In this, you have the same rogue-like environment with levels, traps, treasures, monsters, etc., but instead of controlling a single adventurer, you give orders to an entire population of dwarves. The mode DF is most famous for, though, is fortress mode. If you liked Nethack, I'm sure you'll enjoy adventure mode. With the important distinction that DF remembers history not just the layout of levels, also creatures have thoughts that are caused by earlier events in the game, there is artwork depicting historically significant events, etc. I have never played DF in adventure mode, but a lot of concepts in the game are similar to Rogue and its successors. In adventure mode, probably somewhat similar. I've discovered/invented a number of game mechanics. I'm the creator of Morul Cattenmat, who mastered every skill in the game as it was at the time over the course of 10 months, with accompanying story. There's going to be a certain inherent complexity simply because that's what the game *is* and strives for.ĭisclaimer: I've been playing DF since the 2D era. There's a TON of low hanging fruit in DF so I'm quite optimistic they can do it, but you get diminishing returns. Making inherently complex things simple is really, really hard. The goal here with the Steam release was to make the game more accessible without affecting the underlying mechanics. That might mean 4X games aren't for you, and that's okay. 4X games tend to be fairly inaccessible simply due to the complexity of the mechanics of the game. So yes, more accessible is good, but there's a tradeoff - does the accessibility necessitate a simplifying of the mechanics? I'm not saying that's a bad tradeoff, but it is a tradeoff. And the meta is a bit different, but once you learn it, the payoff is a lot more agency and creativity in the game. Is it harder than Rimworld, well, yeah, if only due to the greater granularity, depth, and scale (plus z-levels makes defense considerably harder when you can get enemies on flying mounts, etc.). After adventuring, start a new mountainhome in the same world to avenge your previous fortress, preserving all the same historical threads, relationships, and so on. There's a depth to the game that is almost infinitely explorable. You'll hear references to individuals in your old colony, find their artifacts scattered around the world through trade and pillaging, individuals kidnapped from your fortress and their descendants, and so on. It's quite fun to build out a fortress to the point of it's collapse, then enter the same world as an adventurer and explore your fallen fortress, the world around it, the enemies you fought, and so on. This is especially observable in adventure mode. If another community knows about you, there must have been a mechanism to transfer that information - traders, etc. There is no magic information in the game. Dwarf Fortress also has really interesting story mechanics, if you allow yourself to explore them. You are building more complex communities with more complex interactions, more complex character development.ĭwarf Fortress is just *more*. You have a lot more room for all of those options. Where a Rimworld community wants to be 8-20 individuals, a DF community wants to be 30-200. It can also be either more rewarding as a result, or allow for more interesting stories. Masting DF combat is going to take longer. Dwarf Fortress has 14 weapon skills, 2 equipment skills, and 8 general combat skills. You have two combat categories - melee, and ranged. But if you've played Rimworld, the Rimworld meta is designed to streamline all of the DF mechanics. You can build a fortress with minimal need for combat, just by choosing your starting location to not have enemies nearby. Understand too that the game is very much like Rimworld (which was influenced by DF) in that it's more of a story generator than a game. The benefit of the Steam version is that it should address the UI, the ASCII hurdle, and give you some kind of tutorial to understand the meta (the pull quote there suggests the tutorial could use more work). The challenge was always learning to work with ASCII graphics (not a problem for us olds who've been playing Rogue for 40 years), navigating the not complex, but extremely unintuitive UI, and then mastering the complexities of the meta which will take numerous playthroughs. Understanding DF meta is relatively straightforward.
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