0.28.181.39a (): 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.0.31.09–0.31.12 (): Adventure mode knapping and butchery added, combat formula improvements.0.31.13–0.31.16 (): Entity populations, sprawl and river density tweaking.0.31.17–0.31.18 (): Bandits, Night Creatures, Bogeyman, Adventure mode improvements, combat aiming, and castles.0.31.19–0.31.25 (): Worldgen starvation, usually wiping out kobolds.0.34.01–0.34.05 (): Introduction of human cities (shops, marketplaces, sewers, dungeons) and tombs, addition of interactions ( necromancers, werebeasts, vampires, etc.), and truly evil regions.The release of 0.34.01 on Februbrought better town maps and markets as well as many night creatures and undead. For the release history of Dwarf Fortress, see History of Dwarf Fortress. This section pertains to Adventure Mode only. Also, no metal armor can protect one's throat.īased on what civilizations are allied with humans you may be able to play Kobolds or Goblins, but only random names can be used. Don't assume you're arrow proof, but you can take a bit more punishment now. Armor protects you much better versus bolts and arrows - when wearing plate, it's rare for one to get through. Bolts and arrows are less deadly, because they can be blocked with a shield. Attributes (strength, etc.) remain the same even after a long and active period of adventuring.Ĭombat is much more forgiving than in 40d. seem to improve the associated skills only. Human towns have only bronze weapons and armor, and large clothing. There is now a roll to see who controls the stuck-in weapon on the turn following the "stuck-in" attack. "Stuck-in" weapons no longer are endlessly twisted in the wound until the creature bleeds to death, or the weapon is yanked out. Elves with wood are noticeably weaker, and throwing/ranged weapons somewhat reduced in effectiveness.Īs of the current release, adventurers start out more powerful than they had in 40d, with certain builds(use all skill points) granting super-ly tough/strong/agile at start. Material changes are extremely noticeable in adventure mode. If you can make your way underneath a Human village, however, you may be able to Travel directly to the surface. To see a fully zoomed-out map during travel mode, press ravel away until you are outside. The travel-mode map is now more zoomed-in than before. 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 attributes as well as to skills. Towns have gained markets and a better resource tracking system, as well. I think the evil biomes are toned down but I only avoid them, I never spend time seeing how many there are.The introduction of the interaction system spiced up the adventuring world, with the addition of various undead and night creatures. I stopped genning at 98 and turned off enemies, but there are plenty of goblin civs. This will guarantee what you ask for, you might have to gen a few times to get the perfect embark. Change the embark points, they are over 5k. I didn't have any luck pasting it at the beginning or the end. Delete the contents and replace with this.
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