Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Jothan
Dec 18, 2013
So I was looking at the first page and I saw that the section on the adventure mode guide is still empty! I don't think I remember one going up anywhere else in the thread either; do y'all need one? I could throw something together over next week or so if there's a need.

Adbot
ADBOT LOVES YOU

scamtank
Feb 24, 2011

my desire to just be a FUCKING IDIOT all day long is rapidly overtaking my ability to FUNCTION

i suspect that means i'm MENTALLY ILL


Go right ahead. There's a good chance I could learn something from it, too.

And oh my word, look at this:

Toady One posted:

Floated back to dwarven instruments for a bit, finishing up various bugs and text. Now that's done. Today I got to work on some dwarfy library stuff -- like heating limestone and related minerals in the kiln for the quicklime, and then making "milk of lime" with that, so that the animal hides can be soaked and turned into parchment. The extra steps are there because both sorts of lime can be used for many other purposes which we will get to in later releases. It'll be nice to build up a list of terrifying chemicals that could be sitting on a dwarven lab shelf some day, especially since we're now building up the chemistry knowledge branch to go with it, slowly.

In any case, once you have your parchment sheets (or papyrus strip sheets, or various paper sheets made from milled then pressed pulp), then you have a choice between making scroll rollers from some hard material and then making a scroll, or you can make the sheet into a quire. Scrolls and quires will be able to accept writing. As a final step with quires, a dwarf can make book bindings, then use the bindings, written-on quires and thread to make codices. There's a new basic hard-coded "sheet" item, kind of like cloth, but everything else about the process is in the various raws, getting some use out of the new ability to place improvements on products (so the scroll rollers' general properties can be maintained on the final scroll, for example).

Dwarf Monastery 2015

scamtank fucked around with this message at 03:33 on Apr 26, 2015

Excelzior
Jun 24, 2013

Oh my. Dwarven explosives can't be far.

Node
May 20, 2001

KICKED IN THE COOTER
:dings:
Taco Defender

Moridin920 posted:

Use DFhack to delete that poo poo through the stocks menu and see if that works. If you can't locate the specific one just delete the entire stack of muck roots or whatever (make sure you have some other type of food stored so you don't delete all the food at once).

I'm probably glancing over it, but which command is this in dfhack? I can't find it. Like how my dwarves can't find that loving muck root!

Michaellaneous
Oct 30, 2013

Let's mix the chemistry system of goonstation13 into DF.

Dwarven hellfoam :getin:

Moridin920
Nov 15, 2007

by FactsAreUseless

Node posted:

I'm probably glancing over it, but which command is this in dfhack? I can't find it. Like how my dwarves can't find that loving muck root!

Highlight what you want to delete in the menu and then go to DFHack and type 'autodump destroy'

If you're in the view where it just says "Muck Roots (4150)" instead of listing each individual muck root it should delete the whole stack. If you're paused the items will disappear when you resume.

VoltairePunk
Dec 26, 2012

I have become Umlaut, destroyer of words

Excelzior posted:

Oh my. Dwarven explosives can't be far.

International fundamentalist army of Amok.

18 Character Limit
Apr 6, 2007

Screw you, Abed;
I can fix this!
Nap Ghost

Excelzior posted:

Oh my. Dwarven explosives can't be far.

Urist McDurden cancels sleep: making soap.

Moridin920
Nov 15, 2007

by FactsAreUseless
The Dwarves' Front of Armok

distributing leaflets and explosives for the good of all dwarves

Jothan
Dec 18, 2013
Well hello I finally have time + screenshots so guess what time it is

DWARF FORTRESS: ADVENTURER MODE

There's already a pretty succinct description of Adventurer Mode in the OP

scamtank posted:

Adventuring is kind of basic compared to the rest of roguelike competition, but it receives more and more attention with every release. Wander the world. Barge into the homes of notables. Demand errands. Interrogate children. Get lost in the wilderness. Kick a lynx in the teeth and suplex it into a tree. Run into the bandit lord by accident. Get beaten to death with your own shoes.

but to expand on that for anyone new here it's fortress mode but you only control one violent incompetent instead of a hundred. There's generally only two reasons people really want to play Adventurer mode for and that's a) exploring their old forts or b) crafting a peasant into an unstoppable world-ending abomination. It got a slew of new stuff for DF2014, check it out! That's it for introductions; you all are spared the twelve-post gibbering love letter to Adv Mode that I wanted to put here so count yourselves lucky.

Adventurer Mode: Getting Started

Once you pick a world to start with and hit that ominous "Adventurer Mode" button you've been avoiding till now you'll be greeted with this screen:



That's your starting civ, your starting ability level, and the world map. You can, unmodded, start as a human, an elf, or a dwarf. The races aren't too different, the couple of things you'll want to worry about are armor sizes and starting weapon skills. Humans wear larger armor than elves or dwarves, and two size categories of creature can't wear the other's armor. Humans do have more places available to buy armor, however. Each race can start trained in a different subset of the weapon skill list:

code:
h| |d
u| |w
m|e|a
a|l|r
n|f|f
---------------------------------
x| |x|	Axe
x|x| |	Bow
x| |x|	Crossbow
x| |x|	Hammer
 | | |	Knife
x| | |	Lash
x| |x|	Mace
x| | |	Pike
x|x|x|	Spear
x|x|x|	Sword
You can get training with any of these weapons as any race, you just can't start with them. Also of note is that elves start with higher natural speed and are AT_PEACE_WITH_NATURE (animals won't flee from or attack them), and dwarves, when surrounded in combat, can enter a martial trance, buffing up their combat skills. Each starts with some basic equipment- humans start with bronze, iron, etc weapons, dwarves can start with steel, and elves start with crappy wooden ones. No matter what, everyone gets a bonus large copper knife.

Your starting area on the world map is determined by your civilization, you can see this general area on the above map marked with light blue symbols- in the above it's #, for a human civ, an i for an elven civ, and an omega symbol for a dwarven civ. There's an important exception that comes up here and it's this guy, at the bottom of the civ selection list:



The Human Outsider, instead of starting in a town with a set of standard equipment, starts in the wilderness. Naked. They can only take weapon skills in Knife and Spear, and can't start with armor skills. This option basically exists for you to always be able to start an Adventurer game, even in the worst-case where the world is completely unpopulated. You can add this option to other races by adding the INDIV_CONTROLLABLE tag to the race, and while we're on that topic you can add the ADVENTURE_TEIR tag to a civilization to make it normally playable in adventurer mode.

There's one last addendum to this- kobolds. If you start a world with no playable civilizations, but kobolds do exist, you get the option of playing as a kobold adventurer. Kobolds are very weak, and tiny- so tiny, in fact, they occupy an armor size all their own, and it's near impossible to find armor for them, unless it's generated on top of other kobolds. I've never played as a kobold.

You have three starting ability levels to pick from, each decides how many points you have to spend on attributes and skills. The world of Dwarf Fortress is a harsh and unforgiving one and there is no shame in giving yourself an unreasonable amount of starting points to help you along. This also slightly changes your description in Legends mode. Peasants start with 15 Attribute points and 35 Skill points, Heroes start with 35 Attribute points and 95 Skill points, and Demigods start with 105 Attribute points and 161 Skill points. It's important to note that pretty much everything important is grindable, but (and I say it again because this is very important) BUT Attributes have a cap that depends on your starting score. This cap tends to be about double your starting Attribute score, but the actual calculation involves a racial average if your starting score is low. This means it's important to start with a few better than average attributes rather than many poor and one godly stat. Skills do not have this restriction, with one sort-of exception I'll get into later.



Attributes are to the left, skills to the right. The number next to each of them represents the point cost to upgrade. As you upgrade, the costs go up: Attributes cost 1, then 5, then 10, then 20; Skills are much more linear and cost 5 + the current skill level to upgrade. Note that attributes start at average, you can lower them to gain a handful of points.

Let's talk about attributes and what they do! If you've been following DF development, you might have noticed that Toady's development style involves a lot of implementing things for future uses, littering the game with little bits of features that, for now, have no point. Just so, some attributes have absolutely zero function in the game! Here's the attributes and what they're used for:

Strength: Adds bonus damage, no matter the weapon or lack thereof. Also increases muscle size, which adds a veeerrry small amount of damage resistance. Also adjusts how you are penalized for over-encumbrance; high strength will up your movement speed under heavy loads, but not as much as agility will.

Agility: Speed. In moving and in combat. Very important stat! Not only does it let you get more hits in, earlier, your ability to outpace others is very important to delaying the inevitable outcome of Adventurer Mode!

Toughness: Damage Reduction. Also important, for obvious reasons.

Endurance: How long it takes you to succumb to exhaustion. Fun Fact: the only time I've ever managed to fight and kill a demon as an adventurer was after a several-game-day battle that finally ended when it fled and then fell unconscious, at which point I was able to kill it with a single knife blow to the head. I had not managed until that point to deal any meaningful damage to it. Exhaustion will mess you up, no matter how tough you are.

Recuperation: How fast your wounds heal. Not as important as it sounds, any injury that can heal with high recuperation would just take more time with low recuperation, so all it comes down to is finding a town to hole up in until your bones mend.

Disease Resistance: There's a lot of people with a lot of different opinions on what this does. Most agree that infections and syndromes are affected, but not really in any meaningful capacity.

Analytical Ability: Used entirely to bang rocks together to make sharper rocks. More uses to come! Right now though it's a dump stat.

Focus: Your ranged, stealth, and observation skills.

Willpower: Your ability to not pass out from pain. Low pain tolerance will kill you very fast. Also adds to fighting, swimming, and crutch skills.

Creativity: Entirely pointless in Adventurer Mode...for now.

Intuition: Helps you spot and identify threats.

Patience: Pointless, as near as anyone can tell.

Memory: So you know how generally, in roguelikes, when you see terrain and then can't see it, it shows up as grayscale to symbolize your memory of it? In DF, you can forget those things. As you spend time away from places, their maps clear, depending on this attribute. If this is low enough, you can even forget the layout of structures you are currently exploring.

Linguistic Ability: Doesn't appear to have a purpose right now. May come into play with the conversation system or the incoming art forms.

Spacial Sense: This is a big one; it affects a lot of combat and mobility related skills, as well as observation and the ever-important rock-banging skills.

Musicality: See: Creativity.

Kinaesthetic Sense: Combat and Mobility. Fairly important.

Empathy: No one really knows. See: Linguistic Ability.

Social Awareness: Increases the number of people you can con into following you around. Average gives you two to start, and this number (not the stat) goes up as you gain popularity.

Now, Skills. All skills are grindable by practicing them, except for Reading. Some are harder to grind than others.

First off, check out that weapon skill list I mentioned above, the ones that change depending on your race. These, plus some unarmed fighting skills (Wrestling, Striking, Kicking, Biting, Throwing, and Misc. Object User, which is your hit people with a chair stat), dictate your starting weapon. If you don't pick any you default to a spear. Along with these, you have Fighting and Archery, which are your general melee and ranged skills that get added to your normal weapon skills for calculations. Armor, Shield, and Dodge provide your basic defense. Armor User also increases your move rate in heavy armor. Note that you can hit people with your equipped shield, but this uses Misc Obj instead of the Shield skill.

Moving down the skill list, we have Observer, which helps you spot sneaking enemies, as well as traps. This is trained when you successfully spot something, making it hard to train.

Next, Swimming: obvious enough, and very easy to train. Training this also ups several attributes. One level means you can swim, two means you can swim while stunned, but if you're careful, you can train this easily enough with no starting points. Climber is a new skill to DF2014, and is very similar to swimming in its function, dictating your speed and chance of loosing your grip.

Ambusher is your sneaking skill. Also easy to train, but remember that you can't sneak at all if something can see you. There's now a handy interface to see creatures' chances of spotting you!

I'll be honest; I've never used Tracker. You can use it to spot tracks and at higher levels identify them. Hard to train.

Not appearing on this list apparently is Crutch Walker, which dictates your move rate penalty while handicapped. Due to the wonky equipment mechanics, you can carry a crutch, a shield, and a weapon in one hand, so don't give up on your adventurer just because they've been bisected longways!

At the bottom of the list, we have Knapper and Reader.



Knapping is that rock-banging skill I keep mentioning. You can take a rock and make a sharp rock out of it, which can be used as a thrown weapon or for butchering. Doesn't do much with skill levels and you can still do this with no skill. Easy to train.

Reading is an odd one. There's no way to train reading. You either can, starting at novice, or you can't, so there's no reason to put more than one level into it. In fact, there's not much reason to put any skill points into it, as it only really comes up with reading signs and whatnot. There is exactly one practical use for the Reading skill, and it's a doozy; an endgame thing that's a ~secret~ that I'll just up and tell y'all later anyway that only requires reading skill and a complete disregard for the natural order.

Once you pick your stats, you get the personalization screen:



You can change your name, gender, and background here. Changing your background randomizes your deity, as I've only just discovered. Pressing enter starts the adventure!



Up to the left is a series of notable locations, ordered by proximity. Asterisks instead of a direction indicates that you're on that location currently. At the bottom is your equipment and your current speed; you can change your equipment by looking at your (i)nventory and your speed by checking the (S)neaking menu which also lets you sneak. You can move around with the arrow keys or the number keys, and your character will generally not move in a dangerous direction (such as into water or open air) unless you explicitly tell them to using the Alt key. You can climb a surface by (h)olding it or (j)ump across gaps, thanks to DF2014's massive additions to Adventurer Mode. If you walk off a ledge, you'll be given the option to grab onto the wall to try to break your fall. It's important to note that if you're moving oddly, such as through z levels or while climbing, you'll be given a menu of places to move that may be several pages long.

You can attack by walking into something, and specify attacks and wrestling moves (as well as attacking friendlies) with capital A. Doing so will give you a list of attack methods and locations, as well as the likely outcomes of each.

You have a few things to pay attention to in order to make sure you don't randomly die, this includes hunger, thirst, and fatigue. You'll need to sleep to ward off fatigue, and you can eat something with e. You can drink pretty much anything from pretty much anywhere, and different sources will quench your thirst by different amounts. Important Note: You can only consume three things at a time, with a long wait in between. This is a combination of eating and drinking. Make sure you carry around food and water, and always pay attention to the severity level of your hunger/thirst! Another important note: You can butcher an animal you've killed through the crafting menu, x. You can also make sharp rocks for throwing weapons, and now, with 2014, you can spit at people!

To get quests and other nonsense, you'll want to tal(k) with people, the system for which got a huge exciting overhaul! Yell across the room to the nearest person you see to bother them about random crap. The conversation system, instead of bringing you to a new menu with several persistent conversation trees, now occurs in real-time; you exchange lines of conversation, initiated by pressing k each line, which will ask you if you're starting a new conversation or continuing the old, which leads to more menus.



There's a lot of options here! I'll get to them all in a later post, but the important ones are inquiring about troubles, asking them to join you, and asking for shelter for the night. Inquiring about troubles gets you stuff to kill, which gets you quests, completing them gets you fame which gives you more quests and more followers.

I'm going to start wrapping this first section up by talking about nighttime and companions, because there's a very critical piece of information here for people just getting started with adventurer mode.

You'll notice that most people greet you by admonishing you for travelling alone. If you're out and about at night, alone, you'll be attacked by a small horde of boogeymen; cackling, pointy humanoids that want to kill you for no reason. They'll only attack outdoors, at night, when you have no companions. They're kind of a bitch, too. You can ask to spend the night at someone's home (I've never had someone deny this so I don't think it's possible), or you can get yourself a companion.

You can ask anyone to join you, but most will deny. Look for NPCs with military titles, who will be more than happy to follow you to death or glory. They'll follow you or guide you to places, getting in fights with stuff you attack and also any and all wildlife you come across. They'll generally sneak and fast travel with you, too. It's usually a good idea to cart around a companion just to ward off boogeymen, at least unless you can for sure get to a safe place each night or are tough enough to ward them off.

Lastly, let's take a look at this fancy mofo:



That's right, it's the Fast Travel Interface! You can fast travel from non hostile places by hitting T. That @ in the middle is you, you can see we're on the outskirts of some town or another. That gray bar at the top is the time, and the circle in the right of it represents the sun. You can hit Q to get to the Log, which also got a huge overhaul. It shows a more zoomed out map, and keeps a record of the people and places you know about, the quests you've received (!!!and their locations!!!), and a bestiary of the local wildlife.

You can't fast travel over everything, and you can be ambushed while traveling. Note also that you can't see the sun while it's cloudy.

I'll get more in depth with skills, combat, what there is to do in the world, etc in later posts, but for now, this is basically what you need to know to get out and start murdering. Grab a quest, grab a companion or two, sneak around the town for forty laps till you're invisible and then go get killed by an angsty weremammoth!

Tias
May 25, 2008

Pictured: the patron saint of internet political arguments (probably)

This avatar made possible by a gift from the Religionthread Posters Relief Fund
Trying to play Kobold Camp, with the latest MW edition - however, when I boot it up, I am unable to select kobold-civ items (such as jack rats and machetes) on emark prep. What gives?

scamtank
Feb 24, 2011

my desire to just be a FUCKING IDIOT all day long is rapidly overtaking my ability to FUNCTION

i suspect that means i'm MENTALLY ILL


Another super-duper neat thing to watch out for: veterinary medicine by way of Animal Caretaker. Apparently the (somewhat buggy) hospital code is all there, but the animal just never gets the "Rest" job which actually triggers the ambulance dorfs to retrieve the poor thing.

Jothan
Dec 18, 2013
Found out what was happening with that wagon collapsing thing! Didn't have anything to do with the corpse pile at all; it was due to having more than one depot. Carts would go one way, pack animals to another, and then when they tried to unload a wagon it fell apart and they just up and "it was inevitable" and left.

Then the human diplomat showed up, exchanged pleasantries, and then went on a two hour rant listing off every settlement that had been razed by a goblin horde called "The Big Doom". I guess the Invaders Always Win thing hasn't been fixed yet?

necrotic
Aug 2, 2005
I owe my brother big time for this!

Jothan posted:

Then the human diplomat showed up, exchanged pleasantries, and then went on a two hour rant listing off every settlement that had been razed by a goblin horde called "The Big Doom". I guess the Invaders Always Win thing hasn't been fixed yet?

Pretty sure it was fixed...

scamtank
Feb 24, 2011

my desire to just be a FUCKING IDIOT all day long is rapidly overtaking my ability to FUNCTION

i suspect that means i'm MENTALLY ILL


Yeah, it only had an effect on reclaimed sites, too. If you can take a good goddamn look at a world's history through an external viewer, you'll see goblins stomping their way through the world like locusts.

Jothan
Dec 18, 2013

necrotic posted:

Pretty sure it was fixed...

Oh well that's good. Although I guess it does mean there's some goblin army out there big enough to seriously worry about making its way here.

Ghostwoods
May 9, 2013

Say "Cheese!"
Great piece on adventurer mode, Jothan. Might be time to give it another go!

Facebook Aunt
Oct 4, 2008

wiggle wiggle




Jothan posted:

Then the human diplomat showed up, exchanged pleasantries, and then went on a two hour rant listing off every settlement that had been razed by a goblin horde called "The Big Doom". I guess the Invaders Always Win thing hasn't been fixed yet?

If it was his first visit he was probably telling you about every big conflict his civilization has ever had. They don't seem to filter "news" down to just things that have happened recently. Next year's report should be better.


I wonder if the next release they'll also bombard you with the story of every really good party, dance recital, concert, philosophical insight or scientific discovery their civilization has ever had? :haw:

Excelzior
Jun 24, 2013

I hope we eventually have a "Fort Historian" noble job whose duty is to chronicle the regional events into a singular, coherent narrative

a man can dream.

reignofevil
Nov 7, 2008

Excelzior posted:

I hope we eventually have a "Fort Historian" noble job whose duty is to chronicle the regional events into a singular, coherent narrative

a man can dream.

Entire civilizations go extinct this year; the dwarf chooses to chronicle the tale of a fine table he made last week.

Extinctions are lost to history.

Jothan
Dec 18, 2013

Angela Christine posted:

If it was his first visit he was probably telling you about every big conflict his civilization has ever had. They don't seem to filter "news" down to just things that have happened recently. Next year's report should be better.

Oh, no, the reports have been steadily getting worse and worse each year.

Ghostwoods posted:

Great piece on adventurer mode, Jothan. Might be time to give it another go!

Well hey thanks! Also if you haven't played since the new version definitely give it a look! There was some really incredible stuff added. Speaking of which guess what time it is

Adventurer Mode: Things to do, People to yell at, and Killing in General

So like any good roguelike there are a massive number of possible commands to input at any given moment. Hitting z shows your status, and a shows announcements, similar to fort mode. You've got your standard movement, ascend/descend with </>, that you'll see in other roguelikes. If the game isn't letting you move, use Alt and a direction to leap right off that cliff anyway. If you want to wait, use comma to wait one time iteration and a period to wait 10. Jump with j and climb with h to get in on that new DF2014 magic.

A lowercase s stands or lies down, which is important for the many many times you'll be knocked on your rear end and also if you'd like to move past someone, you'll need to crawl.

Capital S and m change how you move; the m menu changes your swimming preferences and the S menu allows you to change speeds and sneak around. When you sneak, the UI changes a bit:



Ok admittedly that is kinda hard to see but fortunately the power just went out so in rebuilding this post I have the opportunity to change the tileset!



Much better! So as you can see here you now know where creatures are actually looking, and roughly the chances of being spotted depending on where you stand! Yellow means they might see you, Red means they will. Being spotted no longer forcibly ejects you from sneaking, and you're still invisible to other creatures. If I was spotted by bro Atek here, it would make him mildly uncomfortable.

Your movement rates, changeable in the S menu, are also affected by your Ambush skill while sneaking: while moving faster than walking you get both a movement and a stealth penalty, both of which are reduced by a high Ambush skill.

Speaking of which, you may have thought that selecting a movement speed means that's how fast you go. Almost! Toady's gone and implemented a system of inertia. When you move at a rate past "Jog" your speed indicator changes to show your current speed, your max speed, and the direction you are moving. Moving in the same direction repeatedly increases your speed. This also affects your jumping ability; behold:



That's what it would look like if you attempted a standing jump; we're currently under the cursor, the red X, and the green squares are where we can hop to. Not very impressive. Now let's try with a running start (and a short break to get rid of the "tired" status reducing our max speed):



That's more like it! We have a much greater range to our jump, but we can only go in the general direction we were sprinting. The speed indicator is just a number and a direction, signifying we can't sprint any faster. One more thing to note is that sprinting everywhere will make you tired, and then unconscious, very fast.

In a move completely counter to dwarf fort standards, look is with the l key instead of k. Use this to get a cursor to gawk at things. Capitalizing it will make you search carefully around you, to find tracks or traps or possibly small bugs. Hitting k will talk to people, but K will look for tracks. Tracks found will display on the map normally, which you can then look at with l, and hitting Alt-k will search for tracks directly beneath you.



Hitting D will give you the current date, T the current temperature, W will check the weather and estimate the time of day, and o will give you the present odor. No, really.

Capital Z will have you rest or sleep, for a duration of your choosing, and you use e to eat. The u key is context-sensitive, you can use it to interact with some nearby device such as a lever or a well. Try it when you don't know how to get something to work.

Let's take a look at the inventory: i views the inventory, g picks up an item (and also can be used to start a campfire), and d drops something from your hands. You can almost always hit g and pick up a small rock off the ground. Hitting q will sheathe or unsheathe your held weapon, and r will remove something from yourself or a container such as a backpack. Use p to put an item inside something, and w to wear an article of clothing.

That's the basics of inventory control, but management is a bit finicky. You'll probably want to know how to equip something; unlike armors which have a specific "wear" button, with weapons you just have to get it so you're "holding" it- if you have a free hand, picking something up will hold it. If you want to equip something from your pack, remove it with r and a free hand. Fun Fact for Cheaters: You can put some stuff in your hand even when it has something in it. Due to the way combat works, this doesn't let you equip ten swords in one hand and transform into a wereblender, but shields on the other hand, give you another block chance with every shield you hold. Grab as many shields as you can carry and still walk with! Become your own Spartan Phalanx. Never put them down.

Capital I (that's an i) is the advanced inventory button; you'll mostly use this to mess with your waterskin (filling it, defrosting, etc). If you'd like to do something with an item that isn't moving it around, try I and see what's available.

That's pretty much all of the basic things you can do at any given moment. Moving on, who's ready for some conversation topics? Let's take a look at a screen from the last post:



Most of these options are asking for information and are self-explanatory. Generally, hunting for quests involves gathering topics to ask about and then getting the details on it through other dialogue options. Let's try out inquiring about current troubles to get a list of what's available.



...huh. Also, you might have noted that our adventurer has a lot to say about luck! It's the sphere of the deity he worships, and it comes up a lot in his greetings. So anyway, now we have some new topics to ask about! Let's get in on that horror. Continuing the conversation with k brings us to a new menu to ask about these things; asking about bone-chilling horror just tells us that "there are foul goings-on over at the tower of Pickflashes", which isn't much, but that's another topic to ask about and we can now get directions to the place, or state an opinion. Asking for directions gets the place added to our quest log!

Before we head out on what sounds like quite an easy adventure, let's take a look at some other dialogue options. We can ask about rumors to spread information to NPCs much in the same way they do to you. They'll just inform you how terrifying it is, generally, but informing people about wandering monstrosities in turn gives you that monstrosity as a conversation topic, thus allowing you to (somehow) get more information on it!

There's a few general information topics, such as asking how the NPC is feeling about his job, or about the locals and surroundings, and even chatting about the weather. You can ask anyone to "Trade", they'll just direct you to a shopkeeper, but asking them to Exchange something will bring you to an informal trading window. You can make demands or try to claim the area for yourself, which has results depending on your fame, which you get from quests. Bragging about your past acts used to be the only way to spread news about quest completions, but the system's a bit smarter now and now it generates comments and not too much else. Lastly, you can accuse them of being a vampire, which has no effect if they aren't and immediately reveals them if they are! There's no downside to starting off every conversation with this accusation, unless you're too weak to actually take on a vampire in which case maybe not do that.

It looks like we're about ready to start our adventure! There's a couple things we can do to prepare before that though. First, we can try making some impromptu throwing weapons- grab two small rocks off the ground, then hold one in each hand, then hit x to get to the actions menu. For now, from here you can create a sharp rock, butcher a creature, or spit. hit c and then enter a few times to get a sharp rock, which hurts a little when thrown. Grab a few of these and practice throwing with t!

Next, we should probably grab a bro. Head over to anyone who looks military and see if they'll join up or at least guide you somewhere. Once you succeed, you can see them in the (c)ompanions menu. you can also try talking to them again to dismiss or try to trade with them.

So we've got our companion, we've got our map, let's go! Here's what our quest log looks like when we search for Pickflashes:



It's East! Pretty far, too; this is a zoomed out map. Fortunately, we can fast travel with T, but it's not too long before we run into a river; one of several things we can't travel over. It's worth noting that we can sneak while fast travelling, and lo and behold, when we stop to ford the river, we're still sneaking, and



HIPPOS.

Let's wrassle one.



Pictured, tactical stealth mechanics. I have a spear, but I'm actually trained in wrestling, which is great for the purposes of this example- We get to see the combat menu! We do that by hitting A and confirming with alt-y. This is here so you don't accidentally attack an NPC and kick off a world war. Now, we have the option of striking, wrestling, or dodging. Striking (which, unlike the Striking skill, deals with any and all blows) brings up this interface:



Handy. After selecting a hit location you get to choose what to hit with. If you didn't want to worry about this, moving toward something hostile randomly picks an attack. Choosing to wrestle instead of strike brings up a menu for what you want to grab with and what you want to grab. Dodging lets you choose a direction to flee to. For now, I'll demonstrate some combat by strangling a hippo. Remember- since DF2014, wrestling actions take time- you'll need to wait a little bit before your grab takes effect.



So as you might have guessed from the premise of "let's choke out a hippopotamus" that it was doomed from the start, but remember that having a hold on a creature lets you have easier strikes at it with other weapons, so even though it kicks us several times and flees we catch up to it and stab it in the head about a hundred times. We can then butcher it with x-b and a sharp item (such as a sharp rock!) to get a load of hippo parts.

If we wanted instead to take on our enemy with ranged weaponry, we could have used throwing weapons with t or shot a bow, crossbow, or other "firing" weapon with f. For ranged combat, you don't pick a hit location, just a general direction to fire in. That's not advisable with this case since hippos flee from you and if you want your kill you'll want to close the distance quick.

The last thing on combat for now is the Combat preferences menu, C.



Use this to change some defaults for your character's random motions in combat. You can choose to change your default random attack (letting the game choose, striking, charging, or wrestling which is listed as "close combat"), whether or not you will attempt a dodge, or how to react to an enemy charging (let the game choose, dodge, or take it in the face). To be honest, you mostly use this for training, but you may want to use it if you're dealing with terrain you don't want to move around on or if you only slightly care about how to attack an enemy, enough to warrant picking certain kinds of attacks and responses over others but not enough to use the full attack menu.

Most traveling, as here, is fairly uneventful. Sometimes you'll be ambushed, less so if you're sneaking and good at it. The fast travel screen will alert you to hunger, thirst, and drowsiness, and you won't have too much else to worry about with a companion. Remember to hunt occasionally for food and refill your waterskin from water sources with capital I. Rivers and mountains you'll have to slow travel, and your companions won't path through rivers so hope the fast travel picks them up!

Get closer to your goal by checking the quest log, and when you're on the tile in the log, look around the fast travel map. Sites will zoom the map in when you are close, and may won't let you travel through them.



We've made it! now to drop out of fast travel and clear this tower!



Let's go back into fast travel mode and get out of this tower!

Well, that's a little misleading. First you'll need to (S)print away from hostiles and the site before you can fast travel. Then you're in the clear!

Well, that was a bust, but that doesn't mean you can't conquer that tower! If you're looking for some easy questing, you can try literally anything but a necromancer's keep, but it's entirely possible to grind and/or irrevocably curse your character into world-conquering levels, and next time I get my poo poo together I'll go over how to do just that.

Jothan fucked around with this message at 01:49 on Apr 29, 2015

my dad
Oct 17, 2012

this shall be humorous
Swimming, making sharp rocks, and torturing small animals?

Vox Nihili
May 28, 2008

Looks like there's a new way to support Tarn: https://www.patreon.com/bay12games

Tias
May 25, 2008

Pictured: the patron saint of internet political arguments (probably)

This avatar made possible by a gift from the Religionthread Posters Relief Fund
I just had an idea for an RPG session while playing Kobold camp: Players play the part of kobolds defending a warren from heroes, using only bone shards, kobold ingenuity, leather, their own poo poo, and a psychoactive toad to defend their homes with!

I can't really make out of it's an excellent or horrible idea..

my dad
Oct 17, 2012

this shall be humorous
Sooo... Tucker's Kobolds with the players as the Kobolds?

Tias
May 25, 2008

Pictured: the patron saint of internet political arguments (probably)

This avatar made possible by a gift from the Religionthread Posters Relief Fund
Yeah, but more influenced by DF/Kobold camp. Needs lovely machetes, bone fragments and vomit-powered traps, yo.

Helical Nightmares
Apr 30, 2009
Interesting.

It would live or die on the crafting system you made though.

It's doable with custom reactions I'd imagine.

Tias
May 25, 2008

Pictured: the patron saint of internet political arguments (probably)

This avatar made possible by a gift from the Religionthread Posters Relief Fund
I'm talking about pen-and-paper (og PBP) play, though, not the game.

Jothan
Dec 18, 2013

Tias posted:

I just had an idea for an RPG session while playing Kobold camp: Players play the part of kobolds defending a warren from heroes, using only bone shards, kobold ingenuity, leather, their own poo poo, and a psychoactive toad to defend their homes with!

I can't really make out of it's an excellent or horrible idea..

I've never played it myself but have you heard of "Kobolds Ate my Baby!"?

nielsm
Jun 1, 2009




Okay guides, but I think you're missing something important: Inventory management and item juggling.

Specifically picking things up, putting them in sacks and purses, free hands management, and putting on/taking off clothes and armor.
That's one of the extremely fiddly parts of DF adventure mode and I'll guess something that can seriously confuse new players.

Jothan
Dec 18, 2013

nielsm posted:

Okay guides, but I think you're missing something important: Inventory management and item juggling.

Specifically picking things up, putting them in sacks and purses, free hands management, and putting on/taking off clothes and armor.
That's one of the extremely fiddly parts of DF adventure mode and I'll guess something that can seriously confuse new players.

Yeah, I suppose that could use more than the paragraph or so I put into it. In my defense I was writing that during a tornado warning and the power kept going out so at one point I really just wanted to be done with the post. I'll go back and edit a few things when I get the chance.

blainestereo
Jan 16, 2013

Any news on work order automation, is it still in the pipeline? I honestly can't read Toady's devblog anymore, it's all about adventure mode and procedurally generated dwarven foreplay rules, makes me sad.

CainsDescendant
Dec 6, 2007

Human nature




Tias posted:

I'm talking about pen-and-paper (og PBP) play, though, not the game.

I don't have the link handy, but in the Dungeon World thread somebody posted a link to a Kobold Camp hack where the players play generations of kobolds doing kobold stuff. I don't remember specifics, obviously, but it made me think of df when I saw it

EDIT: No Country For Old Kobolds! It looks pretty neat, it's available for pre-order:

https://www.kickstarter.com/projects/53201108/no-country-for-old-kobolds-a-dungeon-world-hack

CainsDescendant fucked around with this message at 15:49 on Apr 28, 2015

scamtank
Feb 24, 2011

my desire to just be a FUCKING IDIOT all day long is rapidly overtaking my ability to FUNCTION

i suspect that means i'm MENTALLY ILL


blainestereo posted:

Any news on work order automation, is it still in the pipeline? I honestly can't read Toady's devblog anymore, it's all about adventure mode and procedurally generated dwarven foreplay rules, makes me sad.

He mentioned that he's going to have to do something about standing orders to maintain booze stocks for inns. Don't lose hope.

Moridin920
Nov 15, 2007

by FactsAreUseless
If he does a sane economics overhaul (ie one that doesn't turn into the communist manifesto fort with worthless coins scattered everywhere; hero dwarves paying for nothing while laborers toil away for barely enough to buy a plump helmet) and an inventory management or standing order thing with the tavern it might be a cool little minigame to just run a tavern and try to make a profit from the adventurers stopping by.

Also the FPS will be 4.

NewMars
Mar 10, 2013

Tias posted:

I just had an idea for an RPG session while playing Kobold camp: Players play the part of kobolds defending a warren from heroes, using only bone shards, kobold ingenuity, leather, their own poo poo, and a psychoactive toad to defend their homes with!

I can't really make out of it's an excellent or horrible idea..

Funnily enough, Toady already made this as a computer game: Kobold Quest!

Facebook Aunt
Oct 4, 2008

wiggle wiggle




Moridin920 posted:

If he does a sane economics overhaul (ie one that doesn't turn into the communist manifesto fort with worthless coins scattered everywhere; hero dwarves paying for nothing while laborers toil away for barely enough to buy a plump helmet) and an inventory management or standing order thing with the tavern it might be a cool little minigame to just run a tavern and try to make a profit from the adventurers stopping by.

Also the FPS will be 4.

But I love communist manifesto fortress. :( All it needed to be perfect was the ability to assign particular dwarfs to particular bedrooms, so plebs would stop taking rooms they couldn't afford long term and then getting bad thoughts about being evicted 2 or 3 times a year.

Sibling of TB
Aug 4, 2007
Does anyone here ever go back and play some of the older versions? The ones where the economy "worked" and everything was 2D and a misplaced channel would flood the world?

Tunicate
May 15, 2012

Mini toad update

quote:

04/27/2015 Toady One While my dwarves were creating a horse parchment scroll with finely crafted apricot wood rollers, I set up this Patreon page. Over the last months, some people have been asking for additional support options, and this is our first try at that! Just let us know if there are any issues.

https://www.patreon.com/bay12games

Adbot
ADBOT LOVES YOU

Jothan
Dec 18, 2013
Edited that last post to make it better.


More like pay12games am I right

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply