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Intrigue
v50.14 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
This page contains information only relevant to DF 0.47.01 and newer. Most or all of this information does not apply to previous versions. Older saves from previous versions in the DF2014 release cycle are still compatible with this version. |
The central feature of the 'villains release', intrigue is a collection of mechanics and tools that enable historical figures to enact villainous plots, ensuring a constant stream of Fun for players. As of .47 interaction with this feature is still somewhat unfinished with the January 2020 devlog indicating missing elements.
World gen and world activation
The main mechanic works through agreements: historical figures reach out to one another and use a variety of tactics (persuasion, blackmail, bribes) to reach an agreement for a variety of things like funding, assassination, stealing. Historical figures keep a list of plots that they want to enact, and keep track of a variety of figures and how to deal with them.
You can export a villainous network from the historical figures list in legends mode, as shown in the image below:
Fortress mode
Members of these villainous networks, known as organisations, will occasionally visit your fortress with the intent of corrupting your residents to take part in plots. Unless you successfully interrogate them through the Justice screen, there will be no indication that the visitor has nefarious intentions; they may also use one or more pseudonyms, so any names of members acquired from previous interrogations may not be enough to identify them.
Corruption of residents is based on the initiator and recipient's social skills, much like interrogation, and if the corruption is successful the recipient will become a part of the organisation. They will then take part in whatever plot the organisation intends to enact within your fort.
Potential plots
The following is an incomplete list of potential plots an organisation may enact:
Bugs
(0.47.03) Necromancers and their assorted villains (lieutenants and experiments) will casually visit your fortress. Interrogating these visitors will always yield plots of espionage and theft, thus it is recommended to jail and kill them on sight to prevent suddenly missing artifacts.
Adventure mode
Intrigue in adventurer mode is mostly interacted with through the investigation and interrogation menus. There are two major tactics of investigation: Persuasion and Intimidation. Adventurers who wish to investigate benefit from the judge of intent skill as well. Currently, only asking for schemes will result in proper information appearing in the quest log.
Persuasion
Persuasion mainly uses the persuade skill. Complementary to that are the flatterer (for flattering), comedian (for making jokes) and pacifier (for calming down) skills. You will want to make jokes and flatter an NPC to get them into a positive mood. Use pacifier skill to reduce impatience down to patient. After this, investigate using the persuasion tactic.
Intimidation
Intimidation mainly uses the intimidate skill. To make intimidation more effective, you can fight with nearby NPCs, or the particular NPC in question. To avoid killing the NPC, make sure that you stay within the brawl escalation level. The NPC will rapidly become afraid of you. After this, investigate using the intimidation tactic.