Modification
Adventurecraft
Model 47.02 – 47.05 1.995
Up to date April 3, 2021
For DF Model 0.47.05
Obtain

Adventurecraft, yet one more Wanderer’s Pal spinoff, is an adventure-mode-focused mod that provides reactions, along with materials adjustments and creature adjustments, a lot of it geared towards fleshing out the choices supplied to adventurers. Varied options have been added to it over time, not all geared towards crafting.

Existed in unreleased type for the reason that DF2012 days, with the primary launch being not lengthy earlier than .42.01 was launched. Options and adjustments listed are thus particular to the newest model, assuming this web page stays up-to-date (do not depend on it), derived from the discussion board publish.

Contents

  • 1 Options
    • 1.1 Enjoyable Materials Tweaks
    • 1.2 Creature Tweaks
    • 1.3 New Creatures
    • 1.4 Plant Tweaks
    • 1.5 Civilization Tweaks
    • 1.6 New makes use of for present gadgets (and adjustments)
    • 1.7 New Gadgets
    • 1.8 Dismantling Gadgets
  • 2 Bugs and Points
  • 3 Appendix A, Full record of latest reactions
    • 3.1 Primary Reactions
    • 3.2 Instruments
    • 3.3 Ammunition
    • 3.4 Weapons (Wooden/Leather-based/Misc)
    • 3.5 Weapons (Bone)
    • 3.6 Weapons (Stone)
    • 3.7 Armor (Bone)
    • 3.8 Shields/Armor (Leather-based/Scale/Chitin)
    • 3.9 Clothes (Leather-based)
    • 3.10 Clothes (Material)
    • 3.11 Shields/Crafts (Wooden)
    • 3.12 Crafts (Bone/Shell/Tooth/Horn)
    • 3.13 Crafts (Stone)
    • 3.14 Cooking and Alchemy
    • 3.15 Paper/Parchment Crafting
    • 3.16 Instrument Items
    • 3.17 Devices
  • 4 Appendix B, Listing of forging reactions (at carpenter’s workshop):
    • 4.1 Metalworking (Primary Instruments)
    • 4.2 Metalworking (Ammunition)
    • 4.3 Metalworking (Weapons)
    • 4.4 Metalworking (Shields/Armor)
    • 4.5 Metalworking (Furnishings)
    • 4.6 Metalworking (Crafts)
    • 4.7 Metalworking (Devices)
  • 5 Appendix C, Listing of extra helpful stones
  • 6 Appendix D, Listing of monsters with improved physique supplies
    • 6.1 Tier 1
    • 6.2 Tier 2
  • 7 Appendix E, Listing of monsters that yield venom sacs
  • 8 Appendix F, Listing of plant and misc craftable extracts
    • 8.1 Notable plant extracts
    • 8.2 Megabeast and semi-megabeast hearts
    • 8.3 Different
  • 9 Appendix G, Listing of crops made harvestable within the mod
  • 10 Appendix H, Listing of obtainable magic:

Options[edit]

Enjoyable Materials Tweaks[edit]

  • Totally different tiers of supplies. Search for a + or ++ within the materials title. Along with all semi-megabeasts and megabeasts, numerous choose animals have enhancements too. This consists of more durable pores and skin/leather-based, uncooked/tanned scales, bone, tooth, nail, horn, and hoof.
  • A number of stones have been buffed to not be vastly inferior to bone. Search for the fabric tier designation. Chert is second solely to obsidian in sharpness.
  • Scales and chitin may be tanned. Scales are roughly superior to leather-based, whereas chitin is best nonetheless. To keep away from oddities like chitin flasks, solely leather-based is usable in Fortress Mode and world-gen.
  • The thought of creating potions from megabeast and semi-megabeast hearts has been carried over, with some variations. Every kind of beast’s essence has a special impact, so that you can experiment with (or be spoiled within the appendices). Not all the beasts added to the mod have usable hearts. Or, you should utilize the related megabeast coronary heart (or equal for issues that lack hearts) to unlock secrets and techniques of The Past…
  • Came upon how you can tweak generated creatures to permit extracting from their hearts as nicely. If the creature has a legitimate poison, it must be extractable from their coronary heart. In the event that they DON’T have a legitimate poison, you will as an alternative get a fallback “failed extract” that has no use.

Creature Tweaks[edit]

  • Joint definitions have been moved to numerous physique definitions as an alternative of utilizing the “humanoid joints” physique token, permitting for issues like quadrupeds and different irregular creatures to have joints. Large creatures usually are much less susceptible to joint-breaks although.
  • Neck-snapping. Whereas mundane injury to the higher backbone does not at all times have any impact, placing a joint lock on it undoubtedly will, until the creature is stupidly big.
  • Venomous creatures yield venom glands when butchered. Sadly there’s nonetheless no option to apply poison to weapons and get it to work. As a substitute an alchemical response lets you course of the venom sac right into a pattern of venom, modified to behave as a contact poison. As well as, large spiders have silk glands that may be spun into thread.
  • Joint edits have been utilized to generated creatures. Regular joints are usually extra frequent than breakable necks.
  • Sinews can now be obtained from butchering most creatures, and used as a supply of thread.
  • As a result of DF2015 broke cannibal adventurers, clever semi-megabeasts/megabeasts are presently non-sentient. To make up for this, they achieve pure expertise. Megabeasts moreover develop at a extra constant charge, with the online outcome being that the majority beasts develop slower, whereas dragons develop sooner. Bronze colossi achieve a novel materials as an alternative of bronze, and dragons have an additional shock in retailer.
  • Extraordinarily small creatures have been tweaked barely to make them a bit extra prone to be efficiently butchered, and non-giant birds correctly yield feathers that can be utilized for crafts or ornament.
  • A number of new interactions can be utilized by most playable creatures. Nearly each playable creature has an interplay to bypass restrictions on crafting or consuming physique supplies from clever creatures, permitting you to mark a goal beforehand. Elves moreover have an interplay for producing a cloth utilized by their civilization, for producing feywood.
  • Megabeast and semi-megabeast hearts will also be crafted into essences that grant primary spells. Every types one in every of 5 opposing pairs themed round contrasting sphere, completely different but similiar sister spheres, or different thematic contrasts.
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New Creatures[edit]

  • On the suggestion of Jackie, messed round with making centaurs, and furthermore made their physique much less of a “humanoid with 4 legs” factor utilized in vanilla. They present up in good biomes and may be a part of civs. An evil critter, primarily based on the kamaitachi, has additionally been added as one other supply of civ fodder for evil areas.
  • A pair added legendary creatures have been added to make up for making centaurs actual. Additionally added descriptions and spheres, to make their use in artwork extra fascinating.
  • Gargoyles as flying semi-megabeasts. They’ve a shell-like floor resembling stone as an alternative of pores and skin, making them organic creatures as an alternative of yet one more inorganic foe.
  • Do you know that tree monsters have been a deliberate characteristic early within the first releases of DF, that have been then dummied out earlier than being deleted solely? Added my very own try at treants. Powerful however not at bronze-colossus ranges. Its wooden will make for efficient blunt weapons, however poor edged weapons. Assume twice earlier than you attempt lighting one on hearth!
  • Two H.P. Lovecraft references by way of the mi-go and shoggoth. Mi-gos have a delightfully alien physique construction, whereas shoggoths are acidic blobs. Trace: pulp all of the issues.
  • Everlasting issues. Mainly chitinous worms that may develop quite massive given time, sooner than dragons however not fairly as big.
  • Manticores. Overgrown lions with bat wings and scorpion tails. All of the Enjoyable of each potion-yield megabeasts and venomous critters.
  • 4 lesser beasts that may type lairs, as a step down from semi-megabeasts. These act like night time creature hunters, making lairs in numerous locations. Dire wolves, dire bears, feral ogres, and sanguine dragons are all primarily based off of some present creature in a roundabout way, with qualities to make them completely different challenges in fight.
  • Some raw-defined recreations of the basic pre-DF2010 demons. These are used as fallback for some issues which will require demons to exist, and are usually used as an alternative of mentioned generated demons the place obligatory. Fiery abominations are recreations of spirits of fireside, tweaked to drift on a djinn-like cloud of cinders and made more durable than flame-bodied critters usually are (so punching one to dying is a a lot more durable feat). Froglike abominations are a recreation of frog demons, given a extra grotesque gorilla-like physique and a nasty plague inflicted by way of bites and tongue-lashing. Tendriled abominations are the tentacle demons, reworked right into a scaly type with its tentacles as an alternative of arms, lashing out with acidic secretions that may additionally provoke a neurotoxic impact.
  • The nice previous large desert scorpion has been preserved on this mod ever since its removing, saved updated and tweaked in line with the wants of the mod. As a bonus, its venom has a correct neurotoxic impact as an alternative of relying solely on necrosis.

Plant Tweaks[edit]

  • Extra crops may be picked in adventurer mode, with seasonal growths relying on the kind. You may decide a few the berry-providing crops, thread-bearing crops, and extract-bearing crops.
  • Dwarven syrup is just scrumptious. Gnomeblight stays solely helpful for melting gnomes. Golden salve has been given medicinal properties. Muck root, whip vine, and sliver barb have been given situationally-useful extracts.
  • Along with stronger alchemical concoctions, extra mundane drugs may be created from sure plant sources (finest because the system permits, and noting that the sport lacks what would usually be the perfect choices for that). The results are rather more minor than what golden salve or processed muck root can do, however it might assist in a pinch.
  • Brewable crops may be made into scrumptious booze. If it is not brewable by choosing the plant itself (assuming it is in season), attempt brewing fruit as an alternative.
  • Bread is now a factor. The related crops may be floor into flour and used as such.
  • Bamboo, cattails, and cloudberries have been given helpful growths. This works in journey mode, however because of the crops being grass they can not be picked in fort mode.

Civilization Tweaks[edit]

  • All the predominant races are playable in Adventurer Mode, whether or not as civ members or as outsiders.
  • All civilizations have been given entry to massive daggers. It is because the rattling factor exhibits up in each adventurer’s stock, regardless that they’re usually unavailable to most civilizations.
  • People and goblins have been given slings and stitching needles, for the hell of it.
  • Kobold civ was tweaked some. Gave them stitching needles, cloaks, socks, slings, blowguns, bucklers, needles, and nest containers (is sensible, they lay eggs). Utterances tag has been supplemented, not changed, with the flexibility to talk. Nonetheless permits gibberish names whereas fixing a couple of potentially-lingering AI bugs. Additionally gave them entry to leather-based and a chieftain place.
  • Goblins want meals and water, so keep in mind that.
  • Underground animal individuals have been given a surface-dwelling equal, permitting for infrequent situations of them being playable as entity members, as an alternative of outsiders. They unfold out as tribes in small villages, doubtlessly both allying or coming to blows with the foremost civilizations.
  • A number of additional occupation sorts may be chosen as backgrounds in journey mode, like poets, criminals, pilgrims and so on. Typically if it isn’t out there by way of that entity’s permitted jobs, matches that civilization, and offers bonus expertise when chosen, it has been added.
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New makes use of for present gadgets (and adjustments)[edit]

  • Mortars and pestles are used for plant processing and alchemy. A pair may be crafted from stone.
  • A number of reactions use blunt small rocks for hammering as an alternative of simply knapping.
  • For those who come up with a full log, a battle axe can be utilized to separate it into usable branches.
  • Stone axes have been modified to permit metallic variations to indicate up in human and goblin websites.
  • Helves have been given the identical weapon makes use of as staves in older variations of this mod, and renamed to staves to replicate this.
  • Cooking instruments have further use in a couple of reactions, permitting you to make use of cauldrons rather than cooking pots should you discover one.

New Gadgets[edit]

  • Needles, required for stitching. Along with wooden you possibly can carve them from bone, tooth, nail, hoof, or horn.
  • Golf equipment, as a crude mace-equivalent as recommended by Kallin.
  • Caesti and katars, unarmed weapons recommended and labored on by Jackie.
  • Easy lockbows, initially applied in Kobold Kamp as recommended by Flint.
  • Spear-throwers and javelins, made with assist from ZM5. Nearer to precise hand-thrown javelins than the extra life like atlatl, however nonetheless permits use of a spear-thrower for gameplay causes.
  • Slings and sling stones. Slings are created from leather-based or material, use the throwing talent at vary, and make quite weak lashing weapons. Sling stones are clearly crafted from stone. Extra forceful than throwing small rocks by hand, however not sharp.
  • Gunpowder weaponry, within the type of hearth lances and hand cannons. The components may be crafted by numerous means, together with strategies accessible to adventurers, permitting crude powder and shot to be produced.
  • Gambesons, created from material. Clearly fragile until utilizing megabeast haircloth or silk.
  • Cooking pots, for ensuring gadgets, most notably for brewing.
  • Animal glue, which the latest fight adjustments have made helpful.
  • Eight raw-defined devices that may be crafted, supplementing the generated devices that may’t be crafted in journey mode.
  • Feywood catalysts may be discovered at elven websites, or produced by way of magic accessible to elves in journey mode. For those who receive one, a response exists to develop the improved feywood elves can use for weapons and armor.

Dismantling Gadgets[edit]

  • Boulders and logs may be cut up into small rocks and items of wooden, respectively.
  • Crude material may be unraveled if wanted.
  • Material gadgets may be reduce aside for material, leather-based gadgets may be reduce aside, another stone merchandise may be salvaged for a rock, and metallic gadgets may be damaged down for metallic. Word that nothing’s stopping you from being a lunatic and attempting to dismantle the top outcome into itself, which is able to finally waste it.

Bugs and Points[edit]

  • No gauntlets because of the gauntlet bug. The workaround I initially devised tends to interrupt extra issues than it fixes.
  • Similar to whips, civs will generate metallic slings as a result of derp. Outsiders may also have entry to metallic staves, golf equipment, and caesti, all of which have been balanced across the assumption that they’d solely ever be made out of a lot lighter supplies.
  • No option to apply poison to weapons or ammo. Each mod I’ve seen makes use of the damaged response from Wanderer’s Pal. Crafting contact poison should suffice.
  • The quantity of usable leather-based, bone, and so on may be elevated by lopping off limbs. For bone, there are response bugs and stability points behind why Adventurecraft has set crafting to devour full stacks, as an alternative of vanilla’s use of single items from a stack.
  • Any crops you possibly can decide in adventurer mode are nigh-infinite sources once they’re in season. No quantity of tweaking progress density has confirmed efficient.
  • Goblin and kobold adventurers will discover their dwelling to be an immense problem to depart, as darkish forts and caves block quick journey even when the inhabitants are pleasant.
  • Nothing’s stopping you from being a lunatic and attempting to dismantle material, tanned hides, or metallic bars. This may finally waste it because of the odds not being 100%.
  • Thread, material, bars, and sheets obtained from cities as an alternative of player-made are a nigh-endless supply of crafting materials, resulting from reactions set to solely produce and use product dimensions of 1.

Appendix A, Full record of latest reactions[edit]

Primary Reactions[edit]

  • Tan a uncooked conceal, uncooked scales, or uncooked chitin. Produces tanned leather-based/scale/chitin.
  • Dry and spin sinew into thread.
  • Spin hair, wool, or silk glands into thread.
  • Course of thread-bearing plant into thread.
  • Weave material. Makes use of hair/wool, plant-based, or silk thread.
  • Make glue. Makes use of uncooked conceal, uncooked scales, bone, cranium, horn, or hoof. Requires a cooking merchandise.
  • Craft charcoal. Makes use of a log, requires a cooking pot.
  • Craft ash. Makes use of a log, requires a cooking pot.
  • Restore material merchandise. Makes use of material and thread, requires a needle.
  • Restore feather merchandise. Makes use of feathers and thread.
  • Restore leather-based/scale/chitin merchandise. Makes use of any of mentioned supplies plus thread, requires a needle.
  • Restore wooden/bone/stone merchandise. Makes use of animal glue, requires a pointy object.
  • Cut up picket log into branches. Additionally requires a pointy object. Ignore the absurdity.
  • Cut up massive stone into small rocks. Additionally requires a blunt small rock.
  • Unravel material into thread.
  • Dismantle material merchandise. Requires a pointy object.
  • Dismantle leather-based/scale/chitin merchandise. Requires a pointy object.
  • Dismantle stone merchandise. Requires a blunt small rock.
  • Dismantle metallic merchandise. Requires a blunt small rock.
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Instruments[edit]

  • Carve picket stitching needle. Makes use of a picket department, and requires a pointy object.
  • Carve bone/tooth/nail/hoof/horn needle. Makes use of any of mentioned supplies, requires a pointy object.
  • Carve picket stave. Makes use of a picket department, and requires a pointy object.
  • Carve bone stave. Makes use of bones, and requires a pointy object.
  • Carve bone/shell axe. Makes use of both materials plus a stave, requires a pointy object.
  • Craft stone axe. Makes use of a pointy rock and a stave, requires a pointy object.
  • Craft stone mortar and pestle. Makes use of 2 blunt small rocks, and requires a 3rd.
  • Craft stone cooking pot. Makes use of any small rock, and requires a blunt small rock.
  • Carve picket gun barrel. Makes use of a picket department, and requires a pointy object.
  • Carve bone gun barrel. Makes use of bones, and requires a pointy object.

Ammunition[edit]

  • Craft sling stones. Makes use of a blunt small rock, and requires a second.
  • Carve picket arrows. Makes use of a picket department, and requires a pointy object.
  • Carve bone/tooth/nail/hoof/horn arrows. Makes use of any of mentioned supplies plus a stave, and requires a pointy object.
  • Craft stone arrows. Makes use of any small rock and a stave, requires a pointy object and a blunt small rock.
  • Carve picket bolts. Makes use of a picket department, and requires a pointy object.
  • Carve bone/tooth/nail/hoof/horn bolts. Makes use of any of mentioned supplies plus a stave, and requires a pointy object.
  • Craft stone bolts. Makes use of any small rock and a stave, requires a pointy object and a blunt small rock.
  • Carve picket javelins. Makes use of a picket department, and requires a pointy object.
  • Carve bone/tooth/nail/hoof/horn javelins. Makes use of any of mentioned supplies plus a stave, and requires a pointy object.
  • Craft stone javelins. Makes use of any small rock and a stave, requires a pointy object and a blunt small rock.
  • Carve picket darts. Makes use of a picket department, and requires a pointy object.
  • Carve bone/tooth/nail/hoof/horn darts. Makes use of any of mentioned supplies, requires a pointy object.
  • Craft stone powder and shot. Makes use of any small rock and gunpowder, requires a blunt small rock.

Weapons (Wooden/Leather-based/Misc)[edit]

  • Carve picket dagger. Makes use of a picket department, and requires a pointy object.
  • Carve picket spear. Makes use of a picket department, and requires a pointy object.
  • Carve picket pike. Makes use of two picket branches, and requires a pointy object.
  • Carve picket membership. Makes use of a picket department, and requires a pointy object.
  • Craft picket maul. Makes use of a log plus a stave, and requires a pointy object.
  • Craft leather-based/scale whip. Makes use of leather-based/scale, and requires a pointy object.
  • Craft leather-based/scale/chitin caestus. Makes use of any of mentioned supplies, and requires a pointy object.
  • Craft picket bow. Makes use of a stave and thread, requires a pointy object.
  • Craft easy picket lockbow. Makes use of two branches and thread, requires a pointy object.
  • Carve picket blowgun. Makes use of a picket department, and requires a pointy object.
  • Carve picket spear-thrower. Makes use of a picket department, and requires a pointy object.
  • Craft leather-based/scale sling. Makes use of leather-based, and requires a pointy object.
  • Craft material sling. Makes use of material, and requires a pointy object.
  • Craft hearth lance. Makes use of a spear and a gun barrel.
  • Craft hand cannon. Makes use of a sturdy metallic gun barrel and a log.

Weapons (Bone)[edit]

  • Craft bone/shell/tooth/horn dagger. Makes use of any of mentioned supplies, and requires a pointy object.
  • Carve bone/tooth/nail/hoof/horn spear. Makes use of any of mentioned supplies plus a stave, requires a pointy object.
  • Carve bone/tooth/nail/hoof/horn pike. Makes use of any of mentioned supplies plus two staves, requires a pointy object.
  • Carve bone/shell battle axe. Makes use of both materials plus a stave, requires a pointy object.
  • Carve bone/shell nice axe. Makes use of both materials plus a stave, requires a pointy object.
  • Carve bone/shell/tooth/horn brief sword. Makes use of any of mentioned supplies plus a stave, requires a pointy object.
  • Carve bone/shell/tooth/horn lengthy sword. Makes use of any of mentioned supplies plus a stave, requires a pointy object.
  • Carve bone/shell/tooth/horn two-handed sword. Makes use of any of mentioned supplies plus a stave, requires a pointy object.
  • Carve bone membership. Makes use of bones, and requires a pointy object.
  • Craft bone/shell maul. Makes use of both materials plus a log and a stave, requires a pointy object.
  • Craft cranium maul. Makes use of a cranium plus a log and a stave, requires a pointy object.
  • Craft bone/tooth/nail/hoof/horn katar. Makes use of any of mentioned supplies, and requires a pointy object.
  • Craft bone bow. Makes use of bones and thread, requires a pointy object.
  • Craft easy bone lockbow. Makes use of bones, a stave, and thread, requires a pointy object.
  • Carve bone spear-thrower. Makes use of bones, and requires a pointy object.
  • Carve bone blowgun. Makes use of bones, and requires a pointy object.

Weapons (Stone)[edit]

  • Knap stone dagger. Makes use of any small rock, and requires a blunt small rock.
  • Craft stone spear. Makes use of a pointy rock and a stave. No want to chop the stave to dimension.
  • Craft stone pike. Makes use of a pointy rock and two staves. No want to chop the staves to dimension.
  • Craft stone battle axe. Makes use of a pointy rock and a stave, requires a pointy object.
  • Craft stone nice axe. Makes use of a pointy rock and a stave, requires a pointy object.
  • Craft stone brief sword. Makes use of a pointy rock and a stave, requires a pointy object.
  • Craft stone lengthy sword

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