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Dwarf Fortress => DF Adventure Mode Discussion => Topic started by: joostheger on May 09, 2020, 07:07:41 am

Title: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: joostheger on May 09, 2020, 07:07:41 am

Hi guys, would you help me assemble this guide? It's just a list of thing you can do, but more important what you cannot do in Adventure Mode.
I'd want to make this list, because often I find myself researching the wiki and forums, for a simple task i'd like to do.
Most of the things you can do can be found here (https://dwarffortresswiki.org/index.php/DF2014:Adventurer_mode_gameplay), but not always how to do it.
See the examples here, and please fill in as much as you know! I'll try to update this first post to collect all your submissions, and then write a wiki page.
Anything relevant may be added, as long it is a valid consideration to do in Adventure mode.

Important to mention: the actions here collected as CANNOT, are actions you may be able to do in Fortress Mode, but not in Adventure Mode. Or actions frequently seen in other RPG-games, or environment interactions, you might consider doing if you knew you could.

You CAN:

In green, you can with Mods. some of them needs links, please help me fill in the gaps
In orange, you can by retiring your character in a fortress, and play in fortress mode, or by comparable operations
In yellow, you can with DFHack, but in some cases I need some guidance on how.
In pink: next to impossible. These things can theoretically happen, however unlikely, or are insanly hard to pull of.

You CANNOT:

Things needed to be figured out
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: MaxTheFox on May 09, 2020, 08:35:16 am
But you can fly and swim underwater while playing certain species of animal-people.
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: Loam on May 09, 2020, 08:53:29 am
  • Craft a quire
  • Create weapons (exept stone axe)
  • Create Armor
  • Make Clothing
These are all possible with some light RAW modding; in fact several mods for them exist already, I think (I make my own, so I'm not sure what's publicly available)

Quote
  • Use workshops (except Carpender)
Actually you can use any workshop - it's just that there are no Adventure Mode reactions for any shops other than Carpenter's. But if, say, you mod in some smithing reactions that happen at a metalsmith's forge, you can totally use a forge to do them.
Of course the problem there is the forge itself - since you can't build one (without DFHack) you have to find one in a dwarven fortress. But it is at least possible.

Quote
  • Lie in a bed
I mean, you can lie down anywhere (with "s") - just lie on top of the bed?

Quote
  • Have a house inside a settlement
...
  • Own a room, using retirement and fotressmode
While you can't "own" a house in a pre-generated settlement (though nothing stops you from squatting) you can assign a room to yourself in a settlement that you build. Then, if you retire that character at the site, they will remain in their room.

Quote
  • Become a noble in a fortress or settlement, or have some occupation or position
You can claim ownership of a site you create, or of any human site (town/hamlet, possibly castles in .47.xx?) either by killing the former occupants or by claiming an abandoned site. It should be possible, also, to give your adventurer a position in a player fortress (including nobility), using retirement shenanigans, but I've never tried it.

Quote
  • Marry, get a wife or husband
  • Get children
All adventurers start out asexual - so, in vanilla, these are impossible. You can change this with DFHack's "fix-ster" script, though, which should theoretically allow adventurers to get married and procreate. I don't know a way to "choose" your lover/spouse, though; but if you retire a fix-ster'd adventurer and let them operate on their own for a while there's a chance they'll hook up with someone.

Quote
  • Swim underwater
  • Fly
Unless you start as a species that can breathe underwater or fly, no. Swimming underwater as a non-amphibious creature (or a non-vampire) always causes you to be Drowning, and you'll die pretty quickly if you don't swim back up. Most bird-men can fly, and some bug-men too, but there's no way for one of the standard races to fly.

If I may say, this topic seems a little... loose? Like, there's a whole lot of things you "can do" in Adventure Mode: you can walk around, talk to people, attack people, look at objects... but obviously that's not the kind of activities you want to know about. Similarly, there's potentially infinite things you can't do: you can't build a spaceship, or travel to other planes, or gamble... these things haven't been added to the game. It might be helpful to add some extra parameters to your question: like, "What can you not do it Adventure Mode that you can do in Fort Mode," or something like that? Otherwise we could could go on ad infinitum with things we can and can't do.
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: George_Chickens on May 09, 2020, 09:47:03 am
Hi guys, would you help me assemble this guide? It's just a list of thing you can do, but more important what you cannot do in Adventure Mode.
I'd want to make this list, because often I find myself researching the wiki and forums, for a simple task i'd like to do.
Most of the things you can do can be found here (https://dwarffortresswiki.org/index.php/DF2014:Adventurer_mode_gameplay), but not always how to do it.
See the examples here, and please fill in as much as you know! I'll try to update this first post to collect all your submissions, and then write a wiki page.
Anything relevant may be added, no matter how mundane or extreme, as long it is a valid consideration to do in Adventure mode.

You CAN:
  • Write a book (https://dwarffortresswiki.org/index.php/DF2014:Adventurer_mode_gameplay#Writing), (How) (https://dwarffortresswiki.org/index.php/DF2014:Book#Writing)
  • Compose a song or a dance (https://dwarffortresswiki.org/index.php/DF2014:Adventurer_mode_gameplay#Composing)
  • Ride a mount (information link needed)
  • Ride a minecart
  • Pull levers
  • Create a stone axe (https://dwarffortresswiki.org/index.php/DF2014:Adventurer_mode_gameplay#Create)
  • Become a necromancer
  • Become a vampire
  • Become a werebeast
  • Become a zombie
  • Become a necromancer + vampire

You CANNOT:
  • Mine
  • Plant seeds
  • Craft a quire
  • Fishing / catching a fish
  • Use an animal trap
  • Build workshops (except Carpender)
  • Use workshops (except Carpender)
  • Create weapons (exept stone axe)
  • Create Armor
  • Make Clothing
  • Shear an animal
  • Milk an animal
  • Sit in a chair
  • Sit at a table
  • Lie in a bed
  • Pick up a boulder
  • Target a bodypart when throwing or firing with a crossbow
  • Have a house inside a settlement
  • Become a vampire and a werebeast at the same time
  • Become a vampire or a werebeast, when you are a zombie
  • Build a trap

Things needed to be figured out
  • Husbandry / breeding with company and pets
  • Marry, get a wife or husband
  • Get children
  • Swim underwater
  • Fly
  • Become member of a guild
  • Become member of a sect
  • Become member of...
  • Become a necromancer + werebeast
  • Become a necromancer + zombie
[li]Own a room, using retirement and fotressmode[/li]
[li]Become a noble in a fortress or settlement, or have some occupation or position[/li]
[/list]

Possible with mods
Green means possible with mods, orange means possible if they become a citizen in an active fort, and you later unretire them in adventure mode.
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: peasant cretin on May 09, 2020, 12:37:08 pm
Become a noble in a fortress or settlement, or have some occupation or position
Passively you can receive a position in Adventure Mode, but this is RNG-ish as it's determined by the unseen line of succession that is the result of an insurrection at the site/civ to which your character is a member of.

So far I've had a character end up as  broker (http://www.bay12forums.com/smf/index.php?topic=51245.msg6900029#msg6900029), and one as sheriff. (http://www.bay12forums.com/smf/index.php?topic=51245.msg7366250#msg7366250)

And since this line of succession is unknown, you can't simply kill your way to becoming mayor or chief medical.
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: Urist9876 on May 09, 2020, 02:13:16 pm
Once a retired adventurer joins a player controlled fortress, he is eligible for all positions you normally can bestow upon a dwarf. You will keep the position if your retire the fortress. World gen might replace you, but that never happened to me.

Since you can elect the baron in a growing fortress, most positions are possible for an adventurer: baron  (and higher ranks, if you care to grow your fortress first), mayor (albeit without the democratic support of the other citizens), sheriff/captain of the guard, militia commander or captain (with ability to recruit companions into militia), manager, broker, tavern keeper scholar or poet.

Outpost liaison and king are next to impossible.

Priest would require the adventurer to be in a fortress where an appropriate god is worshipped and a temple is present. A temple would require at least 9 other followers of the same god and that is hard to control. Perhaps followers can be created by giving sermons?

Joining a sect or guild would depend on the other npcs as well. Guild is fairly easy in fortress mode as you can assign and create jobs to train 10 dwarves into a skill.

All these only work by retiring twice. Only a few positions would be possible with only adventurer-mode: lord or lady when you declare yourself in charge of a site, militia or guard member (hearth person) if you manage to get accepted as such with questing or performer.

Not sure to where you want to expand that list, but these might be interesting:

In addition to the list of things that are possible: changing believes (nature is good for you, you silly dwarf!) is possible by stating and arguing believes. It depends on skills on both sides whether this works easy or is next to impossible. Much easier now you can control multiple characters in adventurer mode.

You can talk all day in adventurer-mode with friends or family, the needs for friends or family never get fulfilled. Helping someone is also next to impossible. It is possible to remove those needs during character creation or possibly by arguing.

Riding a mount is done with 'h'. Normally the key to climb. When next to an animal you get the options to ride it or lead it. No-one seems to care if you walk into a settlement and jump on a beast or lead it away. A very strong dwarf in full armor with good armor skill is faster on foot as riding a very encumbered animal.
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: joostheger on May 09, 2020, 03:03:24 pm
Thanks for all the info and submissions so far! I updated the first post.

I have some more questions:
- can you give the links to the mods, in which said thing can be done? or the best example of one of these mods?

Quote
While you can't "own" a house in a pre-generated settlement (though nothing stops you from squatting) you can assign a room to yourself in a settlement that you build. Then, if you retire that character at the site, they will remain in their room.
I dont understand this. can you elaborate?

Quote
You can claim ownership of a site you create, or of any human site (town/hamlet, possibly castles in .47.xx?) either by killing the former occupants or by claiming an abandoned site. It should be possible, also, to give your adventurer a position in a player fortress (including nobility), using retirement shenanigans
I dont understand the last part. can you elaborate?
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: Shonai_Dweller on May 09, 2020, 03:51:08 pm
You can fly, that doesn't need any figuring out. Just choose race which can fly or ride a mount which can fly.

Ride a mount by pushing "h" when standing next to it.

Own a room is something that you can just do. Build a site, claim a room.

You can't marry and have children yet and your adventurer won't do either while retired.

Also, "can be done with mods" is pretty much anything when you take Dfhack into account. Whether those mods exist or are stable is a different matter. It's a confusing category to put here.
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: peasant cretin on May 09, 2020, 04:00:00 pm
Thanks for all the info and submissions so far! I updated the first post.

I edited my above post with links for context.
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: joostheger on May 09, 2020, 04:07:21 pm
You can fly, that doesn't need any figuring out. Just choose race which can fly or ride a mount which can fly.

Ride a mount by pushing "h" when standing next to it.

Own a room is something that you can just do. Build a site, claim a room.

You can't marry and have children yet and your adventurer won't do either while retired.

Also, "can be done with mods" is pretty much anything when you take Dfhack into account. Whether those mods exist or are stable is a different matter. It's a confusing category to put here.
Already edited some of this! see the first post


Thanks for all the info and submissions so far! I updated the first post.

I edited my above post with links for context.

thanks!
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: Loam on May 09, 2020, 07:15:17 pm
Quote
While you can't "own" a house in a pre-generated settlement (though nothing stops you from squatting) you can assign a room to yourself in a settlement that you build. Then, if you retire that character at the site, they will remain in their room.
I dont understand this. can you elaborate?
When you build a site in Adventure Mode (with "b") you can assign various "zones" to it, much like in Fort Mode. One of these is (IIRC) is a bedroom zone, and you can assign these rooms to yourself or your companions.
As for squatting: just find an empty house and move in. As long as no one else lives there, they won't bother you about sleeping or waiting inside.

Quote
Quote
You can claim ownership of a site you create, or of any human site (town/hamlet, possibly castles in .47.xx?) either by killing the former occupants or by claiming an abandoned site. It should be possible, also, to give your adventurer a position in a player fortress (including nobility), using retirement shenanigans
I dont understand the last part. can you elaborate?
Retirement shenanigans? Something like:
1. Build a fort, set up a fortress guard squad, then retire the fort
2. Start and adventurer, go to the retired fort and join the fortress guard - this should make you a citizen of the fort, eligible for jobs/positions
3. Retire the adventurer, then unretire the fort. Adventurer should be there and be able to be made, say, baron if you get elevated to a barony.
***I don't know for certain if any of the above is true, I've never tried it, I've only read about it. Caveat lector.
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: Urist9876 on May 10, 2020, 02:37:39 am
Quote
***I don't know for certain if any of the above is true, I've never tried it, I've only read about it. Caveat lector.

Yes, that is how it works.

You can join a fortress by talking to captain of the guard or militia captain to join as soldier. Often you will be required to complete quests. You also can join as a performer. Talk to mayor for that.

If you just retire your adventurer in a nearby fortress, odds are quite good he'll join in a migrant wave or asks for citizenship anyway.

Once in fortress mode you can assign a work animal (animals that are trained for war or hunt). Upon retiring fortress mode and starting as adventurer again, the animal will keep following you. That way you could train special animals in fortress mode and get a pet after character creation.
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: Shonai_Dweller on May 10, 2020, 03:03:54 am
I'm not sure why dance is under "things to figure out". Just dance. Surely that's on the wiki? Same with poetry.
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: George_Chickens on May 10, 2020, 03:36:27 am
Building workshops and mining requires Advfort, a DFhack plugin. Using workshops, creating weapons, armour and clothing can be done through modded adventure mode reactions or Advfort. Building a trap and planting seeds I THINK are possible with Advfort, also, but I cannot remember.
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: Laterigrade on May 11, 2020, 06:39:04 am
PTW; while not definitive at the moment this guide could become an excellent source.
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: joostheger on May 11, 2020, 07:48:04 am
Ive added more things you can do:

Things you CANNOT do

PTW; while not definitive at the moment this guide could become an excellent source.
thanks!
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: joostheger on May 11, 2020, 09:20:39 am
Quote
stack multiple stepladders and clim them all
wrong.. i was in a tree at the time..

also, you cannot:
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: Urist9876 on May 11, 2020, 10:20:09 am
gui/advfort will let you plant seeds in a farm plot. You can also make the plot with that mod.
Dancing and sometimes other performances fails when there is not enough space.
In fortress mode you can force mariages with gui/family-affairs.
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: joostheger on May 11, 2020, 02:11:08 pm
gui/advfort will let you plant seeds in a farm plot. You can also make the plot with that mod.
Dancing and sometimes other performances fails when there is not enough space.
In fortress mode you can force mariages with gui/family-affairs.
ok thanks! I've though about a way to put this info in the first post, will make it this evening

Other fun fact: you can pick the lock of locked doors!! So cool!
Or you can smash them down.

futhermore:
you can:

to investigate:
- join a bandits gang
- have a romance
- become a ghost
[/list]

you cannot:
[/list]
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: Eric Blank on May 11, 2020, 04:37:18 pm
Some things I have learned;

You can totally get drunk, even drunk enough to the point you die. It's just that the syndrome takes forever. But I have successfully done it before. And used it to kill people by handing them mugs full of alcohol I "borrowed" from the tavern. I have no idea what the actual lethal dose is, but it seems 4-5 full mugs is more than enough. The nausea from the alcohol is hidden by the nausea from the overeating (but npcs will not get nauseous from overconsumption)

You can technically drink out of a mug yourself, it just doesn't say anything different from if you drink out of a waterskin or straight out of a river. Or I like to fill my quiver with booze.

You can also join a bandit gang if you talk to the leader and ask them to make you a lieutenant. You just have to like kill a couple named animals or something.
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: joostheger on May 12, 2020, 02:56:30 am
Some things I have learned;

You can totally get drunk, even drunk enough to the point you die. It's just that the syndrome takes forever. But I have successfully done it before. And used it to kill people by handing them mugs full of alcohol I "borrowed" from the tavern. I have no idea what the actual lethal dose is, but it seems 4-5 full mugs is more than enough. The nausea from the alcohol is hidden by the nausea from the overeating (but npcs will not get nauseous from overconsumption)

You can technically drink out of a mug yourself, it just doesn't say anything different from if you drink out of a waterskin or straight out of a river. Or I like to fill my quiver with booze.

You can also join a bandit gang if you talk to the leader and ask them to make you a lieutenant. You just have to like kill a couple named animals or something.

Thanks! Good info
How do you know you're actually drunk yourself?
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: Shonai_Dweller on May 12, 2020, 05:19:18 am
Some things I have learned;

You can totally get drunk, even drunk enough to the point you die. It's just that the syndrome takes forever. But I have successfully done it before. And used it to kill people by handing them mugs full of alcohol I "borrowed" from the tavern. I have no idea what the actual lethal dose is, but it seems 4-5 full mugs is more than enough. The nausea from the alcohol is hidden by the nausea from the overeating (but npcs will not get nauseous from overconsumption)

You can technically drink out of a mug yourself, it just doesn't say anything different from if you drink out of a waterskin or straight out of a river. Or I like to fill my quiver with booze.

You can also join a bandit gang if you talk to the leader and ask them to make you a lieutenant. You just have to like kill a couple named animals or something.

Thanks! Good info
How do you know you're actually drunk yourself?
You become dizzy and nauseous.
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: Eric Blank on May 13, 2020, 04:16:12 pm
If you also look at your thoughts and preferences it should say you feel euphoric, though that only confirms that the syndrome is actually taking place.
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: joostheger on May 14, 2020, 05:46:02 am
If you also look at your thoughts and preferences it should say you feel euphoric, though that only confirms that the syndrome is actually taking place.

thanks. I'll check it out
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: joostheger on May 16, 2020, 10:18:46 am
Medical stuff, you Can remove an arrow from your wounds.
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: Ekaton on May 19, 2020, 07:19:22 am
That’s an amazing thread, thanks!
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: MaxTheFox on May 19, 2020, 11:00:37 am
to investigate:
  • Lock a door
    snatch a child
    catch a living fish and keep it alive in a aquarium
    be catched in a cage trap
- join a bandits gang
- have a romance
- become a ghost
[/list]
You can't do any of those except the bandit thing. Unsure about cage traps though...
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: Urist9876 on May 19, 2020, 01:21:27 pm
Cage traps do not work in adventure mode.
Cage traps placed in fortress mode can be detected but will not trigger.

I tried hooking up a lever to a cage trap and pulling it in adventure mode while a dog was on the trap. This had no effect. I used gui/advfort to connect buildings.

As for becoming king, there should be some script that changes all historical figures into playable characters. Not sure if that is something you'd like.
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: Ekaton on May 19, 2020, 04:14:55 pm
Can you damage someone’s reputation by speeading rumors about him or through impersonating him? Will this have an effect on their social standing, plots against them and generally their life post world-gen?
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: MaxTheFox on May 20, 2020, 04:02:17 am
As for becoming king, there should be some script that changes all historical figures into playable characters. Not sure if that is something you'd like.
Unretire-anyone. But you can't do much special whule being king so I didn't count it.
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: pitaden on June 14, 2020, 10:32:50 am
  • Become a necromancer + zombie
Assuming zombie doesn't exclude intelligent undead, you can do this (and it's really useful if you're bad at staying alive like me). You need at least 2 controllable companions to do it, and both companions should be necromancers. Have one companion die, then have the second companion raise them as an intelligent undead. Your first companion will still be playable, will be undead, and can use both their undead and necromancy powers.
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: Leonidas on June 19, 2020, 01:15:11 pm
Is it possible to tie up a mount or otherwise make it stay in one place? Because if not, that should be on the list.
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: Ziusudra on June 19, 2020, 05:21:07 pm
You can "talk" to them and tell them to stay, but it seems to be bugged such that they will randomly just go back to that place. (Although a quick search doesn't find a bug report.)
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: Archereon on June 22, 2020, 08:37:03 pm
Become a necromancer + werebeast

Becoming a werebeast necromancer adventurer is something I did before back in the 0.34 versions when night creatures first became a thing, the trick is to become a necromancer before you become a werebeast, since werebeasts are immortal and immortals can't become necromancers, hence you can't become a necromancer ever if you're an elf or goblin. This is definitely still possible in vanilla, sine I just recently encountered one in fortress mode. Keep in mind that when you transform your zombies turn hostile since werebeasts lack the [NOT_LIVING] tag that means necromancers leave them alone.


   
  • Marry, get a wife or husband, get children
    Spoiler: How (click to show/hide)

As far as picking spouses for an adventurer goes, you can do that in fortress mode via dfhack with gui/family-affairs to force marriages. I'm not sure if this results in children working properly. This only works in fortress mode mind you. You can even force interspecies marriages with this command, though you need to use an argument that disables checks. Surprisingly if you use a script to force pregnancies between members of two different sentient races, it doesn't crash, and simply results in a child that's the race of the mother, ie Elder Scrolls rules, which honestly might be a nice and easy solution for Toady once that comes on the agenda if half-breeds are too annoying.
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: Luckyowl on July 11, 2020, 06:40:00 pm
Is it possible to tie up a mount or otherwise make it stay in one place? Because if not, that should be on the list.


You can not tie up a mount. However you could tell it to stay put. You simply talk have a (k)onversation with your pet and scroll down to the demand tab and tell it to wait. The horse will wait until you tell it to follow.
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: Leonidas on July 11, 2020, 06:48:19 pm
You can not tie up a mount. However you could tell it to stay put. You simply talk have a (K)onversation with your pet and scroll down to the demand tab and tell it to wait. The horse will wait until you tell it to follow.

Sometimes my mounts will run off during battle and not come back. I suspect that they're running back to the last spot I told them to wait. Is that right?
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: Rumrusher on July 11, 2020, 07:11:39 pm
You CANNOT:
  • Become member of a guild
  • Become member of a sect
  • Become member of...
  • Become a noble in a fortress or settlement, or have some occupation or position
  • Become King, become Outpost Liason

cough cough uhh I just recently discover away to become monarch like a few days ago and just now recently convince a Master and lord of a dark fortress to give up their nobility.

the process requires choosing one of the options that doesn't get an auto instant reply then moving into one of the sub dialog menus and exiting out, then waiting for them to reply, it might be instant or it might take awhile as they pick the other options, so the relieve of their royal duties and give up their title is in the demand/wait sub menu so one could possibly just set up a king to just constantly get comments of weather and surroundings until they give in and make you Royalty.
and the best part is you can do this in vanilla.
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: Luckyowl on July 11, 2020, 08:00:33 pm
You can not tie up a mount. However you could tell it to stay put. You simply talk have a (K)onversation with your pet and scroll down to the demand tab and tell it to wait. The horse will wait until you tell it to follow.

Sometimes my mounts will run off during battle and not come back. I suspect that they're running back to the last spot I told them to wait. Is that right?

They were probably spooked and ran away.  Of course that only explain the first part. Them never coming back? I'm not sure, might be a bug? Have you ever went out to investigate of their whereabouts?
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: Luckyowl on July 11, 2020, 08:15:56 pm
You CANNOT:
  • Become member of a guild
  • Become member of a sect
  • Become member of...
  • Become a noble in a fortress or settlement, or have some occupation or position
  • Become King, become Outpost Liason

cough cough uhh I just recently discover away to become monarch like a few days ago and just now recently convince a Master and lord of a dark fortress to give up their nobility.

the process requires choosing one of the options that doesn't get an auto instant reply then moving into one of the sub dialog menus and exiting out, then waiting for them to reply, it might be instant or it might take awhile as they pick the other options, so the relieve of their royal duties and give up their title is in the demand/wait sub menu so one could possibly just set up a king to just constantly get comments of weather and surroundings until they give in and make you Royalty.
and the best part is you can do this in vanilla.


Sweet stuff! I'm gonna see if I can get one of my adventurer to get a commander of a Mercenary group to give up his position. I was able to use Dfhack to make her part of the Mercenary group and was able to get the commander and my adventurer to become lovers eventhough it was brief. Not sure what went wrong, but The commander still respects and love my adventurer. So I might try and see if I can make him give up his title.
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: Leonidas on July 11, 2020, 10:00:48 pm
Sometimes my mounts will run off during battle and not come back. I suspect that they're running back to the last spot I told them to wait. Is that right?
They were probably spooked and ran away.  Of course that only explain the first part. Them never coming back? I'm not sure, might be a bug? Have you ever went out to investigate of their whereabouts?

I've definitely had them not come back, which was frustrating when they were carrying supplies. It seemed like the mounts were more inclined to run away the longer I had them. Once, a horse ran away as I was clearing out a necromancer tower. I thought that I had lost him, but then he turned up on the edge of the site where I think I told him to wait.

So my hypothesis is that telling the mount to wait creates an anchor point that they keep wanting to return to, which is a manageable system if you know how it works. I'll get around to testing it eventually.
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: delphonso on July 19, 2020, 09:25:47 pm
I'll chip in some guides on the vanilla stuff. Don't know if anyone mentioned this yet, but are there plans to post this on the wiki as well?

Edit:

Spoiler: Become a necromancer (click to show/hide)

Spoiler: Become a vampire (click to show/hide)

Spoiler: Become a werebeast (click to show/hide)

Spoiler: Become a thrall/husk (click to show/hide)
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: Iä! RIAKTOR! on July 20, 2020, 12:58:27 pm
I'll chip in some guides on the vanilla stuff. Don't know if anyone mentioned this yet, but are there plans to post this on the wiki as well?

Edit:

Spoiler: Become a necromancer (click to show/hide)

Spoiler: Become a vampire (click to show/hide)

Spoiler: Become a werebeast (click to show/hide)

Spoiler: Become a thrall/husk (click to show/hide)
Undead werebeast?
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: Leonidas on July 20, 2020, 01:36:21 pm
I just confirmed that heavy aquifers work normally in adventure mode. Does anyone know whether falling water can generate power and run machinery?
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: delphonso on July 20, 2020, 05:28:16 pm
Undead werebeast?

No clue which ones are exclusive to each other... I'd guess werebeast would cure most things at a fullmoon. Undeath might dry the blood, so to speak.
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: Luckyowl on July 21, 2020, 03:12:16 pm
I've found a way to give another adventurer a ride on your mount. It's a sort of glitch where you have one of your adventurer mounted and you go into the fast travel mode and travel a bit. Then exit out of fast travel and tab to your other adventurer then tab back. You would have to keep on repeating this to get it to work.

Having both of your adventurers mounted can be useful in combat when you have one of your adventurer equip with a crossbow and the other one equip with any melee weapon for calavry charges.

It can also be used to rescue a cripple adventurer from an ambushed.

Disclaimer: Sadly when you get the glitch to work and enter fast travel mode and exit out the glitch will revert itself. So you would have to tab back and forth and pray it works. Meaning if your party have been ambushed and you got a crippled adventurer. You will want to tab back and forth. Maybe your mounted adventurer will be able to pick him/her in time or maybe not. Also the ride max at 2.
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: Rumrusher on July 24, 2020, 01:38:37 am
wait that's a glitch? I figure your party members will seek out any mounts nearby and will hitch a ride on the closest one nearby.

so I just realize companions will keep seeking you out even if you break away from them and travel long distances
which means with combination of retire warps one could just ditch their companions by out running them, then retire and unretire some where else and wait ... several days for the companions to catch up to you.

though I don't know what this means for companions acquired by entertainment but this opens up to being able to set up recruitment drives with out having to escort who ever you're ferrying.
oh and the companions will stop their pursuit when you switch to a different adventurer which also means you can recall the companion party if you feel like it.

though this only works if you lose sight of your companions in the wild. if you lose them at a town or site they will just settle there.
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: Bumber on July 24, 2020, 03:20:59 am
wait that's a glitch? I figure your party members will seek out any mounts nearby and will hitch a ride on the closest one nearby.

Sounds like the glitch is two riders on a single mount.
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: Leonidas on July 24, 2020, 08:42:21 am
It seems that you can't carry a wounded companion to safety, either personally or on the back of an animal.
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: SomeGuy3 on September 20, 2020, 07:43:36 pm
So, a supposition, but with the Villians update you can't be a member of a religion (in normal means) anymore, so i suppose that means you can't be the head of a cult either
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: joostheger on October 02, 2020, 02:07:23 am
What do you mean by 'normal means'?
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: SomeGuy3 on November 04, 2020, 05:47:02 pm
What do you mean by 'normal means'?
Vanilla DF, just playing normally.
You can do that with some editing, however.
Also, legends characters don't count, so you can be the head of a cult if you somehow manage to give your character complete free will and a life *cough* *cough*
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: MC on November 05, 2020, 11:33:07 am
I can confirm that you CAN become the leader of a bandit camp/criminal orginization. All you have to do is join them and make sure everyone above you in the organization has an "accident" (if you start out as a soldier in a wilderness camp where "few live" this is normally just your boss.). Baddabing baddaboom you are now overlord/master/whatever.

Note that aside from letting you build in their camp if they were based out of one this functions exactly like being the lord of a hamlet except you appoint lieutenants who do criminal things instead of hearthpeople who do hearthpeople things.
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: SomeGuy3 on November 21, 2020, 12:28:39 pm
You can join a bandit/criminal organization in vanilla, i remember one time i was about to kill an entire bandit camp by myself, and i could ask the leader to be a soldier for the organization, so yes, you can join one.
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: UristVanHelsing on December 29, 2020, 03:12:54 pm
Become a noble in a fortress or settlement, or have some occupation or position
Passively you can receive a position in Adventure Mode, but this is RNG-ish as it's determined by the unseen line of succession that is the result of an insurrection at the site/civ to which your character is a member of.

So far I've had a character end up as  broker (http://www.bay12forums.com/smf/index.php?topic=51245.msg6900029#msg6900029), and one as sheriff. (http://www.bay12forums.com/smf/index.php?topic=51245.msg7366250#msg7366250)

And since this line of succession is unknown, you can't simply kill your way to becoming mayor or chief medical.

If I remember correctly, you can become the king of human settlements. I think I've done it an an adventure mode character when I basically played a regicide and killed every king alive. If you kill enough kings and claim the site after their death (you may have to kill the next couple important people too) you can become king.
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: Cathar on December 30, 2020, 11:01:02 am
It seems extremely unlikely to me, if by "king" you mean "law-giver". Lord/Lady, maybe, yes, but doing so will cut the ties between the city and the parent civilization. You cannot "conquer" a civlization-level title like lawgiver or warleader, who are the true masters of human civs. You have to be selected by the procedures propers of the civilization, which require that you are part of the civ, and you are well respected enough to be selected among other candidates. It's also RNG related, but is influenced by your reputation and probably by your social skills and stats.

Depending on the values of your character, they might relinquish their acquired local titles as soon as you retire, aswell.
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: joostheger on April 01, 2022, 04:52:44 am
Updates! see first page.
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: tonnot98 on April 02, 2022, 12:44:45 pm
  • Drink blood
What do you mean? As a vampire, you can 'E'at near unconscious people to drink their blood. Otherwise, if you keep someone in the same spot for long enough and slash a major artery, they'll leave puddles of blood that you can even fill barrels with. People did that to a vampire in The Museum, and now anyone that drinks from that barrel of blood becomes a vampire.
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: Ziusudra on April 03, 2022, 02:20:34 am
And as a non-vampire, drinking normal blood quenches thirst, which can be useful down in the caverns where all the water is muddy.
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: joostheger on April 04, 2022, 09:31:13 am
And as a non-vampire, drinking normal blood quenches thirst, which can be useful down in the caverns where all the water is muddy.
thanks, is processed!
Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
Post by: Maloy on April 04, 2022, 11:54:23 am
    • Drink blood
    What do you mean? As a vampire, you can 'E'at near unconscious people to drink their blood. Otherwise, if you keep someone in the same spot for long enough and slash a major artery, they'll leave puddles of blood that you can even fill barrels with. People did that to a vampire in The Museum, and now anyone that drinks from that barrel of blood becomes a vampire.

    Wait whose blood is that? I might wanna become a vampire my next turn! I feel as if I saw multiple barrels of blood from different creatures [/list]
    Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
    Post by: joostheger on April 05, 2022, 02:32:43 pm
    Can you
    Title: Re: GUIDE: What you CAN and CANNOT do in Adventure Mode (help needed)
    Post by: joostheger on April 05, 2022, 02:49:49 pm
    Can you become king? YES!