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Editing Ambush
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− | {{Quality| | + | {{Quality|Exceptional|04:38, 17 May 2015 (UTC)}} |
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− | [[File: | + | [[File:Goblin ambush.jpg|thumb|right|350px|A [[goblin]] ambush (read: prime [[goblinite]]) can result in dangerous amounts of [[fun]] if not spotted early - as here.]] |
− | An '''ambush''' is a type of attack in [[fortress mode]] where a small force of enemy {{Catlink|humanoids}} attempts a sneak attack on your [[fortress]]. | + | An '''ambush''' is a type of attack in [[fortress mode]] where a small force of enemy {{Catlink|humanoids}}, typically [[goblin]]s, attempts a sneak attack on your [[fortress]]. While smaller in scope than a full [[siege]], ambushes are not related to the number of [[dwarf|dwarves]] in your fortress, and so can be triggered by relatively small populations. |
− | + | Ambushes are not announced immediately, and the attacking units are only revealed when your fortress becomes aware of the attackers, either when they set off a [[cage trap]] or come sufficiently close to a dwarf, [[caravan]] member, or [[pet]] (they ignore wildlife). Ambushes can also be discovered manually, but not spotted, if you happen upon on an invader [[corpse]] and some [[goblinite]] in one of your [[trap]]s. Once an ambush [[squad]] is detected, an ambush will generate a [[Announcement#Major announcement|major announcement]], the wording of which depends on the invader. | |
− | Ambushes, just like [[siege]]s, nearly always happen at the | + | Ambushes, just like [[siege]]s, nearly always happen at the end of a season, generally in the last 10-15 days of the season. Ambushes tend to arrive with [[caravan]]s but can happen any time. Note that goblins will usually ambush with more than one squad (2 to 4), each of which will trigger a separate message and also has to be detected separately. If ambushers are caught in cage traps, they will be marked as Caged Prisoner in the unit screen. These prisoners can be dragged around between cages (or tossed over tall towers) without risk of a jailbreak, unlike goblin thieves. If you abandon your fortress while an ambush is active, you will receive the message "Your strength has been broken." Finally, when the leader of an ambush is killed (or captured), but not the other units, they will stand around and "wait" for their leader; this is probably a [[bug]]. |
== Types of ambushes == | == Types of ambushes == | ||
− | === | + | === Goblins === |
− | {{ | + | [[File:RT-Third Ambush 01.png|thumb|left|400px|A goblin ambush imparts some [[fun|!!FUN!!]] new lines in a player's [[announcement]]s screen.]] |
+ | {{removed feature}} | ||
+ | [[Goblin]] ambushes are usually announced with the message "An ambush! Curse them!", though this is occasionally modified to "A human has sprung from ambush!" if a captured [[human]] leads the [[squad]] (human [[civilization]]s themselves do not send ambushes, only [[siege]]s). Goblin ambushes are attracted by relatively high amounts of wealth; beyond a certain threshold, the higher the wealth, the more attractive your fortress becomes as a goblin ambush target. | ||
− | [[ | + | Goblins usually enter the map with two to four squads, each of which must be detected separately. On the sliding scale of [[wealth]] attraction goblin ambushes lie squarely between [[thief|thieves]]/[[snatcher]]s and [[siege]]s, but are infinitely more annoying; snatchers are a mere nuisance and sieges can usually be dealt with, but you might not find an ambush until it's too late to prevent them from entering your fortress and slaughtering your populace (or staying outside of it and killing off your [[wood cutter]]s, or your [[plant gathering|plant gatherers]], or your [[meat industry|livestock]], or your [[fisherdwarf|fisherdwarvers]], or your [[ambusher]]s, or...). Dealing with the threat of a hidden ambush is an important element in [[military design]]. |
− | + | It may be preferable to avoid goblin ambushes as much as possible by holding wealth down early on, and then creating a large number of high-value objects as possible in a short period of time on the way to "siege level" fortress wealth attraction. This reduces your exposure to ambushes, but means you have to deal with sieges off the bat instead. | |
− | + | As of v0.42.04, goblin ambushes no longer happen due to their entity raws having its <code>[[Entity token#AMBUSHER|[AMBUSHER]]]</code> tag removed. Sieges still do occur after your fortress exceeds the population of 80 though. | |
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=== Necromancers === | === Necromancers === | ||
− | + | [[Necromancer]]s will also occasionally ambush your fortress, if you are in range of their [[Tower (necromancy)|tower]] and they opt out of a full-on [[siege]]. Necromancer ambushes consist of several necromancers, each one being detected individually; an early warning sign for a necromancer ambush is the presence of [[undead]] in non-evil [[biome|biomes]]. These ambushes are announced with "An ambush! Drive them out!". The necromancers themselves are harmless, being regular old unarmed humanoids; however, very bad things will happen if they manage to find their way within sight of any left-over goblin sieges, [[corpse]] or [[refuse]] [[stockpile]]s, or (Armok forbid) last month's [[dragon]] invader. For this reason it is highly recommended that fortresses within sounding range of a tower internalize or [[atom smasher|atom smash]] all of their meat byproducts, and set [[standing orders]] to "gather refuse from outside" and clean up any meaty outdoor bits. | |
− | + | === Kobolds === | |
− | + | [[Kobold]] ambushes are triggered by a long enough string of successful kobold thieveries, and are announced with the message "An ambush! Skulking Vermin!". This usually only happens when kobold thieves manage to steal from an outdoor cache of some sort that your dwarves cannot access for some reason, possibly fallen [[goblinite]] from or during an ongoing siege. Kobold ambushes are mostly notable for being much more annoying than kobold thieves, and should not be allowed to occur. | |
− | === | + | It should be noted that the first ambushes from kobold are full of recruits who have never seen a dwarf in their life, and will almost always scatter and run away instead of fighting. |
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== Adventure Mode == | == Adventure Mode == | ||
− | Ambushes also occur from Fast Travel in [[ | + | Ambushes also occur from Fast Travel in [[Adventurer_mode]]. When traveling, other traveling figures are identified as asterisks, and if hostile, then approaching the region tile they occupy will trigger an ambush. Depending on the savagery of the land, you may also be randomly ambushed by the dominant predator(s) of the biome. Traveling alone at night adds the probability of [[bogeyman]] ambush. |
− | When ambushed, the fast travel map will close and you will appear on the local map with your ambusher(s). If they're in view, they will be identified in a major announcement, but if obscured by terrain, distance, | + | When ambushed, the fast travel map will close and you will appear on the local map with your ambusher(s). If they're in view, they will be identified in a major announcement, but if obscured by terrain, distance, lighting, then the announcement will inform you "You feel uneasy." As long as your ambushers can detect you or a party member you will be unable to fast travel, as "You don't feel safe enough to travel." |
− | Typical ambushes come from roving large predators (including giants, giant zombies, night trolls,) and patrols from a hostile settlement nearby (such as from enemy civs or raider camps.) Muggers harassing towns also trigger ambushes; though they don't appear hostile at first | + | Typical ambushes come from roving large predators (including giants, giant zombies, night trolls,) and patrols from a hostile settlement nearby (such as from enemy civs or raider camps.) Muggers harassing towns also trigger ambushes; though they don't appear hostile at first they intend to commit crimes against persons and property, including yours. And angered settlements or raider groups may take revenge by sending assassins who will strike even in the safe confines of a city. |
− | If you're unprepared for the ambush, you can evade it successfully by escaping your pursuer's view, using terrain, speed, | + | If you're unprepared for the ambush, you can evade it successfully by escaping your pursuer's view, using terrain, speed, stealth, until you're able to fast travel safely. This is easiest against random predators who can't detect you at the time of ambush. When evading historical figures, fast traveling to another region tile adjacent to it will trigger another ambush, so you must get sufficient distance from them in order to successfully elude them. |
== See also == | == See also == | ||
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{{Military}} | {{Military}} | ||
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