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Editing History of Adventure Mode

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[[Adventure mode]] has undergone many changes in its lifetime.
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Adventure mode has undergone many changes in its lifetime.
 
 
== Changes in 0.34.01 ==
 
The introduction of the interaction system spiced up the adventuring world, with the addition of various [[undead]] and [[night creature|night creatures]]. Towns have gained markets and a better resource tracking system, as well.
 
  
 
== Changes in 0.31.17 ==
 
== Changes in 0.31.17 ==
When generating an adventurer you now have points to assign to [[attribute]]s as well as to skills. You can reduce unwanted attributes down to 1 to get more points for other attributes.
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When generating an adventurer you now have points to assign to [[attribute]]s as well as to skills. You can reduce unwanted attributes down to 1 to get more points for other attributes.
  
 
The travel-mode map is now more zoomed-in than before.  To see a fully zoomed-out map during travel mode, press {{key|m}}, and one will appear at the right.
 
The travel-mode map is now more zoomed-in than before.  To see a fully zoomed-out map during travel mode, press {{key|m}}, and one will appear at the right.
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The ability to recruit soldiers now depends on reputation from completing quests, rather than how skilled you are compared to them.
 
The ability to recruit soldiers now depends on reputation from completing quests, rather than how skilled you are compared to them.
  
Worlds generated before [[DF2010:Release information/0.31.09|version 0.31.09]] cannot perform knapping in Adventure Mode, and new worlds must be generated if custom adventurer reactions are added.
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Worlds generated before [[Release information/0.31.09|version 0.31.09]] cannot perform knapping in Adventure Mode, and new worlds must be generated if custom adventurer reactions are added.
  
== Changes in 0.31.01 ==
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==Changes in 0.31.01==
  
 
Fast-travel, {{k|shift}}+{{k|t}} to enter, and {{k|shift}}+{{k|.}} (Pretend you are making the '>' downstairs 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.
 
Fast-travel, {{k|shift}}+{{k|t}} to enter, and {{k|shift}}+{{k|.}} (Pretend you are making the '>' downstairs 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.
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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.
 
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. Also, no metal armor can protect one's throat.
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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.
 
Based on what civilizations are allied with humans you may be able to play Kobolds or Goblins, but only random names can be used.
 
== Release History ==
 
'''This section pertains to Adventure Mode only. For the release history of Dwarf Fortress, see [[Release information]].'''
 
 
=== Dwarf Fortress v0.34 ===
 
The release of 0.34.01 on February 14, 2012 brought better town maps and markets as well as many night creatures and undead.
 
 
* '''0.34.06'''–0.34.07 (2012-03-23): Return of good or evil trees and shrubs.
 
* '''0.34.01'''–0.34.05 (2012-02-14): Introduction of human cities (shops, marketplaces, sewers, dungeons) and tombs, addition of [[interaction|interactions]] ([[necromancer|necromancers]], [[werebeast|werebeasts]], [[vampire|vampires]], etc.), and truly evil regions. See [[DF2012:Release information|all the changes]].
 
 
=== Dwarf Fortress v0.31 ===
 
 
* '''0.31.19'''–0.31.25 (2011-02-06): Worldgen starvation, usually wiping out kobolds.
 
* '''0.31.17'''–0.31.18 (2010-11-11): Bandits, Night Creatures, Bogeyman, Adventure mode improvements, combat aiming, and castles.
 
* '''0.31.13'''–0.31.16 (2010-09-15): Entity populations, sprawl and river density tweaking.
 
* '''0.31.09'''–0.31.12 (2010-17-10): Adventure mode knapping and butchery added, combat formula improvements.
 
* '''0.31.01'''–0.31.08 (04/01/2010): Overhaul of many aspects of the game, first 2010 release. See [[DF2010:Release information|all the changes]].
 
 
=== 3D Version (before 2010) ===
 
* '''0.28.181.39b'''–0.28.181.40d19 (2008-07-14): Trees in [[Elf|Elven]] forest retreats no longer have names
 
* '''0.28.181.39a''' (2008-07-13): Lots of worldgen changes, including ethics (leading to wars and conquered sites), dynamic era naming, worldgen roads/bridges/tunnels, megabeasts being killed during worldgen, megabeasts being undead; human weapon stores stock more stuff (including ammo), and flying creatures no longer give birth in mid-air.
 
* '''0.27.176.38b'''–0.27.176.38c (2008-02-23): Worlds can have custom sizes.
 
* '''0.27.173.38a'''–0.27.176.37a (2008-02-04): [[Sphere|Spheres]] added, numerous worldgen improvements, religions implemented, undead [[ruin|ruins]] removed.
 
* '''0.27.169.32a'''–0.27.169.33g (2007-10-29): The very first fully 3D version.
 
 
=== 2D Version ===
 
* '''0.22.110.23a'''–0.23.130.23a (2006-11-17): More detailed [[decoration|art]] (historical figures and events, special shapes).
 
* '''0.22.110.22a'''–0.22.110.22f (2006-10-21): Inventory system changes (most notably, gloves and boots were split into two items (left & right for gloves)).
 
* '''0.22.107.21a''' (2006-10-02): Guards and families, plus "." as a wait key.
 
* '''0.21.101.19a'''–0.21.105.21a (2006-08-19): Adventurers could now have custom first names.
 
* '''0.21.93.19a'''–0.21.100.19a (2006-08-08): Initial public release of Dwarf Fortress, including Adventure Mode.
 
 
[[Category:Adventurer mode]]
 
[[Category:Game development]]
 
[[ru:History of Adventure Mode]]
 

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