Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Fortress--> Adventure Carryovers  (Read 1458 times)

Warlord255

  • Bay Watcher
  • Master Building Designer
    • View Profile
Fortress--> Adventure Carryovers
« on: October 06, 2008, 06:34:27 pm »

Just a question; when you explore old Fortresses, what carries over?

Do bones/corpses/dwarves stay where you left them? Items, if locked in a room? Do monsters spawn inside the fort, or do ones captured there stay?

Also, is there a way to make a fortress lever or somesuch require an item to be found in the world, such as a key?

I know Levers and associated mechanisms remain in place, but beyond that...I dunno.

I ask because I have some rather epic plans for when the Army Arc comes out.
Logged
DF Vanilla-Spice Revised: Better balance, more !!fun!!
http://www.bay12forums.com/smf/index.php?topic=173907.msg7968772#msg7968772

LeadfootSlim on Steam, LeadfootSlim#1851 on Discord. Hit me up!

Jay

  • Bay Watcher
  • ☼Not Dead Yet☼
    • View Profile
Re: Fortress--> Adventure Carryovers
« Reply #1 on: October 06, 2008, 06:59:08 pm »

All buildings stay.
All items stay, but are scattered if they're above a certain wait, no matter where they are.
Creatures in cages die AFAIK
Creatures are spawned depending on where your fort is located, goblins will be spawned if you abandon while there's a siege or ambush that's visible to you.
Bones/corpses decay.
Dwarves will stay but will leave very soon after you start Adventure, so you have to be fast to catch them if it's even possible at all.
No way to make levers require something.  Keys don't exist at all.
Logged
Mishimanriz: Histories of Pegasi and Dictionaries

RebelZhouYuWu

  • Bay Watcher
    • View Profile
Re: Fortress--> Adventure Carryovers
« Reply #2 on: October 06, 2008, 07:02:26 pm »

Creatures in cages do not die but instead have a chance to escape, causing them to leave the fort, also only some of your dwarves will stay and those that do will be scattered around.  Abandoning near a chasm or when you frist breach HFS is the best way to fill your keep with monsters.
Logged

Reasonableman

  • Bay Watcher
  • ...Probably.
    • View Profile
    • Twitter is dead, long live Cohost
Re: Fortress--> Adventure Carryovers
« Reply #3 on: October 06, 2008, 07:07:10 pm »

Keys'd be hella kewl. You get a locksmith, he makes a key at a locksmith's shop out of one mechanism, you get him to assign a key to any item, door, lever, etc., and he uses another mechanism for the lock. Then you assign the key to a dwarf, and only he can open the door or use the lever, unless someone else takes the key. A locksmith with equal or greater skill than the quality of the lock can unlock it, and one with greater skill can fashion a new key. Opens up all kinds of possibilities: pickpocketing is one of them. Lockpicking is another. Be kinda useless until adventure mode is more interesting, though.
Logged
A sane man must be reasonable, but a reasonable man need not be sane.

Jay

  • Bay Watcher
  • ☼Not Dead Yet☼
    • View Profile
Re: Fortress--> Adventure Carryovers
« Reply #4 on: October 06, 2008, 07:13:51 pm »

Keys'd be hella kewl.
Ohai.  Should send that to suggestions forum.
Logged
Mishimanriz: Histories of Pegasi and Dictionaries

Warlord255

  • Bay Watcher
  • Master Building Designer
    • View Profile
Re: Fortress--> Adventure Carryovers
« Reply #5 on: October 07, 2008, 09:01:49 am »

Keys'd be hella kewl.
Ohai.  Should send that to suggestions forum.

Indeed.

In a rather circular bit of logic, though, adding keys - and perhaps allowing players to, say, construct elaborate temples to be unlocked by Adventurers searching the world for keys - would be one way to make adventure mode more interesting.
Logged
DF Vanilla-Spice Revised: Better balance, more !!fun!!
http://www.bay12forums.com/smf/index.php?topic=173907.msg7968772#msg7968772

LeadfootSlim on Steam, LeadfootSlim#1851 on Discord. Hit me up!

Reasonableman

  • Bay Watcher
  • ...Probably.
    • View Profile
    • Twitter is dead, long live Cohost
Re: Fortress--> Adventure Carryovers
« Reply #6 on: October 07, 2008, 07:34:37 pm »

I'm willing to bet it's been suggested before, and perhaps is already somewhere in the planned features list.
Logged
A sane man must be reasonable, but a reasonable man need not be sane.