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Difference between revisions of "Titan"
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Titans are randomized creatures (or procedurally generated for you fancy big-city developer types) composed from a variety of material types, creature bodies / limbs and other additions. These other additions include everything from venomous stings to flame breath. By default, Titans may attack your Fortress once it has reached a population of 80 dwarves ''and'' a value of 100,000 dwarfbucks; this can be changed in advanced worldgen. | Titans are randomized creatures (or procedurally generated for you fancy big-city developer types) composed from a variety of material types, creature bodies / limbs and other additions. These other additions include everything from venomous stings to flame breath. By default, Titans may attack your Fortress once it has reached a population of 80 dwarves ''and'' a value of 100,000 dwarfbucks; this can be changed in advanced worldgen. | ||
− | Titans often possess | + | Titans often possess dangerous [[syndrome]] attacks, which can cause anything from mild dizziness and nausea to heavy bleeding and immediate necrosis in their victims. Titans from [[good]] biomes tend to lack special attacks. |
==World Generation== | ==World Generation== |
Revision as of 02:34, 13 December 2015
v50.14 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
This article or section contains minor spoilers. You may want to avoid reading it. |
Titans are randomized creatures (or procedurally generated for you fancy big-city developer types) composed from a variety of material types, creature bodies / limbs and other additions. These other additions include everything from venomous stings to flame breath. By default, Titans may attack your Fortress once it has reached a population of 80 dwarves and a value of 100,000 dwarfbucks; this can be changed in advanced worldgen.
Titans often possess dangerous syndrome attacks, which can cause anything from mild dizziness and nausea to heavy bleeding and immediate necrosis in their victims. Titans from good biomes tend to lack special attacks.
World Generation
In the advanced world generation options, you can modify the number of titans present on a world (up to 1000) and the prerequisites for a titan to visit a player-generated fortress. These prerequisites do not need to be met for titans to attack settlements in worldgen.
Occasionally, a dwarf civilization which is repeatedly attacked, but not destroyed, by a particular titan in worldgen will begin to worship it.
Fortress Mode
All titans are building destroyers, and they are also entirely immune to traps and cannot be stunned in any way. 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.
When a titan appears, the game pauses and a message appears in the center of the screen with a description of the titan. A titan will show up in your units list under "Others" with a tag of "Uninvited Guest".
If you need to kill a titan, order your military to move to the location of the beast.
- Some titans are extremely difficult to kill due to body composition (e.g. a titan made of steel) or deadly attacks (such as clouds of flesh-eating toxins). When confronted with such creatures, the only option is usually to use your brain and try to lock it away somehow. Walls stop them. If you can put it in a pit, a clever trapmaker can feed it invaders.
- One method of defeating titans is to cause a cave-in on top of them. They'll be killed by dropping either natural or constructed walls on them. The classical methods that kill everything - casting into obsidian or ice - also work in the case of titans.
- In at least some circumstances you can simply wait out a titan. When the next siege arrives, the titan will generally attack them. Given enough sieges (or a large enough siege) the titan will eventually be killed, and then you can focus on dealing with the siege.
Forgotten beasts are essentially underground titans, and will attack your fortress from below.
Applications
Titans can be put to various uses if correctly managed. See here for more information.
Adventure Mode
Titans are considered "beasts" for the purposes of asking about troubles. They are common targets for quests.
Titans are relatively easy to defeat in adventure mode, at least as far as supernatural creatures go. Though they are gigantic, they have two major weaknesses: they are unintelligent, and so possess no observer skill; and they live in shrines, surrounded by pillars, which make excellent cover for a stealthed adventurer. It is therefore quite possible to sneak up behind a Titan and slay it, without it ever noticing that you're there.
This strategy should not be attempted on titans which are naturally without eyes, or which possess a hunger for warm blood, as these have omnidirectional Extravision.