In dwarf mode, you should have the option to control your individual patrol members as you would in adventure mode. The adventurer should be able to both go with and command armies. ARMY ARC: You should be able to control patrols and then armies in dwarf mode.Related to Core28, Core29 and PowerGoal53. COUNTY ARC: You should be able to develop a larger settlement outside the confines of the immediate play area.You should be able to find items you traded in your fortress in adventure mode, and a caravan could come to your fortress with an adventure mode item. They'll move between each city on the map, though we'll try to stay away from supporting a real economy for the time being. CARAVAN ARC: As a prelude to armies, we'll have caravans actually move around the world map rather than just appear at your outpost.Tutorials and advisors could help this, as well as decent in-game help. ADVANCED HELP ARC: Yeah, dwarves has a steep learning curve.Other workshops could be automated, while the work order system could be made more robust to decrease the amount of interface fiddling required to produce glass and soap, for example. This includes many of the haul/pile reqs. BURROWS, TRANSPORTION AND AUTOMATION ARC: Make dwarves live and restrict their movements to sections ("burrows") of the cave to reduce the amount of hauling.Related to Core14, Core55, Req96 and PowerGoal150. Fire can also come up in dwarf mode in various ways. Once that's in, your adventurer will want fire. This is also true of moonless cloudy nights. FIRE AND LIGHTING ARC: The lighting in caves is artificial right now.There need to be guards, and the keep/mead hall should be more interesting. There need to be various items in town outside of what's in the stores. The peasants need to do less aimless wandering and more standard activities. BUSTLING TOWN ARC: The towns should be more structured.The rear compound forms the second half of your fortress's name, which is combined with no spaces (Foobar instead of Foo Bar).Īdjectives, at first glance, it appears these do nothing, but they give up to two words after your compound word (above) separated by spaces that are the adjectives to The X or Of X word choice (see below).Dwarf Fortress Consolidated Development (Outdated) The next few years Near-Term Arcs Hitting enter will move from the type back to the search results. Press e to search for a word (in English), works just like the provisions search. Press c to clear a word selection-your fortress does not need ANY of these words to be chosen (i.e. Choose from an extremely long list of words. The front compound forms the first half of your fortress's name. You can also set the name of the expedition, which uses the same interface. You may craft a more elaborate fortress name than what's made by the name generator.Ĭustom names have no effect on gameplay, but there are a lot of options in this menu (accessible by pressing F on the Prepare Carefully screen). Fortress names are often compounds of two dwarven words. You will be given a semi-random name automatically. When you reach the stage where you are deciding on your founder's skills and starting items, press Shift+ F to choose your fortress name. You can choose the name of your own fortress during the Embark process. The name of your fortress should be displayed at the top left part of the screen. If you are playing in Fortress Mode, press z to look at your status screen.
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