Adventure Mode could use some smoothing on odd corners.
1. Interface.It needs to be compliant with fortress mode. Tab to change. List of some commands from ?-menu & local map from T-menu. Show both or one of them or none.
? - needs to have added alt-move for hatches.
Game should take some consideration, when you are playing on larger screens. Menus should be extended from a-t listing to a-z listing. List of items and actions in views should be extended from 4 at one time to at least 10, if not 20.
2. X-actionsThose, that use those in Fortress Mode, should also need workshops in Adventure Mode. Every Dwarven Hillocks could have 1 workshop mound with 1 workshop of each: Carpenter, Crafting Workshop, Butcher, Tanner, Leather Workshop, Farmer Workshop, Kitchen & Brewery. 9 workshops in 3x3 setup should have no issues to fit in medium hill's mound. It would fit perfectly in farming village design for Hillocks.
Stone axe should be assigned skill to wood crafting.
3. Fleeing animals' "attacks" or due training skill artistic performances & creation of mere masterworks.I do not mind endless happy thought resulting from artistic performances. However Q-menu as well as reporting in conversations with others on real achievements, like slaying a feared monster or forming your own group and becoming lord, are made hardly practical. 1000 recitations and 1000 fleeing animals "attacks" and 1000 master work created reports (due training skills or running fast away from or after a night monster) effectively hide any useful information about world, places and actions performed in this world. This can have an impact on heroes fame, when player can not find the right information to boast to local population.
4. Satisfaction from fulfilled needs!It is not boogeyman, who keeps you playing at one site at prolonged time, but constant needs' fulfillment. Instead of 2 days, lets make those last at least 4 days. Unless extreme attribute modification will be the only way to stay on top of it. Before psycho system introduction in 0.44.11, it was ignored part, because it added just for effectiveness... Now, you can't for insanity.
5. Vanishing itemsWhen you leave site, then most items inside are recalculated. I had 2 musical instruments vanishing from Dwarven Hillock. I brought them specially from a fortress to train music. Now, I can't. However it also affects personal trades and causes game crashes during movement, when you traded extra robe, cloak, hood or dress, which can be double worn. The recalculation should be more robust for player's trades and items dropped by players should be stored in a db file on hd, so they never ever disappear... or even worse like animal spawns... endlessly multiply.
6. Camping site's death lag. Camping site would be perfect, as it already is. Adventurer's site should use the same db file on hd like those player's items. Right now it is saving everything in its locations, which causes wild and night animal explosion bug. On top of this bug, the starting Dwarven Hillock usually is extensively camped around by multiple lair owning monsters in "free grids". These lairs always generate extensive numbers of 2-3 types of different animals on their own, after monster dwelling in it, is slain. Very annoying, if you have to pass that location repetitiously on your way to fortress and back to hillock. This makes first time playing adventure mode, an ensured experience of fast grinding to stop, lag death.
7. Date display on main screen (D-menu)Like missing display in Fortress Mode, the Adventure Mode should have on top right corner displayed current date.
How about "20-05-16" for the main screen, and "Year 20, Felsite 16th (Late Spring)" for the status menu?
There z-status menu would be D-menu.
8. Waterskin.It holds only 3 units of liquid, when 1 travel day consumption usage (3 meals) is 6 fluids. So lets start new player with 2 waterskins, or have more waterskins somewhere in game to be found, or make waterskins to keep 6 units of liquid (water, alcohol & such). Waterskin is extremely limiting on travels lasting longer then half day and is putting requirement for fresh water source on start and end of the travel, which is extremely limiting. Unless the though behind this particular mechanics is to use for fluids... quivers?
Adventure mode surely needs some more love and polishing imho. Inability to put camping fire on some sites makes it problematic with permanently deleting items from game. Specially after some encounters & overzealous skilling in butchering, but I have no idea how to make that work better.