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Author Topic: 4 Questions From a Lost Player  (Read 1245 times)

Spiderking50

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4 Questions From a Lost Player
« on: February 20, 2012, 11:45:46 am »

So i'm really confused about a few basic things involving this release, if anyone can clear this up for me, that would be awesome.

(1) Necromancers. They resurrect the dead; how does that work? Is it line of sight, do they do it whenever they see a corpse, do zombies just raise from their graves as they walk by? Also, do they migrate to your fort?

(2) Vampires. Where do they come from? Can they die? After you know you have one, what do you do with him?

(3) Were-creatures. I have no idea how these work. Where do they come from? Can a migrant be one? And how often does this full moon thingamajig turn them into horrifying dwarf killers?

(4) Are there any other major changes besides the addition of the aforementioned and evil weather? New creatures or things like that.
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thegoatgod_pan

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Re: 4 Questions From a Lost Player
« Reply #1 on: February 20, 2012, 11:50:49 am »

Necromancers comes with a little mini siege (the dead walk! beware!), but some have reported migrant or diplomat necromancers.  They seem to raise things in line of sight, but the science is still being gathered.

Vampires immigrate, with a fake migrant identity. You can use the justice system accusations to try to figure out (i read reports that suggest its pretty obvious who the vampire is--e.g. 10 witnesses accuse one fisherdwarf, and he accuses a pet turkey). They can be assigned punishment with the hammerer, killed in mundane ways or placed in a burrow. Vampires don't starve or die of thirst, but they do slow down from not feeding (booze withdrawal slowness)

I've only seen a lycanthrope in adventure mode, no advice for dwarf mode
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Thelogman

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Re: 4 Questions From a Lost Player
« Reply #2 on: February 20, 2012, 05:46:53 pm »

1. Necromancers arrive as invaders (in a siege) as often as I've seen them, and can even be pretty stealthy! I didn't see them until they were almost on top of my fortress. They come with their own zombie armies, and will animate any dead stuff nearby. For me this has been more or less dead wildlife I've failed to clean up, refuse from butchering stuff, and the victims of their armies that didn't get inside fast enough. Line of sight is needed, but that means they can cast across Z-levels. I had a serpent woman necromancer who was animating things from the bottom of a pond, she could see up the Z-levels to her targets.

2. Vampires are created in world gen when somebody angers a god by profaning a temple. Those vampires can then infect other people to vampirism when they fight. Vampires can emigrate to your fortress as migrants in disguise, claiming to be somebody else. They very much can die, but they're very hardy and tough in battle. As for what to do with them, that's your choice. The Justice system will help you figure out who's a vampire if there are witnesses to their killing, but you don't have to do anything. You could even lock them up and have them be part of an all vampire military that gets set loose to kill invaders. Vampire citizen obey burrows, so it's easy to keep them away from other citizens if you want.

3. Were-Creatures are originally created same as vampires, and their victims if they live often also become the same kind of were-creature. A Migrant can be one, but the only ones I've seen so far were elves who wandered onto my fortress in their creature form, attacked something and ran away. I believe a full moon is once a month, so that's how often you'll get your crazed murdering machines. Keep in mind were-creatures of the same species are friendly when changed, and your dwarves won't blame a were-creature who changes back for his beast-self's crimes, so were-creatures can be useful too.

There are a few bug fixes, for example traders now come with wagons, so the path to your Depot must be at least three squares wide, no staircases.

Plenty of new creatures, including a few birds, Keats, Eagles, Raven to name a few, a few new land animals including wolverines, porcupines, and many many more (mosquitoes), including the giant and people versions of all the new donation creatures.

In addition to evil rain in areas, which causes minor sicknesses and is gross (slime, muck, blood), there's clouds of more deadly gases that can float through your areas (also only in evil areas).
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Robsoie

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Re: 4 Questions From a Lost Player
« Reply #3 on: February 20, 2012, 06:02:50 pm »

Killed a vampire in my 0.34.01 fort from using him as his own military squad, then stationned him on a retractable bridge that was covering a 8 zlevels deep hole.
Once the bridge was retracted, the vampire broke his skull, a hip and a leg but didn't "died", though he couldn't move anymore though.

He was carried in a hospital as an experiment, to see if my chief medical dwarf would be able to actually either heal his normally deadly wound, his infection or if it would allow to have the doctors detecting him as being a vampire.

After a month of the medical staff only cleaning him (though they started by suturing the hip or leg, i don't remember for sure), i decided to try another experiment, and put 3 cages that had captured buzzards in them next to his hospital bed.

I build a lever linked to those 3 cages, removed the hospital zone so no foolish dwarf would stay there, and locked the door for more safety. Then i had a dwarf to pull the lever.

After several days of the buzzards insisting in tearing the vampire skull and skin with their claw and beaks, he was always "alive" despite all the blood around, he couldn't do anything to fight back.

I decided to stop the experience and sent my military squad that killed the 3 buzzards quickly.
And maybe some kind of bug as i doubt it was a coincidence : once the buzzards died (and so stopped tearing his skull), a message about the vampire having bled to death appeared.
He was indeed dead, not raising again so i could put him in a coffin in the dwarf graveyard.

But never once the dwarves noticed he was a vampire (i would have not too, if i didn't noticed his strange thought summary and the "game exploit" of renaming him refusing to stick, reverting to his false dwarf name everytime)
« Last Edit: February 20, 2012, 06:05:19 pm by Robsoie »
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