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.

Difference between revisions of "DF2014 Talk:Werebeast"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
m (→‎berserk behaviour: fixed typo)
 
(33 intermediate revisions by 10 users not shown)
Line 1: Line 1:
 +
== Chance of Infection ==
 +
I question the implication that a humanoid with a "torn" injury has a chance NOT to become infected. I just watched four dwarves get bitten, and all four were infected. Maybe I'm just lucky.
 +
 +
Has anyone seen a dwarf with a "torn" injury not get infected?
 +
[[User:Leonidas|Leonidas]] ([[User talk:Leonidas|talk]]) 09:18, 19 February 2018 (UTC)
 +
 +
---
 +
I have a carpenter who received "left lower arm, bone Torn open" the injury is classed in the health screen as X~ partially torn.
 +
 +
I savescummed once and neither time did he turn, and all other 6 suspected infected turned each time. Werelizard infection--[[User:Tarncast|Tarncast]] ([[User talk:Tarncast|talk]]) 20:31, 17 June 2022 (UTC) -Tarncast
 +
 
== Bite Mechanics ==
 
== Bite Mechanics ==
 
Has anyone figured out the exact details of when a werebite infects someone? I recently had a mechanic bitten and shaken horribly before a friendly lumberjack disemboweled the werewombat assailant. The shaking inflicted massive injuries, but the bite itself only bruised the skin before grasping. The mechanic did not turn, and (barely) managed to survive the recovery process. Can anyone confirm a case in which a werebite both:
 
Has anyone figured out the exact details of when a werebite infects someone? I recently had a mechanic bitten and shaken horribly before a friendly lumberjack disemboweled the werewombat assailant. The shaking inflicted massive injuries, but the bite itself only bruised the skin before grasping. The mechanic did not turn, and (barely) managed to survive the recovery process. Can anyone confirm a case in which a werebite both:
Line 7: Line 18:
  
 
It'd be VERY nice to know if your dwarves are going to go postal in a month immediately after the battle, rather than AFTER putting them through surgery and carrying out lengthy quarantine procedures.
 
It'd be VERY nice to know if your dwarves are going to go postal in a month immediately after the battle, rather than AFTER putting them through surgery and carrying out lengthy quarantine procedures.
 +
 +
== adv mod times and durations ==
 +
 +
It's difficult to be precise, but the full phase appears to last 1.75 days. On 25th Granite it begins immediately at midnight and continues to sunset of the 26th. On 13th Limestone it appears to start around 03:00 and end around 21:00 the 14th. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 05:49, 20 July 2017 (UTC)
 +
* Sandstone 10 at sunset until Sandstone 12,  ~3 hrs before sunset.  [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 04:11, 29 July 2017 (UTC)
 +
* Timber 8, 3hrs to sunset until noon of Timber 10. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 09:37, 10 August 2017 (UTC)
 +
* Moonstone 6 at noon until ~3 hrs after dawn on Moonstone 8. Start transformations appear to occur at the same time as the previous end transformation. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 00:55, 18 August 2017 (UTC)
 +
* Opal 4 3 hrs after dawn until Opal 6, 3 hrs before dawn. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 00:21, 23 August 2017 (UTC)
 +
** That was probably off. Without better precision I can only estimate the hrs. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 17:31, 29 August 2017 (UTC)
 +
* Obsidian 2nd a little after dawn, til Obsidian 4th a little after midnight. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 17:31, 29 August 2017 (UTC)
 +
 +
==List of possible werebeasts==
 +
 +
As the topic suggests, it’d be nice to have a list of all the different kinds of werebeasts in this article (and possibly partial raws for those?) [[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 12:32, 14 April 2018 (UTC)
 +
* Here’s the list, in case the forum thread meph put up today gets buried (http://www.bay12forums.com/smf/index.php?topic=175999.0):
 +
REPTILE_LIZARD
 +
REPTILE_CHAMELEON
 +
REPTILE_IGUANA
 +
REPTILE_GECKO
 +
REPTILE_SKINK
 +
REPTILE_GILA_MONSTER
 +
REPTILE_MONITOR
 +
REPTILE_TURTLE
 +
REPTILE_TORTOISE
 +
MAMMAL_OPOSSUM
 +
MAMMAL_KOALA
 +
MAMMAL_WOMBAT
 +
MAMMAL_KANGAROO
 +
MAMMAL_SLOTH
 +
MAMMAL_ANTEATER
 +
MAMMAL_ARMADILLO
 +
MAMMAL_SQUIRREL
 +
MAMMAL_MARMOT
 +
MAMMAL_BEAVER
 +
MAMMAL_GOPHER
 +
MAMMAL_RAT
 +
MAMMAL_MOUSE
 +
MAMMAL_PORCUPINE
 +
MAMMAL_CHINCHILLA
 +
MAMMAL_CAVY
 +
MAMMAL_CAPYBARA
 +
MAMMAL_RABBIT
 +
MAMMAL_HARE
 +
MAMMAL_LEMUR
 +
MAMMAL_LORIS
 +
MAMMAL_MONKEY
 +
MAMMAL_APE
 +
MAMMAL_HEDGEHOG
 +
MAMMAL_SHREW
 +
MAMMAL_MOLE
 +
MAMMAL_WOLF
 +
MAMMAL_COYOTE
 +
MAMMAL_FOX
 +
MAMMAL_JACKAL
 +
MAMMAL_RACCOON
 +
MAMMAL_COATI
 +
MAMMAL_WEASEL
 +
MAMMAL_BADGER
 +
MAMMAL_SKUNK
 +
MAMMAL_BEAR
 +
MAMMAL_PANDA
 +
MAMMAL_CAT
 +
MAMMAL_PANTHER
 +
MAMMAL_MONGOOSE
 +
MAMMAL_HYENA
 +
MAMMAL_CIVET
 +
MAMMAL_PANGOLIN
 +
MAMMAL_ELEPHANT
 +
MAMMAL_MAMMOTH
 +
MAMMAL_HORSE
 +
MAMMAL_ASS
 +
MAMMAL_ZEBRA
 +
MAMMAL_TAPIR
 +
MAMMAL_RHINOCEROS
 +
MAMMAL_PIG
 +
MAMMAL_WARTHOG
 +
MAMMAL_CAMEL
 +
MAMMAL_LLAMA
 +
MAMMAL_GIRAFFE
 +
MAMMAL_DEER
 +
MAMMAL_ELK
 +
MAMMAL_MOOSE
 +
MAMMAL_ANTELOPE
 +
MAMMAL_SHEEP
 +
MAMMAL_GOAT
 +
MAMMAL_BISON
 +
MAMMAL_BUFFALO
 +
MAMMAL_BULL
 +
* -[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 10:18, 28 March 2020 (UTC)
 +
 +
== Strange moods? ==
 +
 +
Can werebeasts even get them? I don't think it's ever happened to me and I'm not sure it would even work given that they go insane once a month and artifact-making takes longer than that, which makes me think that it's not a thing.
 +
 +
Can anyone confirm? I don't want to add something I'm not sure about, but it's also something that would be tough to go about proving since it's harder to prove a negative, and I can't say I've ever had a fort with a high enough population of werebeasts for them not having a mood to be meaningful. [[User:Feather|Feather]] ([[User talk:Feather|talk]]) 07:05, 1 October 2020 (UTC)
 +
 +
* While transformed they don’t have the [[DF2014:Creature_token#STRANGE_MOODS|STRANGE_MOODS]] token, so the only option is for them to go into a strange mood between full moons. Here’s an experiment-concept: Enclose a bunch of (preferably already stressed) dwarves in individual rooms with a bunch of statues and make the rooms temples of a god with a known were-curse. Ensure the dwarves have a source of food and water. Perhaps dump the corpsw of a sentient in each room as well. Sooner or later, the dwarves should tantrum, and hopefully get cursed. Then, wait. If there is only a minority of non-cursed dwarves, and they keep getting the strange moods against all probability, then cursed dwarves probably can’t get moods. [[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 10:52, 1 October 2020 (UTC)
 +
 +
== 'Sparring dwarves teleport through 1-tile walls' - still valid? ==
 +
 +
"Note that as of 40.24 there is a nasty bug which lets sparring dwarves teleport through 1-tile walls, so make sure the walls to their prison are at least 2 tiles thick, and install two 1-tile bridges connected to one lever as a door."
 +
 +
Isolated this line in the article a while back. Does anyone know what bug this is referring to, and if it has been fixed? Cheers.
 +
 +
[[User:Spdx|Spdx]] ([[User talk:Spdx|talk]]) 12:05, 31 March 2021 (UTC)
 +
 +
Editing to say that I found the bug in the bug tracker and it's been marked as fixed in 47.04. Removing line. http://www.bay12games.com/dwarves/mantisbt/view.php?id=7444
 +
 +
[[User:Spdx|Spdx]] ([[User talk:Spdx|talk]]) 12:30, 3 April 2021 (UTC)
 +
 +
== berserk behaviour ==
 +
 +
The article currently states that:
 +
:"''In previous versions of Dwarf Fortress, a berserk werebeast would not attack another werebeast of the same species as themselves, however this behavior currently seems to be broken in fortress mode and transformed werebeasts are truly berserk.''"
 +
 +
Broken? Is it a confirmed bug or possibly a feature where the berserk state of werebeast is now so intense that it attacks everyone? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 14:01, 18 January 2022 (UTC)
 +
 +
I have 6 werelizards holed up in a 3xe room together, no infighting. For whatever reason --[[User:Tarncast|Tarncast]] ([[User talk:Tarncast|talk]]) 20:33, 17 June 2022 (UTC)
 +
 +
Maybe it's possible previous infighting was as the result of a loyalty following an attack on untransformed dwarves or vice versa?--[[User:Tarncast|Tarncast]] ([[User talk:Tarncast|talk]]) 20:46, 17 June 2022 (UTC)
 +
 +
This is bizarre, certain werelizards started fighting each other this time when they transformed, the fight carried on including after transformation until one was left.--[[User:Tarncast|Tarncast]] ([[User talk:Tarncast|talk]]) 22:04, 17 June 2022 (UTC)
 +
 +
I have a pit with two dwarf werelizards and they're not fighting when they transform. See https://youtu.be/GA5fPGDYn24 . My guess is that they might fight each other if they are triggered to fight something else, sort of like a loyalty cascade, but if they are not currently fighting anything they won't fight each other. --[[User:DogTrap|DogTrap]] ([[User talk:DogTrap|talk]]) 15:31, 18 October 2022 (UTC)
 +
 +
I think you're right, it was a while ago now but I think I might have left the werelizard squad on duty when they transformed, and I think someone on here said soldiers will still attack on sight.
 +
 +
So presumably if transformation is not exactly simultaneous one might have become aggressive and caused a loyalty cascade like you say.--[[User:Tarncast|Tarncast]] ([[User talk:Tarncast|talk]]) 18:10, 18 October 2022 (UTC)
 +
 +
Well now, just as all this was working fine, I was watching those same two a few months later and they started attacking each other ''after'' they transformed back into dwarfs.  No idea what caused it. I don't think it was a loyalty cascade because the fortress was mostly peaceful lately.  Maybe they just saw each other in were form and freaked out?  Either way, this could complicate things for people who want to have a werebeast military and just sequester them in the barracks once a month.  [[User:DogTrap|DogTrap]] ([[User talk:DogTrap|talk]]) 16:07, 19 October 2022 (UTC)
 +
 +
Should probably wrap this up in the article then, something along the lines of werebeasts do not consistently remain neutral to their fellow afflicted and are likely to result in a fight to the death  if housed together for multiple transformations.
 +
--[[User:Tarncast|Tarncast]] ([[User talk:Tarncast|talk]]) 16:55, 19 October 2022 (UTC)
 +
 +
Aha! Seems like someone already addressed this issue in the military section: "An important thing to remember is the following: If two or more transformed dwarves have any sort of active military order (either from an alert or direct orders), and can see each other at the moment they change back from wereform, then they will instantly begin fighting to the death, causing a loyalty cascade."  Those two dwarfs had a station order there because I ordered them to a station so I could open up the pit and clear out the bodies, but I forgot to remove the order after I resealed the pit. [[User:DogTrap|DogTrap]] ([[User talk:DogTrap|talk]]) 12:19, 20 October 2022 (UTC)
 +
 +
== Images ==
 +
 +
I thought to add [[:File:Fending off the wolves by ncorva.jpg|this image]] here, as illustration of ~werebeast threat across the world. But it seem like we already have too many images here. Any objection for replacing the [[:File:Werewolf preview.png]] with it (we already have something similar in adventure mode section, which also illustrates the transformation and loss of cloth) --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 18:00, 28 January 2022 (UTC)
 +
 +
:In my opinion this article doesn't have too many images yet: it's quite a long article with four images. However, while Ncorva's image is beatiful, I don't think that the creatures depicted match DF werewolves very well. DF werebeasts are all humanoids, while the beasts in that image seem more or less like natural wolves. [[User:Tanamoril|Tanamoril]] ([[User talk:Tanamoril|talk]]) 07:14, 29 January 2022 (UTC)
 +
 +
:: I like to have an illustration on every page, even for the most banal of topics. However, in terms of quantity I tend to side with less is more, because of the nature of our artworks here (widely different depictions, styles and quality) I feel that more tend to overwhelm and sometime slide into www cool art gallery territory.
 +
:: I think that Ncorva's image is vague enough, those wolf heads can easily pass as werewolfs, and can serve a purpose to illustrate attacks on human villages in adventure mode. Meanwhile the [[:File:DnD Lycantrop.png]] can replace [[:File:Werewolf preview.png]] as it serves the same purpose plus showing a transformation and is less specific so leaves more to the imagination. But, i don't mind either way, whatever majority rules works for me. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 19:57, 29 January 2022 (UTC)
 +
 +
== Infecting your entire fortress ==
 +
 +
I think this section might need to be removed or massively overhauled given that werebeasts are now fully berserk.
 +
 +
Probably the only outcome is a battle royale playing out until one dwarf is left standing.--[[User:Tarncast|Tarncast]] ([[User talk:Tarncast|talk]]) 00:34, 18 June 2022 (UTC)

Latest revision as of 12:19, 20 October 2022

Chance of Infection[edit]

I question the implication that a humanoid with a "torn" injury has a chance NOT to become infected. I just watched four dwarves get bitten, and all four were infected. Maybe I'm just lucky.

Has anyone seen a dwarf with a "torn" injury not get infected? Leonidas (talk) 09:18, 19 February 2018 (UTC)

--- I have a carpenter who received "left lower arm, bone Torn open" the injury is classed in the health screen as X~ partially torn.

I savescummed once and neither time did he turn, and all other 6 suspected infected turned each time. Werelizard infection--Tarncast (talk) 20:31, 17 June 2022 (UTC) -Tarncast

Bite Mechanics[edit]

Has anyone figured out the exact details of when a werebite infects someone? I recently had a mechanic bitten and shaken horribly before a friendly lumberjack disemboweled the werewombat assailant. The shaking inflicted massive injuries, but the bite itself only bruised the skin before grasping. The mechanic did not turn, and (barely) managed to survive the recovery process. Can anyone confirm a case in which a werebite both:

1) Failed to break the skin, and

2) Succeeded in infecting the victim?

It'd be VERY nice to know if your dwarves are going to go postal in a month immediately after the battle, rather than AFTER putting them through surgery and carrying out lengthy quarantine procedures.

adv mod times and durations[edit]

It's difficult to be precise, but the full phase appears to last 1.75 days. On 25th Granite it begins immediately at midnight and continues to sunset of the 26th. On 13th Limestone it appears to start around 03:00 and end around 21:00 the 14th. Uzu Bash (talk) 05:49, 20 July 2017 (UTC)

  • Sandstone 10 at sunset until Sandstone 12, ~3 hrs before sunset. Uzu Bash (talk) 04:11, 29 July 2017 (UTC)
  • Timber 8, 3hrs to sunset until noon of Timber 10. Uzu Bash (talk) 09:37, 10 August 2017 (UTC)
  • Moonstone 6 at noon until ~3 hrs after dawn on Moonstone 8. Start transformations appear to occur at the same time as the previous end transformation. Uzu Bash (talk) 00:55, 18 August 2017 (UTC)
  • Opal 4 3 hrs after dawn until Opal 6, 3 hrs before dawn. Uzu Bash (talk) 00:21, 23 August 2017 (UTC)
    • That was probably off. Without better precision I can only estimate the hrs. Uzu Bash (talk) 17:31, 29 August 2017 (UTC)
  • Obsidian 2nd a little after dawn, til Obsidian 4th a little after midnight. Uzu Bash (talk) 17:31, 29 August 2017 (UTC)

List of possible werebeasts[edit]

As the topic suggests, it’d be nice to have a list of all the different kinds of werebeasts in this article (and possibly partial raws for those?) Voliol (talk) 12:32, 14 April 2018 (UTC)

REPTILE_LIZARD
REPTILE_CHAMELEON
REPTILE_IGUANA
REPTILE_GECKO
REPTILE_SKINK
REPTILE_GILA_MONSTER
REPTILE_MONITOR
REPTILE_TURTLE
REPTILE_TORTOISE
MAMMAL_OPOSSUM
MAMMAL_KOALA
MAMMAL_WOMBAT
MAMMAL_KANGAROO
MAMMAL_SLOTH
MAMMAL_ANTEATER
MAMMAL_ARMADILLO
MAMMAL_SQUIRREL
MAMMAL_MARMOT
MAMMAL_BEAVER
MAMMAL_GOPHER
MAMMAL_RAT
MAMMAL_MOUSE
MAMMAL_PORCUPINE
MAMMAL_CHINCHILLA
MAMMAL_CAVY
MAMMAL_CAPYBARA
MAMMAL_RABBIT
MAMMAL_HARE
MAMMAL_LEMUR
MAMMAL_LORIS
MAMMAL_MONKEY
MAMMAL_APE
MAMMAL_HEDGEHOG
MAMMAL_SHREW
MAMMAL_MOLE
MAMMAL_WOLF
MAMMAL_COYOTE
MAMMAL_FOX
MAMMAL_JACKAL
MAMMAL_RACCOON
MAMMAL_COATI
MAMMAL_WEASEL
MAMMAL_BADGER
MAMMAL_SKUNK
MAMMAL_BEAR
MAMMAL_PANDA
MAMMAL_CAT
MAMMAL_PANTHER
MAMMAL_MONGOOSE
MAMMAL_HYENA
MAMMAL_CIVET
MAMMAL_PANGOLIN
MAMMAL_ELEPHANT
MAMMAL_MAMMOTH
MAMMAL_HORSE
MAMMAL_ASS
MAMMAL_ZEBRA
MAMMAL_TAPIR
MAMMAL_RHINOCEROS
MAMMAL_PIG
MAMMAL_WARTHOG
MAMMAL_CAMEL
MAMMAL_LLAMA
MAMMAL_GIRAFFE
MAMMAL_DEER
MAMMAL_ELK
MAMMAL_MOOSE
MAMMAL_ANTELOPE
MAMMAL_SHEEP
MAMMAL_GOAT
MAMMAL_BISON
MAMMAL_BUFFALO
MAMMAL_BULL 

Strange moods?[edit]

Can werebeasts even get them? I don't think it's ever happened to me and I'm not sure it would even work given that they go insane once a month and artifact-making takes longer than that, which makes me think that it's not a thing.

Can anyone confirm? I don't want to add something I'm not sure about, but it's also something that would be tough to go about proving since it's harder to prove a negative, and I can't say I've ever had a fort with a high enough population of werebeasts for them not having a mood to be meaningful. Feather (talk) 07:05, 1 October 2020 (UTC)

  • While transformed they don’t have the STRANGE_MOODS token, so the only option is for them to go into a strange mood between full moons. Here’s an experiment-concept: Enclose a bunch of (preferably already stressed) dwarves in individual rooms with a bunch of statues and make the rooms temples of a god with a known were-curse. Ensure the dwarves have a source of food and water. Perhaps dump the corpsw of a sentient in each room as well. Sooner or later, the dwarves should tantrum, and hopefully get cursed. Then, wait. If there is only a minority of non-cursed dwarves, and they keep getting the strange moods against all probability, then cursed dwarves probably can’t get moods. Voliol (talk) 10:52, 1 October 2020 (UTC)

'Sparring dwarves teleport through 1-tile walls' - still valid?[edit]

"Note that as of 40.24 there is a nasty bug which lets sparring dwarves teleport through 1-tile walls, so make sure the walls to their prison are at least 2 tiles thick, and install two 1-tile bridges connected to one lever as a door."

Isolated this line in the article a while back. Does anyone know what bug this is referring to, and if it has been fixed? Cheers.

Spdx (talk) 12:05, 31 March 2021 (UTC)

Editing to say that I found the bug in the bug tracker and it's been marked as fixed in 47.04. Removing line. http://www.bay12games.com/dwarves/mantisbt/view.php?id=7444

Spdx (talk) 12:30, 3 April 2021 (UTC)

berserk behaviour[edit]

The article currently states that:

"In previous versions of Dwarf Fortress, a berserk werebeast would not attack another werebeast of the same species as themselves, however this behavior currently seems to be broken in fortress mode and transformed werebeasts are truly berserk."

Broken? Is it a confirmed bug or possibly a feature where the berserk state of werebeast is now so intense that it attacks everyone? --Jan (talk) 14:01, 18 January 2022 (UTC)

I have 6 werelizards holed up in a 3xe room together, no infighting. For whatever reason --Tarncast (talk) 20:33, 17 June 2022 (UTC)

Maybe it's possible previous infighting was as the result of a loyalty following an attack on untransformed dwarves or vice versa?--Tarncast (talk) 20:46, 17 June 2022 (UTC)

This is bizarre, certain werelizards started fighting each other this time when they transformed, the fight carried on including after transformation until one was left.--Tarncast (talk) 22:04, 17 June 2022 (UTC)

I have a pit with two dwarf werelizards and they're not fighting when they transform. See https://youtu.be/GA5fPGDYn24 . My guess is that they might fight each other if they are triggered to fight something else, sort of like a loyalty cascade, but if they are not currently fighting anything they won't fight each other. --DogTrap (talk) 15:31, 18 October 2022 (UTC)

I think you're right, it was a while ago now but I think I might have left the werelizard squad on duty when they transformed, and I think someone on here said soldiers will still attack on sight.

So presumably if transformation is not exactly simultaneous one might have become aggressive and caused a loyalty cascade like you say.--Tarncast (talk) 18:10, 18 October 2022 (UTC)

Well now, just as all this was working fine, I was watching those same two a few months later and they started attacking each other after they transformed back into dwarfs. No idea what caused it. I don't think it was a loyalty cascade because the fortress was mostly peaceful lately. Maybe they just saw each other in were form and freaked out? Either way, this could complicate things for people who want to have a werebeast military and just sequester them in the barracks once a month. DogTrap (talk) 16:07, 19 October 2022 (UTC)

Should probably wrap this up in the article then, something along the lines of werebeasts do not consistently remain neutral to their fellow afflicted and are likely to result in a fight to the death if housed together for multiple transformations. --Tarncast (talk) 16:55, 19 October 2022 (UTC)

Aha! Seems like someone already addressed this issue in the military section: "An important thing to remember is the following: If two or more transformed dwarves have any sort of active military order (either from an alert or direct orders), and can see each other at the moment they change back from wereform, then they will instantly begin fighting to the death, causing a loyalty cascade." Those two dwarfs had a station order there because I ordered them to a station so I could open up the pit and clear out the bodies, but I forgot to remove the order after I resealed the pit. DogTrap (talk) 12:19, 20 October 2022 (UTC)

Images[edit]

I thought to add this image here, as illustration of ~werebeast threat across the world. But it seem like we already have too many images here. Any objection for replacing the File:Werewolf preview.png with it (we already have something similar in adventure mode section, which also illustrates the transformation and loss of cloth) --Jan (talk) 18:00, 28 January 2022 (UTC)

In my opinion this article doesn't have too many images yet: it's quite a long article with four images. However, while Ncorva's image is beatiful, I don't think that the creatures depicted match DF werewolves very well. DF werebeasts are all humanoids, while the beasts in that image seem more or less like natural wolves. Tanamoril (talk) 07:14, 29 January 2022 (UTC)
I like to have an illustration on every page, even for the most banal of topics. However, in terms of quantity I tend to side with less is more, because of the nature of our artworks here (widely different depictions, styles and quality) I feel that more tend to overwhelm and sometime slide into www cool art gallery territory.
I think that Ncorva's image is vague enough, those wolf heads can easily pass as werewolfs, and can serve a purpose to illustrate attacks on human villages in adventure mode. Meanwhile the File:DnD Lycantrop.png can replace File:Werewolf preview.png as it serves the same purpose plus showing a transformation and is less specific so leaves more to the imagination. But, i don't mind either way, whatever majority rules works for me. --Jan (talk) 19:57, 29 January 2022 (UTC)

Infecting your entire fortress[edit]

I think this section might need to be removed or massively overhauled given that werebeasts are now fully berserk.

Probably the only outcome is a battle royale playing out until one dwarf is left standing.--Tarncast (talk) 00:34, 18 June 2022 (UTC)