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Editing Megabeast

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[[File:megabeast_preview.png|right]]'''Megabeasts''' are special and very powerful "boss" [[creature]]s who are created during [[world generation]], each associated with a number of [[sphere]]s. They are named [[historical figure]]s, and the game will [[announcement|announce]] their presence by name. They are similar to [[semi-megabeast]]s, but tend to be larger, rarer and more powerful.
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[[File:Megabeast.jpg|thumb|310px|right|"Yeah, I think I can take him alone..."]]
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'''Megabeasts''' are special and very powerful "boss" [[creature]]s who are created during [[world generation]], each associated with a number of [[sphere]]s. They are named [[historical figure]]s, and the game will [[announcement|announce]] their presence by name. They are similar to [[semi-megabeast]]s, but tend to be larger, rarer and more powerful.
  
Graphically, the sprites that [[titan]]s and [[forgotten beast]]s use will be of black, mysterious-looking creatures that resemble the generated appearance they've been given. This same setup is used for other procedurally-generated creatures, such as [[demon]]s, [[experiment]]s and [[bogeyman|bogeymen]].
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==Megabeast species==
  
==Megabeast species==
 
 
*[[File:Bronze colossus sprite.png|15px]] / {{Tile|C|6:0}} [[Bronze colossus]]
 
*[[File:Bronze colossus sprite.png|15px]] / {{Tile|C|6:0}} [[Bronze colossus]]
 
*[[File:Dragon sprite.png|30px]] / {{Tile|D|2:0}} [[Dragon]]
 
*[[File:Dragon sprite.png|30px]] / {{Tile|D|2:0}} [[Dragon]]
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In world generation, all megabeasts claim and live in a [[lair]], a hunting (or, perhaps, ''haunting'') ground from which they will attack other creatures, both wildlife and civilized settlements. A megabeast sharing its lair with another megabeast of the other gender is also far more likely to reproduce than if the two had been wandering the world. Lairs can and do change, however, sometimes regularly, and older megabeasts have called many a place their home. Also, megabeasts have been found fighting each other, leading to hilarious reports of fireballs and [[cave in]]s.
 
In world generation, all megabeasts claim and live in a [[lair]], a hunting (or, perhaps, ''haunting'') ground from which they will attack other creatures, both wildlife and civilized settlements. A megabeast sharing its lair with another megabeast of the other gender is also far more likely to reproduce than if the two had been wandering the world. Lairs can and do change, however, sometimes regularly, and older megabeasts have called many a place their home. Also, megabeasts have been found fighting each other, leading to hilarious reports of fireballs and [[cave in]]s.
  
Most megabeasts will not attack the player until they have accumulated a minimum [[wealth]] of 100,000☼, exported wealth of at least 10,000☼, ''and'' a minimum population of 80 dwarves. Titans ignore exported wealth, and the only requirements for forgotten beasts are 50,000☼ in created wealth and a discovered [[cavern]].  What megabeasts appear, if any do at all, is also influenced by which ones are closest to the player; a dragon with a lair nearby is far more likely to attack than a roc several weeks away. Nonetheless, force-quitting and loading a fortress from a few days before a megabeast attack may result in a different one arriving on the same day, or later, or nothing arriving at all, depending on what has survived world generation.
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Megabeasts will not attack the player until they have accumulated a minimum wealth of 100,000☼ or a minimum population of 80 dwarves. What megabeasts appear, if any do at all, is influenced by which ones are closest to the player; a dragon with a lair nearby is far more likely to attack than a roc several weeks away. Nonetheless, force-quitting and loading a fortress from a few days before a megabeast attack may result in a different one arriving on the same day, or later, or nothing arriving at all, depending on what has survived world generation.
  
 
Megabeast and night creature attacks are handled the same way as caravan/diplomat visits and migrant waves - at the beginning of the season, the game decides that it's going to happen and sets a timer, and the event happens once the timer runs out.  Notably, megabeast and night creature events simply choose a random "eligible" (i.e. able to survive in your fortress's biome) creature from anywhere in the world, and make it instantly appear at your doorstep.
 
Megabeast and night creature attacks are handled the same way as caravan/diplomat visits and migrant waves - at the beginning of the season, the game decides that it's going to happen and sets a timer, and the event happens once the timer runs out.  Notably, megabeast and night creature events simply choose a random "eligible" (i.e. able to survive in your fortress's biome) creature from anywhere in the world, and make it instantly appear at your doorstep.
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After an attack on a settlement in worldgen, megabeasts tend to be worshipped by [[dwarves]], most likely out of fear and the hope that worshiping the megabeast may persuade it to not eat its worshippers (this currently does not work at all). The megabeast is listed as ''object of worship'' on the dwarves' [[relationship]] screen. This does not change your dwarves' behaviour when confronted with an object of worship, nor the megabeast's behaviour when bumping into its worshippers.
 
After an attack on a settlement in worldgen, megabeasts tend to be worshipped by [[dwarves]], most likely out of fear and the hope that worshiping the megabeast may persuade it to not eat its worshippers (this currently does not work at all). The megabeast is listed as ''object of worship'' on the dwarves' [[relationship]] screen. This does not change your dwarves' behaviour when confronted with an object of worship, nor the megabeast's behaviour when bumping into its worshippers.
 
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==See also==
 
==See also==
 
{{catbox|DF2014:Megabeasts}}
 
{{catbox|DF2014:Megabeasts}}

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