Animalistic Abomination: Forgotten Beasts, while procedurally generated, start off with some creature type as a 'base' and add random features from there, which may be contradictory.It makes for excellent Dungeon Crawling in adventure mode, and a source for necromancers to summon their armies from in fortress mode.
#Dwarf fortress adventure mode mods update
Ancient Tomb: The 2012 update added elaborate burial tombs, where sentient creatures that were born and died during world generation are interred.They are less than a tenth the size of any other semi-megabeast, but more than make up for it by naturally being experts with all melee weapons, including socks or the limbs of the last dwarf they killed. A Load of Bull: Minotaurs attack your fortress and can be found in labyrinths in adventure mode.This keeps the oh-so-clever AI terminally walking the walk of pointy pain. Now the only way in is on the other end of the corridor, which is provided with the same mechanism. As soon as a creature approaches the end of the corridor, one door locks and another opens.
This way is littered with infallible reciprocating pointy sticks. Lock down your fortress, but leave a single way in. The players, of course, abuse its quirks mercilessly (particularly regarding avoidance of locked doors).
Alice and Bob: The DF community equivalent is 'Urist McSomething' with the surname being descriptive, such as Urist McTantrumSpiral or Urist McDragonChow.This may culminate from their values and ethics, or a change thereof, but more often than not it's triggered from severe trauma. Ever since 0.42, adventurers may now start with or gain alcohol dependence, dwarf or not.They will normally not be reliant on booze, but if they face enough mental trauma to get 'doesn't really care about anything anymore' added to their description, they will also embody this trope. 0.42 also introduced the ability to make taverns in your fort with the potential of having non-dwarf visitors live in your fort.This becomes a slight problem in 0.42 and on, since alcohol poisoning has now been implemented and dwarves have been known to pass out drunk and drown in their own vomit. Dwarves will only go sober if hospitalized, or if there is no alcohol available (and this will cause their productivity and mood to drop precipitously). 'S/he needs alcohol to get through the working day.' Every dwarf, except in Adventurer mode.This led to bizarre things like children of nobles/legendary dwarves being poorer than average, and dwarves spending all their time counting their coins. Dwarves were able to buy shops and sell items in it for their own benefit. A.I.-Generated Economy: Showing us the pitfalls of giving the AI control over sectors of the economy is the Dummied Outeponymous feature: when some conditions were fulfilled, all dwarves were awarded private accounts to spend on food and other items they could buy from shops-except for nobles and legendary dwarves, who could take whatever without spending anything.Adoring the Pests: Dwarves might have rats, cockroaches, or flies as their favourite animal.Because it's so light, any warhammers or maces made out of it fail miserably. Absurdly Sharp Blade: Swords, axes or spears made with Adamantine, a super-light and absurdly durable metal.Any bones will do, even those of sapient creatures, so long as they're already freely available, with ironic results as you return a goblin to his comrades at high velocity. While your crossbow bolts may typically be made out of normal metal, they can also be carved from the bones of your enemies.In adventure mode, the game is perfectly fine allowing you to use a limb from a being made of magma, or something seemingly hazardous to hold, as a lawn dart.You can encrust your ammunition with bone, wood or gem details.