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Editing v0.34:Combat

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{{quality|Fine|20:16, 26 December 2010 (UTC)}}{{av}}
 
{{quality|Fine|20:16, 26 December 2010 (UTC)}}{{av}}
  
(This page ''will'' cover the mechanics of combat - once they're figured out. For now, you may want to refer to [[Combat skill]]s, [[Armor]] or [[Weapon]]s). The effects of many [[Material]] properties on combat are somewhat understood (see the [[Material science]] page).
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(This page ''will'' cover the mechanics of combat - once they're figured out. For now, you may want to refer to [[Combat skill]]s, [[Armor]] or [[Weapon]]s)
  
 
Combat in Dwarf Fortress is unlike that in most strategy and role playing games. Rather than having hit points, units have a collection of body parts, such as limbs, head(s) and a torso. These have sub parts: limbs have skin, fat, muscle, tendons, bones, nerves and arteries; heads have brains; and torsos have internal organs. Damage to these parts and sub parts causes various negative effects, such as fainting, vomiting, loss of mobility due to bone fractures or nerve damage, and eventually leading to death from organ failure or blood loss. The combat system tries to present a fairly realistic depiction of combat, with several important consequences.
 
Combat in Dwarf Fortress is unlike that in most strategy and role playing games. Rather than having hit points, units have a collection of body parts, such as limbs, head(s) and a torso. These have sub parts: limbs have skin, fat, muscle, tendons, bones, nerves and arteries; heads have brains; and torsos have internal organs. Damage to these parts and sub parts causes various negative effects, such as fainting, vomiting, loss of mobility due to bone fractures or nerve damage, and eventually leading to death from organ failure or blood loss. The combat system tries to present a fairly realistic depiction of combat, with several important consequences.
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Although creatures and players may direct and focus their attacks, combat is random in nature.  A glancing blow can get lucky and damage a vital organ, or open an artery to cause massive blood loss.  Weapons cause damage specific to their class, be they axes or swords or backpacks. You will often see creatures attacked with impaling weapons such as spears or crossbow bolts die of asphyxiation when their lungs are pierced, while slashing weapons are more likely to open an artery or lop off a limb, and blunt weapons will cause fractures. Some weapons may become stuck in the enemy: if the weapon wielder can maintain control he can continue to do damage and immobilize the enemy, but if the enemy gains control of the stuck weapon, the weapon's wielder will be disarmed.  
 
Although creatures and players may direct and focus their attacks, combat is random in nature.  A glancing blow can get lucky and damage a vital organ, or open an artery to cause massive blood loss.  Weapons cause damage specific to their class, be they axes or swords or backpacks. You will often see creatures attacked with impaling weapons such as spears or crossbow bolts die of asphyxiation when their lungs are pierced, while slashing weapons are more likely to open an artery or lop off a limb, and blunt weapons will cause fractures. Some weapons may become stuck in the enemy: if the weapon wielder can maintain control he can continue to do damage and immobilize the enemy, but if the enemy gains control of the stuck weapon, the weapon's wielder will be disarmed.  
  
Reading the combat {{k|r}}eports will give you a gruesome blow-by-blow of the fighting, telling you exactly what each strike did. It is important to note that while most natural creatures have the same sorts of vulnerabilities due to their similar collection of body parts, procedurally generated creatures such as Titans, Megabeasts and Demons may lack these vulnerabilities entirely. Killing a shambling pile of refuse may prove to be a very, very long process due to the fact that it has no vital parts, and metallic creatures may prove to be nearly invulnerable.  When all else fails, a [[cave-in]] or [[obsidian]] casting means certain death for anything caught in it.
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Reading the combat {{k|r}}eports will give you a gruesome blow-by-blow of the fighting, telling you exactly what each strike did. It is important to note that while most natural creatures have the same sorts of vulnerabilities due to their similar collection of body parts, procedurally generated creatures such as Titans, Megabeasts and Demons may lack these vulnerabilities entirely. Killing a shambling pile of refuse may prove to be a very, very long process due to the fact that it has no vital parts, and metallic creatures may prove to be nearly invulnerable.  When all else fails, a cave-in means certain death for anything caught underneath.
  
 
As in real life, combat in Dwarf Fortress is chaotic, deadly, and gruesome.  Numbers seem to matter, as defending against multiple opponents can be difficult even for a decent fighter.  Your warriors will not suffer loss of generic hit points, and can not simply rest to regain them. Injuries must be dealt with in an appropriate fashion for healing to occur: broken bones must be set, wounds must be cleaned and stitched up, and for some things such as concussions, you can only wait and hope the victim eventually regains consciousness.
 
As in real life, combat in Dwarf Fortress is chaotic, deadly, and gruesome.  Numbers seem to matter, as defending against multiple opponents can be difficult even for a decent fighter.  Your warriors will not suffer loss of generic hit points, and can not simply rest to regain them. Injuries must be dealt with in an appropriate fashion for healing to occur: broken bones must be set, wounds must be cleaned and stitched up, and for some things such as concussions, you can only wait and hope the victim eventually regains consciousness.
  
 
==General Observations==
 
==General Observations==
* Blunt weapons use "contact area" and weapon mass to scale damage
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* Blunt weapons seem to use density for material strength
* Edge weapons seem to use the progression Silver->Copper->Iron->Bronze->Steel->Adamantine for material strength
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* Blunt weapons probably use "contact area" and weapon mass for relative strength
* Edge weapons use "contact area" and "penetration size" to determine if an attack is slashing or stabbing in nature
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* Lower contact area results in better ability to pierce armor, higher contact area increases the amount of tissue affected by an attack.
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* Edge weapons seem to use the progression Silver->Copper->Bronze->Iron->Steel->Adamantine for material strength
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* Edge weapons probably use "penetration size" for relative strength
  
 
==Mechanics==
 
==Mechanics==
  
:Based on information in the RAWs and in-game, Toady seems to use real-world material properties and almost-real physics for in-game behaviour.  Using this as a starting point, we can roughly estimate some of the combat damage mechanics for both blunt and edged weapons.
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:Based on information in the RAWs and in-game, Toady seems to use real-world physics and material properties for in-game behaviour.  Using this as a starting point, we can roughly estimate some of the combat damage mechanics for both blunt and edged weapons.
  
 
==General Terms==
 
==General Terms==
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:*Edged Weapons
 
:*Edged Weapons
::*Edged weapons rely on a combination of size, mass, contact area, penetration depth, and velocity
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::*Edged weapons rely on a combination of size, mass, impact area, penetration depth, and velocity
 
 
==Other Combat Factors==
 
 
 
* Both Adventurer Mode and Fortress Mode keeps track of which way a creature is facing, based on its last actions. Exact effects are unknown, but combat reports indicate when an attack is made from behind or from the side.
 
* Prone creatures are slower to both act and move. There seems to be a slight effect on how easy they are to hit with ranged weapons, but how melee attacks are affected is uncertain.
 
* Creature size, especially relative to other combatants, has a considerable effect on combat. In addition to individual strength stats, larger targets hitter with greater force, though if this is absolute or relative to the target's size is uncertain. Charging and wrestling also favor the larger combatant.
 
  
 
==Arena Test Results==
 
==Arena Test Results==
  
* See [[Material]]
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* Forthcoming...

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