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Editing v0.34:Werebeast
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− | {{ | + | {{quality|Fine|18:41, 24 March 2012 (UTC)}}{{av}} |
− | {{av}} | ||
− | '''Werebeasts''' | + | '''Werebeasts''' are a variant of [[night creature]] that are procedurally created during worldgen. [[Deity|Deities]] may curse sentient creatures (including any animal man) to transform into an animal form on the night of a full moon. Creatures bitten by werebeasts are cursed to become werebeasts themselves. |
− | Werebeasts may take the form of mammals or reptiles | + | Werebeasts may take the form of mammals or reptiles. |
+ | |||
+ | Werebeasts can take the form of an animal ''that does not exist in Dwarf Fortress''. | ||
The behaviour of vanilla werebeasts in worldgen (i.e. fleeing town upon being cursed and conducting raids from their new lair) appears to be caused by the cursed individual's beast form having the [NIGHT_CREATURE_HUNTER] tag; removal of this tag from a generated werebeast extracted from a world.dat file and jimmied into the standard raws caused those cursed to behave no differently from any other unnaturally-immortal individual. | The behaviour of vanilla werebeasts in worldgen (i.e. fleeing town upon being cursed and conducting raids from their new lair) appears to be caused by the cursed individual's beast form having the [NIGHT_CREATURE_HUNTER] tag; removal of this tag from a generated werebeast extracted from a world.dat file and jimmied into the standard raws caused those cursed to behave no differently from any other unnaturally-immortal individual. | ||
==Werebeasts in Fortresses== | ==Werebeasts in Fortresses== | ||
− | In some regions, the full moon will herald the attack of werebeasts upon your fortress (triggering a message similar to the one that is shown when a Megabeast attacks), or instead the unwilling transformation of your own citizens into their bestial forms. The cursed will attack anyone they can find for the duration of the full moon, spreading their affliction even further. | + | In some regions, the full moon will herald the attack of werebeasts upon your fortress (triggering a message similar to the one that is shown when a Megabeast attacks), or instead the unwilling transformation of your own citizens into their bestial forms. The cursed will attack anyone they can find for the duration of the full moon, spreading their affliction even further. |
Werebeasts of the same species will cooperate with each other and not normally fight, but those of different species will treat each other no differently than enemies. | Werebeasts of the same species will cooperate with each other and not normally fight, but those of different species will treat each other no differently than enemies. | ||
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If you have not yet established a correct defensive perimeter and a steady, trained militia, it is quite likely that if a werebeast attacks, a dwarf will be attacked and bitten. | If you have not yet established a correct defensive perimeter and a steady, trained militia, it is quite likely that if a werebeast attacks, a dwarf will be attacked and bitten. | ||
− | If a dwarf is attacked but not bitten, he will be just fine (if he survives the ordeal). If a dwarf has been bitten by a werebeast and survives, however, he | + | If a dwarf is attacked but not bitten, he will be just fine (if he survives the ordeal). If a dwarf has been bitten by a werebeast and survives, however, he will change when the next full moon comes. |
There is no cure. To protect your other dwarves you should either keep the infected dwarf into an inaccessible pit so he does not infect your whole fortress, or if you do not want to take care of him, just kill him. | There is no cure. To protect your other dwarves you should either keep the infected dwarf into an inaccessible pit so he does not infect your whole fortress, or if you do not want to take care of him, just kill him. | ||
− | Infected dwarves will not die of old age and do not need food and drink. They may go mad, however, so if you want to make him work (or use him for a [[stupid dwarf trick]]) you should | + | Infected dwarves will not die of old age, are sterile and do not seem to need food and drink. They may go mad, however, so if you want to make him work (or use him for a [[stupid dwarf trick]]) you should give him a bed, decoration, and maybe some alcohol (if he drinks it) |
− | Or maybe you want something exceedingly more [[fun]] instead? Try the latter. | + | Or maybe you want something exceedingly more [[fun]] instead ? Try the latter. |
==Infecting your entire fort== | ==Infecting your entire fort== | ||
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Yes, it is possible. Having only infected dwarves does not end your game. | Yes, it is possible. Having only infected dwarves does not end your game. | ||
− | + | PROS | |
* Super-effective hospital service, your dwarves are fully healed once per month. No need for crutches or something. | * Super-effective hospital service, your dwarves are fully healed once per month. No need for crutches or something. | ||
* Nobody will die of old age... if your forts even go for this long | * Nobody will die of old age... if your forts even go for this long | ||
− | * No | + | * No more pesky [[babies]] to be kidnapped |
− | * | + | * Food and drink needs are reduced, if not negated |
* When transformed, civilian dwarves are less vulnerable | * When transformed, civilian dwarves are less vulnerable | ||
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* Go for were-elephants or were-badgers for extra dwarven points | * Go for were-elephants or were-badgers for extra dwarven points | ||
* Fun | * Fun | ||
− | + | CONS | |
* Exceedingly difficult to set up, quite long as well | * Exceedingly difficult to set up, quite long as well | ||
* May kill your most important dwarves | * May kill your most important dwarves | ||
− | * When transformed, fortress activity grinds to a halt | + | * When transformed, fortress activity grinds to a halt |
− | + | * <s>May</s> WILL cause issues with military when transformed : military becomes generally far weaker | |
− | + | * May be exceedingly fun for [[Thought dwarven]] [[Tantrum sanity]]... but then again your ''are'' looking for fun firsthand | |
− | * <s>May</s> WILL cause issues with military when transformed : | ||
− | * May be exceedingly fun for [[Thought | ||
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==Werebeasts in Adventure Mode== | ==Werebeasts in Adventure Mode== | ||
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Even if the werebeast is dispatched while in animal form, werebeast kills are listed as being of the original race. | Even if the werebeast is dispatched while in animal form, werebeast kills are listed as being of the original race. | ||
+ | |||
{{D for Dwarf}} | {{D for Dwarf}} | ||
Sometimes a werebeast arrives in humanoid form, and the game then announces the arrival of a normal, intelligent creature as if it was some terrible beast. The naked, confused creature usually runs away, probably scared by your dwarves' laughter. | Sometimes a werebeast arrives in humanoid form, and the game then announces the arrival of a normal, intelligent creature as if it was some terrible beast. The naked, confused creature usually runs away, probably scared by your dwarves' laughter. |