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Difference between revisions of "v0.31:Thief"

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{{quality|Masterwork|08:00, 22 May 2010 (UTC)}}{{av}}
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{{quality|Exceptional|00:32, 26 January 2011 (UTC)}}{{av}}
  
In Fortress mode, a '''thief''' is a disgusting dishonorable creature that can skulk around the map unseen until detected. When a thief is detected, the game pauses with an  identifying {{L|announcement}} and moves the game view to include the threat.
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In Fortress mode, a '''thief''' is a disgusting dishonorable creature that can skulk around the map unseen until detected. When a thief is detected, the game pauses with an  identifying [[announcement]] and moves the game view to include the threat (This can be modifed in init/announcements.txt).  
  
''(A full {{L|military}} response is both complex and slow.  If you are new to version 0.31, and simply want to send your nearest dwarves after a thief, see {{L|Attack}}.)
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''(A full [[military]] response is both complex and slow.  If you are new to version 0.31, and simply want to send your nearest dwarves after a thief, see [[Attack]].)
  
There are two types of intelligent thieves: '''{{L|kobold}} pilferers''' and '''[[goblin]] baby-snatchers''':
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There are two types of intelligent thieves: '''[[kobold]] pilferers''' and '''[[goblin]] baby-snatchers''':
  
:'''Kobold thieves''' can start appearing quite early (first year) and will sneak right past all of your {{L|trap}}s, only triggering them if they are injured during their escape attempt and happen to fall unconscious. They are detected when they move adjacent to a {{L|dwarf}}, guard {{L|dog}} or other tame {{L|animal}}. Armed with only a large dagger, they offer little threat to anyone - an untrained dwarf or dog should be able to take them down, but extreme bad luck is always a possibility in any {{L|combat}} situation. While they sometimes steal low value items left outside (intentionally or not), there seems to be a mechanism that makes them target other, higher value items inside instead, too. (aka completely random)   
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:'''Kobold thieves''' can start appearing quite early (first year) and will sneak right past all of your [[trap]]s, only triggering them if they are injured during their escape attempt and happen to fall unconscious. They are detected when they move adjacent to a [[dwarf]], guard [[dog]] or other tame [[animal]]. Armed with only a large dagger, they often offer little threat to anyone - an untrained dwarf or dog should be able to take them down, but extreme bad luck is always a possibility in any [[combat]] situation. While they sometimes steal low value items left outside (intentionally or not), there seems to be a mechanism that makes them target other, higher value items inside instead, too. (aka completely random)   
  
 
:The announcement for a kobold thief is...
 
:The announcement for a kobold thief is...
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:Unlike kobolds, '''Goblin snatchers''' happily run into any kind of trap. They are detected the same way kobolds are, plus cage traps trigger the announcement. Armed with an iron dagger they should be approached with a little bit more caution, but any average soldier should take them down unharmed. When they get their hands on one of your beloved(?) children, they will stuff them in a bag they carry with them for that purpose(Needless to say, this creates a very {{L|thought|bad thought}} in the parents of the lost child.) The child is considered part of the snatcher's inventory -- in particular, if the goblin is caught in a cage trap, the child will be caught with him.  Left in this condition for too long, the child may go insane.
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:Unlike kobolds, '''Goblin snatchers''' happily run into any kind of trap. They are detected the same way kobolds are, plus cage traps trigger the announcement. They should be approached with a little bit more caution, but any average soldier should take them down unharmed. A normal thief will carry a large copper dagger, but a master thief is known to carry an iron one.  If the dwarf who discovers (moves next to) the thief is a military personnel, the thief will usually attack the dwarf once before trying to escape.  When they get their hands on one of your beloved(?) children, they will stuff them in a bag they carry with them for that purpose (needless to say, this creates a very [[thought|bad thought]] in the parents of the lost child{{verify}}).  The child is considered part of the snatcher's inventory -- in particular, if the goblin is caught in a cage trap, the child will be caught with him.  Left in this condition for too long, the child may go insane or die from hunger or thirst.
  
 
:The announcement for a goblin child-snatcher is...
 
:The announcement for a goblin child-snatcher is...
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:If caged by a trap, the zooming may only reveal a flashing "{{Tile|‼|0:6:0}}".
 
:If caged by a trap, the zooming may only reveal a flashing "{{Tile|‼|0:6:0}}".
  
Both kinds will usually come in small groups of about 1 to 4 individuals. They try to escape once detected and only fight when cornered. Their ability to sneak into your fortress is not to be underestimated; locked doors do not slow them down, although similar barriers that are linked to a lever (and are closed) will.  They can lurk around the map for quite some time and wait for their opportunity, even when they are already inside your fortress. They may arrive more or less simultaneously with sieges or ambushes, distraction and general turmoil working in their favor. Guarding any entrance with {{L|restraint|guard animals}} is a safe countermeasure, though. A successful theft of item or child will be announced once the thief leaves the map.
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Both kinds will usually come in small groups of about 1 to 4 individuals. They try to escape once detected and only fight when cornered. Their ability to sneak into your fortress is not to be underestimated; locked doors do not slow them down, although similar barriers that are linked to a lever (and are closed) will.  They can lurk around the map for quite some time and wait for their opportunity, even when they are already inside your fortress. They may arrive more or less simultaneously with sieges or ambushes, distraction and general turmoil working in their favor. Guarding any entrance with [[restraint|guard animals]] is a safe countermeasure, though. A successful theft of item or child will be announced once the thief leaves the map.
  
Spotting the thief is winning the battle, but catching and killing them just feels better. A typical thief can outrun a "{{L|Attribute#Agile|very agile}}", unarmoured dwarf, but can only just keep their own against an "extremely agile" unarmoured pursuer.  Sending more than one respondent to cut off any retreat may yield a more satisfying result.
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Spotting the thief is winning the battle, but catching and killing them just feels better. A typical thief can typically outrun an armored recruit, but a highly trained military dwarf will often be able to catch up easily.
  
Certain "playful" {{L|creatures}} will also try to steal items from your hoard, if left open to more general traffic.  These include {{L|raccoon}}s, which tend to be solitary, and groups of {{L|rhesus macaque}}s and {{L|mandrill}}s (which aren't just playful, but downright dangerous).  In addition, {{L|black bear|bear}}s and {{L|gnome}}s will try to steal your {{L|alcohol|booze}} if they can get at it.  None of these animals has any special ability to avoid standard traps or bypass locked doors.
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Certain "playful" [[creatures]] will also try to steal items from your hoard, if left open to more general traffic.  These include [[raccoon]]s, which tend to be solitary, and groups of [[rhesus macaque]]s and [[mandrill]]s (which aren't just playful, but downright dangerous).  In addition, [[black bear|bear]]s and [[gnome]]s will try to steal your [[alcohol|booze]] if they can get at it.  None of these animals has any special ability to avoid standard traps or bypass locked doors.
  
 
A thief announcement can appear while mass-designating dumping or forbidding. (Seen in .31.12.)
 
A thief announcement can appear while mass-designating dumping or forbidding. (Seen in .31.12.)
  
Note that thieves can steal items from all over the map, i.e. weapons of dead fighters (these items, even if forbidden, behave as if you already posess them - you can i.e. see them in the stocks menu and toggle their "forbid" flag on and off).
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Note that thieves can steal items from all over the map, i.e. weapons of dead fighters (these items, even if forbidden, behave as if you already posess them - you can i.e. see them in the stocks menu and toggle their "forbid" flag on and off). This can be quite irritating.
This can be quite irritating.
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Beware that if thieves successfully steal enough items from your fort, their civilization will (if it has the [SKULKING] [[entity token]]) become bold enough to send their military to ambush your dwarves. Thus, it is important to neutralize any thieves early.
  
Also note that if a thief successfully steals items from your fort, his friends will be encouraged to try their luck, leading to larger groups of thieves attempting to rob you. This can turn deadly if one or more Master Thieves arrive. Therefore it is important to neutralize any thieves early.
 
 
{{Category|Fortress mode}}
 
{{Category|Fortress mode}}
 
{{Category|Professions}}
 
{{Category|Professions}}
  
{{Military v0.31}}
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{{Military}}

Latest revision as of 22:56, 18 February 2012

This article is about an older version of DF.

In Fortress mode, a thief is a disgusting dishonorable creature that can skulk around the map unseen until detected. When a thief is detected, the game pauses with an identifying announcement and moves the game view to include the threat (This can be modifed in init/announcements.txt).

(A full military response is both complex and slow. If you are new to version 0.31, and simply want to send your nearest dwarves after a thief, see Attack.)

There are two types of intelligent thieves: kobold pilferers and goblin baby-snatchers:

Kobold thieves can start appearing quite early (first year) and will sneak right past all of your traps, only triggering them if they are injured during their escape attempt and happen to fall unconscious. They are detected when they move adjacent to a dwarf, guard dog or other tame animal. Armed with only a large dagger, they often offer little threat to anyone - an untrained dwarf or dog should be able to take them down, but extreme bad luck is always a possibility in any combat situation. While they sometimes steal low value items left outside (intentionally or not), there seems to be a mechanism that makes them target other, higher value items inside instead, too. (aka completely random)
The announcement for a kobold thief is...
Thief! Protect the hoard from skulking filth!
...and the game will zoom to a section of your fortress with a small grey "k" visible - that's your intruder.


Unlike kobolds, Goblin snatchers happily run into any kind of trap. They are detected the same way kobolds are, plus cage traps trigger the announcement. They should be approached with a little bit more caution, but any average soldier should take them down unharmed. A normal thief will carry a large copper dagger, but a master thief is known to carry an iron one. If the dwarf who discovers (moves next to) the thief is a military personnel, the thief will usually attack the dwarf once before trying to escape. When they get their hands on one of your beloved(?) children, they will stuff them in a bag they carry with them for that purpose (needless to say, this creates a very bad thought in the parents of the lost child[Verify]). The child is considered part of the snatcher's inventory -- in particular, if the goblin is caught in a cage trap, the child will be caught with him. Left in this condition for too long, the child may go insane or die from hunger or thirst.
The announcement for a goblin child-snatcher is...
Snatcher! Protect the children!
...and the game will zoom to a section of your fortress with a small grey "g" - if you use v or u, these will be listed as "goblin thief" but they're cut from the same stuff and should be terminated with equally extreme prejudice.
If caged by a trap, the zooming may only reveal a flashing "".

Both kinds will usually come in small groups of about 1 to 4 individuals. They try to escape once detected and only fight when cornered. Their ability to sneak into your fortress is not to be underestimated; locked doors do not slow them down, although similar barriers that are linked to a lever (and are closed) will. They can lurk around the map for quite some time and wait for their opportunity, even when they are already inside your fortress. They may arrive more or less simultaneously with sieges or ambushes, distraction and general turmoil working in their favor. Guarding any entrance with guard animals is a safe countermeasure, though. A successful theft of item or child will be announced once the thief leaves the map.

Spotting the thief is winning the battle, but catching and killing them just feels better. A typical thief can typically outrun an armored recruit, but a highly trained military dwarf will often be able to catch up easily.

Certain "playful" creatures will also try to steal items from your hoard, if left open to more general traffic. These include raccoons, which tend to be solitary, and groups of rhesus macaques and mandrills (which aren't just playful, but downright dangerous). In addition, bears and gnomes will try to steal your booze if they can get at it. None of these animals has any special ability to avoid standard traps or bypass locked doors.

A thief announcement can appear while mass-designating dumping or forbidding. (Seen in .31.12.)

Note that thieves can steal items from all over the map, i.e. weapons of dead fighters (these items, even if forbidden, behave as if you already posess them - you can i.e. see them in the stocks menu and toggle their "forbid" flag on and off). This can be quite irritating.

Beware that if thieves successfully steal enough items from your fort, their civilization will (if it has the [SKULKING] entity token) become bold enough to send their military to ambush your dwarves. Thus, it is important to neutralize any thieves early.

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