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v0.31:Adventurer mode

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Revision as of 17:02, 9 September 2010 by DokEnkephalin (talk | contribs)
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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 the weapon is 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 have only bronze weapons and armor, and large clothing.

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

Combat is much more forgiving than in 40d. Bolts and arrows are less deadly, because they can be blocked with a shield. 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] Also, no metal armor can protect one's throat. [Verify]

Based on what civilizations are allied with humans you may be able to play Kobolds or Goblins, but only random names can be used.

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 containers, 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.

Quests

Quests offer direction to adventure, and are the best way to locate caves, and learn their possible occupants before venturing in. Reporting successful completion of quests also improves the character's relationship with the organization offering the quest.

Obtaining a quest

A quest-giver will be highlighted similar to the adventurer and companions, though not all highlighted NPC's are quest-givers. Locating them varies with civilization type, but the best way to be sure a quest-giver resides in a settlement or civilization is to speak with any citizen about 'Service', which can save the effort of what may be a futile search. Citizens will refer you to a faction of site government, civilization or religion, but if they do not name the faction leader, then there will not be a quest-giver. If asked about 'Capital' the given answer is that 'There is no capital', then the civilization leader is either dead or in migration from any city of that civilization. If there is a religious sect in the settlement, citizens may persistently refer you to their priests, but children are much less likely to do this.

Site governments

These are the leaders of the particular settlement. Their quests will always be within range of the local faction's territory, and will concern historical threats on their settlement, the most recent named enemy first. If no named enemies exist within the territory, the leader will inform you that they are at peace. This can change in the future, as any aggressive creature who kills citizens and still lives can be given as a quest target. Creatures who escape tend to migrate to a nearby cave. 1. Warlords: The warlords govern human settlements (though the warlord may not necessarily be human.) They can typically be found in the town's feasthall during the day, though this can vary according to other factors, including pathing issues. If there is a Keep in the town and no civilization leader, the warlord will spend the afternoon there, and on occasion the warlord may also spend days as a shopkeeper. Locating their homes makes the search easier, as they always sleep there and return for midday meal, so they can be found either in route or at their table. 2. Mayors: Mayors are the local leaders of dwarven settlements. They're rarely within their mountainhome, but locating the mountainhome will display a minimap of the general size and directions they can be found. Their pathing is random per home, but limited to a few regular points, so once located they become easier to find on returning. 3. Druids: Druids govern forest retreats. They move along random routes according to a path established on first entering the retreat. Though they generally gravitate toward the center of the map, they are typically far from it at any time entering the retreat. 4. Other: Other highlighted nominal site governors exist who citizens can refer you to, but do not give quests. In retreats and dark fortresses occupied by human civilizations there may be an administrator. In retreats with or without a druid, there may be an acolyte. Goblins in general do not have site governors, even if there is a high priest present.

Civilization governments

Civilization leaders can give quest locations of any faction enemy at any range, or the head of a warring enemy faction. If there are none, they can also give directions to any megabeast anywhere on the world map. 1. Monarchs: Civilizations of any race can be led by monarchs. Whichever settlement they reside will be declared the capital, and they may also migrate to another city of the civilization, leaving their civilization temporarily without a capital. Human monarchs will often remain in the Keep, dwarven and elven follow paths similar to their site governors. 2. Masters: Goblins are ruled by a dictator called the Master, and may be of any race, or demonic origin. Similar to Monarchs, any city of their residence is the capital. Their path is less predictable, and they can spend extended periods on any rooftop, or in the darkness of any room. They all eventually appear along one of the more highly trafficked paths of the settlement, so one can opt to wait in the open or hunt around in the darkness to encounter one. 3. Law-Giver/War-Leader: Mid-size to larger nations may have one or both of these, and which of the two is the quest giver can always vary. Further, they're rarely in the declared capital, so some touring and interviewing will be necessary to locate them, and sometimes even more to locate the right one. In human settlements they may be on the roof of the Keep in the morning and inside during the afternoon, but like warlords will sleep and eat at home. In the rare case of their presence in dwarven or goblin civilizations, they will not be quest-givers. Elven War Leaders can wander and migrate like Monarchs, though will not be the quest giver if the Monarch lives. 4. Other: Princes and Princesses may exist in Monarchies, but will function as the site governor if the Monarch is not present, if they give quests at all. Generals do not as of this version give quests.

Priesthoods

High priests may have any idiosyncratic title unique to their local sect. They do not as of this version give quests, and simply add the character to their faction membership, as any given priest can do. If this is the first time the adventurer has joined a faction dedicated to this deity, the deity will be recorded as an object of worship in history. Priesthoods are most common to human and goblin civilizations and usually, but not always, represent the official statewide religion. Dwarven civilizations will not have a priesthood unless they have captured a city. Elvish civilizations tend to worship forces rather than distinct identities, and will never initiate new members.