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Dwarf Fortress => DF Adventure Mode Discussion => Topic started by: SammyLiimex on February 19, 2019, 01:00:50 pm

Title: List of Major Things to Do in Adventure Mode?
Post by: SammyLiimex on February 19, 2019, 01:00:50 pm
Im looking for major things to do in adventure mode for a playthrough.  My current goals are "standard" adventure stuff like training, fighting some egabeasts, becoming a vampire, then a necromancer

but thats using my knowledge from years ago.  Ive also heard to go find a vault.  Is there a list of stuff like that to do?
Title: Re: List of Major Things to Do in Adventure Mode?
Post by: Khalari on February 19, 2019, 01:15:39 pm
Really, there's not much to do in Adventurer Mode other than what you listed yourself.
It's more about creating your own challenges and story.

As Tarn Adams himself said, Adveturer Mode is very "flat".
Title: Re: List of Major Things to Do in Adventure Mode?
Post by: Untrustedlife on February 19, 2019, 02:40:57 pm
Really, there's not much to do in Adventurer Mode other than what you listed yourself.
It's more about creating your own challenges and story.

As Tarn Adams himself said, Adveturer Mode is very "flat".

You are joking right?

Yes its about making your own story but theres a ton to do.
Title: Re: List of Major Things to Do in Adventure Mode?
Post by: Untrustedlife on February 19, 2019, 02:42:38 pm
Im looking for major things to do in adventure mode for a playthrough.  My current goals are "standard" adventure stuff like training, fighting some egabeasts, becoming a vampire, then a necromancer

but thats using my knowledge from years ago.  Ive also heard to go find a vault.  Is there a list of stuff like that to do?

Theres plenty to do in adventure mode, you could become a bard and travel around performing at inns.
You could go seeking out artifacts for folks and become a legendary  treasure hunter.
You could become a hearth person and do quests for your lord.
You could hunt great beasts and become a legendary beast hunter.
You can kill a bunch of bandits and become a protector of the defense less.
You can become  a bandit and rob people (you can even join a bandit group, and become  a bandit leader)
You could go into the woods and build a cabin.
You can hunt animals and sell their meat and make stuff from their bones and sell those and get super rich.
You could raid a kobold cave.
become a necromancer and build your own necromancer tower with your zombies.

Raid a vault get the slab and get a pet demon.
And on and on.
Title: Re: List of Major Things to Do in Adventure Mode?
Post by: PlumpHelmetMan on February 19, 2019, 03:23:46 pm
Honestly I feel like adventure mode is majorly underrated. There's quite a bit more to do there than many players give credit for, though you do have to approach it in a bit of a different fashion from your standard roguelike in order to make it fun.
Title: Re: List of Major Things to Do in Adventure Mode?
Post by: Cathar on February 19, 2019, 04:10:32 pm
Adventurer mode is the underrated gem in an underrated gem. It's not so much about "doing stuff", altho you totally can, it's about experiencing the world directly, looking at how it was shaped by its history and interracting with its inhabitants. Like it's one thing to lowkey understand there is a border dispute between your kingdom and its neighbour, it's another to be followed and spied on by a squad of trained cardinal birds until you leave the area.

I really adivse to read the story of Cog, the blind drunk, to see what the game can do in term of generating emergent stories
Title: Re: List of Major Things to Do in Adventure Mode?
Post by: George_Chickens on February 19, 2019, 08:46:38 pm
Adventure mode's loss of gameification and many half finished features make it feel a little dead to me in comparison to prior releases. Usually, I will go out and do something memorable and fun, then a kink in the system stops me dead in my tracks. I'll go out and destroy a massive underground bandit camp, then I won't be able to recruit an army like I planned because the conversation system broke and I can't mention killing any of them, or any of them in general.

There's still plenty to do. I like to do heroic deeds to build up my reputation, and then build up an army of the best soldiers from all the civilizations, to act as the protector of my home in war. But don't be discouraged if a problem stops you from doing this when you should be able to, just keep going 'till you can.
Title: Re: List of Major Things to Do in Adventure Mode?
Post by: Urist9876 on February 20, 2019, 03:50:12 am
Be a bard. Although without story it can become boring fast.

If you can find scrolls or quires you could write down stories, poems and all that kind of things. That could work nice if you leave them at a site you go on play in fortress mode.

Likewise you could bring hard to obtain seeds to a fortress location and start production of golden salve and sunberry wine after switching to fortress mode again.

Still on my to do list is sending an adventurer to a site were I have lost a few squad members in fortress mode. To see if I can find any of their equipment. Maybe I can even sneak in and hear them talking about the attack.
Title: Re: List of Major Things to Do in Adventure Mode?
Post by: Butterfly on February 20, 2019, 08:33:44 am
I like it best in combination with Legends Mode. I discover something interesting in Adventure Mode, then afterwards check it out in Legends. Alternatively I find something in Legends Mode then find it as an adventurer.

I feel one pretty major thing you can do is create an adventurer, then retire them after a while and let time pass in Fort Mode, then after a few months or years see what they've been up to. Sure, you're not actually playing Adventure mode when doing this, but it can still create some interesting results. My friend retired an Elephant Person adventurer, who was a Hearthperson of a hamlet lord, and later found their Adventurer had conquered a Goblin Dark Pits.

The Villains Update is going to be fantastic for Adventure Mode. There's the more advanced character creation, but I bet it's also going to be a lot of fun trying to uncover criminal organisations - or getting involved with them yourself.
Title: Re: List of Major Things to Do in Adventure Mode?
Post by: Rumrusher on February 20, 2019, 09:35:30 am
so far what I got for adventure mode megaprojects are
-use the zone assigning to stockpile enough people you possible can before your pc melts.
-build a small local villa in a camp,
-climb mountains and hope your adventurer writes an autobiography about it... after finding and teaching them how to write an autobiography.
-write a bunch of books.
-build a small survivors outpost in a Zombie survival mod.
-that demon pet/bride/groom thing.
-befriend an ghost and get them to settle in your camp.
-move into a player fort and conquer the world through use of 1 person(the adventurer)
-talk ill of the dead and get a dead person more infamous than they were when they were alive.

the dumb stuff I usually think about in DF that probably not doable Vanilla wise
-dive deep into Dfhack and pilot around a mobile campsite and slam it into as many locals and into the ocean to make yourself a private island
-tame bogeymen
-make zombie-bogeymen
-play a hellworld where daemons are abundant enough to become bandits... also bogeymen.

though in my time of poking around advmode most of stuff to do is mostly what can DF let me do with dfhack, and how do I unlock the hidden content that only pop up on a rare occasion.
also I probably should figure out how to make custom rumors in DFhack and see if that rumor system really works or not.
Title: Re: List of Major Things to Do in Adventure Mode?
Post by: scourge728 on February 20, 2019, 04:52:04 pm
You could murder literally everyone
Title: Re: List of Major Things to Do in Adventure Mode?
Post by: SammyLiimex on February 24, 2019, 10:03:27 pm
Thanks for all the replies everyone. 

I made a guy in the AdventureCraft mod who forged a silver sarcophagus and filled it with the skulls of every named thing he killed, then used that to crush more bandits and semi / megabeasts with.
Title: Re: List of Major Things to Do in Adventure Mode?
Post by: therahedwig on March 01, 2019, 10:36:01 am
It's gotten a lot better since world activation, but yeah, I personally wish we could ask more information from people and it would become more interesting to interact with histfigs.
Title: Re: List of Major Things to Do in Adventure Mode?
Post by: snow dwarf on March 15, 2019, 09:02:42 am
You can also become dwarven Socrates and convince people of your beliefs.
Title: Re: List of Major Things to Do in Adventure Mode?
Post by: DwarvenLord on March 16, 2019, 11:39:31 am
You could become an assassin for hire, assassinating everything from a peasent who displeased a local lord to a particular necromancer to the leader of a dark fortress. Once the villan update arrives, of course.
Title: Re: List of Major Things to Do in Adventure Mode?
Post by: thatroleplayerGal on March 16, 2019, 10:29:39 pm
The most fun I ever had in Adventure Mode was when I made a corrupt politician (tons of social skills but no fighting skills), had him recruit a small band of soldiers, hunt a vampire, hack it to pieces, gather that vampire's blood in several dozen mugs, then feed the blood to influential nobles in his home town and out them as vampires. In lore, he was trying to become the ruler, so he would infect them and renounce them for being monsters, leaving no one left in the town influential enough to become Lord except for him.

It was fun because it was a "natural" ascension, so the townspeople didn't hate him for becoming lord and thus there were no insurrections.

About ten years later (a combination of fortress mode and intermediate periods of random adventurers who rarely went anywhere in their careers), I returned to him, infected his hearth-people as vampires, then renounced his lordship, essentially passing it on to his vampiric successors. He then traveled to a vast flatlands a medium distance away from the town and designated a camp, building a great tower. I used the remainder of the goblets filled with vampire blood and made a ritual chamber, where prospective vampires could be transformed (in lore) and join him. This was before the artifact update, but I believe adventurers could still name their weapons and make them artifacts, so he would collect "legendary" weapons from other towns by killing the lords and taking their knives, then name them and put them on display in the treasure room. Finally, he filled the main hall with coffins, a feast table (where he put the bodies of the aforementioned lords), and a throne. I then retired him and made eleven more adventurers, all having them travel to this tower and drink of the goblets, then become his hearthpeople. And so, "The Council of Twelve" was born.

Fast-forward a few years through Fortress Mode again, my fort dies, and I make a new adventurer. Step into the shoes of my vampire hunter. She starts with the politician's home town, ruled by vampires and living in fear of a vast criminal organization living beneath it. As it turns out, many of the vampires have even left the town, blending in across the world. She then began her quest to hunt down all vampires in the world, both the 26 I had created and the 12 that existed naturally in the world, with a vow that she would return and wipe out the Council of Twelve once her mission was complete. I made her exclusively stick to leather, hoods, and cloaks, avoiding any metal armor asides from the odd boot or lone gauntlet, refusing to have matching pairs to help accentuate her Van Helsing-ness. Her weapons? A wooden spear, and a silver short-sword, with a bronze crossbow and silver bolts that she used rarely.
Title: Re: List of Major Things to Do in Adventure Mode?
Post by: Untrustedlife on March 17, 2019, 11:42:23 am
The most fun I ever had in Adventure Mode was when I made a corrupt politician (tons of social skills but no fighting skills), had him recruit a small band of soldiers, hunt a vampire, hack it to pieces, gather that vampire's blood in several dozen mugs, then feed the blood to influential nobles in his home town and out them as vampires. In lore, he was trying to become the ruler, so he would infect them and renounce them for being monsters, leaving no one left in the town influential enough to become Lord except for him.

It was fun because it was a "natural" ascension, so the townspeople didn't hate him for becoming lord and thus there were no insurrections.

About ten years later (a combination of fortress mode and intermediate periods of random adventurers who rarely went anywhere in their careers), I returned to him, infected his hearth-people as vampires, then renounced his lordship, essentially passing it on to his vampiric successors. He then traveled to a vast flatlands a medium distance away from the town and designated a camp, building a great tower. I used the remainder of the goblets filled with vampire blood and made a ritual chamber, where prospective vampires could be transformed (in lore) and join him. This was before the artifact update, but I believe adventurers could still name their weapons and make them artifacts, so he would collect "legendary" weapons from other towns by killing the lords and taking their knives, then name them and put them on display in the treasure room. Finally, he filled the main hall with coffins, a feast table (where he put the bodies of the aforementioned lords), and a throne. I then retired him and made eleven more adventurers, all having them travel to this tower and drink of the goblets, then become his hearthpeople. And so, "The Council of Twelve" was born.

Fast-forward a few years through Fortress Mode again, my fort dies, and I make a new adventurer. Step into the shoes of my vampire hunter. She starts with the politician's home town, ruled by vampires and living in fear of a vast criminal organization living beneath it. As it turns out, many of the vampires have even left the town, blending in across the world. She then began her quest to hunt down all vampires in the world, both the 26 I had created and the 12 that existed naturally in the world, with a vow that she would return and wipe out the Council of Twelve once her mission was complete. I made her exclusively stick to leather, hoods, and cloaks, avoiding any metal armor asides from the odd boot or lone gauntlet, refusing to have matching pairs to help accentuate her Van Helsing-ness. Her weapons? A wooden spear, and a silver short-sword, with a bronze crossbow and silver bolts that she used rarely.

I love doing stuff like this. I always try to get my adventruers a cloak and a hood, or a cape and a hood, but the hood is necessary :P
Title: Re: List of Major Things to Do in Adventure Mode?
Post by: peasant cretin on March 17, 2019, 02:37:30 pm
The most fun I ever had in Adventure Mode was when I made a corrupt politician (tons of social skills but no fighting skills), had him recruit a small band of soldiers, hunt a vampire, hack it to pieces, gather that vampire's blood in several dozen mugs, then feed the blood to influential nobles in his home town and out them as vampires. In lore, he was trying to become the ruler, so he would infect them and renounce them for being monsters, leaving no one left in the town influential enough to become Lord except for him.

It was fun because it was a "natural" ascension, so the townspeople didn't hate him for becoming lord and thus there were no insurrections.

About ten years later (a combination of fortress mode and intermediate periods of random adventurers who rarely went anywhere in their careers), I returned to him, infected his hearth-people as vampires, then renounced his lordship, essentially passing it on to his vampiric successors. He then traveled to a vast flatlands a medium distance away from the town and designated a camp, building a great tower. I used the remainder of the goblets filled with vampire blood and made a ritual chamber, where prospective vampires could be transformed (in lore) and join him. This was before the artifact update, but I believe adventurers could still name their weapons and make them artifacts, so he would collect "legendary" weapons from other towns by killing the lords and taking their knives, then name them and put them on display in the treasure room. Finally, he filled the main hall with coffins, a feast table (where he put the bodies of the aforementioned lords), and a throne. I then retired him and made eleven more adventurers, all having them travel to this tower and drink of the goblets, then become his hearthpeople. And so, "The Council of Twelve" was born.

Fast-forward a few years through Fortress Mode again, my fort dies, and I make a new adventurer. Step into the shoes of my vampire hunter. She starts with the politician's home town, ruled by vampires and living in fear of a vast criminal organization living beneath it. As it turns out, many of the vampires have even left the town, blending in across the world. She then began her quest to hunt down all vampires in the world, both the 26 I had created and the 12 that existed naturally in the world, with a vow that she would return and wipe out the Council of Twelve once her mission was complete. I made her exclusively stick to leather, hoods, and cloaks, avoiding any metal armor asides from the odd boot or lone gauntlet, refusing to have matching pairs to help accentuate her Van Helsing-ness. Her weapons? A wooden spear, and a silver short-sword, with a bronze crossbow and silver bolts that she used rarely.

That's awesome fully realized roleplay. And your vampire hunter!

Always end up D&D rangering my character these days. Funnily enough, saw a Creighton Broadhurst post on my FB feed yesterday: http://www.ragingswan.com/iisak-vartia/ ---- pretty much encapsulates what I like doing in Adv Mode and why I haven't genned a world since Fall 2016 with any bogeys. Rangers gotta sleep outside.
Title: Re: List of Major Things to Do in Adventure Mode?
Post by: Grand Sage on March 18, 2019, 09:32:17 am
Yes, I am quite fond of the Post-apocalyptic Hellworld Ideas. When the Big wait starts, I'm gonna try to create a Vampir: masquarade inspired world. Basically, way to many vampires that were allowed to integrate into society for 100 years or so. (Ill just leave a small fort running in the background to simulate the world for 100 years i think.)
Title: Re: List of Major Things to Do in Adventure Mode?
Post by: UristMcVampire on April 11, 2019, 08:32:21 am
I'm going to make a vampire who tries to kill all vampires that he didn't turn himself.
Title: Re: List of Major Things to Do in Adventure Mode?
Post by: 《monty》 on April 19, 2019, 01:53:34 am
I love switching between fortress and adventurer mode. I'll find a good spot to build a camp for my adventurer, retire and build a nearby dwarf trading post to fill with goodies, and drop a shaft into the underworld there. Then as you explore and find dead-ends you can briefly retire, mine out new passages and stock basecamps.