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.

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

From Dwarf Fortress Wiki
Jump to navigation Jump to search
(Verified a few. Not sure about the bronze collossus in adventure mode, or how bolts do.)
Line 26: Line 26:
  
 
==Adventure Mode Skills==
 
==Adventure Mode Skills==
 +
Adventures can now do buildingless reactions.

Revision as of 20:41, 11 July 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' or 'T'(shift+t to enter Fast-travel mode, but shift+> to exit), no longer heals all of your wounds instantly, nor can fast-travel be used when bleeding out. Some wounds do heal over time. The only way to heal some wounds quick is to find a bandage in a fort you abandoned. (Tested and confirmed you can use bandages in adventure mode)

Cave systems are accessible to adventurers but you are virtually guaranteed to get lost exploring them. - But if you can return to the general area where you entered the cave, you can fast "T"ravel, even if you can't find the exit. You can navigate. Tested 15 levels below the cave entrance - Need to be confirmed if it works regardless of how many z-levels under the entrance you are.

Material changes are extremely noticeable in adventure mode. Elves with wood are 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.

Human towns only have bronze weapons and armor, and large clothing.

Swimming, sneaking, fighting, etc. only seem to improve the associated skills. Abilities (strength, etc.) remain the same even after a long and active period of adventuring.

Combat is much more forgiving. Bolts and arrows are just as deadly as ever but can be blocked. Armor protects you much better versus bolts and arrows - when wearing plate, it's rare for one to get through. Don't assume you're arrow proof, but you can take a bit more punishment now. [Verify]

Bronze Colossuses are nigh-unkillable. Axes do nothing but bounce off, but swords and hammers can shatter body parts. Even with every body part shattered, however, the colossuses live on. However, a thrower can decapitate one with a thrown item. (http://www.bay12forums.com/smf/index.php?topic=56935.0) [Verify]

Adventure Mode Skills

Adventures can now do buildingless reactions.