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Difference between revisions of "Animal person"

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* [[File:oriole_man_sprite.png|20px]] / {{Tile|o|6:1}} [[Oriole man]]  
 
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Revision as of 23:54, 15 May 2024

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

Animal people preview2.png

Animal people are half-man, half-beast creatures with various animal-like traits, some beneficial (such as flying, and poisons), or detrimental (thievery), inherited from their base animal. They generally have significantly longer lifespans than the base animals, as well as the ability to learn. They can be legless, but get arms even if their base animal is limbless. Their body size is the average of their base animal's size and 70,000 (the size of a human), working out so that the smallest animal people are 35,000cm³, half the size of a human, but they can get very large. Most animal people can join civilizations and live in sites, or come to your fort as visitors.

Animal people are playable creatures in adventurer 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 people may not be available due to having died out or being uncontacted (e.g. excluded to an isolated island).

Wild animal people wander on the surface in savage environments or dwell underground in the caverns; these two populations form distinct groups:

  • Savage animal people behave mostly like common animals, wandering the wilderness and occasionally joining human, dwarven or elven society during world generation. When encountered in gameplay, they are essentially animals who can't be butchered, incapable of any sort of non-violent interaction.
  • Subterranean animal people are a civilization in themselves, rarely encountered, in small groups or "tribes". They are equipped with primitive weaponry such as wooden spears and blowguns (they are the only known source of blowdarts). Subterranean animal people will be labelled 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 collections of outcasts. Graphically, animal people are given their own sprites. Unlike dwarves, humans, elves, goblins and kobolds, where each of their body parts are assembled from separate smaller to combine into one sprite based on their physical traits and items in their possession, animal people will use the same exact sprite regardless of any differing qualities. Like almost every other creature in the game, animal people will have one standard sprite, and one undead sprite.

Subterranean animal people

Ethics

Being an entity in their own right, subterranean animal people possess ethics, much like other civs. Those particular ethics are incomplete for now, being directly copied from kobolds and their values all set to zero (none).

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

Savage animal people