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40d Talk:Combat

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Question about ranged combat: Can ranged weapons be fired between z-axes? Either up stairs or down from a tower? If so, do they have more range firing down than up? Viper1969 15:25, 8 November 2007 (EST)

Nope, bug. --Soyweiser 15:49, 8 November 2007 (EST)
Could you be more specific? Gairabad 17:11, 10 November 2008 (EST)

Is this stuff all accurate for the most recent version? It wasn't just copied from the archived wiki? I'm surprised Toady hasn't updated Burn damage and fire creatures. --DDouble 15:21, 9 November 2007 (EST)

Nope, was copied. --Soyweiser 07:45, 9 November 2007 (EST)
Personally, I'd like to see another tag required to ignite things with burn damage rather than doing it by default. More flexibility for modding and all that. I suppose customizable damage types would be even better, but that'll probably have to wait another year or three. -EarthquakeDamage 02:12, 10 November 2007 (EST)
I suppose I should add that burn damage seems to cause an awful lot of organ damage, possibly matching piercing in lethality. -EarthquakeDamage 02:16, 10 November 2007 (EST)

Skill modifiers[edit]

In the old versions, each "modifier" would reduce a creature's skills by 1 or 2, not by a fixed multiplier. Has this changed?--Maximus 15:10, 7 January 2008 (EST)

AFAIK this is what is used at least for:
  • the wrestler skill
  • the armor user skill
  • the shield user skill

I have still some work to do to make sure of this, some warnings could of used here! Bartavelle 15:28, 7 January 2008 (EST)

In my testing of encumbrance months ago, I found that each of the "impairment" states reduced the Armor User and Ambusher skills by exactly one (or two, for the more severe states). I based that on what the displayed effect on speed was when burdened and/or sneaking in Adventurer mode. The armor user skill reduces armor weight by skill/16, and and Ambusher reduces the "sneaking" penalty by skill/20. This is detailed over on the speed page. Was I incorrect, or has it changed?--Maximus 20:06, 7 January 2008 (EST)
I think this is right, and depends of the context. For example, when calculating what happens when you run into somebody, the game uses wrestler skill (modified like i described) + 2*strength + some unknown data (probably size?). For crafting it uses the function I described before, and add bonuses if that person "likes" the objet he is making. Bartavelle 04:08, 8 January 2008 (EST)

Blind Corners[edit]

What is the significance of a blind corner? Are 90 degree turns still valuable if my passageway is 3 tiles wide? Gairabad 15:38, 10 November 2008 (EST)

I believe they're only of use against creatures with ranged attacks (bowmen, dragon breath, etc.). If you are using crossbowdwarves or siege operators, then you want long, straight passageways through which you corral the enemy. You can also use twisty passageways built from fortifications, which forces enemies to run through a hail of bolts before they can reach you.
Blind corners in adventurer mode are a mixed blessing. You're best off sneaking around whenever in a cave or fortress, so that you can get right up on top of an enemy before it can attack you.--Maximus 17:31, 10 November 2008 (EST)

Friendly Fire in Fortress Mode?[edit]

Is friendly fire something I need to be concerned about in Fortress Mode? Gairabad 16:03, 10 November 2008 (EST)

Only with siege engines, apparently. I've never seen friendly fire injuries from crossbows or melee.--Maximus 17:33, 10 November 2008 (EST)

Nausea[edit]

Hi. Currently the article says that pain can cause nausea, but the only time I've seen it is when damage is done to the lower body. --Xonara 04:24, 26 January 2009 (EST)

I do believe I've seen an ogre in Adventurer Mode nauseated without having anything damaging done to its lower body (or the contents therein). Obviously the most common nausea is from damage to organs, the lower spine, or just the general "lower body" area. I'll be playing Adventurer a little bit more tonight, so hopefully I can witness nausea from general pain again (boy, that sounds awkward out of context), and if I do I'll confirm here. Pariah 23:06, 3 July 2009 (UTC)

Blood suckers[edit]

I think bloodsuckers just replenish their blood supply when they suck blood. I haven't actually seen this but I think it'd be easy enough to strangle a lamprey until it's pale and let it suck your blood. I might test it. --Xonara 04:27, 26 January 2009 (EST)

Paralysis[edit]

Once I broke a creatures neck and I think this paralyzed it because all it could do was "push" me. Pretty sure I've read somewhere else that spine damage can do this too. --Xonara 07:47, 26 January 2009 (EST)

Combat Log?[edit]

Is there an accessilble combat log in dwarf mode, so that you can see what your dwarves are getting done in combat? My specific experience was that I sent eight wrestler dwarves to kill a zombie mountain goat, the goat is dead, but I didn't see it die and I was curious to know both how it died and how my wrestlers did against it. --Ninetails 17:29, 6 April 2009 (UTC)

Toady has scheduled this to be added in the next release, but right now, no log in dwarf mode :) Timst 20:19, 6 April 2009 (UTC)
Is there an entry for the adventure mode combat log? I think either that (possibly hypothetical) entry or this one should mention that the log is only available, for now, in adventure mode. --Ninetails 20:37, 6 April 2009 (UTC)
I've been hoping for this very same thing. :( A somewhat poor substitute (though not useful in your case, since the event already occurred), is watching their wounds in One-Step fashion. I am glad I was able to witness the terror that is the Giant Bat when it annihilated my Miner on his way to grab some clothes from his dead friend, though; otherwise I would've thought it was another freak accident where the enemy got in a lucky shot early. I find as long as the victim is attacked -while- doing a job, I can watch the fight progress (as nine champion wrestlers rush in, if need be :P). Pariah 23:11, 3 July 2009 (UTC)