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Editing v0.34:Werebeast
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− | '''Werebeasts''' {{Tile|Ñ|6:0}} are [[night creature|night creatures]] that are procedurally created during worldgen. [[Deity|Deities]] may curse sentient creatures (including any animal man) to transform into an animal form on the night of a full moon. | + | '''Werebeasts''' {{Tile|Ñ|6:0}} are [[night creature|night creatures]] that are procedurally created during worldgen. [[Deity|Deities]] may curse sentient creatures (including any animal man) to transform into an animal form on the night of a full moon. Creatures bitten by werebeasts are cursed to become werebeasts themselves. |
− | Werebeasts may take the form of mammals or reptiles | + | Werebeasts may take the form of mammals or reptiles. |
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+ | Werebeasts can take the form of animals that do not exist in Dwarf Fortress, including iguanas and [[wikipedia:monitor lizard|monitor lizard]]s. | ||
The behaviour of vanilla werebeasts in worldgen (i.e. fleeing town upon being cursed and conducting raids from their new lair) appears to be caused by the cursed individual's beast form having the [NIGHT_CREATURE_HUNTER] tag; removal of this tag from a generated werebeast extracted from a world.dat file and jimmied into the standard raws caused those cursed to behave no differently from any other unnaturally-immortal individual. | The behaviour of vanilla werebeasts in worldgen (i.e. fleeing town upon being cursed and conducting raids from their new lair) appears to be caused by the cursed individual's beast form having the [NIGHT_CREATURE_HUNTER] tag; removal of this tag from a generated werebeast extracted from a world.dat file and jimmied into the standard raws caused those cursed to behave no differently from any other unnaturally-immortal individual. | ||
==Werebeasts in Fortresses== | ==Werebeasts in Fortresses== | ||
− | In some regions, the full moon will herald the attack of werebeasts upon your fortress (triggering a message similar to the one that is shown when a Megabeast attacks), or instead the unwilling transformation of your own citizens into their bestial forms. The cursed will attack anyone they can find for the duration of the full moon, spreading their affliction even further. | + | In some regions, the full moon will herald the attack of werebeasts upon your fortress (triggering a message similar to the one that is shown when a Megabeast attacks), or instead the unwilling transformation of your own citizens into their bestial forms. The cursed will attack anyone they can find for the duration of the full moon, spreading their affliction even further. |
Werebeasts of the same species will cooperate with each other and not normally fight, but those of different species will treat each other no differently than enemies. | Werebeasts of the same species will cooperate with each other and not normally fight, but those of different species will treat each other no differently than enemies. | ||
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* Nobody will die of old age... if your forts even go for this long | * Nobody will die of old age... if your forts even go for this long | ||
* No need for food or drink, though you can keep alcohol around for happy thoughts and to avoid alcohol withdrawal | * No need for food or drink, though you can keep alcohol around for happy thoughts and to avoid alcohol withdrawal | ||
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* When transformed, civilian dwarves are less vulnerable | * When transformed, civilian dwarves are less vulnerable | ||
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* Unhappy thoughts are less severe as the process of being bitten and biting others tends to make your dwarves very resilient to tragedy. | * Unhappy thoughts are less severe as the process of being bitten and biting others tends to make your dwarves very resilient to tragedy. | ||
* Go for were-elephants or were-badgers for extra dwarven points | * Go for were-elephants or were-badgers for extra dwarven points | ||
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* Exceedingly difficult to set up, quite long as well | * Exceedingly difficult to set up, quite long as well | ||
* May kill your most important dwarves | * May kill your most important dwarves | ||
− | * When transformed, fortress activity grinds to a halt | + | * When transformed, fortress activity grinds to a halt |
− | * Werebeasts are building destroyers, so you'll constantly need to remake workshops and | + | * Werebeasts are building destroyers, so you'll constantly need to remake workshops and furniture |
− | + | * <s>May</s> WILL cause issues with military when transformed : dwarf armor is too small for werebeasts, though they will hold onto their weapons and shields during transformation. | |
− | * <s>May</s> WILL cause issues with military when transformed : dwarf armor is too small for werebeasts, though they will hold onto their weapons and shields | ||
* May be exceedingly fun for [[Thought|dwarven]] [[Tantrum|sanity]]... but then again you ''were'' looking for fun in the first place | * May be exceedingly fun for [[Thought|dwarven]] [[Tantrum|sanity]]... but then again you ''were'' looking for fun in the first place | ||
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==Transformation Dates== | ==Transformation Dates== |