Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Adventure Mode Updates?  (Read 468 times)

FakerFangirl

  • Bay Watcher
    • View Profile
    • Youtube
Adventure Mode Updates?
« on: February 25, 2020, 04:01:38 pm »

What changes have been made to adventure mode since late 2018? Any new mods? Starting with a party doesn't aggro civilized villagers now? Do campsites still corrupt monster ID#? Which tileset should I use for campsites in masterwork?
Logged
"Should we call a beak dog a gobbo doggo?" - Relevant_-_-Username

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: Adventure Mode Updates?
« Reply #1 on: February 25, 2020, 04:33:10 pm »

Complex graphic tilesets all use TWBT which will crash Adventurer, so No to that until Steam update rolls around and you don't need it any more.

You couldn't start with a party in 2018, so not sure what that means.

Tons has changed. Adventurer parties being the most noticeable. New playable races (necromancer experiments that integrated into society like animal people), pets, mounts, improved necromancer towers (with all sorts of weird stuff living there), new building types, Villains who you can interrogate (although villain hunting is still work in progress, postponed due to Steam deadline pressure). More buildings (castles, forts, monasteries) to make the landscape a little more interesting. Also guildhalls and counting houses in sites.

New modding functions too, so you'll see some new interesting mods at some point.
Logged

FakerFangirl

  • Bay Watcher
    • View Profile
    • Youtube
Re: Adventure Mode Updates?
« Reply #2 on: February 26, 2020, 12:07:28 pm »

Thanks.
Logged
"Should we call a beak dog a gobbo doggo?" - Relevant_-_-Username