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Difference between revisions of "Adventure mode quick start"
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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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| − | * {{DFtext| | ||
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| − | It is | ||
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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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| − | * Above Average | ||
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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 increase the chance of a successful block, '''Armor User''' to reduce the speed penalty of the weight of worn armor. '''Wrestler''' for when you want to take down an opponent, or remove their armor. '''Reader''' because there is no way to gain the skill in-game. The Hunter occupation is suggested mostly for Dodger, although Ambusher is good for sneaking; crossbows in adventurer mode are not very useful, so Marksdwarf will probably go unused. If you chose an occupation that does not provide '''Dodger''', it is a vital skill for survival, so reduce Observer and Armor User one level, and spend those points on Dodger. | ||
| − | + | Which skills are available is dependent on the character's civilization, though, combat skills can be developed in-game, even from no skill. For a quick start, these are good skills to keep you alive; to that end, defensive skills are critical to survival, including '''Observer'''. | |
| − | + | === Appearance & Personality === | |
| + | {{TipBox2|titlebg=#0a0|float=right|For your first game...|'''Press {{k|y}} to accept the standard appearance, then {{k|f}}, and set all {{DFtext|values|2:1}} to {{DFtext|N/A|2:1}} and all {{DFtext|personality traits|3:1}} to {{DFtext|<|3:1}}, except {{DFtext|Quarreler/Flatterer|3:1}} and {{DFtext|Austere/Extravagant|3:1}} to {{DFtext|>|3:1}}.'''}} | ||
| + | Most of the appearance page has no effect in-game, other than general [[size]], with a description such as ''S/he is short'', ''thin'', ''tall'', ''broad'', ''large'', etc.; with the high strength suggested earlier, ''muscular'' is also a possibility, but its effect is uncertain. Size can affect what clothing and armor can be worn, how some weapons can be wielded, and can somewhat affect combat, especially wrestling; however, these are not worth randomizing to get for a quick start. | ||
| − | + | Certain [[personality facet]]s can add [[needs]], which, if satisfied, can give an adventurer focus - managing needs and achieving higher focus can be valuable in combat and possibly other endeavors. But, with too extreme a personality, an adventurer craves for their urges to be satisfied more - E.g: someone that highly values nature will become unsatisfied when they do not see animals often enough, although they do not need to have all of their needs satisfied at once to be focused, depending on how unsatisfied the others are. | |
| − | + | The suggested changes remove all needs except ''Be extravagant'', which can be satisfied just by putting on an item with any above-standard [[quality]] level, even if it was just taken off, and which one can start with. Setting traits to create a {{DFtext|Moderate Need|2:1}} may be best, so that any one unmet need does not overpower the satisfied needs. Other needs may be hard or even impossible to satisfy - see the [[need]]s page. A need to pray may automatically be added depending on the character's background - this can be satisfied just by talking to their [[deity]], even just a greeting. It is also possible to gain needs in-game by changing values when arguing, and it seems to '''not''' be possible to remove them. Not all values and personalities have a corresponding need. | |
| − | ''' | + | === Equipment & Mounts and pets === |
| + | {{TipBox2|float=right|titlebg=#0a0|For your first game...|'''First use {{k|-}} to remove the weapon, buckler, and clothing; leaving the backpack, meat, and waterskin. Then use {{k|n}} and typing in the names to add:''' | ||
| + | * {{DFtext|steel short sword|7:1}} | ||
| + | * {{DFtext|copper shield|7:1}} | ||
| + | * {{DFtext|iron helm|7:1}} | ||
| + | * {{DFtext|bronze mail shirt|7:1}} | ||
| + | * {{DFtext|iron breastplate|7:1}} | ||
| + | * {{DFtext|iron gauntlet|7:1}} | ||
| + | * {{DFtext|iron gauntlet|7:1}} | ||
| + | * {{DFtext|bronze chain leggings|7:1}} | ||
| + | * {{DFtext|iron low boot|7:1}} | ||
| + | * {{DFtext|iron low boot|7:1}} | ||
| + | To add the second gauntlet and boot, select the first and press {{k|+}}. '''Finally, since you are a dwarf, add a jug, goblet, and alcohol (in Drinks), using {{k|+}} to get several units of whichever alcohol.''' No animals, since the armor took most of the points.}} | ||
| + | Here, you can modify the equipment your adventurer starts with, and add [[mount]]s or [[pet]]s; they are different pages, but use the same pool of points. The initial equipment automatically added by the game will vary depending on the civilization, occupation, and skills. New items are added with {{k|n}}, the list of possible items can be filtered by typing the name; only items not already added are listed. Using {{k|+}} increases the quantity of the selected item, while {{k|-}} decreases it, or removes the last item. Using {{k|w}} & {{k|q}}, you can change the [[quality]] of items; {{k|w}} on the backpack, which makes it a -backpack-, can be useful for satisfying the need to be extravagant, if you added it earlier. | ||
| − | + | Some animals can be used as mounts, some as pack animals, and some as both; unfortunately, the game does not indicate which, so you will have to rely on guessing, or the animal's page here on the wiki. Another way to get mounts and pack animals, is that stray animals encountered in the game can be adopted. Animals that are classified as [[vermin]] will be carried as inventory; others will be separate creatures that try to follow you around. | |
| − | + | Waterskins will start filled with water. Some items will already be in containers, other items will start in the hands; the latter includes alcohol, so the first thing to do in-game is to put those in containers with {{k|p}}. Any points not used will be converted to [[coins]], so if you have many points remaining, you may want to spend them on gems, as they are much lighter, and better for trading. Adventurers may still start with a few coins, even if all points were spent. | |
| − | + | === Party members & Summary === | |
| + | {{TipBox2|float=right|titlebg=#0a0|For your first game...|'''Stick with just one adventurer to keep things simple.'''}} | ||
| + | Once you get to the last page ({{DFtext|Mounts and pets}}) of a typical character creation screen, you can add a new member to your party by pressing {{k|N}}; the option only appears when you finish the first character, and is greyed out until you finish subsequent characters. You can swap between customizing different party members at any time using {{k|TAB}}. You can have characters start with items (that they 'don't need', or whatever RP reason) to give to other party members from different civilizations in the game, but armor and clothing will be [[size|sized]] for the character starting with it. | ||
| − | {{ | + | Once you are done creating characters, there is a page listing all the party members and a selection of the party's starting locations. You can also go back to modify or add characters with {{k|ESC}}. The party's starting location is chosen with {{k|8}} & {{k|2}} from a list of all the members' home sites. To start the adventure, press {{k|y}}; there will be a short pause as the game prepares the starting site. |
| − | + | == Gameplay == | |
| − | + | Once you have finished character creation, hit the {{k|Esc}} key at any time and select {{DFtext|Save Game}} to save your game. You can then come back to it later by using the {{DFtext|Continue Playing}} option in the main menu. | |
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| − | + | === Setting off === | |
| + | [[File:Advmode_conversation_v50.png|thumb|400px|Talking to someone.]] | ||
| − | + | You will usually start your adventure in a peasant hut (if you're a '''Peasant''') or a mead hall in a keep (if you're a {{DFtext|Hearthperson}}). You can talk to nearby people using the {{k|k}} key, and {{DFtext|Inquire about any troubles}} to learn of any quests you can take on. Some of the more common types you may be told about are: | |
| − | + | * '''Beasts''' - any kind of creature that may be harassing people, which can range from [[vampire]]s living amongst the inhabitants of a site, all the way up to [[titan]]s and other mythical creatures. Avoid the latter at first - a [[hydra]], for example, presents a massive challenge even to the most experienced adventurer. | |
| − | + | * '''[[Bandit]]s''' - groups of people who menace people in nearby sites, out of the reach of civilization. They usually hang out in [[camp]]s (shown by a {{Tile|{{DB}}|6:0:1}} on the map). Killing bandits is a great way to raise your reputation, as nobody cares what happens to them. | |
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| − | + | * '''Criminals''' are similar to bandits, except they operate right under the nose of authorities -- sites ruled by civilizations. You will find these outcasts hiding in abandoned [[house]]s and underground cells. Unlike bandits, criminals are often considered productive members of society. If you start a fight with some on a whim, you may find that you're now an enemy of a criminal empire comparable to (or more powerful than) your home civilization. | |
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* '''Skulking Vermin''' are thieving [[kobold]]s, and otherwise similar to bandits. Due to their relative ineptitude in combat, these are probably the best targets for fledgling adventurers. | * '''Skulking Vermin''' are thieving [[kobold]]s, and otherwise similar to bandits. Due to their relative ineptitude in combat, these are probably the best targets for fledgling adventurers. | ||
| − | Note that you have to press {{k|k}} each time you want to continue the conversation | + | Note that you have to press {{k|k}} each time you want to continue the conversation; and select the appropriate ongoing conversation. If someone else is said to know where to go, you may ask for the whereabouts of that person through {{DFtext|Ask for directions (new menu)}} |
=== Fast travel === | === Fast travel === | ||
{{TipBox2|titlebg=#a00|float=right|Alone in the dark...|'''Av | |||