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Leal posted:Giving some strong RE1 vibes where the architect of the mansion got caught in his own trap and there was a tombstone with his name on it waiting for him. e: oh goddammit, what is it with me and page snipes these last few days?
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# ? Feb 13, 2021 07:12 |
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# ? May 17, 2024 11:22 |
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Leal posted:Giving some strong RE1 vibes where the architect of the mansion got caught in his own trap and there was a tombstone with his name on it waiting for him. i think that's based off a story of a famous ambush in china. as night is starting to fall, an army on the march comes across a tree with an inscription on it. they call on their general, Pang Juan, who comes up to it, and due to the failing light asks for someone to light a torch so they could make out what was written. by not so outrageous coincidence, a bunch of hidden archers in the distance were given instructions "when you see a torch light up around this spot, fire"; they eviscerate poor Pang the moment his torch is lit. alternatively, the lighting of the torch is the sign for a larger ambush, which eviscerates the entire army and Pang commit suicide under the tree to avoid capture. the written inscription was “Pang Juan will die under this tree"
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# ? Feb 13, 2021 09:42 |
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Tiler Kiwi posted:i think that's based off a story of a famous ambush in china. as night is starting to fall, an army on the march comes across a tree with an inscription on it. they call on their general, Pang Juan, who comes up to it, and due to the failing light asks for someone to light a torch so they could make out what was written. by not so outrageous coincidence, a bunch of hidden archers in the distance were given instructions "when you see a torch light up around this spot, fire"; they eviscerate poor Pang the moment his torch is lit. alternatively, the lighting of the torch is the sign for a larger ambush, which eviscerates the entire army and Pang commit suicide under the tree to avoid capture. badass
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# ? Feb 14, 2021 05:31 |
So further trip report on the update.
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# ? Feb 14, 2021 09:09 |
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Tiler Kiwi posted:i think that's based off a story of a famous ambush in china. as night is starting to fall, an army on the march comes across a tree with an inscription on it. they call on their general, Pang Juan, who comes up to it, and due to the failing light asks for someone to light a torch so they could make out what was written. by not so outrageous coincidence, a bunch of hidden archers in the distance were given instructions "when you see a torch light up around this spot, fire"; they eviscerate poor Pang the moment his torch is lit. alternatively, the lighting of the torch is the sign for a larger ambush, which eviscerates the entire army and Pang commit suicide under the tree to avoid capture. "wth why are we stopped" "uhh one of the trees has writing on it but its too dark to read and none of us has a torch, we thought we should ask you about it" "for gently caress's sake"
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# ? Feb 14, 2021 17:18 |
xylo posted:So further trip report on the update.
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# ? Feb 20, 2021 11:19 |
Zereth posted:Are the slabs in the relevant stockpile, and if no, are there any stockpiles that accept slabs? They might think they're busy waiting to be moved I have two more dead bodies that aren't getting hauled from outside now even though I've got the gather orders from outside set and confirm nothing it marked as forbidden, so will probably have more ghosts soon... vOv Not sure what the issue is as I do have about 10 correctly filled coffins. Will probably just start a new fort now as this one is probably about to spiral out of control and die to dumb wereshit again. Wereass attack #3 just happened (first one I cheesed and was able to get away with no infected, the second one crashed after the attack when I tried to eject a resident and when I reloaded I got a cyclops instead of a wereass). I'll remember to regen the world without those things since every fort always ends up dying to the same wereass doom.
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# ? Feb 21, 2021 19:51 |
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xylo posted:every fort always ends up dying to the same wereass doom. Powerful thread title energy.
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# ? Feb 21, 2021 19:56 |
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I just dfhack exterminate every werecreature as soon as it appears. gently caress that noise.
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# ? Feb 21, 2021 20:51 |
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Eric the Mauve posted:I just dfhack exterminate every werecreature as soon as it appears. gently caress that noise. How can you deny yourself the satisfaction of bricking over the doors to the hospital rooms of the infected? Pretty much every fort I've ever run has one or two rooms permanently locked away from which you can hear the monthly screams of the crazed dwarves within. I had a similar thing in my last fort with two human vampires (and a couple of their victims) locked away in my temple. I left them there for years before I finally got sick of looking at the large room of unsmoothed stone in the center of my fort. So I decided to position my military right outside, tear down the wall, and murder them before they could cause any trouble. Unfortunately this kicked off some sort of loyalty cascade and I lost over 30 dwarves in the brawl. I should have gone with my first idea of piping some magma into the room to take care of them but I was afraid they might be able to jump out of the room if I channeled into it from above
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# ? Feb 22, 2021 00:40 |
pogothemonkey0 posted:How can you deny yourself the satisfaction The problem with were* stuff is really twofold: 1) There is little you can do to prevent or contain the results of a werebeast attack without causing a myriad of other issues. This is pretty annoying because unlike any generic mega beast or siege, after you feed the dwarf chipper, it's over and you work on rebuilding/tending to the after effects injury or dwarves being sad about death -- both of which has something you can actively try and work through (doctors/crutches/splints/etc, happy waterfalls/inns/stuffing rooms with legendary green glass dwarf dildos etc). Contrast to were* attacks, unless you get incredibly lucky with no hits or a quick kill, you'll pretty much always have an unknown number of people inflected. Your only option is to just wall off half your military (along with Urst McNugget who just had to walk back stopping to smell the rat weed every two seconds while the weredonkey was literally right behind him and he somehow survived) and hope for the best. Being more "proactive" can cause more issues (depressions/loyalty/etc cascades). Even if you room off each dwarf into their own unique isolation chamber, you still have to "deal" with them after the full moon cycle -- which leads back to the "proactive" measures issue if you don't have some "accidental" dwarf magma trap. The trap part isn't a big deal really -- until you realize you probably going to see a weresnail attack within the first year nearly every game (which leads to the second point) leading to most forts dying (either directly or indirectly) because of them. tl;dr -- it happens too frequently, to early, and your options for dealing with it suck at best. 2) Werebeast poo poo is insanely overpowered. Remember it's a sub type of night creatures -- this includes things like necros and vampires. There is a reason why things like vampires, necros, etc are super common -- unlike the other mega critters they excel at propagation since all it takes is a bit of torn flesh. They've already had to nerf them (specifically necros) due to them basically taking over everything and running amok. I believe this pretty much contributes to the top point of "too frequently". But it also happens to blow up things like rarely seeing other types of megabests -- like dragons -- which are usually near extinct early on. It's also why most worlds now almost never leaves the Age of Myth or Legends since it's based on pop caps. In the case of werebeasts, there needs to be a way to be forgiven by the god whose temple was desecrated to remove the curse, remove the infection of the curse, or something else to help curb the propagation issues. tl;dr -- There needs to be other options beyond "attempting to kill without spreading curse" that doesn't involve magma drop chutes at around year one that can also prevent world gen homogenization issues.
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# ? Feb 22, 2021 09:55 |
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Werebeast poo poo is a symptom of Toady's general belief that Adventure and Legends modes are The Game and Fortress mode is just a side thing. Werebeasts are a cool mechanic to flavor Adventure and Legends, and Toady isn't really that concerned that they wreck Fortress mode. "If you care that much, that's what custom worldgen is for, I have more interesting things to work on" is reasonable from his perspective.
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# ? Feb 22, 2021 16:33 |
Eric the Mauve posted:Werebeast poo poo is a symptom of Toady's general belief that Adventure and Legends modes are The Game and Fortress mode is just a side thing. Werebeasts are a cool mechanic to flavor Adventure and Legends, and Toady isn't really that concerned that they wreck Fortress mode. "If you care that much, that's what custom worldgen is for, I have more interesting things to work on" is reasonable from his perspective.
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# ? Feb 22, 2021 18:32 |
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xylo posted:In the case of werebeasts, there needs to be a way to be forgiven by the god whose temple was desecrated to remove the curse, remove the infection of the curse, or something else to help curb the propagation issues. I thought this was already implemented to some extent, or at the very least confirmed to be in the plans. Or am I thinking of necromancers?
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# ? Feb 22, 2021 22:59 |
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I don't think it's in the game yet for either of these. Once you're a necromancer in adventure mode, you're a necromancer forever. Same for vampires and werebeasts.
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# ? Feb 22, 2021 23:01 |
There are world generation mechanics designed to prevent necromancers from overrunning the world in worldgen with their undead armies. They do not *always* work, which is good. There is nothing in the game preventing spread of were-plagues, vampirism, and the like. I'd honestly prefer a difficult cure, along with a way that you can arrange for known were-dwarves to report to a were prison and get shackled to the wall for the full moon until your book dwarves and/or doctors figure it out.
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# ? Feb 23, 2021 13:36 |
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Pickled Tink posted:I'd honestly prefer a difficult cure, along with a way that you can arrange for known were-dwarves to report to a were prison and get shackled to the wall for the full moon
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# ? Feb 23, 2021 15:04 |
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"He felt interested seeing a fine pressure plate. He felt interested seeing a fine silver crossbow trap."
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# ? Feb 23, 2021 15:09 |
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Dwarf science questions: 1. Is there a way to get liquid metal 2. Do liquid coatings get temperature updates and change state accordingly? 3. Assuming the answer to 2 is yes, what happens when a liquid coating on a creature becomes solid? I'm pretty sure you can't encase someone in metal this way but what does happen if you try?
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# ? Feb 24, 2021 19:55 |
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I remember when Dwarves in hot enough climates would get boiled alive from the water covering them heating up if they went outside while wet or even if it rained at all. I am also very sick right now so this might have been a fever dream and not an actual thing but it sounds like an actual thing.
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# ? Feb 24, 2021 20:05 |
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I recall there being a thing where the fat in their bodies would boil if you were in a hot enough area
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# ? Feb 24, 2021 20:08 |
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That's even more terrifying.
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# ? Feb 24, 2021 20:14 |
FreudianSlippers posted:I remember when Dwarves in hot enough climates would get boiled alive from the water covering them heating up if they went outside while wet or even if it rained at all. This was a thing, I once started in a desert and it took me a while to work out why those going outside suddenly died, but only sometimes!
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# ? Feb 24, 2021 20:23 |
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Also having their fat melt off them would eventually make them more resistant to heat and fire, because they would have no fat left and hence avoid the pain of it melting.
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# ? Feb 24, 2021 20:32 |
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I haven't played in a long rear end time but can't you like, just close the gate if a werebeast arrives? Doesn't it still turn back pretty quick?
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# ? Feb 24, 2021 21:41 |
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FreudianSlippers posted:I remember when Dwarves in hot enough climates would get boiled alive from the water covering them heating up if they went outside while wet or even if it rained at all. Blanched dwarves. Leal posted:I recall there being a thing where the fat in their bodies would boil if you were in a hot enough area Cracklings!
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# ? Feb 24, 2021 21:54 |
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The problem is that immigrants can be already werebeasts when they come to you, and you won't know it until they change and start butchering your fortress.
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# ? Feb 24, 2021 21:55 |
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Shadowlz posted:I haven't played in a long rear end time but can't you like, just close the gate if a werebeast arrives? Doesn't it still turn back pretty quick? You don't always know who to trust, it's like The Thing
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# ? Feb 24, 2021 21:55 |
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Just make them spend the first month in quarantine. If they don't turn into a lizard or chinchilla or something on the first full moon release them if they do they're away from the main population and cause minimal harm.
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# ? Feb 24, 2021 21:58 |
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Shadowlz posted:I haven't played in a long rear end time but can't you like, just close the gate if a werebeast arrives? Doesn't it still turn back pretty quick? The thing I do for all types of invasions is send all civilians to a burrow and shut the gate. Getting the timing right can be tricky. Werebeasts are fast and sometimes ambush dwarves working outside. If you can get all your dwarves in and safely close the gate, it's a great solution. As a bonus, after they turn back you can catch them in a cage trap.
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# ? Feb 24, 2021 22:02 |
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FreudianSlippers posted:Just make them spend the first month in quarantine. If they don't turn into a lizard or chinchilla or something on the first full moon release them if they do they're away from the main population and cause minimal harm.
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# ? Feb 24, 2021 22:05 |
Cardiovorax posted:Yeah, obviously that's one solution to the problem. It just shouldn't be the only viable one. We wouldn't need such a strict quarantine if all the dwarves would just wear their drat masks
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# ? Feb 24, 2021 22:27 |
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Werebeasts are a hoax created by the Elves to control the Dwarven population via fear.
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# ? Feb 24, 2021 22:28 |
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Shadowlz posted:I haven't played in a long rear end time but can't you like, just close the gate if a werebeast arrives? Doesn't it still turn back pretty quick?
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# ? Feb 24, 2021 22:36 |
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IronicDongz posted:what do you mean "close the gate". I just started this fort it's a hole in the ground Build a wall, stop the caravans. Simple.
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# ? Feb 24, 2021 22:51 |
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Cardiovorax posted:The problem is that immigrants can be already werebeasts when they come to you, and you won't know it until they change and start butchering your fortress. Can't migrants only be werebeasts if they were infected in a previous fortress and then migrate from that? Or has that changed?
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# ? Feb 24, 2021 23:03 |
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Capntastic posted:Build a wall, stop the caravans. Simple. Make The Bright Hills of Menacing Great Again
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# ? Feb 24, 2021 23:06 |
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NuclearWinterUK posted:Can't migrants only be werebeasts if they were infected in a previous fortress and then migrate from that? Or has that changed?
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# ? Feb 24, 2021 23:12 |
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Cardiovorax posted:I believe it changed along with immigrants no longer being randomly generated but rather pulled from a population of already existing dwarves from nearby civs. You can also have vampires immigrate now. I thought that werebeasts were different because once cursed they flee civilization and make lairs in caves or whatever, unless they're from your own fortress. At least that's what I read, I've not played in a year or two and have lost track of changes.
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# ? Feb 24, 2021 23:44 |
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# ? May 17, 2024 11:22 |
Werebeasts normally do the uninvited guest bit. Yes, you can burrow everyone right when it gets there, but they are fast and are have the ambusher flag (normally looks like 2-3x dwarf move speed) so you're probably going to get some caught unless you're perma indoors. I don't think you really do the perma indoors until mid-game at the earliest unless you route your whole game around this idea (embark with wood, some quick underground river ?) You cannot seal them off to starve them death. They avoid/are mostly immune to traps (I think if you have the perfect "drop a chunk of cave on them" it will kill them though.) You cannot drown them. They can destroy buildings/walls. I know I've had one arrive (was either migrant or vistor because it resulted in a mess in the inn), but it seems you're more likely to get a vampire then a general werebeast this way. I think this is because any worldgen werebeast runs off and just attacks things like normal megabests? Since they are the same sub class, a vampire cannot be infected by a werebeast and vice versa -- and vampires want to be around civs because they need to feed.
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# ? Feb 25, 2021 09:25 |