DF2014 Talk:Werebeast

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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)

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)

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)