v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing Combat
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | {{Quality| | + | {{Quality|Exceptional|14:28, 17 May 2015 (UTC)}} |
{{av}} | {{av}} | ||
− | |||
− | : For | + | :''(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).'' |
− | + | '''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. | |
− | Although | + | 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. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | 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 | |
− | * Blunt weapons use contact area | + | * Edge weapons seem to use the progression Silver->Copper->Iron->Bronze->Steel->Adamantine for material strength |
− | * Edge weapons use | + | * Edge weapons use "contact area" and "penetration size" to determine if an attack is slashing or stabbing in nature |
− | * Edge weapons use contact area and penetration size to determine | + | * Lower contact area results in better ability to pierce armor, higher contact area increases the amount of tissue affected by an attack. |
− | === | + | ==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. | |
− | |||
− | + | ==General terms== | |
− | + | :'''Stress''' - Force per area = F/A | |
− | + | :'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
:'''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation) | :'''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation) | ||
:'''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material | :'''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material | ||
:'''Strain at yield''' is the amount of deformation (bending) that occurs at the yield point | :'''Strain at yield''' is the amount of deformation (bending) that occurs at the yield point | ||
− | :Implications to | + | :Implications to Dwarf Fortress Combat |
==Armor properties== | ==Armor properties== | ||
Line 69: | Line 45: | ||
*Item Properties | *Item Properties | ||
− | :*'''Armor Level''': Layer number in which armor is worn. Lower numbers will be equipped first, and later numbers equipped if space is available. | + | :*'''Armor Level''': Layer number in which armor is worn. Lower numbers will be equipped first, and later numbers equipped if space is available. |
:*'''Coverage'': Some armor covers more of the body than others. | :*'''Coverage'': Some armor covers more of the body than others. | ||
Line 75: | Line 51: | ||
*Material Properties | *Material Properties | ||
:*Common | :*Common | ||
− | ::*'''Contact Area''': Determines the surface area hit by the weapon. Likely in mm<sup>2</sup>. | + | ::*'''Contact Area''': Determines the surface area hit by the weapon. Likely in mm<sup>2</sup>. |
::*'''Velocity Multiplier''': Effectively increases the velocity of the weapon swing. | ::*'''Velocity Multiplier''': Effectively increases the velocity of the weapon swing. | ||
:*Blunt Weapons | :*Blunt Weapons | ||
− | ::*Blunt weapons are all about weapon mass, contact area, and velocity. Apply a large force to a small area for bone crushing goodness. | + | ::*Blunt weapons are all about weapon mass, contact area, and velocity. Apply a large force to a small area for bone crushing goodness. |
::*'''Mass''' is likely material '''Density''' times weapon '''Size''' | ::*'''Mass''' is likely material '''Density''' times weapon '''Size''' | ||
::*'''Momentum''' is '''Mass''' times '''Velocity''' | ::*'''Momentum''' is '''Mass''' times '''Velocity''' | ||
Line 91: | Line 67: | ||
==Attack speed== | ==Attack speed== | ||
− | Attack speed | + | Attack speed has been overhauled for DF2014. Research is impending. |
==Other combat factors== | ==Other combat factors== | ||
− | * Both | + | * 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 hit with greater force, though whether this is absolute or relative to the target's size is uncertain. Charging and wrestling also favor the larger combatant. | * Creature size, especially relative to other combatants, has a considerable effect on combat. In addition to individual strength stats, larger targets hit with greater force, though whether 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]] | * See [[Material]] | ||
− | + | {{Translation | |
− | + | | dwarven = zoluth | |
− | { | + | | elvish = moÿira |
− | + | | goblin = nur | |
− | + | | human = thec | |
− | | | + | }} |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− |