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Difference between revisions of "Ambusher"

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== Adventurer Mode ==
 
== Adventurer Mode ==
In [[adventurer mode]], the ambusher skill is gained by moving around while Sneaking is toggled on in {{key|S}}peed options. Sneak mode will automatically toggle off during sleep/wait and on the first move from fast travel, so in order to ambush random encounters, you should remember to toggle it back on before continuing.
+
In [[Adventurer mode]], Ambusher skill is gained by moving around while Sneaking is toggled on in {{key|S}}peed options. Sneak mode will automatically toggle off during sleep/wait and on the first move from fast travel, so in order to ambush random encounters, you should remember to toggle it back on before continuing.
  
A Sneaking character can remain undetected by others so long as they remain out of the other [[creatures]]' scope of perception, which varies by sensory organs and [[Observer]] skill. Until the character is detected, no [[level of conflict]] is generated between the character and an enemy or timid creature. Entering a friendly creature's scope of perception will generate some social discomfort toward your character. You will be unable to conceal yourself from any creature who detects you, but you will not automatically be revealed to others.
+
A sneaking character can remain undetected by others so long as they remain out of the other [[creatures]]' scope of perception, which varies by sensory organs and [[Observer]] skill. Until the character is detected, no [[level of conflict]] is generated between the character and an enemy or timid creature. Entering a friendly creature's scope of perception will generate some social discomfort toward your character. You will be unable to conceal yourself from any creature who detects you, but you will not automatically be revealed to others.
  
 
Movement rates at normal or slower [[gait]] are unmodified by stealth, but reduced at gaits faster than walk. Ambushing success is also sharply reduced by quicker gaits. Ambushing skill offsets the sneak penalty for faster gaits, but not the movement rate penalty.
 
Movement rates at normal or slower [[gait]] are unmodified by stealth, but reduced at gaits faster than walk. Ambushing success is also sharply reduced by quicker gaits. Ambushing skill offsets the sneak penalty for faster gaits, but not the movement rate penalty.

Revision as of 03:31, 11 September 2016

Skill: Ambusher
Association  
Profession Ranger
Job Title Hunter
Labor Hunting
Tasks
  • Hunt
Workshop
None
Attributes
  • Agility
  • Focus
  • Spatial Sense
  • Kinesthetic Sense
This article is about the current version of DF.
Note that some content may still need to be updated.

Dwarves with the hunting labor enabled automatically use the ambusher skill while hunting outside of the fortress, which allows them to sneak up on their prey. The ambusher skill is listed among the 'misc' skills. Dwarves using the ambush skill move more slowly, but, if successful, cannot be seen by enemies. Once close enough, the ambusher skill is no longer relevant, and the hunter will engage in standard combat with their prey using their crossbow.

Of note, players need a crossbow, a quiver, and bolts to successfully hunt. As of this version, hunters will not reload their bolts unless you turn the hunting labor off, then turn it back on again.

Since hunting is employed by players with varying success and your military will go after any game that looks at them funny anyway, you might be better off doing the good old 'hunt with your military'. After all, your military can be told to pick a specific target, and, more convenient, to stop, too. One must remove the hunting labor from the hunter to get them to stop.


Caveats

A dwarf with the hunting labor enabled will sleep outside, causing unhappy thoughts. It may thus be necessary to watch the mood of a full-time hunter and take them off the job in time.

Animals suitable to the biome will appear randomly on the edge of a map on each layer. By default, the layers are the surface and each cavern layer; dwarves can hunt wild animals on each of these layers. Only one group of animals will appear at any given time, and as soon as one group leaves another will take its place. This can result in your marmot hunter suddenly having an unpleasant chitchat with an elephant, giant eagle, or worse. However, a seasoned and well-equipped hunter is more than a match for a giant eagle, and can be a good preemptive defense for your above-ground workers.

Hunters using crossbows must have a quiver to hold their bolts. Due to this change of behavior in version 0.31.x, the standard load for embarking now includes 3 quivers.

An unskilled hunter will crawl in ambush mode, making the hunter unable to reach fast animals like badgers. Fortunately, an experienced one will be able to rapidly bring down even swift prey.

Ten novice hunters working together can take down even very large, very fast animals. A highly skilled and agile hunter will be able to single-handedly take down nearly anything.

Adventurer Mode

In Adventurer mode, Ambusher skill is gained by moving around while Sneaking is toggled on in Speed options. Sneak mode will automatically toggle off during sleep/wait and on the first move from fast travel, so in order to ambush random encounters, you should remember to toggle it back on before continuing.

A sneaking character can remain undetected by others so long as they remain out of the other creatures' scope of perception, which varies by sensory organs and Observer skill. Until the character is detected, no level of conflict is generated between the character and an enemy or timid creature. Entering a friendly creature's scope of perception will generate some social discomfort toward your character. You will be unable to conceal yourself from any creature who detects you, but you will not automatically be revealed to others.

Movement rates at normal or slower gait are unmodified by stealth, but reduced at gaits faster than walk. Ambushing success is also sharply reduced by quicker gaits. Ambushing skill offsets the sneak penalty for faster gaits, but not the movement rate penalty.

Hunting

A hunter picks a mark at random, which he then pursues. Hunters seem to switch marks under certain circumstances. As an ambusher gets closer to his prey, there is a greater and greater chance he or she will be spotted by the animal and stop ambushing. Higher skill allows dwarves to get closer before being spotted, and also increases the speed at which a dwarf can move while sneaking.

Generally, when the dwarf is within shooting range the dwarf will move to engage. From there, the ambusher skill has no effect, and only combat skills are used.

Upon killing the prey, a hunter will usually carry it home to the butcher's shop. A hunter may kill other creatures that are closer to them than the fleeing mark he is intent on catching. They will ignore the accidental carcass and only bring home a carcass they have marked beforehand. This means that sometimes multiple dead critters per hunt will be lying about and start rotting around the map if you do not set the refuse orders to 'gather refuse from outside' (corpses count as refuse). If you do this and have a good system of stockpiles, available dwarf haulers and a map free of menacing critters (like with calm surroundings), then you should have the outside of your fort just as tidy as the inside, and will be able to salvage the corpses. If you do that on the wrong map, you will see some dwarf carcasses added instead.

A hunter armed with a crossbow will increase his marksdwarf, ambusher and archery skills.

After a period of time, most hunters will eventually cause the extinction of the wild animals in the biomes where your fort is located. There are two ways to prevent this. The first is to ensure that some animals always escape; many animals spawn on the map in groups or herds, and as long as at least one member of this group survives to leave the map later, the population of that creature will not decrease. Another method is to capture the wild animals, breed them, and then either release them back into the biome or hunt the offspring.

Postprocessing

Hunters will drop carcasses directly into the butcher's shop. A butcher will then take over and process the game animal to create many byproducts. If your butcher is not fast enough, a hauler may take the corpse from the butcher's shop and put it in the refuse stockpile, your butcher will have to haul it back before he can process it. Eventually, the butcher's shop may become cluttered if it fills up with too many byproducts. Clutter slows down butchering speed which may lead to corpses rotting while waiting to be butchered. Rotten non-sentient corpses and skeletons can be processed, but will not yield meat, fat or raw hides. Rotten corpses and some byproducts will create miasma if left to rot underground.

Dogs

You can assign hunting dogs to your hunters, which can sneak alongside their masters and attack the hunter's prey. You can also assign War dogs, which are much stronger and can help take down bigger game, but cannot sneak and may rush into combat early.

Weapons and Tactics

You should consider training hunters in wrestling in order for them to defend themselves. Wrestling will help them to break the jaw-grips that the enemy critter places on him, and will help the dwarf wrestle on his own and even place his own jaw grips if both of his hands are incapacitated, and is the only option if a weapon is dropped or stuck in the animal. You should also consider training them in the hammerdwarf skill, as a crossbow is used with this skill if an animal engages in melee against a marksdwarf. Hunters will fight to the death if engaged, but get a job cancellation if they run out of bolts. Without bolts assigned, he must fight with the butt of the crossbow, which functions similarly to a war hammer.

Using your military to hunt can be safer and more efficient than using hunters, particularly if they are agile enough to simply outrun the creatures.

Be warned that hunters will not stop their current hunt if you disable their hunting labor; hence, your dwarf may end up hunting whatever creatures spawn next, with potentially suicidal results. This may be avoidable by disabling the labor while hunting or returning the kill.

Free equipment

Any immigrating hunters arrive with a full set of proper equipment: a metal crossbow, a quiver, and some bolts.

See also

Archer

Bugs

  • Weapons of hunters might not be assigned properly. Even if a hunter has a quiver and bow, and assigned ammo, he may not have the right bow. Disable his hunting skill so he stockpiles his equipment, then re-enable hunting when he's done.
Miner
Woodworker
Stoneworker
Ranger
Doctor
Farmer
Fishery worker
Metalsmith
Jeweler
Craftsdwarf
Engineer

Administrator
Military
General
Weapon
Other
Social
Broker
Other
Performance
Music
Spoken
Scholar

Other/Peasant
Unused