v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

DF2014 Talk:Werebeast

From Dwarf Fortress Wiki
Jump to navigation Jump to search

Chance of Infection

I question the implication that a humanoid with a "torn" injury has a chance NOT to become infected. I just watched four dwarves get bitten, and all four were infected. Maybe I'm just lucky.

Has anyone seen a dwarf with a "torn" injury not get infected? Leonidas (talk) 09:18, 19 February 2018 (UTC)

Bite Mechanics

Has anyone figured out the exact details of when a werebite infects someone? I recently had a mechanic bitten and shaken horribly before a friendly lumberjack disemboweled the werewombat assailant. The shaking inflicted massive injuries, but the bite itself only bruised the skin before grasping. The mechanic did not turn, and (barely) managed to survive the recovery process. Can anyone confirm a case in which a werebite both:

1) Failed to break the skin, and

2) Succeeded in infecting the victim?

It'd be VERY nice to know if your dwarves are going to go postal in a month immediately after the battle, rather than AFTER putting them through surgery and carrying out lengthy quarantine procedures.

adv mod times and durations

It's difficult to be precise, but the full phase appears to last 1.75 days. On 25th Granite it begins immediately at midnight and continues to sunset of the 26th. On 13th Limestone it appears to start around 03:00 and end around 21:00 the 14th. Uzu Bash (talk) 05:49, 20 July 2017 (UTC)

  • Sandstone 10 at sunset until Sandstone 12, ~3 hrs before sunset. Uzu Bash (talk) 04:11, 29 July 2017 (UTC)
  • Timber 8, 3hrs to sunset until noon of Timber 10. Uzu Bash (talk) 09:37, 10 August 2017 (UTC)
  • Moonstone 6 at noon until ~3 hrs after dawn on Moonstone 8. Start transformations appear to occur at the same time as the previous end transformation. Uzu Bash (talk) 00:55, 18 August 2017 (UTC)
  • Opal 4 3 hrs after dawn until Opal 6, 3 hrs before dawn. Uzu Bash (talk) 00:21, 23 August 2017 (UTC)
    • That was probably off. Without better precision I can only estimate the hrs. Uzu Bash (talk) 17:31, 29 August 2017 (UTC)
  • Obsidian 2nd a little after dawn, til Obsidian 4th a little after midnight. Uzu Bash (talk) 17:31, 29 August 2017 (UTC)

List of possible werebeasts

As the topic suggests, it’d be nice to have a list of all the different kinds of werebeasts in this article (and possibly partial raws for those?) Voliol (talk) 12:32, 14 April 2018 (UTC)

REPTILE_LIZARD
REPTILE_CHAMELEON
REPTILE_IGUANA
REPTILE_GECKO
REPTILE_SKINK
REPTILE_GILA_MONSTER
REPTILE_MONITOR
REPTILE_TURTLE
REPTILE_TORTOISE
MAMMAL_OPOSSUM
MAMMAL_KOALA
MAMMAL_WOMBAT
MAMMAL_KANGAROO
MAMMAL_SLOTH
MAMMAL_ANTEATER
MAMMAL_ARMADILLO
MAMMAL_SQUIRREL
MAMMAL_MARMOT
MAMMAL_BEAVER
MAMMAL_GOPHER
MAMMAL_RAT
MAMMAL_MOUSE
MAMMAL_PORCUPINE
MAMMAL_CHINCHILLA
MAMMAL_CAVY
MAMMAL_CAPYBARA
MAMMAL_RABBIT
MAMMAL_HARE
MAMMAL_LEMUR
MAMMAL_LORIS
MAMMAL_MONKEY
MAMMAL_APE
MAMMAL_HEDGEHOG
MAMMAL_SHREW
MAMMAL_MOLE
MAMMAL_WOLF
MAMMAL_COYOTE
MAMMAL_FOX
MAMMAL_JACKAL
MAMMAL_RACCOON
MAMMAL_COATI
MAMMAL_WEASEL
MAMMAL_BADGER
MAMMAL_SKUNK
MAMMAL_BEAR
MAMMAL_PANDA
MAMMAL_CAT
MAMMAL_PANTHER
MAMMAL_MONGOOSE
MAMMAL_HYENA
MAMMAL_CIVET
MAMMAL_PANGOLIN
MAMMAL_ELEPHANT
MAMMAL_MAMMOTH
MAMMAL_HORSE
MAMMAL_ASS
MAMMAL_ZEBRA
MAMMAL_TAPIR
MAMMAL_RHINOCEROS
MAMMAL_PIG
MAMMAL_WARTHOG
MAMMAL_CAMEL
MAMMAL_LLAMA
MAMMAL_GIRAFFE
MAMMAL_DEER
MAMMAL_ELK
MAMMAL_MOOSE
MAMMAL_ANTELOPE
MAMMAL_SHEEP
MAMMAL_GOAT
MAMMAL_BISON
MAMMAL_BUFFALO
MAMMAL_BULL 

Strange moods?

Can werebeasts even get them? I don't think it's ever happened to me and I'm not sure it would even work given that they go insane once a month and artifact-making takes longer than that, which makes me think that it's not a thing.

Can anyone confirm? I don't want to add something I'm not sure about, but it's also something that would be tough to go about proving since it's harder to prove a negative, and I can't say I've ever had a fort with a high enough population of werebeasts for them not having a mood to be meaningful. Feather (talk) 07:05, 1 October 2020 (UTC)

  • While transformed they don’t have the STRANGE_MOODS token, so the only option is for them to go into a strange mood between full moons. Here’s an experiment-concept: Enclose a bunch of (preferably already stressed) dwarves in individual rooms with a bunch of statues and make the rooms temples of a god with a known were-curse. Ensure the dwarves have a source of food and water. Perhaps dump the corpsw of a sentient in each room as well. Sooner or later, the dwarves should tantrum, and hopefully get cursed. Then, wait. If there is only a minority of non-cursed dwarves, and they keep getting the strange moods against all probability, then cursed dwarves probably can’t get moods. Voliol (talk) 10:52, 1 October 2020 (UTC)

'Sparring dwarves teleport through 1-tile walls' - still valid?

"Note that as of 40.24 there is a nasty bug which lets sparring dwarves teleport through 1-tile walls, so make sure the walls to their prison are at least 2 tiles thick, and install two 1-tile bridges connected to one lever as a door."

Isolated this line in the article a while back. Does anyone know what bug this is referring to, and if it has been fixed? Cheers.

Spdx (talk) 12:05, 31 March 2021 (UTC)