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  • ...in value, or the resultant alloy will be more powerful when used to forge weapons or armor, though many alloys result in no overall increase in utility or [[ * Increased performance for armor or weapons.
    24 KB (3,054 words) - 22:11, 22 December 2022
  • ...in value, or the resultant alloy will be more powerful when used to forge weapons or armor, though many alloys result in no overall increase in utility or [[ * Increased performance for armor or weapons.
    22 KB (2,743 words) - 11:37, 30 June 2014
  • ...adventure mode. Elves with wood are noticeably weaker, and throwing/ranged weapons somewhat reduced in effectiveness. "Stuck-in" weapons no longer are endlessly twisted in the wound until the creature bleeds to d
    7 KB (1,062 words) - 21:15, 18 January 2023
  • ...'''<br />Previous versions: [[DF2014:Main Page|v0.47]] / [[v0.34:Main Page|v0.34]] / [[v0.31:Main Page|v0.31]] / [[40d:Main Page|40d]] / [[23a:Main Page|23a ...v0.28.181.40d Wiki]], [[v0.31:Main Page|v0.31.25 Wiki]], [[v0.34:Main Page|v0.34.11 Wiki]]
    9 KB (1,127 words) - 14:56, 3 February 2024
  • {{av}}{{catbox|v0.34:Bugs}} ...changing. This page is a historical list of some of the best-known bugs in v0.34; an official compilation of all bugs, and their development status, can be
    6 KB (905 words) - 01:08, 30 August 2018
  • ...lunt combat. Most specialised blunt weapons have small contact area; edged weapons generally also have blunt attacks with larger area values; items or creatur ...kPa. ([[Adamantine]] fabric seems to be an exception, however: unlike in v0.34, it's observed to be at least as protective as chain.) Caps and all clothi
    23 KB (2,996 words) - 01:37, 17 January 2024
  • ...lunt combat. Most specialised blunt weapons have small contact area; edged weapons generally also have blunt attacks with larger area values; items or creatur ...kPa. ([[Adamantine]] fabric seems to be an exception, however: unlike in v0.34, it's observed to be at least as protective as chain.) Caps and all clothi
    24 KB (3,019 words) - 08:54, 28 February 2024
  • '''Note:''' as of v0.34, low mineral scarcity settings do not cause rejections. ...vault]]s. Probably determines whenever or not using divination dice spawns weapons.
    82 KB (12,872 words) - 12:17, 3 April 2024
  • '''Note:''' as of v0.34, low mineral scarcity settings do not cause rejections. ...vault]]s. Probably determines whenever or not using divination dice spawns weapons.
    82 KB (13,016 words) - 08:47, 21 January 2023
  • '''See also:''' [[:Category:V0.34:Modding]] ...clothes shop in adventurer mode and wear everything you want, or give them weapons that are too large to wield and they could sell them, but not use them.
    51 KB (8,103 words) - 09:54, 13 June 2016
  • ...s, +160 plants, +120 trees, +25 instruments, +85 toys, +85 food types, +75 weapons and armor, +75 engravings, +250 pref-strings, +30 civs, and more!<br > ...es.com/file.php?id=5315 v1.3] [http://dffd.bay12games.com/file.php?id=5315 v0.34]<br />
    10 KB (1,524 words) - 03:39, 20 December 2022
  • Some bugs {{dffd|6741|were fixed in v0.34}} by a temporary binary patch made by Quietust and other users; most of the * {{bugl|2712}} (2010): Weapons, especially whips, cut through steel armor like butter.
    7 KB (1,073 words) - 03:37, 20 December 2022
  • ...are more creative alternatives. The jury is still out on whether slashing weapons are better or worse against necromancer sieges; although they tend to separ ...following them, but it shouldn't matter. [[Cage trap]]s will work too; In v0.34, caged necromancers do not appear to revive stuff. You must put them on a
    16 KB (2,695 words) - 21:56, 30 June 2014
  • ...l have to come from looting elves, goblins, and other dwarves. Most human weapons must be wielded two-handed by dwarves, due to their size. ...ver]], and [[gem|precious stones]], and pass their time fabricating costly weapons and armor. They are famed [[miner]]s and [[Metalsmith|smiths]], although, l
    8 KB (1,200 words) - 12:38, 5 November 2020
  • ...dwarves, even if the dwarves outnumber the Olm-people 2:1. Commonly used weapons include spears and blowguns. Blowgun darts are, at least sometimes, poisone {{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v0.34:entity_default.txt|ENTITY|SUBTERRANEAN_ANIMAL_PEOPLES}}}}
    1 KB (184 words) - 12:59, 5 November 2020
  • ...apon]]s such as blowguns. They can be deadly from their numbers and use of weapons, but a solid [[military]] effort can kill them off. Their blowguns can infl {{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v0.34:entity_default.txt|ENTITY|SUBTERRANEAN_ANIMAL_PEOPLES}}}}
    1 KB (231 words) - 12:57, 5 November 2020
  • '''For v0.34:''' (this version)
    6 KB (886 words) - 00:37, 26 September 2016
  • ...e's weak material properties (even weaker than flesh), doing so with blunt weapons is not too difficult. However, their large size means they can shatter bone ...n]]s still worked). Due to this, they were widely considered the aquatic [[v0.34:king_of_beasts|king of beasts]].
    2 KB (357 words) - 10:57, 24 January 2023
  • '''For v0.34:''' (the previous version)
    7 KB (1,086 words) - 04:05, 20 December 2022
  • ...e's weak material properties (even weaker than flesh), doing so with blunt weapons is not too difficult. However, their large size means they can shatter bone ...n]]s still worked). Due to this, they were widely considered the aquatic [[v0.34:king_of_beasts|king of beasts]].
    2 KB (352 words) - 23:48, 2 January 2023

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