v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing v0.34:Werebeast
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.34"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 2: | Line 2: | ||
{{av}} | {{av}} | ||
− | '''Werebeasts''' {{Tile|Ñ|6:0}} are [[night creature|night creatures]] 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. | + | '''Werebeasts''' {{Tile|Ñ|6:0}} are [[night creature|night creatures]] 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, including animals that do not exist in | + | Werebeasts may take the form of mammals or reptiles, including animals that do not exist in Dwarf Fortress, like iguanas. |
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. | ||
Line 34: | Line 34: | ||
* No need for beds or bedrooms other than those for nobles | * No need for beds or bedrooms other than those for nobles | ||
* When transformed, civilian dwarves are less vulnerable | * When transformed, civilian dwarves are less vulnerable | ||
− | |||
* Unhappy thoughts are less severe as the process of being bitten and biting others tends to make your dwarves very resilient to tragedy. | * Unhappy thoughts are less severe as the process of being bitten and biting others tends to make your dwarves very resilient to tragedy. | ||
* Go for were-elephants or were-badgers for extra dwarven points | * Go for were-elephants or were-badgers for extra dwarven points | ||
+ | * Dwarves will happily discard their old tattered clothing and pick up fresh clothes every month. | ||
* Fun | * Fun | ||
'''Cons:''' | '''Cons:''' | ||
Line 46: | Line 46: | ||
* <s>May</s> WILL cause issues with military when transformed : dwarf armor is too small for werebeasts, though they will hold onto their weapons and shields, and even quivers/bolts during transformation. | * <s>May</s> WILL cause issues with military when transformed : dwarf armor is too small for werebeasts, though they will hold onto their weapons and shields, and even quivers/bolts during transformation. | ||
* May be exceedingly fun for [[Thought|dwarven]] [[Tantrum|sanity]]... but then again you ''were'' looking for fun in the first place | * May be exceedingly fun for [[Thought|dwarven]] [[Tantrum|sanity]]... but then again you ''were'' looking for fun in the first place | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
==Transformation Dates== | ==Transformation Dates== |