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Editing v0.34:Vampire

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There are two "normal" ways to be absolutely sure a dwarf is a vampire. The first is to catch them in the act; the dwarf will be clearly marked for the duration of the attack (i.e. Urist McUrist, Vampire on the [[unit list]], in red). A vampire does not mind if the player is currently "watching" or even following it. The second is to have a dwarf witness the event happening. This will permanently uncover their identities, but almost always results in a dead dwarf first. More arcane are indicators based on their physical abilities; vampires with injured guts do not [[vomit]], vampires with injured lungs have no problem "breathing", and submerged vampires will not [[drown]] (evoking the concept of an olden witch test for finding vampirism). Technically being undead, animated corpses will not evoke cancellation spam when a vampire sees them. An easy (albeit, [[cheating|cheap]]) way of screening migrants is to send them through a hallway with a zombie on the other side of fortifications/windows in clear sight. Normal dwarves will run away from the horrible sight of a harmless zombie but vampire dwarves will walk right through.
 
There are two "normal" ways to be absolutely sure a dwarf is a vampire. The first is to catch them in the act; the dwarf will be clearly marked for the duration of the attack (i.e. Urist McUrist, Vampire on the [[unit list]], in red). A vampire does not mind if the player is currently "watching" or even following it. The second is to have a dwarf witness the event happening. This will permanently uncover their identities, but almost always results in a dead dwarf first. More arcane are indicators based on their physical abilities; vampires with injured guts do not [[vomit]], vampires with injured lungs have no problem "breathing", and submerged vampires will not [[drown]] (evoking the concept of an olden witch test for finding vampirism). Technically being undead, animated corpses will not evoke cancellation spam when a vampire sees them. An easy (albeit, [[cheating|cheap]]) way of screening migrants is to send them through a hallway with a zombie on the other side of fortifications/windows in clear sight. Normal dwarves will run away from the horrible sight of a harmless zombie but vampire dwarves will walk right through.
  
Feeding is treated as a job by the game, and thus appears in the Job List with the text 'On Break' in cyan. It is possible that the genuine 'On Break' (teal) and the fake 'On Break' (cyan) occupy different positions in the Job List.
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Feeding is apparently treated as a job by the game, and thus appears in the Unit List with its text in cyan. The text reads 'On Break'. It is possible that the genuine 'On Break' (teal) and the fake 'On Break' (cyan) occupy different positions in the Job List.
  
 
Looking at the [[deity|deities]] that the dwarf believes in (in the {{k|r}}elationships screen) can be quite helpful.  As long as only "cursed" vampires immigrate (and not blood drinking ones), one of the deities of a vampire should have a "cursed the dwarf [untrue alias] . . ."  Lacking this clause in their deities seems to be a clear sign that you do ''not'' have a vampire.  This non-bugged way of checking a vampire is linked to the "cheap" bugged way of checking of vampires, which is described in the final paragraph.
 
Looking at the [[deity|deities]] that the dwarf believes in (in the {{k|r}}elationships screen) can be quite helpful.  As long as only "cursed" vampires immigrate (and not blood drinking ones), one of the deities of a vampire should have a "cursed the dwarf [untrue alias] . . ."  Lacking this clause in their deities seems to be a clear sign that you do ''not'' have a vampire.  This non-bugged way of checking a vampire is linked to the "cheap" bugged way of checking of vampires, which is described in the final paragraph.

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