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[[File:animal_people_preview2.png|306px|right]]'''Animal people''' are half-man, half-beast [[creature]]s with various animal-like traits, some beneficial (such as [[flying]], and [[syndrome|poisons]]), or detrimental ([[steals items|thievery]]), inherited from their base animal. They generally have significantly longer [[age|lifespans]] than the base animals, as well as the ability to [[learns|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 [[sperm whale man|very large]]. Most animal people can join [[civilization]]s and live in [[site]]s, or come to your fort as [[visitor]]s.
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[[File:animal_people_preview.png|220px|right]]'''Animal people''' are half-man, half-beast [[creature]]s with various animal-like traits, some beneficial (such as [[flying]], and [[syndrome|poisons]]), or detrimental ([[steals items|thievery]]), inherited from their base animal. They generally have significantly longer [[age|lifespans]] than the base animals, as well as the ability to [[learns|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 [[sperm whale man|very large]]. Most animal people can join [[civilization]]s and live in [[site]]s, or come to your fort as [[visitor]]s.
  
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 {{DFtext|Intelligent Wilderness Creature|7:0}}. Some animal people may not be available due to having [[extinction|died out]] or being uncontacted (e.g. excluded to an isolated island).
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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 {{DFtext|Intelligent Wilderness Creature|7:0}}. Some animal people may not be available due to having [[extinction|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 [[cavern]]s; these two populations form distinct groups:
 
Wild animal people wander on the surface in [[savage]] environments or dwell underground in the [[cavern]]s; 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 [[butcher]]ed, incapable of any sort of non-violent interaction.
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*Savage animal people behave mostly like common animals, wandering the wilderness and occasionally joining human, [[Dwarf|dwarven]] or [[Elf|elven]] society during [[world generation]]. When encountered in gameplay, they are essentially animals who can't be [[butcher]]ed, 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 [[spear]]s and [[blowgun]]s (they are the only known source of [[blowdart]]s). Subterranean animal people will be labelled as {{DFtext|Hostile|4:0}} 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]].
 
*Subterranean animal people are a civilization in themselves, rarely encountered, in small groups or "tribes". They are equipped with primitive weaponry such as wooden [[spear]]s and [[blowgun]]s (they are the only known source of [[blowdart]]s). Subterranean animal people will be labelled as {{DFtext|Hostile|4:0}} 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]].
  
Subterranean animal people are also found in generated [[sewer]]s, formed from collections of outcasts. Graphically, animal people are given their own sprites. Unlike dwarves, humans, elves, [[goblin]]s and [[kobold]]s, 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.
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Subterranean animal people are also found in generated [[sewer]]s, formed from collections of outcasts.
  
 
== Subterranean animal people ==
 
== Subterranean animal people ==
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=== Ethics ===
 
=== 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 [[personality trait|values]] all set to zero (none).
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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 [[kobold]]s and their [[personality trait|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.
 
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.
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== Creature & body tokens altered from base animal raws ==
 
== Creature & body tokens altered from base animal raws ==
These are the tokens removed, added or replaced from the base creatures that animal people come from. They are replaced in the c_variation_default.txt raw file by the tokens APPLY_CREATURE_VARIATION:ANIMAL_PERSON and APPLY_CREATURE_VARIATION:ANIMAL_PERSON_LEGLESS which come from the animal person's raws.
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These are the tokens removed, added or replaced from the base creature that animal people come from. They are replaced in the c_variation_default.txt raw file by the tokens APPLY_CREATURE_VARIATION:ANIMAL_PERSON and APPLY_CREATURE_VARIATION:ANIMAL_PERSON_LEGLESS which come from the animal person's raws.
  
 
'''[[Creature token|Tokens]] removed and added'''
 
'''[[Creature token|Tokens]] removed and added'''

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