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 Dwarf Fortress File Depot » Major Mods » Adventurecraft version .47.01
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File Listing: Adventurecraft version .47.01
Last Updated: Jan 30, 2020, 01:22:47 am
File version: 1.0
For DF version: 0.47.01
Downloads: 252 Size: 499.8 KB
Views: 1,234 Type: ZIP
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This is a Wanderer's Friend derivative that I've been mucking about with for quite a while. At least since after DF2012 was finalized. Figures that I'll finally get in the mood to upload this while we're waiting on another update. The folder additionally provides a copy of the readme file, including a few extra appendices for reference concerning recipes, additions, etc.

Thanks to Button for the idea first found in their Expanded Plants mod, of allowing plant growths to cite entire plants for adventurer harvesting.

Additional thanks to Flint for the suggestion of simple lockbows (first used in Kobold Kamp), to Jackie for working on unarmed weapons, ZM5 for idea of and advice on the spear-thrower, Kallin for idea of clubs, as well as GIR, Tippex, and others elsewhere for testing, ideas, and help.

Changes from .44.12 Adventurecraft:
* Use of new healing syndrome effects. Not only does hydra essence now mend limbs the proper way instead of using transformation fuckery, but marshmend and golden salve are more effective at actual medical purposes.
* Converted staves, clubs, and caesti into tools, because the equipment purchase menu was eager to offer the player metal versions of these items that're 100% balanced around only existing in non-metal form.
* More animalpeople can dole out headpats, preemptively fixing the bug with legless animal people.
* Resurfaced gain altars as a bit of flavor.
* Craftable dice from wood or bone (or other CARVE_SMALL materials).

To install this mod:
1. Create a backup of the Raw folder that DF has. Just in case.
2. Replace the unmodded Raw folder with the folder provided alongside this text file.
2a: Alternatively, if you want to use graphics packs, replace the Objects sub-folder, while leaving the Graphics sub-folder untouched.
3. Generate a new world and boom, happy adventuring.

Notable features of the mod:
1. A solution to the recurring inability to poison weapons, via making existing venoms obtainable and processable into something usable. What, a WF derivative that DOESN'T copy the useless "decorate item with frozen extract" reaction?
2. A way to render most generated beast extracts extractable, and modify the material properties of organic generated beasts. RCP edits are good for your health.
3. Joint tweaks galore. Most anything with limbs should be vulnerable to a good joint lock. Also? Neck snapping.

Important Pointers Before You Start:
1. Helves have been adapted into staves, and are used for adventure-mode weapon crafting in the same way helves are used for stone axes.
2. Most of the plants I've made pickable in adventurer mode are not in season all year round, just as the plants already exploitable in adventurer mode can only be picked in certain seasons.
3. Proper manly (or dwarvenly) adventurers don't use thread, cloth, bars, or sheets obtained from markets, keeps, or other worldgenned sources. Recipe bugs mean non-player-crafted versions will last for a crapload of uses.
4. Metalworking makes use of the carpenter's workshop for the time being, as no other workshop can be crafted in adventure mode.

Fun Material Tweaks:
* Different tiers of materials. Look for a + or ++ in the material name. In addition to all semi-megabeasts and megabeasts, various select animals have improvements too. This includes tougher skin/leather, raw/tanned scales, bone, tooth, nail, horn, and hoof.
* Several stones have been buffed to not be vastly inferior to bone. Look for the material tier designation. Chert is second only to obsidian in sharpness.
* Scales and chitin can be tanned. Scales are more or less superior to leather, while chitin is better still. To avoid oddities like chitin flasks, only leather is usable in Fortress Mode and world-gen.
* The idea of making potions from megabeast and semi-megabeast hearts has been carried over, with some differences. Each type of beast's essence has a different effect, for you to experiment with (or be spoiled in the appendices). Not all of the beasts added to the mod have usable hearts.
* Found out how to tweak generated creatures to allow extracting from their hearts as well. If the creature has a valid poison, it should be extractable from their heart. If they DON'T have a valid poison, you'll instead get a fallback "failed extract" that has no use.

Creature Tweaks:
* Joint definitions have to moved to various body definitions instead of using the "humanoid joints" body token, allowing for things like quadrupeds and other abnormal creatures to have joints. Huge creatures generally are less vulnerable to joint-breaks though.
* Neck-snapping. While mundane damage to the upper spine doesn't always have any effect, putting a joint lock on it definately will. Unless the creature is stupidly huge.
* Venomous creatures yield a venom sac when butchered. Sadly there's still no way to apply poison to weapons and get it to work. Instead an alchemical reaction allows you to process the venom sac into a sample of venom, modified to act as a contact poison.
* Joint edits have been applied to generated creatures. Normal joints tend to be more common than breakable necks.
* Thread can be made from catgut. No, not just literal cat gut catgut. This proved simpler than adding harvestable sinews.
* Because DF2015 broke cannibal adventurers, intelligent semi-megabeasts/megabeasts are currently non-sentient. To make up for this, they gain natural skills.

New Creatures:
* At the suggestion of Jackie, messed around with making centaurs, and moreover made their body less of a "humanoid with 4 legs" thing used in vanilla. They show up in good biomes and can join civs. An evil critter, based on the kamaitachi, has also been added as another source of civ fodder for evil regions.
* A couple added mythical creatures were added to make up for making centaurs real. Also added descriptions and spheres, to make their use in art more interesting.
* Gargoyles as flying semi-megabeasts. They have a shell-like surface resembling stone instead of skin, making them biological creatures instead of yet another inorganic foe.
* Did you know that tree monsters were a planned feature early in the first releases of DF, that were then dummied out before being deleted entirely? Added my own attempt at treants. Tough but not at bronze-colossus levels. Its wood will make for effective blunt weapons, but poor edged weapons. Think twice before you try lighting one on fire!
* Two H.P. Lovecraft references via the mi-go and shoggoth. Mi-gos have a delightfully alien body structure, while shoggoths are acidic blobs. Hint: pulp all the things.
* Eternal things. Basically chitinous worms that can grow rather large given time, faster than dragons but not quite as huge.
* Manticores. Overgrown lions with bat wings and scorpion tails. All the Fun of both potion-yield megabeasts and venomous critters.
* Four lesser beasts that can form lairs, as a step down from semi-megabeasts. These act like night creature hunters, making lairs in various places. Dire wolves, dire bears, feral ogres, and sanguine dragons are all based off of some existing creature in some way, with qualities to make them different challenges in combat.

Plant Tweaks:
* More plants can be picked in adventurer mode, with seasonal growths depending on the type. You can pick a couple of the berry-providing plants, thread-bearing plants, and extract-bearing plants.
* Dwarven syrup is simply delicious. Gnomeblight remains only useful for melting gnomes. Golden salve has been given medicinal properties. Muck root, whip vine, and sliver barb have been given situationally-useful extracts.
* Brewable plants can be made into delicious booze. If it isn't brewable by picking the plant itself (assuming it's in season), try brewing fruit instead.
* Bread is now a thing. The relevant plants can be ground into flour and used as such.
* Bamboo, cattails, and cloudberries have been given useful growths. This works in adventure mode, but due to the plants being grass they can't be picked in fort mode.

Civilization Tweaks:
* All of the main races are playable in Adventurer Mode, whether as civ members or as outsiders.
* All civilizations have been given access to large daggers. This is because the damn thing shows up in every adventurer's inventory, even though they're normally unavailable to most civilizations.
* Humans and goblins have been given slings and sewing needles, for the hell of it.
* Kobold civ was tweaked some. Gave them sewing needles, cloaks, socks, slings, blowguns, bucklers, needles, and nest boxes (makes sense, they lay eggs). Utterances tag as been supplemented, not replaced, with the ability to speak. Still allows gibberish names while fixing a few potentially-lingering AI bugs. Also gave them access to leather and a chieftain position.
* Goblins need food and water, so remember that.
* Outsiders start off with wooden weaponry to encourage actually upgrading your gear.
* Underground animal people have been given a surface-dwelling equivalent, allowing for occasional instances of them being playable as entity members, instead of outsiders.

New Uses For Existing Items (and changes):
* Mortars and pestles are used for plant processing and alchemy. A pair can be crafted from stone.
* A few reactions use blunt small rocks for hammering instead of just knapping.
* If you somehow get ahold of full logs, a battle axe can be used to split it into usable branches pieces.
* Stone axes have been changed to allow metal versions to show up in human and goblin sites.
* Helves have been given the same weapon uses as staves in older versions of this mod, and renamed to staves to reflect this.

New Items:
* Needles, required for sewing. In addition to wood you can carve them from bone, tooth, nail, hoof, or horn.
* Clubs, as a crude mace-equivalent as suggested by Kallin.
* Caesti and katars, unarmed weapons suggested and worked on by Jackie.
* Simple lockbows, originally implemented in Kobold Kamp as suggested by Flint.
* Spear-throwers and javelins, made with help from ZM5. Closer to actual hand-thrown javelins than the more realistic atlatl, but still allows use of a spear-thrower for gameplay reasons.
* Slings and sling stones. Slings are made from leather or cloth, use the throwing skill at range, and make rather weak lashing weapons. Sling stones are obviously crafted from stone. More forceful than throwing small rocks by hand, but not sharp.
* Gambesons, made from cloth. Obviously fragile unless using megabeast haircloth or silk.
* Cooking pots, for making certain items, most notably for brewing.
* Animal glue, which the recent combat changes have made useful.
* Eight raw-defined instruments that can be crafted, supplementing the generated instruments that can't be crafted in adventure mode.

Dismantling Items:
* Boulders and logs can be split into small rocks and pieces of wood, respectively.
* Cloth can be unraveled if needed.
* Cloth items can be cut apart for cloth, leather items can be cut apart, and metal items can be broken down for metal. Note that nothing's stopping you from being a lunatic and trying to dismantle the end result into itself, which will eventually waste it.

Bugs and Issues:
* No gauntlets due to the gauntlet bug. The workaround I originally devised tends to break more things than it fixes.
* Just like whips, civs will generate metal slings because derp.
* No way to apply poison to weapons or ammo. Every mod I've seen uses the broken reaction from Wanderer's Friend. Crafting contact poison will have to suffice.
* The amount of usable leather, bone, etc can be increased by lopping off limbs. For bone, there are reaction bugs and balance issues behind why Adventurecraft has set crafting to consume full stacks, instead of vanilla's use of single units for a stack.
* Any plants you can pick in adventurer mode are nigh-infinite sources when they're in season. No amount of tweaking growth density has proven effective.
* Goblin and kobold adventurers will find their home to be an immense pain in the ass to leave, as dark forts and caves block fast travel even if the inhabitants are friendly.
* Nothing's stopping you from being a lunatic and trying to dismantle cloth, tanned hides, or metal bars. This will eventually waste it due to the odds not being 100%.
* Thread, cloth, bars, and sheets obtained from towns instead of player-made are a nigh-endless source of crafting material, due to reactions set to only produce and use product dimensions of 1.
* The addition of faked wood for outsider weapons adds an unusable material to the forge in fortress mode.
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