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Difference between revisions of "v0.31:Adventurer mode"
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==Changes from 40d== | ==Changes from 40d== | ||
− | Fast-travel, '{{k|Shift}} + {{k|t}}' or '{{k|T}}'(shift+t to enter Fast-travel mode, but shift+> to exit), no longer heals all of your wounds instantly. 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) | + | Fast-travel, '{{k|Shift}} + {{k|t}}' or '{{k|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. | 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. | - 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 noticeably weaker, throwing/ranged weapons somewhat nerfed, hammer and shield bashing bugged? | + | 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. | 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. | ||
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"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. | "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 | + | Human towns only have bronze weapons and armor, and large clothing. (verify?) |
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. | 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 but also more protracted (especially with blunt weapons). 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 | + | Combat is much more forgiving but also more protracted (especially with blunt weapons). 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. |
− | After abandoning a fortress some migrant groups of surviving dwarves can be found wondering the map. They can join you | + | After abandoning a fortress some migrant groups of surviving dwarves can be found wondering the map. They can join you as well. |
Bronze Colossi 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 colossi live on. However, a thrower can decapitate one with a thrown item. (http://www.bay12forums.com/smf/index.php?topic=56935.0) | Bronze Colossi 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 colossi live on. However, a thrower can decapitate one with a thrown item. (http://www.bay12forums.com/smf/index.php?topic=56935.0) | ||
==Adventure Mode Skills== | ==Adventure Mode Skills== |
Revision as of 14:31, 18 May 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. (verify?)
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 but also more protracted (especially with blunt weapons). 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.
After abandoning a fortress some migrant groups of surviving dwarves can be found wondering the map. They can join you as well.
Bronze Colossi 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 colossi live on. However, a thrower can decapitate one with a thrown item. (http://www.bay12forums.com/smf/index.php?topic=56935.0)