


Mounts greatly speed up travel if everybody has one (make sure the mount is their pet.) If you forget a mount or meet with tragedy, you can claim a new mount generally from the pastures of human cities, or wherever tame animals can be found.

There are a lot of new options there (starting background, religion, starting site selection, equipment including quality, mounts/pets), including the option to make party members, who can be from different civilization. Don't be fooled by the first character creation screen (which is unchanged), you'll get to the good stuff right after. The main new bit in adventure mode is right in the beginning - well, not quite. Your fort may also be invaded by horrible things if the necromancers or demons have been entertaining themselves. If you want an old-style aquifer, just embark where there's a "heavy aquifer." You can still place a wall on top of shallow water. You still have to act pretty quickly (this makes them remain useful for wells and other liquid matter), but it is very possible to just wall them off or otherwise deal with the water if you are ready. Most aquifers in the fort are now slower filling.

If you manage to interrogate the handler of any treacherous dwarf, generally on a return visit, you might even get the name of their master, if they have one, or get details of other plots throughout the world, though most of them cannot impact your fort directly (yet.)ĭwarves have some more general relationship types now (especially the historical ones, who can arrive as war buddies or athletic rivals), and they can also have multiple lovers or get divorced or have children before they are married. Interrogation leads to a report indicator on the left, which you can read in the usual way (with 'r'.) This also opens up the counterintelligence screen, which will keep track of information for you. If you notice an artifact has been stolen in a non-kobold way (the announcements will be different, make sure you have a sheriff to receive the reports), you will be able to interrogate anybody about the crime - witness reports might be useful with a name, or they might just indicate the artifact is missing. Less commonly, but also important, a villain may target your fortress, especially when you get up to having artifacts they might covet. To satisfy the temple petitions, you must assign a priest (the game will remind you with an announcement when your temple is ready for one, after a certain value threshold is crossed.) The main benefits of guildhalls and priests currently is the ability of guild members to share knowledge, and of priests to give inspiring sermons and comfort stressed-out dwarves. When enough believers or laboring dwarves are in the fort, you'll receive a petition, and it's up to you if you want to try to build the location for them or not. For fortress mode, the most important new elements that will be commonly encountered are petitions for guildhalls and temples. We will get to the fortress plots beyond artifact heists when we return, as well as the ability for the adventurer to be a villain and to investigate them more effectively. Here is the villains release! There are various bits we're going to have to loop back around to after the graphics work is complete (see previous lengthy dev log), so perhaps this should be called the first villains release, or more "the guilds and temples and adventurer parties and pets release which also has artifact heists and extensive historical villainy, with lots of new mostly evil magical stuff", ha ha.
