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Difference between revisions of "v0.34:Forgotten beast"

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One method of defeating nearly combat-invulnerable Forgotten Beasts (those whose bodies are made of rock, for instance) is to cause a [[Cave-in]] on top of them. They'll be killed by dropping either natural or constructed walls or floors on them. It is also possible to capture some forgotten beasts in cage traps if they are webbed.
 
One method of defeating nearly combat-invulnerable Forgotten Beasts (those whose bodies are made of rock, for instance) is to cause a [[Cave-in]] on top of them. They'll be killed by dropping either natural or constructed walls or floors on them. It is also possible to capture some forgotten beasts in cage traps if they are webbed.
  
You can prevent Forgotten Beasts from appearing by editing [[d_init.txt]] to change [INVADERS:YES] to [INVADERS:NO], though that will also prevent [[ambush]]es and [[siege]]s. cats
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You can prevent Forgotten Beasts from appearing by editing [[d_init.txt]] to change [INVADERS:YES] to [INVADERS:NO], though that will also prevent [[ambush]]es and [[siege]]s.
  
 
== Bugs ==
 
== Bugs ==

Revision as of 08:14, 23 November 2012

This article is about an older version of DF.
Announce monster icon.png  This article or section contains minor spoilers. You may want to avoid reading it.

In the deep, there are beasts so fell and terrible, that only they know what they are, for none who have met them have lived to tell of it... they are the Forgotten Beasts, born of the chaos from before the world's birth... they have waited, brooding in the dark places of the world... and now... by digging too deep... we have awakened them.

Forgotten Beasts are large, monstrous, procedurally generated creatures that spawn in the caverns beneath your fortress, pathing through to your fort and seeding destruction amongst your dwarves. They are the subterranean equivalent of titans.

Generation

"Aril was a forgotten beast. It was the only one of its kind. A towering skinless cobra. It has wings and it has a gaunt appearance. Beware its poisonous bite. Aril was associated with water, jealousy, and caverns." (post).

Forgotten Beasts are completely randomized, and may be of any form, and be made of any sort of material. Forms range from gigantic skinless cobras, to shelled blobs, to humanoid golems. Materials range from flesh and blood, to flimsy things like ash and blood, to truly scary monsters of pure rock, gem, or metal. After tossing in some limbs and extra bits for variety, they then get a special attack; including anything and everything between venomous stings, poisoned blood, powerful dust clouds and flame breath.

If it has a venomous attack of some sort, it is randomly generated as are the resulting symptoms. The beast's breath attack is also randomly generated, if it has one. Venom attacks come in a variety of forms, from boiling ichor to trailing dust, and the effects can range from mild pain to complete and instantaneous necrosis or paralysis. Some forms of venom can spread from spatters and contact with your dwarves, eventually infecting your entire fort. Decontaminating your soldiers in shallow running water is one way to deal with this problem. Some beasts breathe fire or shoot web in lieu of any syndrome-bearing attacks. Web-shooters are immune to the effects of any webs they, or any other creature, creates and will shoot web even at targets they lack a proper path to. Forgotten beasts based on spiders are also capable of shooting webs, regardless of other special abilities.

The number of forgotten beasts cannot be controlled directly, but is influenced by the size of the world. They dwell most often in caverns. All are building destroyers, and are almost entirely immune to traps (they are trapavoid and nostun but non-webspinners can be caged if a web is on the cage trap). Bridges are also less useful, as they cannot be raised or lowered as long as the beast is standing on (or under) them, preventing the traditional magma pit / dwarven atom smasher designs from working. This is probably one of Toady One's ways of making the encounters even more fun.

DF2010ForgottenBeast1.png

Death and application

Shedim the forgotten beast.

If you need to kill a Forgotten Beast, order your military to move to the location of the beast. Some beasts however are content not to path to your fortress and will stay dormant underground. Most forgotten beasts can be butchered. Some are quite massive and may leave you with hundreds of meat and bone units and dozens of prepared organ units. Some are not. All forgotten beasts have a value multiplier of 1. One may randomly appear when you reclaim a fortress. When a forgotten beast appears, the game pauses and you will get a message.

Some Forgotten Beasts whose bodies are made of liquid, gas or fire die or lose limbs on the first hit. Other Forgotten Beasts are extremely difficult to kill due to some body compositions, such as being made of very hard materials. When confronted with such near-invulnerable creatures the only option is usually to use your brain and try to lock it away somehow. Walls and raised draw bridges stop them. Since they are building destroyers you can used installed furniture to lure them to a particular location. If you can put it in a pit, a clever trapmaker can feed it invaders. If a near-indestructible beast isn't in a position to threaten your dwarves, it can be used to train marksdwarves.

One method of defeating nearly combat-invulnerable Forgotten Beasts (those whose bodies are made of rock, for instance) is to cause a Cave-in on top of them. They'll be killed by dropping either natural or constructed walls or floors on them. It is also possible to capture some forgotten beasts in cage traps if they are webbed.

You can prevent Forgotten Beasts from appearing by editing d_init.txt to change [INVADERS:YES] to [INVADERS:NO], though that will also prevent ambushes and sieges.

Bugs

  • If a beast has a dust attack, the dust will behave like it was from a cave-in, flinging dwarves away (causing further damage if they hit a wall) and knocking them out. Bug:3133