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.

Editing v0.34:Megabeast

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.34"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 6: Line 6:
 
Megabeasts are created systematically during world generation. Newly generated worlds are populated by initial populations of historical figures, megabeasts among them. The amount of megabeasts created at world generation is random, but based on two factors: the size of the world ("World Size"), and their prevalence ("Number of Beasts"). Megabeasts' presence (or lack thereof) is a major factor in world history. Over time, they will accumulate long [[kill list]]s, and the baddest of the bunch will acquire nicknames and [[deity|god]]-like associations with their [[sphere]]s.
 
Megabeasts are created systematically during world generation. Newly generated worlds are populated by initial populations of historical figures, megabeasts among them. The amount of megabeasts created at world generation is random, but based on two factors: the size of the world ("World Size"), and their prevalence ("Number of Beasts"). Megabeasts' presence (or lack thereof) is a major factor in world history. Over time, they will accumulate long [[kill list]]s, and the baddest of the bunch will acquire nicknames and [[deity|god]]-like associations with their [[sphere]]s.
  
Megabeasts are a distinct and serious threat to early development, threatening many a young outpost; but, inevitably, as the world matures, populations rise, and new settlements are founded, they become increasingly harassed. Although megabeasts will come out on top of almost any encounter, enough dice rolls and they ''will'' go down, felled by a lucky human or other sapient creature clearing the way for his fellows. The longer the world history, the more megabeasts are confronted and killed off, and the safer the world becomes for [[civilization]]. In most worlds, calendar [[Calendar#Ages|ages]] go through three stages, the Age of Myth, the Age of Legends, and the Age of Heroes, each with a progressively higher percentage killed of megabeasts.
+
Megabeasts are a distinct and serious threat to early development, threatening many a young outpost; but, inevitably, as the world matures, populations rise, and new settlements are founded, they become increasingly harassed. Although megabeasts will come out on top of almost any encounter, enough dice rolls and they ''will'' go down, felled by a lucky human or other sapient creature clearing the way for his fellows. The longer the world history, the more megabeasts are confronted and killed off, and the safer the world becomes for [[civilization]]. In most worlds, calender [[Calendar#Ages|ages]] go through three stages, the Age of Myth, the Age of Legends, and the Age of Heroes, each with a progressively higher percentage killed of megabeasts.
  
 
Some megabeasts (namely [[dragon]]s and [[roc]]s) can reproduce during world generation, but such an event is fantastically unlikely, for two reasons. The first is that megabeasts are immensely rare and elusive, and almost never bump into another. The second is that the starting population of megabeasts is also their population cap, meaning that other megabeasts must die before new ones can be born. Rocs will also reproduce within players' fortresses if they are lucky enough to [[cage trap|cage]] and [[animal training|tame]] two specimens of opposite sexes. Megabeasts can be divided into two classes, "normal" ones, and randomly generated ones. Normal megabeasts are [[hydra]]s, [[roc]]s, [[bronze colossus]]es, and [[dragon]]s; randomly generated beasts are either [[titan]]s or [[forgotten beast]]s ([[demon]]s are considered separately).
 
Some megabeasts (namely [[dragon]]s and [[roc]]s) can reproduce during world generation, but such an event is fantastically unlikely, for two reasons. The first is that megabeasts are immensely rare and elusive, and almost never bump into another. The second is that the starting population of megabeasts is also their population cap, meaning that other megabeasts must die before new ones can be born. Rocs will also reproduce within players' fortresses if they are lucky enough to [[cage trap|cage]] and [[animal training|tame]] two specimens of opposite sexes. Megabeasts can be divided into two classes, "normal" ones, and randomly generated ones. Normal megabeasts are [[hydra]]s, [[roc]]s, [[bronze colossus]]es, and [[dragon]]s; randomly generated beasts are either [[titan]]s or [[forgotten beast]]s ([[demon]]s are considered separately).
Line 17: Line 17:
  
 
<noinclude>
 
<noinclude>
 
 
==See also==
 
==See also==
 
{{catbox|DF2012:Megabeasts}}
 
{{catbox|DF2012:Megabeasts}}

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)