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Difference between revisions of "Adventure mode quick start"
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(For some reason these are the set skills for hunter? Using latest version) |
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− | {{Quality| | + | {{migrated article}} |
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<div style="float:right; margin:1.5em">__TOC__</div> | <div style="float:right; margin:1.5em">__TOC__</div> | ||
{{av}} | {{av}} | ||
− | :''See [[Adventure Mode quick reference]] to quickly look up key commands. If you're a more experienced player (perhaps directed here in error) look up the [[Tutorial:Powerplay Guide]] for instruction instead. | + | :''See [[Adventure Mode quick reference]] to quickly look up key commands. If you're a more experienced player (perhaps directed here in error) look up the [[Tutorial:Powerplay Guide]] for instruction, instead. |
− | This guide provides step-by-step instruction for those who have never played ''Dwarf Fortress'' in '''Adventure Mode''' before. It assumes that you have already installed the game and can navigate the menus on your own, but no significant knowledge of how to play adventure mode is required | + | This guide provides step-by-step instruction for those who have never played ''Dwarf Fortress'' in '''Adventure Mode''' before. It assumes that you have already installed the game and can navigate the menus on your own, but no significant knowledge of how to play adventure mode is required - see the full [[adventure mode]] documentation for additional details. |
== Common UI concepts == | == Common UI concepts == | ||
+ | {{TipBox2|titlebg=#0a0|float=right|Key Reference|Most of the key commands you will need are noted on this page, but you can refer to the in-game help with {{k|?}} or the [[Adventure Mode quick reference|quick reference]] page to look up the key for a particular action.}} | ||
{{KeyConventions|3}} | {{KeyConventions|3}} | ||
== World generation == | == World generation == | ||
+ | {{main|World generation}} | ||
+ | {{TipBox2|float=right|titlebg=#0a0|For your first game...|'''Generate a world using''' {{DFtext|Create New World!|7:1}} '''with:''' | ||
+ | * {{DFtext|World Size|7:1}} as {{DFtext|Small|3:1}} or {{DFtext|Medium|3:1}} | ||
+ | * {{DFtext|History|7:1}} as {{DFtext|Short|3:1}} | ||
+ | * {{DFtext|Number of Civilizations|7:1}} as {{DFtext|High|3:1}} | ||
+ | * {{DFtext|Number of Sites|7:1}} as {{DFtext|High|3:1}} | ||
+ | * {{DFtext|Number of Beasts|7:1}} as {{DFtext|Medium|3:1}} | ||
+ | * {{DFtext|Natural Savagery|7:1}} as {{DFtext|Low|3:1}} | ||
+ | * {{DFtext|Mineral Occurrence|7:1}} as {{DFtext|Frequent|3:1}} | ||
+ | When generation is complete, accept with {{k|Enter}} to save this world; once the game finishes that, it will return to the main menu; then choose {{DFtext|Start Playing|7:1}} and {{DFtext|Adventurer|7:1}} | ||
+ | }} | ||
+ | Some custom worlds which are interesting for fortress mode, may be annoying for adventure mode for reasons such as: few civilizations, low population, races not existing, lack of metals, or history being so far advanced that many fortresses and [[town]]s have been abandoned. | ||
− | + | While the default settings might likely produce a useful world, the settings to the right will help; the following explains the suggested changes. | |
− | + | * With a less powerful computer, you may want to change world size to small instead of medium, both to reduce generation time and increase [[FPS]]. | |
− | + | * A short history will limit the chance of some civilization-destroying cataclysm, and finish generating sooner. | |
− | + | ** However, this will also reduce the number of "developed" religions with [[temples]], limiting your options for playing as a [[chosen]]. Since playing as [[chosen]] provides more direction in gameplay and helpful buffs, it's a helpful option for new players. | |
− | + | * Increasing the number of civilizations increases the chances of getting ones you want, dwarven, human, or otherwise, though it will slow generation. | |
− | + | * More sites and less savagery allows the civilizations to spread out more, hopefully reducing the FPS effect of site crowding. | |
− | + | * Increasing mineral frequency (to, say, {{DFtext|Everywhere}}) may increase your equipment choices. | |
− | * | + | * You could increase the number of beasts, but while that would give you more to encounter, it might result in dead civilizations. |
− | + | It is advised not to stop the world generation before the full 125 years of the short history option, as it might reduce equipment options. | |
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== Character creation == | == Character creation == | ||
+ | {{main|Adventurer mode character creation}} | ||
− | === Race and civilization=== | + | === Race, status and civilization === |
− | {{TipBox2|titlebg=#0a0|float=right|For your first game...|''' | + | {{TipBox2|titlebg=#0a0|float=right|For your first game...|'''Demigod dwarven adventurers in dwarven civilizations have the best night vision and access to the best equipment. Use {{k|+}} to highlight {{DFtext|Demigod|7:1}}, and the movement keys to make sure {{DFtext|Dwarf|7:1}} is highlighted, then {{k|Enter}}. On the next page, highlight a civilization that shows up on the map as mostly blue omegas {{DFtext|Ω|1:7:1}}, and {{k|Enter}}.'''}} |
+ | After choosing {{DFtext|Start Playing|7:1}} and {{DFtext|Adventurer|7:1}}, the game will simulate two weeks of game time in the world. After that, the first steps in starting an [[adventure mode]] game are to choose the [[race]] and status of your adventurer, then their [[civilization]]. All major races can complete the same quests, though larger creatures generally do better in combat. What you really want, though, is to start as a member of a [[dwarven]] civilization, or at least a [[human]] one; this will give you access to the best equipment. | ||
− | The | + | The races available to play as adventurers will vary by world. Status mostly determines the number of points available in character creation, with demigod giving the most. Civilizations can have access to different materials, and while they start with only one race as members, other races can join them throughout world simulation; that can include the other main races, [[animal people]], etc. The main race of a civilization isn't shown on the screen where you choose one, but can be determined by most of the [[Site#Site_Types|site symbols]] shown on the map; dwarven are mostly {{DFtext|Ω|1:7:1}}, human are mostly {{DFtext|#|1:7:1}}, and [[elven]] are mostly {{DFtext|î|1:7:1}}. Also, on the next character creation page, their sites will be described as ''dwarven'', ''human'', or ''elven''. |
− | + | === Background === | |
+ | {{TipBox2|titlebg=#0a0|float=right|For your first game...|'''Pick a hillocks, town, or hamlet near the middle of the map with not too many people, then the hunter occupation, and use the existing random name, gender, and beliefs.'''}} | ||
+ | Your [[name]] has little bearing on gameplay, so that can be freely selected with {{k|e}}, {{k|c}}, and {{k|r}}. If you customize your first name, people may comment on how unusual it is. If you define something in every category at the start, then your name won't grow with [[Name#Epithets|fame]], though it can change with infamy. Similarly; [[gender]] rarely makes a difference in gameplay, and can be changed with {{k|g}} – for most playable races, the only differences are the presence of [[beard]]s and [[Gelder|geldables]]. A few [[animal people]] races have more significant differences, such as [[moose]] people, where males are up to 2/3 larger and have a gore attack. | ||
− | + | Your home determines where you start, as well as the available occupations and beliefs. Dwarven fortresses, [[mountain halls]], and some sites taken over from other civilizations can be hard to navigate out of, and sites with many inhabitants can negatively affect [[framerate]]. | |
− | + | Occupation determines some free starting [[skill]]s and possibly a starting weapon; [[hunter]] and [[ranger]], for example, add some skills that are useful in combat. A [[hearthperson]] starts as a member of the local military and can receive orders from their superior, if the latter can be found. Many other occupations cannot currently be practiced in adventurer mode. | |
− | + | Beliefs determine if you worship a [[deity]], and are a member of any [[religion]]. Being more than a casual worshiper of a deity can add the need to pray, which can easily be done by [[talking]] to them. | |
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=== Skills === | === Skills === | ||
==== Starting attributes ==== | ==== Starting attributes ==== | ||
− | + | {{TipBox2|float=right|titlebg=#0a0|For your first game...|'''Recommended starting attributes:''' | |
− | + | * {{DFtext|High Strength|2:1}} | |
− | + | * {{DFtext|High Agility|2:1}} | |
− | {| | + | * {{DFtext|High Toughness|2:1}} |
− | + | * {{DFtext|High Endurance|2:1}} | |
− | | | + | * {{DFtext|Above Average Focus|2:1}} |
− | | | + | * {{DFtext|Above Average Willpower|2:1}} |
− | + | * {{DFtext|Above Average Intuition|2:1}} | |
− | + | * {{DFtext|High Spatial Sense|2:1}} | |
− | + | * {{DFtext|High Kinesthetic Sense|2:1}}}} | |
− | |''' | + | See the [[Attribute]] page for descriptions of each; [[Attribute#Skills_By_Body_Attribute|Skills by Body Attribute]] and [[Attribute#Skills_By_Soul_Attribute|Skills by Soul Attribute]] also show how each attribute is applied. Reducing attributes below the default only gives 1 point; so you would have to lower many to raise one. |
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− | + | An important consideration is that '''Strength''' can increase muscle mass, which can decrease speed, so '''Agility''' should be as high or higher. Another important attribute is '''Endurance''', as you don't want to tire during a fight. | |
− | + | The value of '''Social Awareness''' varies by physical attributes. A peasant of average or lower physical ability benefits greatly from more companions — strength in numbers. But this example demigod combat monster gains very little benefit — at best companions serve as a decoy, so you may as well issue them a red shirt and draft their will upon recruitment. | |
− | + | For the purpose of this quick start, the remaining attributes don't contribute anything to survival. Later, you may want to start with different attributes, but these are a safe starting point. These suggestions focus on attributes used in combat; while combat skills are the easiest to raise in-game, spending time training would not be a 'quick start'. | |
==== Starting skills ==== | ==== Starting skills ==== | ||
− | + | {{TipBox2|float=right|titlebg=#0a0|For your first game...|'''Recommended starting skills:''' | |
+ | * {{DFtext|Competent Swordsdwarf|7:1}} | ||
+ | * {{DFtext|Skilled Fighter|7:1}} | ||
+ | * {{DFtext|Proficient Observer|7:1}} | ||
+ | * {{DFtext|Novice Swimmer|7:1}} | ||
+ | * {{DFtext|Skilled Shield User|7:1}} | ||
+ | * {{DFtext|Proficient Armor User|7:1}} | ||
+ | * {{DFtext|Adequate Wrestler|7:1}} | ||
+ | * {{DFtext|Novice Reader|7:1}} | ||
+ | As a hunter, you already have: | ||
+ | * {{DFtext|Adequate Marksdwarf|7:1}} | ||
+ | * {{DFtext|Talented Ambusher|7:1}} | ||
+ | * {{DFtext|Adequate Dodger|7:1}} | ||
+ | }} | ||
+ | See the [[combat skill]], [[swimmer]], and [[reader]] pages for in-depth explanations of the suggested skills. The following explains these particular suggestions: Swords have both slash and stab attacks and are not very expensive; other [[weapon]]s can be better at one of those attacks, but not both, and, other than the war hammer, are more expensive. '''Fighter''' to improve the accuracy of all melee attacks. '''Observer''' to see what an opponent is doing, and react to it. Without at least Novice '''Swimmer''', it will be very easy to drown, higher levels just increase speed. '''Shield User''' to i |