Dwarf Fortress Adventure Mode

Dwarf Fortress Adventure Mode 8,0/10 3037 reviews

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(contains a few spoilers ahead)To do this, first find a vault by exporting legends info. In the Dwarf Fortress files, find the legends.xml file. In it, CTRL-F and find 'vault'. You can view the denizens of the vault in the other legend file, world sites and population. The name of the vault and its residents can give a hint as to what sphere the vault is based off of (can probably do this via legends viewer as well, but it doesn't work well for me)Next, go to the world map in fortress mode. Go to the top left corner, and make a note there.

In the legends.xml, there should be a coordinate where the vault is. Move away from the note until you match that coordinate. Then, just move your embark square around the local map until the 'embark' button grays out. Narrow it down to one square. This is your vault.Make a fort a fair distance away from the vault, I've noticed that embarking directly next to it causes crashing (you can also embark ON it with dfhack, but it's extremely buggy. Do not recommend.)Go ahead and make a fort there.

In Adventurer mode (also called 'Adventure mode' or simply 'Adventure') you create a single adventurer, be they dwarf, human, elf, goblin, or one of the varieties of animal people, who start out somewhere in one of your generated worlds.

Embark site or skills don't matter, you don't need to use this fort to play with the angels. Immediately retire the fort.Now make a dwarf adventurer at the fort you created.

Have them move a distance away from the fort, and then use 'T' to travel on the world map until you find the vault (there will be a notification. Don't move to the vault outside the fast travel, or else it won't be 'discovered'). Go ahead and retire this adventurer when you find it.Now, you should have the vault discovered. Go and unretire your fort you made, and send a small squad on a mission to raid the vault. Change the mission settings so that you demand surrender and conquer.

The angels won't put up a fight, and the site should surrender to you.Now retire the fort again. If you want to use a fort in a different location, make one now. Make sure it's the same civ as your first fort.Now, you can make angel adventurers. They will either be their own selection, or an 'intelligent wilderness creature'. I was only able to get the lowest level angels, the actual archangel or other guardians may be able to be played, but I haven't found any.Create some angel adventurers, give them skills and stuff you want.

Make sure they are part of your civilization. Keep changing from 'locally important' to 'peasant' until you get someone who starts at your selected fort.

Adventure

Play, then immediately retire them. Repeat until you have as many angels as you want.When ready, unretire your fort. The angels will now be citizens of the fort. Dwarves will still be citizens and will immigrate, so you may want to turn off immigration and dispose/enslave any dwarves for your angel fort, depending on your style. Or be friendly, that's cool too.Here's a few things I've noticed/need testing:.Angels are capable of every job dwarves are, according to DFHack.Angels can be made into nobles.They do not start with any sort of divine cloth or metal.I forced a few migrant waves, and no angelic immigrants came.Angels have no gender, and cannot breed. Some raw editing is necessary to have children.They have extremely long lifespans, my two were both 230 years old, their limit is currently unknown and needs testing.Combat effectiveness is untested, but probably varies based off the angels' composition (I've seen angels made of fire, that sounds like a fun fort).UNKNOWN: Can angels receive strange moods or martial trances?.UNKNOWN: Interactions with alcohol.According to the wiki, assistant angels have no special combat skills.

Soldiers have talented in most combat skills, and the actual angels have Grand Master in those skills. It also suggests that they may be immune to most syndrome effects, are able to swim/breathe water, and possibly immune to fire depending on material. Some have 'divine sickness' which causes syndrome effects. Further testing needed to confirm these in fortress mode.Feel free to do some testing of your own, if there's any questions about this please ask and I'll try to answer. I plan on doing a real angel fort in the next few days, so more testing and updates will come.ALSO NOTE: Angelic raws are found in the world.sav file and must be edited per world in that file.

World.sav is found in the region folder of a save. If you used a mod when generating the world, then that mod is stored in the world's region folder; copying the save for others to download just means that they download it with that mod too (not ideal for some, but it works).If your mod is DFHack, that doesn't have any bearing on the saves themselves, and they can be copied and shared with no difficulty.If it's a texture pack, those can be changed and replaced easily if you know what you're doing. I think they apply to the entire game instead of to individual worlds, so again, downloading the save shouldn't carry the modifications.As for hosting it, your two big options are Dwarf Fortress File Depot (DFFD) or Dropbox.

Iconoclasts

I haven't had the best experience with DFFD, so I've been uploading the entire region folder to dropbox and then sharing a link to the download, but if you can get DFFD to work/prefer it, then you do you.