Bay 12 Games and Kitfox Games have announced today that Adventure Mode for Dwarf Fortress is now officially out for everyone. No more Beta needed.
Adventure mode highlights include:
- Go anywhere! Explore any civilization, earn a reputation, and recruit followers to join you.
- Experience your fortress and the simulation in a new, more embodied way.
- Explore mythical dungeons to find magical items, artifacts, and fill your quest journal.
- Hints of mythology and magic as a start of future simulation enrichment to come.
- An additional hour of music from Dabu and Simon Swerwer, presented as a second volume of the original soundtrack.
See the release trailer below:
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Direct Link
Direct Link
The game is available with Native Linux support, and Valve rated it Steam Deck Playable.
Full patch notes since the Adventure Mode Beta, click me
Notes for tomorrow's update (now live):
Older Notes:
- Made hero mode select hearthperson by default
- Fixed crash from visiting certain forest retreats
- Fixed some crashes related to local adventurer info not being set immediately after travel
- Fixed crash issue from demanding tribute from mythical sites
- Fixed a crash from unit sheets of certain creatures (e.g. roosters)
- Added more combat music
- Added sounds for items being put into containers
- Updates some confirm sounds
- Fixed some footstep sounds
- Fixed issue causing music to sound as if it's indoors
- Fixed some issues with ambient sound
- Added a keyboard-based look-and-interact cursor ('l')
- Stopped items like weapons and shields from starting in the same hand after character creation
- Stopped mythical sites from appearing on rivers (again)
Older Notes:
- Fixes an audio crash
- Kobs/gobs shouldn't steal mythic artifacts
- Undead shouldn't take over mythic sites near to market towns
- Mythical sites shouldn't be placed over rivers as frequently
- Added some mythical dungeons, materials, and related temple quests
- Added a few magical items
- Added initial god quest for chosen mode
- Added mythical healing substances in mythical sites
- Added messages for healing effects
- Chosen/hero get bonus reputation for the purpose of gaining followers
- Environmental display in top right (weather, light, temp, etc.)
- Quest journal outline on right side of main screen
- Vampire blood sense markers
- Memory map
- Stealth vision cones
- Goblin/kobold glowing eyes in the dark
- Added liquid/ramp arrow toggles to adv mode
- Announced when somebody pushes past you and cancels your action
- Made people stop moving when you talk to them (if they aren't fighting)
- Added shared items to wrestling interface so you can struggle for possession without using inventory screen
- Fixed audio for snow/mud footsteps
- Added buttons so ramps can be used with hatches
- Separated adv/fort volume settings
- Fixed jump tooltip
- Stopped adventurers from starting in pits if other sites are available
- Stopped rbut from quitting out of character creation
- Removed adventure mode feature discovery announcements
- Updated more classic tiles and brought back cursors
- Dye vs profession coloration toggleable in both modes
- Stopped migrant families with negative age younger siblings in young worlds
- Removed case sensitivity from unit filters
- Fixed a crash from subtabbing to certain buildings
- Made help close button act consistently when help is minimized
- Fixed bug where syndrome would target too few tissues
- Fixed issue with occasional infinite loop on population placement
- Fixed bug where many priests would move to different homes after world generation
- Fixed crash involving river audio polling
- Started adding tutorial (camera, movement, menu options, popups for many menus)
- Menu sounds during character creation and the adventure log
- Improved river and campfire audio loops
- Can click on portrait for status
- Hive no longer looks like clothing
- Made string display more compatible with fan translations
- Made threading more stable
- Fixed modding crash involving creature variations
- Audio crash fixed
- Update to bin/barrel container graphics so they show their contents in more detail
- Added tracking symbols (shift + K for now)
- Added classic glyphs (still need to work on screen layout)
- Fixed Linux crash-on-exit
- Better respected caste population ratios
- Added more information to crash logs
- Fixed command line world generation
- Fix for recent audio crash
- Palettized wieldables and wearables for dwarves/humans/elves/goblins/kobolds
- Graphical left/right hand distinction on wieldables
- Child/baby images for humans/elves/goblins/kobolds
- Visible soldiers/groups on world map in adventure mode
- Adventure mode sound indicators in unseen areas
- Ability to assume identity in adventure mode
- Can view wounds in dwarf mode arena without diagnosis
- Your adventurer can ride and push minecarts, use levers, bash down locked doors and hatches, topple statues
- You can now use wells in towns
- Adventure music plays based on context
- Full personality customization available in adventure character creation
- A few Linux audio crashes fixed
- Composing poems, music, dances, and writing things down is back in
- Wrestle button now handles wrestling
- Encumbrance is visible in inventory screen and there are a few alert levels for being over-encumbered
- Speed is visible in the movement options
- Indicators for ongoing movement, attacks, and dodges during player's turn in combat
- Throwing/shooting crash fixed
- Fixed input/display issues in kitchen menu
- Handled several issues with gifting pets
- Certain goblin torsos weren't being displayed
- Butchering and crafting is now in
- Abilities menu! Raise the dead if you learn the secrets, pet animals, spit, breathe fire and use other special powers in mods or as an arena-controlled creature/undead
- Left click to move to distant tiles
- Interaction-given syndrome tracking/timing improved
- NPCs should run and sleep again
- Added the trade/barter/demand conversation menu
- Sites without tables in their stockpile get emergency tables for their shops for now
- Printed tabletop items on tables, and stopped many other building items from printing on top of creatures
- Sound off init option should work in adventure mode now
- Adventurers are no longer unaware of their own name
- Adventurers should no longer be sprinting/walking/etc forever when retired into a fort
- Fixes that linux crash on the trainer menu again
- Makes liquids/powders not spill out of containers on unretire
- Right click menu has option to move more than one tile
- Npc sheets no longer give away their names unless you know them
- Cleaned up an intermittent crash from playing multiple adventure worlds
- Fixed crash from some old adventurers
- Stopped lockpicking menu from popping up until that's ready
- Fixed cave adaptation
- Optimization for loading speed with regards to flow events
- Restricted some actions like bookkeeping from happening outside fort mode
- Centered display of some wide-bodied creatures (some bears, anaconda, python, some animal people
- Fixed region map scrolling crash
- Crash fix related to multithreading
Are you going to be jumping in to do some adventuring?
They also said it's due to have a 20% discount, but it doesn't seem to be live just yet, but when the discount goes up it will be live until January 30th. Update: discount is now live!
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Great! Adventure mode has the deepest combat system ever. So much so the community created a form of martial arts called Kisat Dur on top of it.
Adventure mode dovetails with Fortress mode really well. Everything visitors to your fortress talk about, people on your fort write about, and things referred to in artwork like engravings can be visited, met, or fought. Adventurers can be brought to your forts, retired, then unretired when you need an adventurer to go off and do something. That includes crazy animal people adventurers. The mode is an extremely open sandbox, so it helps to use legends mode at the start of a world for inspiration for goals - maybe using the external legends viewer which is like an encyclopedia for the world with graphs and stats.
Intro, tutorial playlist on Blindirls channel. Kruggsmash has illustrated playthroughs set to music on Fortress and old era Adventure mode like The Watchful Eyes.
Last edited by Nim8 on 24 Jan 2025 at 9:57 am UTC
Adventure mode dovetails with Fortress mode really well. Everything visitors to your fortress talk about, people on your fort write about, and things referred to in artwork like engravings can be visited, met, or fought. Adventurers can be brought to your forts, retired, then unretired when you need an adventurer to go off and do something. That includes crazy animal people adventurers. The mode is an extremely open sandbox, so it helps to use legends mode at the start of a world for inspiration for goals - maybe using the external legends viewer which is like an encyclopedia for the world with graphs and stats.
Intro, tutorial playlist on Blindirls channel. Kruggsmash has illustrated playthroughs set to music on Fortress and old era Adventure mode like The Watchful Eyes.
Last edited by Nim8 on 24 Jan 2025 at 9:57 am UTC
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