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Difference between revisions of "v0.31:Adventurer mode"
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==Changes from 40d== | ==Changes from 40d== | ||
− | Fast-travel, | + | Fast-travel, {{k|shift}}+{{k|t}} to enter, and {{k|shift}}+{{k|.}} (Pretend you are making the '>' symbol) 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. |
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. |
Revision as of 09:27, 8 August 2010
This article or section may need to be updated due to recent changes. 0.31.06 |
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 to enter, and shift+. (Pretend you are making the '>' symbol) 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.
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, and throwing/ranged weapons somewhat nerfed.
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 less deadly with the ability to 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]
Trading
In towns you can find merchants inside some Template:L. These merchants have the Template:L profession and will trade only when they are in their respective shops. Talk to them to trade with them. After buying an item, you must pick it up manually from somewhere in the shop. look around for an item without $ signs around it. Due to these limitations, there are only "human town" Template:Ls in a pre-fab Adventure mode civilization.
Selling
You can also sell things to traders. Bones, corpses, body parts and rocks are not valuable, no matter how attached you are to a particularly aerodynamic kobold head. Small creatures discovered while Looking Carefully may be worth a small amount of money. You can also sell prepared animal parts produced by butchery (see below). In order to sell or buy items, stand adjacent to the shopkeeper in his store, and konverse with the shopkeeper. Select "Trade" and press enter to open the trade window.
Select each non-worthless item you wish to sell, and then set a price using the following format[Verify]:
- a asking for 9000☼
- s +100☼
- d +10☼
- f +1☼
- g reset to 0☼
- h -1☼ (offering)
- j -10☼
- k -100☼
- l offer 9000☼
The use of these keys may seem non-intuitive, and this is further complicated by the limit on your available offers by your current financial health.
Shopkeepers are used to adventurers with inflated ideas about the value of their goods, so it may be simplest to ask for 9000☼ for your goods, or offer 1☼ for theirs and suggest a trade. The shopkeeper will counteroffer with the actual value of the goods, and will be quite delighted to accept a trade at the price they've just quoted to you. You can then purchase things with your store credit. After the trade sessions, the balance of your coins will appear on a small table next to a chest.
Adventure Mode Skills
Adventurers can now perform buildingless reactions. To access the reaction menu, press x. Worlds generated before Template:L cannot perform knapping in Adventure Mode, and new worlds must be generated if custom adventurer reactions are added.
Knapping allows an adventurer to sharpen a rock. Knapping does not work with stones in your inventory, only ones on the ground or in your hand.
Stones can only be dropped if the stone type does not naturally exist in the biome you are in, so to use ground stones it is worthwhile to Travel far from the area you got the stones. Otherwise, you can place both stones into your hands. This can be achieved by dropping whatever is held in your left and right hands, then getting small stones from the ground. Next, press x to open the action menu, and press create and then → to select "Make sharp stone". You will be prompted to choose a rock to sharpen ("tool stone"), and then the hammerstone. The tool stone will be replaced in your hand by a sharp version.
Butchering acts similarly to Fortress Mode's Template:L by converting a corpse into edible products, bones, and skin. A corpse must be dropped onto the ground to be butchered, or held in one hand. With a sharp object (such as a dagger or knapped stone) in your hand or on the same tile of the corpse, press x, b, and → to select the corpse, and then the sharp tool. The corpse will be replaced by its butchering returns.