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Editing v0.31:Adventurer mode
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− | {{ | + | {{template:old|0.31.06}} |
+ | {{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}} | ||
− | + | Placeholder list of relevant changes to/or greatly affect DF2010 adventure mode: (Feel free to merge with old adventure mode information or clean up) | |
− | + | ==Changes from 40d== | |
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− | + | Fast-travel, '{{k|Shift}} + {{k|t}}' or '{{k|T}}'(shift+t to enter Fast-travel mode, but shift+. (Pretend you are making the '>' 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. | |
− | + | Cave systems are accessible to adventurers but you are virtually guaranteed to get lost exploring them. | |
− | + | - But if you can return to the general area where you entered the cave, you can fast "T"ravel, even if you can't find the exit. You can navigate. Tested 15 levels below the cave entrance - Need to be confirmed if it works regardless of how many z-levels under the entrance you are. | |
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− | + | Material changes are extremely noticeable in adventure mode. Elves with wood are noticeably weaker, and throwing/ranged weapons somewhat nerfed. | |
− | + | As of the current release, adventurers start out more powerful than they had in 40d, with certain builds granting super-----ly tough/strong/agile at start. | |
− | + | "Stuck-in" weapons no longer are endlessly twisted in the wound until the creature bleeds to death or yanked out. There is now a roll to see who controls the stuck-in weapon on the turn following the "stuck-in" attack. | |
− | + | Human towns only have bronze weapons and armor, and large clothing. | |
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− | + | Swimming, sneaking, fighting, etc. only seem to improve the associated skills. Abilities (strength, etc.) remain the same even after a long and active period of adventuring. | |
− | + | Combat is much more forgiving. Bolts and arrows are less deadly with the ability to be blocked. 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}} | |
− | + | == Trading == | |
+ | In towns you can find merchants inside some {{L|building|buildings}}. These merchants have the {{L|Shopkeeper}} profession and will trade only when they are in their respective shops. Talk to them to trade with them. After buying an item, you must pick it up manually from somewhere in the shop. {{K|l}}ook around for an item without $ signs around it. Due to these limitations, there are only "human town" {{L|shopkeeper}}s in a pre-fab Adventure mode civilization. | ||
− | + | === Selling === | |
− | + | You can also sell things to traders. Bones, corpses, body parts and rocks are not valuable, no matter how attached you are to a particularly aerodynamic kobold head. Small creatures discovered while {{k|L}}ooking Carefully may be worth a small amount of money. You can also sell prepared animal parts produced by butchery (see below). In order to sell or buy items, stand adjacent to the shopkeeper in his store, and {{k|k}}onverse with the shopkeeper. Select "Trade" and press {{k|enter}} to open the trade window. | |
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− | + | Select each non-worthless item you wish to sell, and then set a price using the following format{{verify}}: | |
− | + | * {{k|a}} asking for 9000☼ | |
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− | * {{k|a}} asking for | ||
* {{k|s}} +100☼ | * {{k|s}} +100☼ | ||
* {{k|d}} +10☼ | * {{k|d}} +10☼ | ||
Line 569: | Line 38: | ||
* {{k|j}} -10☼ | * {{k|j}} -10☼ | ||
* {{k|k}} -100☼ | * {{k|k}} -100☼ | ||
− | * {{k|l}} offer | + | * {{k|l}} offer 9000☼ |
The use of these keys may seem non-intuitive, and this is further complicated by the limit on your available offers by your current financial health. | The use of these keys may seem non-intuitive, and this is further complicated by the limit on your available offers by your current financial health. | ||
− | Shopkeepers are used to adventurers with inflated ideas about the value of their goods, so it may be simplest to ask for 9000☼ for your goods, or offer 1☼ for theirs and suggest a {{k|t}}rade. The shopkeeper will counteroffer with the actual value of the goods, and will be quite delighted to accept a {{k|t}}rade at the price they've just quoted to you. You can then purchase things with your store credit. | + | Shopkeepers are used to adventurers with inflated ideas about the value of their goods, so it may be simplest to ask for 9000☼ for your goods, or offer 1☼ for theirs and suggest a {{k|t}}rade. The shopkeeper will counteroffer with the actual value of the goods, and will be quite delighted to accept a {{k|t}}rade at the price they've just quoted to you. You can then purchase things with your store credit. After the trade sessions, the balance of your coins will appear on a small table next to a chest. |
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− | + | ==Adventure Mode Skills== | |
+ | Adventurers can now perform buildingless reactions. To access the reaction menu, press {{k|x}}. Worlds generated before {{l|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. | ||
− | + | '''Knapping''' allows an adventurer to sharpen a rock. '''Knapping does not work with stones in your inventory, only ones on the ground or in your hand.'''<br />Stones can only be {{k|d}}ropped if the stone type does not naturally exist in the biome you are in, so to use ground stones it is worthwhile to {{k|T}}ravel far from the area you {{k|g}}ot the stones. Otherwise, you can place both stones into your hands. This can be achieved by {{k|d}}ropping whatever is held in your left and right hands, then {{k|g}}etting small stones from the ground. Next, press {{k|x}} to open the action menu, and press {{k|c}}reate and then {{k|→}} to select "Make sharp stone". You will be prompted to choose a rock to sharpen ("tool stone"), and then the hammerstone. The tool stone will be replaced in your hand by a sharp version. | |
− | {| | + | '''Butchering''' acts similarly to Fortress Mode's {{l|Butchery}} by converting a corpse into edible products, bones, and skin. A corpse must be {{k|d}}ropped onto the ground to be butchered, or held in one hand. With a sharp object (such as a dagger or knapped stone) in your hand or on the same tile of the corpse, press {{k|x}}, {{k|b}}, and {{k|→}} to select the corpse, and then the sharp tool. The corpse will be replaced by its butchering returns. |
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− | | {{k| | ||
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− | + | ==Adventure Mode Combat== | |
+ | or how to kill every thing. | ||
− | + | '''The Weapons''' | |
+ | There are many types of weapons not all can kill and maim to the same level. | ||
− | + | Swords are your jack of all trades weapon, doing reasonable slashing damage. | |
+ | The size of the blade help in makeing bigger wound and dismembering foes. | ||
− | + | '''subtypes''' | |
+ | *large dagger* | ||
+ | Short sword | ||
+ | long sword | ||
+ | scimitar | ||
+ | two-handed sword | ||
+ | large dagger small weak shallow cuts and stabs, at best a fall back blade, at worse throw it at some one.NOTE uses dagger skill not sword. | ||
− | + | Short swords are the weakist true sword but are still good for use fighting wolfs and the like just dont take it to fight a dragon. | |
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− | + | Long sword it's longer and so it cuts deeper and dismembers more. | |
− | + | Scimitar ok this is just as good as the short sword. | |
− | + | Two-handed sword 5 times the cuting power of the short sword,it stabs go in 2 time as far,truey this is the king swords | |
− | + | '''Axes''' | |
− | + | ok a lot like swords but bigger and better when fighting armmor. | |
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− | + | '''subtypes''' | |
+ | battle axe | ||
+ | great axe | ||
+ | halberd | ||
− | + | battle axe on par with the long sword a good weapon over all. | |
− | + | great axe bigger and better. | |
− | + | halberd the oddball it has a smaller edge but can stab as well as chop,think of the offspring of a Short sword and a spear. | |
− | + | '''Spears''' | |
+ | ok the spear ot as good or as bad as it was,yes no endless Stick-ins but no more stabing every internal organs in one blow. | ||
− | + | '''subtypes''' | |
+ | spear | ||
+ | *pike* | ||
− | + | spear a poor anti-group weapon for the love of armok use a diffent weapon. | |
− | + | pike ok it stabs a little deeper and uses pike skill, still use a diffent weapon. | |
− | + | '''Blunts''' | |
+ | good at smashing stuff and fighting arrmor. | ||
+ | for blunt weapons there weight is the main factor. | ||
− | + | '''subtypes''' | |
− | + | war hammer | |
+ | mace | ||
+ | maul | ||
+ | flail | ||
+ | morningstar | ||
− | + | war hammer with skill to can put nice holes in heads. | |
− | + | mace has more weight than the warhammer,skilled hands Goblins shatter like glass. in less skilled bruiseing. | |
− | + | maul a bigger mace,now hit stuff harder. | |
− | + | flail mace on a chain,hit them not you. | |
− | + | morningstar spiked ball on a chain cuts as it smashs. | |
− | + | '''other weapons''' | |
+ | the odd one. | ||
− | + | whip | |
+ | pick | ||
+ | scourge | ||
− | + | whip shatters the bone,bruise the flesh. | |
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+ | pick goes in deep,rips organs ,shatters bones.fear the miners. | ||
− | + | scourge tears muscle,brakes bones. | |
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