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Editing Weather
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Weather conditions and event text seem to depend on the embark location in the world, biome and [[climate]]. For example, some winters can see extremely low temperatures with large amounts of snowfall, whilst summers may be scorchers. | Weather conditions and event text seem to depend on the embark location in the world, biome and [[climate]]. For example, some winters can see extremely low temperatures with large amounts of snowfall, whilst summers may be scorchers. | ||
− | + | Weather can be disabled by changing [WEATHER:YES] to [WEATHER:NO] in [[d_init.txt]]. Disabling weather is a quick and largely harmless fix to improve [[FPS|framerate]] on older machines if required. | |
== Normal weather == | == Normal weather == | ||
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== Evil weather == | == Evil weather == | ||
− | Certain [[surroundings|evil surroundings]] feature freakish weather, such as fogs, clouds, and rains. They may afflict those caught in them with various kinds of [[syndrome]]s or curses, such as poisonings or transformation into [[Undead|zombies]]. Names for evil weather are randomly generated, typically something along the lines of "abominable mist", "unholy gloom" (clouds) or "creeping murk", "horrid goo" (rain) | + | Certain [[surroundings|evil surroundings]] feature freakish weather, such as fogs, clouds, and rains. They may afflict those caught in them with various kinds of [[syndrome]]s or curses, such as poisonings or transformation into [[Undead|zombies]]. Names for evil weather are randomly generated, typically something along the lines of "abominable mist", "unholy gloom" (clouds) or "creeping murk", "horrid goo" (rain). |
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Two kinds of evil weather exist: evil rain and evil clouds. The types of weather effect and their associated syndromes (if any) are different and randomly chosen for every evil biome in a generated world. There will be at most one weather effect for a given evil biome, sometimes in conjunction with the effect of [[Undead|corpse animation]]. | Two kinds of evil weather exist: evil rain and evil clouds. The types of weather effect and their associated syndromes (if any) are different and randomly chosen for every evil biome in a generated world. There will be at most one weather effect for a given evil biome, sometimes in conjunction with the effect of [[Undead|corpse animation]]. | ||
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Evil clouds inflict worse syndromes than evil rains; thralling clouds are especially dangerous in the extreme, as the zombies produced are much stronger than those produced via ambient effects. These [[undead]] are very hard to kill and are '''much''' stronger than their original forms. Evil clouds have a tendency to roll over your outdoor trade depot and convert traveling merchants into a band of dwarf-hungry savages, which can be quite [[fun]] to a fortress reliant on trade. | Evil clouds inflict worse syndromes than evil rains; thralling clouds are especially dangerous in the extreme, as the zombies produced are much stronger than those produced via ambient effects. These [[undead]] are very hard to kill and are '''much''' stronger than their original forms. Evil clouds have a tendency to roll over your outdoor trade depot and convert traveling merchants into a band of dwarf-hungry savages, which can be quite [[fun]] to a fortress reliant on trade. | ||
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Thralling clouds are also dangerous in adventure mode: this particular form of undead status means inherent hostility from civilized beings, reduced speed and no regeneration. However, other undead will, as usual, ignore you. | Thralling clouds are also dangerous in adventure mode: this particular form of undead status means inherent hostility from civilized beings, reduced speed and no regeneration. However, other undead will, as usual, ignore you. | ||
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*Different biomes can exist in layers above the surface. This can lead to odd behavior like evil rain above a "good" biome.{{bug|8781}} | *Different biomes can exist in layers above the surface. This can lead to odd behavior like evil rain above a "good" biome.{{bug|8781}} | ||
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{{Translation | {{Translation |