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Difference between revisions of "v0.31:Adventurer mode"

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Placeholder list of relevant changes to/or greatly affect DF2010 adventure mode: (Feel free to merge with old adventure mode information or clean up)
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==Changes from 40d==
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Fast-travel, 'Shift + t'/'T', no longer heals all of your wounds instantly. Wounds do heal over time.
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Cave systems are accessible to adventurers but you are virtually guaranteed to get lost exploring them.
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Material changes are extremely noticeable in adventure mode. Elves with wood noticeably weaker, throwing/ranged weapons somewhat nerfed, hammer and shield bashing bugged?
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As of the current release, adventurers start out more powerful than they had in 40d, with certain builds granting super-----ly tough/strong/agile at start.
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"Stuck-in" weapons no longer are endlessly twisted in the wound until the creature bleeds to death or yanked out. There is now a roll to see who controls the stuck-in weapon on the turn following the "stuck-in" attack.
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==Adventure Mode Skills==

Revision as of 07:44, 2 April 2010

This article is about an older version of DF.

Placeholder list of relevant changes to/or greatly affect DF2010 adventure mode: (Feel free to merge with old adventure mode information or clean up)

Changes from 40d

Fast-travel, 'Shift + t'/'T', no longer heals all of your wounds instantly. Wounds do heal over time.

Cave systems are accessible to adventurers but you are virtually guaranteed to get lost exploring them.

Material changes are extremely noticeable in adventure mode. Elves with wood noticeably weaker, throwing/ranged weapons somewhat nerfed, hammer and shield bashing bugged?

As of the current release, adventurers start out more powerful than they had in 40d, with certain builds granting super-----ly tough/strong/agile at start.

"Stuck-in" weapons no longer are endlessly twisted in the wound until the creature bleeds to death or yanked out. There is now a roll to see who controls the stuck-in weapon on the turn following the "stuck-in" attack.

Adventure Mode Skills