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v0.31:Adventurer mode
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', no longer heals all of your wounds instantly. 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 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 Equipment.(As far as I can tell)
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.
After abandoning a fortress some migrant groups of surviving dwarves can be found wondering the map.