v0.34:Animal person

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This article is about an older version of DF.

Animal peoples are indigenous tribes of half-man, half-beast creatures with various animal-like traits (such as flying, thievery, and poisons), inherited from their base animal. The original animal peoples were based on creatures classes, while more recent animal peoples are based on variations of species instead. They may appear either wandering above-ground in savage environments or in the caverns; these two populations form distinct groups. Animal peoples generally have significantly longer lifespans than their base animals, as well as the ability to learn.

Subterranean animal peoples are often equipped with primitive weaponry such as wooden spears and blowguns (they are also the only known source of blowdarts, which they will not willingly relinquish). While not interested in formal negotiations with dwarves, these animal peoples are usually not hostile; some will choose to band together against a common threat. Animal peoples are not trapavoid and will often blunder into your cage traps, serving as live bait for larger game and uninvited guests.

Subterranean animal peoples can join your party in adventurer mode, if you can find them.

Subterranean animal peoples[edit]


Being an entity of their own right, subterranean animal peoples possess ethics much like other civs. Their ethics are directly copied from kobolds and their values are all set to zero.

Like kobolds, subterranean animal peoples consider the killing of other living beings very much acceptable, but treason is unthinkable and they'll respond to the murder of their own kinds by exiling the offender from their tribes. They oppose torturing as an example and the torture of animals, but consider torturing for fun a fair game. Assault is considered a personal matter, while slavery, animal trophies, and the consumption of sapient beings (which includes other animal peoples) are all unthinkable acts.

Other animal peoples[edit]


Present from the first official release of the game, the animal people did not exist as a class but were instead part of a small group of subterranean creatures that harassed your dwarves. Frogmen, lizardmen, and snakemen emerged from cave rivers, and antmen, batmen, and ratmen would come out from chasms to attack.

v0.27.169.32a released three-dimensional worlds, and subterranean creatures were moved to flock near generated chasms, underground rivers, and underground pools. Cave swallowmen and olmmen were introduced. The first set of above-ground savage animal peoples were also introduced: leechmen, snailmen, slugmen, and tigermen.

In v0.31, every creature was renamed and/or had their properties revamped (for example, "frogman" was changed to "amphibian man" and "batman" was changed to "bat man"). Not every animal people were redefined in this version, and some continued to use old codes for many releases. The version also introduced "creature variation" templates which made converting existing animals to humanoid (and giant) variations much more efficient. Underground features were expanded to the current caverns, and subterranean animal peoples formed civilizations. More anthropomorphic variations of animals present at the time were added.

More animal peoples were added to the game in v0.34.