Retiring/unretiring fortresses is scary. My fort i built ontop of a volcano had a shrine and barracks built above the magma and it never leaked onto it, I then retired the fort and made an adventurer. After returning to the fort as an adventurer- i find the volcano has erupted and roasted half the citizens alive, and theres no way i can enter lool. Had to leave it to ruin
Magma source tiles go up one z level after unretiring for some reason, it is a known bug. A work around this would be to preventively build an additional wall later around the volcano so that when the magma raises, it won't topple off the sides and remain contained. Although i'm not sure if unretiring the same fort multiple times would cause the magma z level to keep elevating, but it's worth noting that just in case. I do really hate how Toady made unretiring so excruciatingly uncomfortable with all this scattering/drop all items from containers nonsense. Yes I'm using "made" deliberately because this is an "intentional" behavior.
@@Ihnele I don't think it is an entirely "intentional" behavior if I remember correctly its a holdover from when "Retirement" wasn't an option for forts it was just play until collapse or abandon, the retirement just uses a lot of hold overs from when old forts were supposed to be ruins when you returned to them so despite still being lived in they act like they are "Abandoned". Which is funny because when the lorebook mentions your retirement of the fort it makes a quip about recovering from a period of "Questionable Judgement" even though dumping out all the booze and scattering everything seems even more questionable. Maybe some kind of more granular set up in the future might help make the retired forts behave like a worldgen fort, like how taverns work in world forts but not in player forts maybe an entirely different stockpile zone type that just performs a job to keep taverns running without you there, or a zoning for burrows that dictates what is "Lived in" space so when you return to your fort the dwarves aren't standing around in the grass outside with the door locked and will remain going about their lives in the space that is actually part of the fort. And maybe have the inverse effect of making things that live in the caverns not be inside that zone when you reopen that fort, that way you can close a gate and seal the caverns and the FB that arrived in the 3rd cavern layer and was never discovered will stay out there and not be hiding in some dudes bedroom just because you retired/reclaimed a fort.
I really want to retire and unretire my forts more often, but there are two main bugs that make me hesitant: 1) The status of your fortress changes to "capital" for some reason, so you will never become a barony, dutchy, etc, or recieve larger trading caravans. 2) Spoils brought by my adventurers -- scrolls in particular -- are often completely ignored by my dwarves. Some of them work fine, but others they refuse to interact with aside from dumping (and possibly melting) Just beware of those potential issues if you plan on jumping back and forth between modes! My suggested hotfixes are to wait until you are at least a barony to retire your fortress, and to have your adventurer put any spoils on pedestals before you retire them.
1) Known and will be fixed before beta is done. 2) known bug also working on being fixed. But you can work around this by assigning them to a pedestal and removing it. (worked for me at least)
unfortunately there is a bug where people created in adventure mode are asexual/sterile and will not make children. in old DF there was a console command using DF hack to fix fert.
I think I mentioned this in your community post, but is there a way to renewable gain food? With butchering and trading not implemented yet, I can’t figure out how to have an adventurer long term. On a similar note, is a medical system implemented yet, or do you just have to ignore wounds and let them heal on their own? Thanks for these tutorials, you are a life saver, and make amazing videos!
If you embark mid/late summer you can harvest a lot of wild plants. I'm going to make a "your first goblin" tutorial lets play and cover as many basics as possible.
So if you have a fortress with a lot of spare adamantine gear floating around, you could let your adventuring party join the fortress, put them into a Squad with a fully adamantine uniform, and retire the fortress again to go back to the party? Or can your adventurers just waltz in and take whatever they please? I don't recall seeing any ownership / theft mechanics.
@@MaliceTheCommentator Yeah, but I just tested it and you can still assign work orders to them like they were citizens. They seem to be in some kind of middle ground.
If you want just simply non-dwarves for fortress its safer to spawn them with DFHack, as this way they will have sexual preferences and therefore children. And retire/unretire can be buggy. Adventurer mode is however better if you want adventurers with lore context (artifacts, histories etc) or early fun (by them being vampires/necromancers/werebeasts)
Necromancer abilities falls under a section of adventure mode that still isn't implemented yet. They are working on it as one of their priorities, I have heard
@@BlindiRL If you've got an adventurer that has killed a mega or semi-megabeast or something, you used to be able to brag about it to an appointed militia captain with slots left in the squad when you retired the fort, Then you could ask to join the militia and that skipped the Long Term Resident wait. They were just immediately part of the fort. But obviously, that only works if each member of the party has a significant kill. _ Not sure if it still works now, but a niche tip that could be relevant.
Sorry but did anyone notice how the reclaimed fortress became the "capital"? is this a feature or a bug? Its happening to my fort too now, and I lost my images of my local government and I cant send gifts to my original dwarven traders
@@BlindiRL Thanks for the reply! In your Professional DF opinion, should I wait to retire my adventurer in my fort when the bug is fixed? Or continue with the bug and expect it to be patched in a near update?
unfortunately there is a bug where people created in adventure mode are asexual/sterile and will not make children. in old DF there was a console command using DF hack to fix fert.
Retiring/unretiring fortresses is scary. My fort i built ontop of a volcano had a shrine and barracks built above the magma and it never leaked onto it, I then retired the fort and made an adventurer. After returning to the fort as an adventurer- i find the volcano has erupted and roasted half the citizens alive, and theres no way i can enter lool. Had to leave it to ruin
Just make a hard save first and if something messes up quit without saving and try again.
Magma source tiles go up one z level after unretiring for some reason, it is a known bug. A work around this would be to preventively build an additional wall later around the volcano so that when the magma raises, it won't topple off the sides and remain contained. Although i'm not sure if unretiring the same fort multiple times would cause the magma z level to keep elevating, but it's worth noting that just in case.
I do really hate how Toady made unretiring so excruciatingly uncomfortable with all this scattering/drop all items from containers nonsense. Yes I'm using "made" deliberately because this is an "intentional" behavior.
Not always I find. Just /some/ of the time. I've had mixed results with it.
@@Ihnele I don't think it is an entirely "intentional" behavior if I remember correctly its a holdover from when "Retirement" wasn't an option for forts it was just play until collapse or abandon, the retirement just uses a lot of hold overs from when old forts were supposed to be ruins when you returned to them so despite still being lived in they act like they are "Abandoned".
Which is funny because when the lorebook mentions your retirement of the fort it makes a quip about recovering from a period of "Questionable Judgement" even though dumping out all the booze and scattering everything seems even more questionable.
Maybe some kind of more granular set up in the future might help make the retired forts behave like a worldgen fort, like how taverns work in world forts but not in player forts maybe an entirely different stockpile zone type that just performs a job to keep taverns running without you there, or a zoning for burrows that dictates what is "Lived in" space so when you return to your fort the dwarves aren't standing around in the grass outside with the door locked and will remain going about their lives in the space that is actually part of the fort. And maybe have the inverse effect of making things that live in the caverns not be inside that zone when you reopen that fort, that way you can close a gate and seal the caverns and the FB that arrived in the 3rd cavern layer and was never discovered will stay out there and not be hiding in some dudes bedroom just because you retired/reclaimed a fort.
I really want to retire and unretire my forts more often, but there are two main bugs that make me hesitant:
1) The status of your fortress changes to "capital" for some reason, so you will never become a barony, dutchy, etc, or recieve larger trading caravans.
2) Spoils brought by my adventurers -- scrolls in particular -- are often completely ignored by my dwarves. Some of them work fine, but others they refuse to interact with aside from dumping (and possibly melting)
Just beware of those potential issues if you plan on jumping back and forth between modes!
My suggested hotfixes are to wait until you are at least a barony to retire your fortress, and to have your adventurer put any spoils on pedestals before you retire them.
1) Known and will be fixed before beta is done.
2) known bug also working on being fixed. But you can work around this by assigning them to a pedestal and removing it. (worked for me at least)
Fking love where this is going. Can't wait to fully customize my adventurers.
Do that few times to artificially create a second race for your civilisation that will then overtake it
(Idk if that would work)
iirc adventurers are always asexual, so even if you have a bunch of adventurers of the same unique race living in your fort they won't start breeding.
@@BrasiI That's stupid
unfortunately there is a bug where people created in adventure mode are asexual/sterile and will not make children. in old DF there was a console command using DF hack to fix fert.
@@ThePoliticalBulldog I don't think it's necessarily a bug, I think it's a placeholder until they add actual relationships to adventure mode.
@@ThePoliticalBulldog is it now not possible or just untested?
Very nice one. I will try this with my next fort
Thanks Blind. Appreciate the Tutorials!
I think I mentioned this in your community post, but is there a way to renewable gain food? With butchering and trading not implemented yet, I can’t figure out how to have an adventurer long term. On a similar note, is a medical system implemented yet, or do you just have to ignore wounds and let them heal on their own?
Thanks for these tutorials, you are a life saver, and make amazing videos!
If you embark mid/late summer you can harvest a lot of wild plants. I'm going to make a "your first goblin" tutorial lets play and cover as many basics as possible.
@@BlindiRL excited for this!
So if you have a fortress with a lot of spare adamantine gear floating around, you could let your adventuring party join the fortress, put them into a Squad with a fully adamantine uniform, and retire the fortress again to go back to the party?
Or can your adventurers just waltz in and take whatever they please? I don't recall seeing any ownership / theft mechanics.
waltz in and take lol I did once
Are they already citizens or long term visitors? I remember having to wait for them to petition to be citizens before.
Long term visitors. They apply in 2 years
@@MaliceTheCommentator Yeah, but I just tested it and you can still assign work orders to them like they were citizens. They seem to be in some kind of middle ground.
This is wonderful. Just needs butchering and quest logs.
it only took 1 day for them to fix the crash that I was getting the most.
thanks
What hapend whit the fort when play advature a longer time, do it evolve or put in paus? Or if you play whit another fort?
Hello, what the little blue dot at the bottom right of the character means when it appears sometimes. we can see this dot at 5.13 min. Thanks
Wow this is super cool!
It'll sound cringe but i'd LOVE an adventure mode skill tier list. I know it reinforces the meta, but it would be super helpful to new players.
My fort for some reason sunk itself into ground after some years passed for no reason. Now every time I try to unretire it the game just crashes.
Maybe generate a new world..
I got them to join the fort but they can't join squads??
If you want just simply non-dwarves for fortress its safer to spawn them with DFHack, as this way they will have sexual preferences and therefore children. And retire/unretire can be buggy.
Adventurer mode is however better if you want adventurers with lore context (artifacts, histories etc) or early fun (by them being vampires/necromancers/werebeasts)
You can change the preferances of your Adventurer with DFHack
I wonder if it would work to give them sexuality through DFHack? There's a simple Orientation menu in gui/gm-unit
@@DiamantDogma fix fert iirc
Blind I have a question, I have an adventure necromancer but I can't reanimate corpses why is that? (New adventure mode)
Necromancer abilities falls under a section of adventure mode that still isn't implemented yet. They are working on it as one of their priorities, I have heard
Is it intended that the adventurerers can't join the forts militia or become nobles?
Nope. Its intended for you to join them. But it'll take awhile for them to ask to be citizens. Just like bards.
@@BlindiRL If you've got an adventurer that has killed a mega or semi-megabeast or something, you used to be able to brag about it to an appointed militia captain with slots left in the squad when you retired the fort,
Then you could ask to join the militia and that skipped the Long Term Resident wait.
They were just immediately part of the fort.
But obviously, that only works if each member of the party has a significant kill.
_
Not sure if it still works now, but a niche tip that could be relevant.
Is it possible for your adventurer to start a family after you retire them?
Only with DFHack
By default all adventurer are asexual. But with DFHack you can change the sexual orientation so they can merry and get children
Sorry but did anyone notice how the reclaimed fortress became the "capital"? is this a feature or a bug? Its happening to my fort too now, and I lost my images of my local government and I cant send gifts to my original dwarven traders
Known bug apparently
@@BlindiRL Thanks for the reply! In your Professional DF opinion, should I wait to retire my adventurer in my fort when the bug is fixed? Or continue with the bug and expect it to be patched in a near update?
What do you mean by "same faction"?
When you embark you can select the faction you are a part of.
@BlindiRL is that the same as civilization or whatever its called?
@@jasonberezowski2869 its the same civ/faction, else they will retain their old allegiance and it can mess up things
unfortunately there is a bug where people created in adventure mode are asexual/sterile and will not make children. in old DF there was a console command using DF hack to fix fert.
Once again, its not a bug. Its intended. That will be expanded when in-game marriage is added.