v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing Surroundings
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | {{Quality|Masterwork}} | + | {{Quality|Masterwork|17:18, 18 September 2017 (UTC)}} |
{{av}} | {{av}} | ||
− | + | ||
+ | '''Surroundings''' affect the types of [[crop|plant]] life, wild [[animal]]s and [[creatures]] which will appear in play within a given [[biome]]. It is possible to start a [[fortress]] that overlaps multiple alignment types (for example a terrifying [[forest]] and a calm [[shrubland]]). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife. | ||
Some plants and animals are unique to a certain type of surroundings and will only be found if those surroundings are present on the map. Note that most creatures also require a specific [[climate]] to spawn in. Again, it's important to check the specific biomes making up your site. Once a [[creature]] spawns on the map, it is under no compulsion to stay in its own biome and can roam as it pleases. Because of this, the specifics of what means what can be difficult to pin down sometimes. | Some plants and animals are unique to a certain type of surroundings and will only be found if those surroundings are present on the map. Note that most creatures also require a specific [[climate]] to spawn in. Again, it's important to check the specific biomes making up your site. Once a [[creature]] spawns on the map, it is under no compulsion to stay in its own biome and can roam as it pleases. Because of this, the specifics of what means what can be difficult to pin down sometimes. | ||
− | [[Cavern]]s are not affected by alignments, despite some subterranean creature definitions including an alignment. Good creatures like the | + | [[Cavern]]s are not affected by alignments, despite some subterranean creature definitions including an alignment. Good creatures like the gorlak, evil creatures like the troll and savage creatures like the giant cave spider can be found in any cavern, regardless of if the fortress is settled in good/evil/savage surroundings or not. |
− | |||
− | |||
== Combinations & characteristics of surroundings == | == Combinations & characteristics of surroundings == | ||
− | The names given to different areas will reflect their moral standing. For example, good biomes may be named "The Hills of Sweetness" while an evil one may be named "The Prairie of Agony". Neutral biomes will generally have more generic names, such as "The Beige Jungles" | + | The names given to different areas will reflect their moral standing. For example, good biomes may be named "The Hills of Sweetness" while an evil one may be named "The Prairie of Agony". Neutral biomes will generally have more generic names, such as "The Beige Jungles". |
{| {{prettytable}} | {| {{prettytable}} | ||
|-style="background:#dddddd" | |-style="background:#dddddd" | ||
Line 22: | Line 21: | ||
|} | |} | ||
+ | ===Neutral=== | ||
+ | |||
+ | :Including {{DFtext|Calm|7:0}}, {{DFtext|Wilderness|2:0}} and {{DFtext|Untamed Wilds|6:1}} | ||
+ | |||
+ | [[File:neutral_biome_preview.png|thumb|120px|left|A generic, neutral biome.]]'''Neutral''' regions are the easiest to understand. They generally mimic the real world, with recognizable wildlife. They can be quite dangerous depending on the region, holding anything from benign and weak weasels, to the generally non-aggressive but physically powerful [[elephant]]s, to the very aggressive and very dangerous [[giant eagle]]s. As one might expect, ''Benign Neutral'' zones are really very safe, while ''Savage Neutral'' areas can pose some major difficulties, depending on the dominating climate, landforms, [[giant badger|or]] [[giant kea|wildlife]]. You'll find most of the standard aboveground plants in these alignments, such as [[prickle berry|prickle berries]], [[rope reed]], [[strawberry|strawberries]] and the like. | ||
+ | {{clear}} | ||
===Good=== | ===Good=== | ||
+ | |||
:Including {{DFtext|Serene|1:1}}, {{DFtext|Mirthful|2:1}} and {{DFtext|Joyous Wilds|3:1}} | :Including {{DFtext|Serene|1:1}}, {{DFtext|Mirthful|2:1}} and {{DFtext|Joyous Wilds|3:1}} | ||
− | [[File: | + | [[File:good_biome_preview.png|thumb|120px|left|A blue-colored good biome.]]'''Good''' biomes tend to have less aggressive (often {{token|BENIGN}}) and weaker [[creatures]], except for the [[unicorn]]. They also tend to have more [[fanciful]] creatures than neutral biomes. Good regions also support the wild [[sun berry]], which makes the best [[alcohol]] in the game. There are generally slight changes between ''Benign Good'' and ''Savage Good''. |
− | |||
− | |||
====Distinctive flora & fauna==== | ====Distinctive flora & fauna==== | ||
Line 35: | Line 39: | ||
* Vermin: [[fairy]], [[fluffy wambler]], [[pixie]] | * Vermin: [[fairy]], [[fluffy wambler]], [[pixie]] | ||
{{clear}} | {{clear}} | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
===Evil=== | ===Evil=== | ||
:Including {{DFtext|Sinister|5:0}}, {{DFtext|Haunted|5:1}} and {{DFtext|Terrifying|5:1}} | :Including {{DFtext|Sinister|5:0}}, {{DFtext|Haunted|5:1}} and {{DFtext|Terrifying|5:1}} | ||
− | [[File: | + | [[File:biome_evil.png|frame|left|Pink patch of an evil biome.]][[File:biome_evil2.png|frame|right|Dark red/grey patch of an evil biome.]] |
− | Evil regions may exist either on their own (where they are known as "primordial" evil regions) or they may be caused by the presence of [[demon]]s or [[necromancer]]s ruling over a [[site]] in it | + | '''Evil''' regions are much more dangerous and strange than their ''Neutral'' and ''Good'' counterparts across the board. First, in addition to the ordinary wildlife native to the biome, various other [[creatures]] that are nasty, dangerous, and spiteful such as [[beak dog]]s, [[harpy|harpies]], and [[ogre]]s can be found in evil regions. |
+ | |||
+ | Evil regions may exist either on their own (where they are known as "primordial" evil regions) or they may be caused by the presence of [[demon]]s or [[necromancer]]s ruling over a [[site]] in it. Evil regions possess [[sphere]]s associated with the entities inhabiting it, which influences them to some extent; for example, blight regions kill plant life, and nightmare regions are home to [[Bogeyman|bogeymen]]. Primordial evil areas are eternal, but evil regions caused by demons or necromancers may fade away if there is no activity in the area, making it possible to revert it back to normal. Presumably, slaying the demons and necromancers responsible for the corruption is the way to do so.{{version|0.47.01}} | ||
Most evil regions have associated evil [[weather]]. Evil clouds can inflict various [[syndrome]]s on par with those of [[forgotten beast]]s, or instantly transform creatures into freakishly powerful [[Undead#Thralls, Husks, and_Zombies|thralls]]. Evil rains may also inflict random evil syndromes, albeit less severe ones, and always cause unhappy [[thought]]s and a desire to wash (evil!). Evil rain won't refill pools, but a single evil biome may have both evil and regular rain, even at the same time. | Most evil regions have associated evil [[weather]]. Evil clouds can inflict various [[syndrome]]s on par with those of [[forgotten beast]]s, or instantly transform creatures into freakishly powerful [[Undead#Thralls, Husks, and_Zombies|thralls]]. Evil rains may also inflict random evil syndromes, albeit less severe ones, and always cause unhappy [[thought]]s and a desire to wash (evil!). Evil rain won't refill pools, but a single evil biome may have both evil and regular rain, even at the same time. | ||
Line 53: | Line 52: | ||
About half of all evil regions are "reanimating", meaning that all wildlife and plantlife will be [[undead]], and any creature that dies will, after a short time, be reanimated as undead. Undead are hostile to all living creatures, and feel no fear or pain. In general, undead wildlife is '''extremely''' dangerous, especially in Terrifying regions, since the undead may include zombified fliers that swoop down and rip your dwarves to shreds with little to no warning at all, and even discounting those, typically harmless creatures like [[beaver]]s will turn out to be necro-buffed monstrosities that are out for all living blood. | About half of all evil regions are "reanimating", meaning that all wildlife and plantlife will be [[undead]], and any creature that dies will, after a short time, be reanimated as undead. Undead are hostile to all living creatures, and feel no fear or pain. In general, undead wildlife is '''extremely''' dangerous, especially in Terrifying regions, since the undead may include zombified fliers that swoop down and rip your dwarves to shreds with little to no warning at all, and even discounting those, typically harmless creatures like [[beaver]]s will turn out to be necro-buffed monstrosities that are out for all living blood. | ||
− | Undead can only be killed in [[combat]] by beheading, bisection, or pulping damage, or otherwise by [[Butcher|butchering]], [[Cave-in|cave-ins]], [[Dwarven atom smasher|particle physics]], or good old fashioned [[Magma|magma]]. Beheading, bisection and butchering may leave remains that can be reanimated; any partial corpse or body part that is not "mangled" and contains at least one hand or head can reanimate. This includes [[skin]] | + | Undead can only be killed in [[combat]] by beheading, bisection, or pulping damage, or otherwise by [[Butcher|butchering]], [[Cave-in|cave-ins]], [[Dwarven atom smasher|particle physics]], or good old fashioned [[Magma|magma]]. Beheading, bisection and butchering may leave remains that can be reanimated; any partial corpse or body part that is not "mangled" and contains at least one hand or head can reanimate. This includes [[skin]] and even [[hair]] left over from butchering.{{clear}} |
Creatures that can [[Building destroyer|destroy buildings]], [[Trapavoid|avoid traps]] or [[Steals items|steal items]] will retain these abilities in undeath. Undead do not need to breathe, so they will not be stopped by rivers or moats, and aquatic undead can and will come ashore. Furthermore, the usual strategy of dealing with wildlife by avoiding confrontation is impossible since the undead will always stay in a state of "perpetually murderous towards all living beings" no matter how much you decide to bother them. Maybe a [[vampire]] or [[necromancer]] can help? | Creatures that can [[Building destroyer|destroy buildings]], [[Trapavoid|avoid traps]] or [[Steals items|steal items]] will retain these abilities in undeath. Undead do not need to breathe, so they will not be stopped by rivers or moats, and aquatic undead can and will come ashore. Furthermore, the usual strategy of dealing with wildlife by avoiding confrontation is impossible since the undead will always stay in a state of "perpetually murderous towards all living beings" no matter how much you decide to bother them. Maybe a [[vampire]] or [[necromancer]] can help? | ||
Line 61: | Line 60: | ||
When embarking in a reanimating evil region, it is advised to move everything underground as soon as possible, and immediately set up plenty of [[trap]]s and/or a [[military]] armed with blunt weapons. Be very careful with [[refuse]] stockpiles and butcher's shops. Keep livestock to a minimum, as they are a liability. Needless to say, hunting is a very bad idea. | When embarking in a reanimating evil region, it is advised to move everything underground as soon as possible, and immediately set up plenty of [[trap]]s and/or a [[military]] armed with blunt weapons. Be very careful with [[refuse]] stockpiles and butcher's shops. Keep livestock to a minimum, as they are a liability. Needless to say, hunting is a very bad idea. | ||
− | + | Because of the inhospitablity of evil regions, even ''Benign Evil'' is very difficult for beginning players to earn a niche to work in, so it should be reserved for <s>great [[fun]]</s> a challenge only. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
====Distinctive flora & fauna==== | ====Distinctive flora & fauna==== | ||
Line 78: | Line 71: | ||
: Including {{DFtext|Untamed Wilds|6:1}}, {{DFtext|Joyous Wilds|3:1}} and {{DFtext|Terrifying|5:1}} | : Including {{DFtext|Untamed Wilds|6:1}}, {{DFtext|Joyous Wilds|3:1}} and {{DFtext|Terrifying|5:1}} | ||
− | '''Savage''' surroundings are the only surroundings which have [[giant animal|giant]] and [[animal people|humanoid]] versions of some animals. It is also possible that two groups of animals happen outside on a savage biome, instead of one. They are also far more varied in wildlife than the other biomes | + | '''Savage''' surroundings are the only surroundings which have [[giant animal|giant]] and [[animal people|humanoid]] versions of some animals. It is also possible that two groups of animals happen outside on a savage biome, instead of one. They are also far more varied in wildlife than the other biomes. |
− | |||
− | |||
− | + | Most of the creatures in savage biomes will leave you alone, especially the animal men who are harmless (with a few exceptions), and most of the giant creatures will not be hostile, but then again a savage biome may just surprise you with [[giant kea]]s or [[giant badger]]s, and some of the creatures found in savage biomes are dangerous indeed. If you don't know what to expect, just look it up. "Savage Good" regions are called Joyous Wilds, "Savage Neutral" regions are called Untamed Wilds, and "Savage Evil" regions are called <s>excessively [[fun]]</s> Terrifying. | |
− | + | Savage biomes also house [[whip vine]]s, a high-value millable/brewable aboveground crop and [[highwood]]s, a slow-growing tree that can grow as thick as 3×3. | |
− | Civilizations, except for [[elf|elves]] | + | Civilizations typically do not settle in high-savagery regions, except for [[elf|elves]] who are naturally at peace with animals. This may cause problems during [[world generation]] if the game can't find enough low-savagery regions to place civilizations in. |
====Distinctive flora & fauna==== | ====Distinctive flora & fauna==== |