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Difference between revisions of "Animal person"

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m (→‎Savage animal people: missed another one)
(rewrites, fixed history, removed plump helmet men)
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{{av}}
 
{{av}}
  
'''Animal people''' are indigenous tribes of half-man, half-beast [[creature]]s with various animal-like traits (such as [[flying]], [[steals items|thievery]], and [[syndrome|poisons]]), inherited from their base animal. The original animal people were based on creatures classes, while more recently discovered animal people are based on variations of species instead. They may appear either wandering above ground in [[savage]] environments or in the [[cavern]]s; these two populations form distinct groups. Animal people generally have significantly longer [[age|lifespans]] than their base animals, as well as the ability to [[learns|learn]].
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'''Animal people''' are half-man, half-beast [[creature]]s with various animal-like traits (such as [[flying]], [[steals items|thievery]], and [[syndrome|poisons]]), inherited from their base animal. They generally have significantly longer [[age|lifespans]] than their base animals, as well as the ability to [[learns|learn]]. Animal people can join [[civilization]]s and live in [[site]]s. They can come to your fort as [[visitor]]s.
  
Subterranean animal people are a [[civilization]] of sorts, rarely encountered when exploring the caverns. They are often equipped with primitive weaponry such as [[wood]]en [[spear]]s and [[blowgun]]s (they are also the only known source of [[blowdart]]s, which they will not willingly relinquish). They are not interested in formal negotiations with [[dwarves]] and will be treated as hostiles, who will attack you on sight. Animal people are not [[trapavoid]] and will often blunder into your cage traps, serving as live bait for [[giant cave spider|larger game]] and [[forgotten beast|uninvited guests]]. Tribes of animal people will not appear as neighbors in the embark screen, nor will they be included in the civilization list when encountered.
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Animal people are playable creatures in [[adventure mode]]. If they became established members of a playable civ (dwarf, elf, human), they will appear listed in the creature selection screen alongside the main races. Otherwise, they are selectable under {{DFtext|Intelligent Wilderness Creature|7:0}}. Some animal men may not be available due to having [[extinction|died out]] or being uncontacted (e.g. excluded to an isolated island).
  
==  History ==
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Wild animal people wander above the surface in [[savage]] environments or dwell underground in the [[cavern]]s; these two populations form distinct groups. Subterranean animal people are actually a civilization of themselves, rarely encountered in small groups or "tribes". They are equipped with primitive weaponry such as [[spear]]s and [[blowgun]]s (they are the only known source of [[blowdart]]s). Subterranean animal people will be labeled as {{DFtext|Hostile|4:1}} upon discovery. They are not interested in negotiations and will attack your dwarves on sight. Encountering them often comes as a surprise, since there is no way to know about their presence before embarking. They do not appear in the {{k|c}}ivilizations [[menu]].
Present from the very first release of the game, in the early two-dimensional releases animal people did not exist as a class but were instead part of a small group of subterranean creatures (so called "river monsters") that would emerge from the [[23a:Cave river|cave river]] to harass your dwarves (the frogman, now [[amphibian man]]; the lizardman, now [[reptile man]]; and the snakeman, now [[serpent man]]). With the release of 40d and three dimensions these creatures had their properties and names redefined and were moved to flock near [[40d:underground river|underground river]]s and [[40d:Underground pool|pools]].
 
  
In the v0.31 release these underground water features were expanded into the current-version [[cavern]]s, and the original animal people were renamed to their current forms and moved there. Their behavior was redefined as well to make them more interesting, as they would now linger around "camps" and use poison-tipped weapons. v0.31 also introduced a small number of other underground creatures, these named after and based on specific animals: the [[antman]], [[bat man]], [[cave fish man]], [[cave swallow man]], [[olm man]], and [[rodent man]].
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Subterranean animal people are also found in generated [[sewer]]s, formed from a collection of outcasts.
 
 
The v0.34 release added hundreds more animal people species, all of which appear exclusively above-ground in [[savage]] [[biome]]s; these creatures are more or less distinct from the earlier, subterranean ones. They differ from subterranean species in that their behavior is much simpler: they simply wander around the map like any other wild [[creature]] would, and do not form camps or wield poisoned weapons. They do not exist as civs ''per se'', unlike their older counterparts, but can sometimes be found living in human, dwarven, and elven civs, where they behave more or less like other members of their adopted culture.
 
 
 
The v0.42 release introduced conversion tables which would produce an anthropomorphic race from every animal species generated with the world. Conversion tables also produce giant versions of each species, and Toady has announced that giant anthropomorphic variations will be added. This release also allowed for animal people to occasionally join civilizations during worldgen, allowing for them to show up in site populations, and be playable in adventure mode. They can also visit fortress mode taverns, and even join the site as permanent residents. A grizzly bear hammerman has much to offer a dwarven society.
 
 
 
==Ethics==
 
Subterranean animal people, being an entity of their own right, possess ethics much like other races. However, in their case, their ethics are incomplete - in the current version, their ethics are copied from [[kobold]]s and their [[Personality trait|values]] are all set to 0, with comments left by [[Main:Toady One|Toady One]] implying he intends to work on them at a later date.
 
 
 
The copied ethics mean animal people consider the killing of other living beings very much acceptable, but treason is unthinkable and they'll respond to the killing of their own by exiling the killer from their tribes. They oppose torture as an example as well as the torture of animals, but consider torture for fun fair game. Assault is considered a personal matter, while slavery, making trophies and the consumption of sapient beings, animal people or otherwise, are all considered unthinkable acts. All other ethics are not applicable.
 
 
 
==Animal people==
 
===Subterranean tribes===
 
These animal people will appear as subterranean tribes, who may or may not be hostile to the player.
 
  
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==Subterranean animal people==
 
*{{Tile|a|6:0}} [[Amphibian man]]
 
*{{Tile|a|6:0}} [[Amphibian man]]
 
*{{Tile|a|0:1}} [[Antman]]
 
*{{Tile|a|0:1}} [[Antman]]
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*{{Tile|s|7:1}} [[Serpent man]]
 
*{{Tile|s|7:1}} [[Serpent man]]
  
===Savage animal people===
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===Ethics===
These animal people spawn in savage biomes and when encountered, will act essentially like animals. However, unlike the subterranean animal people, these will occasionally be accepted into surface civilizations and will act like civilized beings in ways such as wearing clothing and wielding equipment. Animal men native of caverns are accepted into dwarven civilizations, while above-ground races are typically found living in [[elven]] lands. When an animal people species joins a civilization, they become playable in adventurer mode under the {{dftext|Intelligent Wilderness Creature|7:1}} option.
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Being an entity of their own right, subterranean animal people possess ethics much like other civs. It's incomplete for now—their ethics are directly copied from [[kobold]]s and their [[personality trait|values]] are all set to zero (none).
  
 +
Like kobolds, subterranean animal people consider the killing of other living beings very much acceptable, but treason is unthinkable and they'll respond to the murder of their own kinds by exiling the offender from their tribes. They oppose torturing as an example and the torture of animals, but consider torturing for fun a fair game. Assault is considered a personal matter, while slavery, animal trophies, and the consumption of sapient beings (which includes animal people) are all unthinkable acts.
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==Other animal people==
 
*{{Tile|a|7:0}} [[Aardvark man]]
 
*{{Tile|a|7:0}} [[Aardvark man]]
 
*{{Tile|a|6:0}} [[Adder man]]
 
*{{Tile|a|6:0}} [[Adder man]]
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*{{Tile|p|6:0}} [[Peregrine falcon man]]
 
*{{Tile|p|6:0}} [[Peregrine falcon man]]
 
*{{Tile|p|6:0}} [[Platypus man]]
 
*{{Tile|p|6:0}} [[Platypus man]]
*{{Tile|m|5:0}} [[Plump helmet man]]
 
 
*{{Tile|B|7:1}} [[Polar bear man]]
 
*{{Tile|B|7:1}} [[Polar bear man]]
 
*{{Tile|t|2:0}} [[Pond turtle man]]
 
*{{Tile|t|2:0}} [[Pond turtle man]]
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*{{Tile|w|6:0}} [[Wren man]]
 
*{{Tile|w|6:0}} [[Wren man]]
  
{{Creatures}}
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==History==
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Present from the first official release of the game, animal people did not exist as a class but were instead part of a small group of subterranean creatures that harassed your dwarves. Frogmen, lizardmen, and snakemen emerged from [[23a:cave river|cave rivers]], and antmen, batmen, and ratmen would come out from [[23a:chasm|chasms]] to attack.
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[[40d:release information|v0.27.169.32a]] released three-dimensional worlds, and subterranean creatures were moved to flock near generated [[40d:chasm|chasms]], [[40d:underground river|underground rivers]], and [[40d:Underground pool|underground pools]]. Cave swallowmen and olmmen were introduced. The first set of above-ground savage animal people were also introduced: leechmen, snailmen, slugmen, and tigermen.
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 +
In [[v0.31:release information|v0.31]], every creature were renamed and/or had their properties revamped (for example, "frogman" was changed to "amphibian man" and "batman" was changed to "bat man"). Not every animal men were redefined in this version, and some continued to use old codes for many releases. The version also introduced "[[creature variation token|creature variation]]" templates which made converting existing animals to humanoid (and giant) variations much more efficient. Underground features were expanded to the current [[cavern]]s, and subterranean animal people began forming civilizations. More anthropomorphic variations of animals present at the time were added.
 +
 
 +
More animal people were added in the game in [[v0.34:release information|v0.34]].
 +
 
 +
[[Release information/0.42.01|v0.42.01]] allowed animal people to join civilizations, live in sites, and visit forts. Animal people became playable as adventurers. A grizzly bear hammerman has much to offer a dwarven society. [[Release information/0.42.04|v0.42.04]] added the remaining animal people to the game.
  
 
==Bugs==
 
==Bugs==
 
*Humanoid versions of animals with the {{token|MEANDERER}} token will keep it when converted, leading to severe issues with their pathfinding. These animal people will move extremely slowly unless when performing a task.{{Bug|9588}}
 
*Humanoid versions of animals with the {{token|MEANDERER}} token will keep it when converted, leading to severe issues with their pathfinding. These animal people will move extremely slowly unless when performing a task.{{Bug|9588}}
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{{Creatures}}
  
 
{{Category|Humanoids}}
 
{{Category|Humanoids}}

Revision as of 05:30, 13 September 2017

This article is about the current version of DF.
Note that some content may still need to be updated.

Animal people are half-man, half-beast creatures with various animal-like traits (such as flying, thievery, and poisons), inherited from their base animal. They generally have significantly longer lifespans than their base animals, as well as the ability to learn. Animal people can join civilizations and live in sites. They can come to your fort as visitors.

Animal people are playable creatures in adventure mode. If they became established members of a playable civ (dwarf, elf, human), they will appear listed in the creature selection screen alongside the main races. Otherwise, they are selectable under Intelligent Wilderness Creature. Some animal men may not be available due to having died out or being uncontacted (e.g. excluded to an isolated island).

Wild animal people wander above the surface in savage environments or dwell underground in the caverns; these two populations form distinct groups. Subterranean animal people are actually a civilization of themselves, rarely encountered in small groups or "tribes". They are equipped with primitive weaponry such as spears and blowguns (they are the only known source of blowdarts). Subterranean animal people will be labeled as Hostile upon discovery. They are not interested in negotiations and will attack your dwarves on sight. Encountering them often comes as a surprise, since there is no way to know about their presence before embarking. They do not appear in the civilizations menu.

Subterranean animal people are also found in generated sewers, formed from a collection of outcasts.

Subterranean animal people

Ethics

Being an entity of their own right, subterranean animal people possess ethics much like other civs. It's incomplete for now—their ethics are directly copied from kobolds and their values are all set to zero (none).

Like kobolds, subterranean animal people consider the killing of other living beings very much acceptable, but treason is unthinkable and they'll respond to the murder of their own kinds by exiling the offender from their tribes. They oppose torturing as an example and the torture of animals, but consider torturing for fun a fair game. Assault is considered a personal matter, while slavery, animal trophies, and the consumption of sapient beings (which includes animal people) are all unthinkable acts.

Other animal people

History

Present from the first official release of the game, animal people did not exist as a class but were instead part of a small group of subterranean creatures that harassed your dwarves. Frogmen, lizardmen, and snakemen emerged from cave rivers, and antmen, batmen, and ratmen would come out from chasms to attack.

v0.27.169.32a released three-dimensional worlds, and subterranean creatures were moved to flock near generated chasms, underground rivers, and underground pools. Cave swallowmen and olmmen were introduced. The first set of above-ground savage animal people were also introduced: leechmen, snailmen, slugmen, and tigermen.

In v0.31, every creature were renamed and/or had their properties revamped (for example, "frogman" was changed to "amphibian man" and "batman" was changed to "bat man"). Not every animal men were redefined in this version, and some continued to use old codes for many releases. The version also introduced "creature variation" templates which made converting existing animals to humanoid (and giant) variations much more efficient. Underground features were expanded to the current caverns, and subterranean animal people began forming civilizations. More anthropomorphic variations of animals present at the time were added.

More animal people were added in the game in v0.34.

v0.42.01 allowed animal people to join civilizations, live in sites, and visit forts. Animal people became playable as adventurers. A grizzly bear hammerman has much to offer a dwarven society. v0.42.04 added the remaining animal people to the game.

Bugs

  • Humanoid versions of animals with the [MEANDERER] token will keep it when converted, leading to severe issues with their pathfinding. These animal people will move extremely slowly unless when performing a task.Bug:9588