eat, drink, or sleep, but they receive alcohol from tavern keepers. Inn rooms are used for long-term residents only.

Guests are initially friendly to citizens and other guests. Drunken or otherwise violent-oriented visitors—particularly goblins due to their ethics—may start arguments which can escalate into potentially lethal brawls or even loyalty cascades. Visitors side with the attacking force of their own civilization.

When visitors first arrive, they will head towards their desired location. Once there, visitors do their respective activities, if possible. Their current activity can be viewed in the unit list next to Guest /. Visitors with No Activity either means they have just finished an activity, or have no location available to do their activities. Visitors wander to other locations, but do not participate in activities they did not come for. For instance, guests who came purely to relax can enter any tavern, library, or temple, but will not read books or worship, and can only socialize and perform. They must become a long-term resident in order to do other activities. If there are no locations assigned that allows visitors, they go to a meeting hall and remain there without doing any activity. If there are no available locations or meeting halls, visitors will just stand around. Visitors finish their current activities first before relocating.

Before a guest can leave, they must complete their requirements for visiting. Visitors who came to relax will not leave until they have socialized sufficiently, for example. Currently, most visitors have some trouble leaving due to a bug,Bug:10523 which is scheduled to be fixed. Directing visitors under a bridge and atom smashing them is one highly effective solution to getting rid of unwanted lingering guests.

Visitor types


Traveler

This visitor has come to relax.

Travelers have no special purposes, and most only come to relax. Some may seek sanctuary if they were liberated from a site during missions. Travelers who seek sanctuary will be able to petition even if there are no locations assigned that allows visitors.

Artist

This visitor has come to perform.

Performers, as their name suggests, visit taverns to perform for other guests and citizens. They tell stories, dance, make music, or recite poetry. They do not ask for anything in return for their performances. They may seek long-term work.

Groups of performers under a single name may arrive as a performance troupe, and when petitioning will apply as a group. Allowing the petition will allow all of its members. Troupes may be made up of several bards and poets. Due to Bug:9234, troupes may arrive completely naked. Attacking or killing one member of a troupe does not automatically turn the rest of the group hostile.

Scholar

This visitor has come to study.

Scholars come to study in a library, which includes reading books and discussing topics with other scholars. If writing materials are available, they may use them to write their own books. While visiting scholars can depart with one or more of the local books from the library, they can also leave books that they have carried or written, thus encouraging new content in the book collection.

Warrior

Warriors frequently visit the tavern to relax. They come armed with weapons and armor, so it is ill-advised to fight them. Most warriors are traveling questers, seeking rumors and asking questions regarding the location of their target, which is usually a lost artifact. Otherwise, they come to provide specific services.

Mercenary

Mercenaries come to enlist in the military, or to relax at a tavern. They can petition for long-term residency, and once accepted, they can be added to any squad (note that they cannot be squad leaders) and will follow any order the squad receives.

Monster slayer and beast hunter

This visitor has come to slay beasts.

Monster slayers and beast hunters seek wild creatures to kill, or to relax at a tavern.v0.44.01 After they socialize at a tavern for a while, they will petition for long-term residency. Once granted, they will go outdoors or deep below to slay beasts. They will not begin to slay beasts until they become a long-term resident.

Monster slayers start arriving after a cavern is revealed. They come even if there are no unrestricted locations. Monster slayers go down into the caverns alone to slay subterranean creatures. Beast hunters remain above-ground and hunt wild animals, similarly to hunters.[Verify]

Secret agents

Scouts will visit from hostile civilizations to spy.v0.44.01 They assume cover identities and gather information concerning artifacts, then leave to report back to their civilization. Scouts cannot be forced to reveal their true identities, but players can distinguish them from other visitors by closely inspecting their names, roles, and equipment. For example, a scout might arrive at your fort claiming to be called "Urist McBard" despite being an elf carrying only weapons and armor, with no bard skills whatsoever.

Petitioning

Visitors who wish to work or stay longer can petition to become long-term residents. After about two years, long-term residents can apply for citizenship, which makes them into full-fledged citizens.

Long-term residency

Visitors can petition to stay for a long time. When visitors request for long-term residency, they attend a meeting with the mayor at the mayor's office. Once the meeting starts, the Petition notice will flash on top of the screen. In the petition screen, their purpose to stay is displayed, and players can have the final say on whether they become a resident or not.

When accepted, visitors will be added to the citizens list in the units screen. Their needs, preferences, and thoughts will be visible as normal, but labors or occupations cannot be assigned to them. Aside from doing their main activities, long-term residents eat, drink, sleep, and perform other activities. Locations set to Citizens and long-term residents only are allowed for long-term residents, but not Citizens only.

Having finished their requirement, visitors whose petitions were not accepted will leave immediately after the meeting, unless they came for additional reasons.

Citizenship

Long-term residents can apply for citizenship after living in the fort for about two years. Accepting it will allow labors and occupations assigned to them.

To assign them occupations, the fort-wide occupation they initially had when applying for long-term residency must be unassigned. Go to the locations menu, and on the first screen, select their name from the fort-wide occupation list, press Enter to reassign, and choose Nobody. After this, the new citizens will become available for other occupations. Mercenaries will never apply for citizenship, though any other visitor types can become a militia captain after citizenship, effectively making "all-visitor" squads possible.