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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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== 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. | + | 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 [[ | + | 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 == | + | ==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. | + | 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. | ||
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