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Author Topic: Buff titans/beasts/others made of non-solid materials (water, smoke, ash etc).  (Read 4002 times)

Mr Crabman

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I don't consider the specific matchup of currently existing FB materials to weaknesses to be nearly as interesting as creating a system that allows for procedural monsters to have procedural weaknesses and the system by which players can counter it being implemented.  Keep in mind that a lot of things players treated as the only way things would be done were overturned as Toady added more content, such as when there were only a half-dozen megabeasts that weren't procedural and only three types of clowns, or when there were people who wanted no magic at all in the game and thought there would never be a magic system.

Anyway, while it somewhat gets muddied by my giving more direct "counters" to things like snow melting, remember that the point here isn't to have a scientific way to destroy the material a beast is made of, but to have a symbolic/metaphoric/mythic way to defeat a beast.  Something like the bogeymen being destroyed by daylight or even being kept at bay by fires you light is a good example of a creature that has a mythic bane.  Hence, destroying filth with decomposers like mushrooms that works supernaturally fast is fine for a mythic bane.  (Alternately, if you just take "filth" and "grime" a little more literally, just attack the monsters with soap...)

Oh, I see what you mean now.

I'm personally not too keen on it, I feel like symbolic/metaphoric/mythic methods do work for the likes of bogeymen, werewolves and vampires for instance, but just don't here; that is, if a given creature is to have a non-scientific weakness, it should derive entirely from their magical nature (as a demon of some sphere, or night creature, or good creature/spirit), not from the material they're made of.

Most materials ought to have scientific weaknesses that stand on their own, regardless of whether that particular creature has any weakness resulting from their sphere/mythological nature or not. Of course, having metaphorical weaknesses too is also good.

voliol

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I think, come-myth&magic, we need to consider procedural symbolic/metaphoric weaknesses. Like what is the elemental antipode to fire, defined in the procedually generated wheel of elements? Use that against a being of flames and cinders. The filth-monsters of the deep, are they the remains of some great chaos cast away by a diety that also created willows? Then they may be weak to willows and any weapons made of their wood. etc. etc.

Of course, then there is the problem of exposition, but I think it’s ok for the players to not always know how to deal with a monster. Having to send out your dwarves on a quest to find the only weakness is fine, so is setting up a library to collect all bestiaries of the world. Perhaps some evolved form of the current ”monster hunters” could help as well, being schooled in the ways of monster slaying, and teaching it to your dwarves.

NW_Kohaku

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Most materials ought to have scientific weaknesses that stand on their own, regardless of whether that particular creature has any weakness resulting from their sphere/mythological nature or not. Of course, having metaphorical weaknesses too is also good.

The problem I see is that down that path lies a lot of the same arguments we had about 8 years ago, where anyone trying to suggest anything remotely fantastical was shouted down because Dwarf Fortress was totally a 100% realism simulator with zero fantastical elements, shut up about the dragons and amethyst men already!  A lot of these specific counters are likely to be rendered obsolete when Toady changes the procedural generation mechanics again (in particular, filth may well disappear at some point), so spending a lot of time getting into the weeds on specific FBs is going to be wasted effort, while talking more generally about creating dynamic matching of procedural materials to procedural weaknesses and the way to ensure that these are available to a player and that a player can reasonably find a way to apply them to weapons or employ them as weapons is more likely to actually still be relevant when Toady comes trawling the suggestions forums for ideas to flesh out what he's already planning.

Rather than worrying about specific FB materials, I think that there's more to be mined in vampires, experiments, vault denizens, and night trolls.  Night trolls in particular are fairly unique horrors that are prime targets for adventurers and not a big issue in fortresses.

I think that specific weaknesses suits Adventurer Mode much better than it suits Fortress Mode, since these sorts of stories where the hero barely escapes a disastrous battle, has to learn a secret weakness, build their weapon to defeat the one that killed their buddy, then return and wreak revenge are bread-and-butter adventurer stories, while it's more of a chore to keep every possible weakness stockpiled in your fortress where you just say "Oh, the waffle trolls are back, time to break out the syrup casks..."  In that vein, the reclusive night trolls, or the occasional experiment are much better suited to having specific weaknesses than other things.  (And experiments and such would be better suited to being just really, really hard to kill without a specific weakness, not outright impossible, since it's a horde battle, anyway.)

The topic of vampires is also one I think is suited to a specific weakness, since vampires in the myth of the Christian world are weak to crucifixes because the Church for some reason felt it was necessary to spend time spreading that idea around, but in DF, vampires are often made (at least in their zero patient) because of offending a god and getting a curse.  Hence, it makes sense that the weakness of a vampire (and their progeny) be the symbol of the specific god that cursed them.  A sea god represented by a fish that cursed a vampire for desecrating their temple might have a vulnerability to anything with a fish symbol engraved on it.  (This might require more gods to diversify their symbols, though, as most gods are just represented as men or women of the race they belong to, while even a human Athena is often represented through an owl, while Hera is represented with peacock feathers, or Hermes with winged shoes or the Caduceus, for example.)

I think, come-myth&magic, we need to consider procedural symbolic/metaphoric weaknesses. Like what is the elemental antipode to fire, defined in the procedually generated wheel of elements? Use that against a being of flames and cinders. The filth-monsters of the deep, are they the remains of some great chaos cast away by a diety that also created willows? Then they may be weak to willows and any weapons made of their wood. etc. etc.

Of course, then there is the problem of exposition, but I think it’s ok for the players to not always know how to deal with a monster. Having to send out your dwarves on a quest to find the only weakness is fine, so is setting up a library to collect all bestiaries of the world. Perhaps some evolved form of the current ”monster hunters” could help as well, being schooled in the ways of monster slaying, and teaching it to your dwarves.

One thing I have to note is that I do wish Dwarf Fortress doesn't fall into having four Greek elements (or five Chinese elements, which are honestly even more nonsense) be some main theme, as that's extremely tiresome and cliche by this point, and would come off very JRPG-ish.  Yes, I know the spheres are all there for that, but they don't have to be the be-all-end-all, at least, and there are enough spheres that not all of them are represented in every game.

Anyway, rather than having hard counters for creatures of one sphere (I.E. all "air-sphere" creatures are inherently weak to rocks because they represent "earth"), it makes more sense to just have a big list of possible strengths and a big grab bag of weaknesses.  Depending upon the magnitude of the strength, the weakness should be correspondingly common or dire.  (For example, an otherwise invincible monster made of pure fire should be weak to something very common and suffer total annihilation when faced with it, such as water or a nethercap weapon that inherently absorbs all heat.  A creature that is "merely" larger and denser than normal, or which just has a supernatural power such as a song that can confuse its listeners, but which is otherwise easily defeated with a axe to the skull like anything else can have a more esoteric or less devastating effect if its weakness is brought up.  The song-based creature, for example, may find itself unable to sing and take a moderate movement penalty if presented with its weakness, a tuning fork made of tin or a skilled bard playing a specific counter-melody on a tin lute.)

The ability of players to find weaknesses (especially when weaknesses are procedural and therefore the wiki can only give you a broad outline of what weaknesses are possible) and to be able to survive until such a weakness can be procured is also a concern.  I'm personally not against just raising the drawbridge and ignoring a FB that wants to rampage around the caverns until I can make a trap that will cage it, but some players think not charging headlong into danger isn't 'dwarfy' enough, so there will be complaints if the usual tactics don't succeed against it, and they have to research an esoteric weakness that is difficult to actually produce and implement.

Again, weaknesses work better for Adventurer than Fortress Mode in general, since it's more geared towards cautiously countering specific opponents rather than having random challenges tossed into your lap, so I think weaknesses (especially weaknesses that take a lot of work to make) in general are better geared towards things you more often encounter as an adventurer, and things that have weaknesses that might show up in Fortress Mode should be more mundane items players should have on hand anyway, like plump helmets or buckets of water.

The mechanics of learning a weakness are also definitely worth exploring.  The most obvious thing to go for would be a book, possibly ones you have to buy from sketchy sources, but in a procedural game where you can't proactively find more books (nevermind the possibility of accidentally creating necromancers because the local library accidentally bought a copy of the Necronomicon), and traveling sages, although getting them to actually spill on specific weaknesses to the specific FB that might show up at your fort a year from now can be a major hassle, since you're trying to get every weakness of every beast out of them, just in case.  A fortress's own sages might want to pen tomes of monster hunting and spread copies around once they've gained such knowledge.  (It would probably also be a good story beat to have the Mountainhome send out a request for aid because it is being assailed by a horrible beast, and they don't know the weakness - your fortress will receive promotion or accolades or treasure if they can discover the weakness and save the mountainhome in time.)
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Mr Crabman

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The problem I see is that down that path lies a lot of the same arguments we had about 8 years ago, where anyone trying to suggest anything remotely fantastical was shouted down because Dwarf Fortress was totally a 100% realism simulator with zero fantastical elements, shut up about the dragons and amethyst men already!  A lot of these specific counters are likely to be rendered obsolete when Toady changes the procedural generation mechanics again (in particular, filth may well disappear at some point), so spending a lot of time getting into the weeds on specific FBs is going to be wasted effort, while talking more generally about creating dynamic matching of procedural materials to procedural weaknesses and the way to ensure that these are available to a player and that a player can reasonably find a way to apply them to weapons or employ them as weapons is more likely to actually still be relevant when Toady comes trawling the suggestions forums for ideas to flesh out what he's already planning.

Procedural materials? I mean, I'm not surprised that's something Toady is going for, but they'd still presumably have the hardcoded "real life" materials? And even these procedural materials would surely have logical vulnerabilities purely resulting from their being liquid or powder, with various degrees of bonding/viscosity/temperature properties, and any reactions they have.

I'm not sure it would be wasted effort, or that they would be rendered obsolete, considering there doesn't seem to be a reason not to have both "natural" and procedural weaknesses. I mean, not everything needs a natural weakness in all honesty; if grime doesn't have a logical "mundane weakness weakness", no need to shoehorn one in; generic, logical weaknesses for liquid, powder, and gas beasts, and the temperatures, should be sufficient for materials that don't have weaknesses like gypsum powder in water, and some of them can be resistant to even the "material" weaknesses and require using their procedural symbolic ones.

Consider also that not all such creatures are going to be terrifying beasts, but rather may be rather simple and mundane/common "minions" crafted by a wizard for example, and there needs to be support for worlds with varying degrees of realism (for the slider option).

Like, I get that one could go off the deep end and have no fantasy stuff, but the other hypothetical extreme would have one abandon the likes of the complex body simulation in lieu of a complex, procedural weakness system acting on hitpoints like any other RPG. Both the realistic and fantastical sides of Dwarf Fortress should be respected.

A_Curious_Cat

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<snip>

Grime/Filth: (You know this is pee and poop, right? You're being attacked by some literally shitty FBs, here.) The way you get rid of poop without having access to toilets is apparently by breaking it down with bleach so it doesn't become a health hazard.  Bleach isn't in the game, but can apparently be made combining lye with chlorine gas, which can apparently be made by reacting pyrolusite with aqua regia (nitric acid mixed with hydrochloric acid), which itself is made by mixing potassium nitrate with sulfuric acid and SCREW IT, this is too complicated to add.  Let's just say the weakness is mushrooms, because that's a decomposer, so you have to kill it with fungiwood weapons or plump helmets.

<snip>


My understanding is that making bleach requires pure chlorine gas and that it wasn’t possible to separate the chlorine gas given off by reactions from nitrous oxides given off by the same reactions until the invention of the first water-cooled laboratory condensers in the late 18th century, unless you were using pure hydrochloric acid (which requires pure chlorine gas to make in the first place.  Based on this, wouldn’t the manufacture of bleach violate the 1400’s technology cutoff?
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NW_Kohaku

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Like, I get that one could go off the deep end and have no fantasy stuff, but the other hypothetical extreme would have one abandon the likes of the complex body simulation in lieu of a complex, procedural weakness system acting on hitpoints like any other RPG. Both the realistic and fantastical sides of Dwarf Fortress should be respected.

And this is essentially the argument I was pointing back to.  I mean, if we're having a "no fantasy stuff" setting... we have a setting where there are no living poop monsters to begin with, which means that we don't need to have a hard science way to kill living poop monsters.  It makes no sense to have a setting with obviously magical creatures and also tell the player the dwarves can't have anything magic because it's hard science except for the dragons and living rock formations.

If you have a monster made of living smoke, then saying that their bane must be strictly a scientific chemical process that actually dissolves real-life smoke and nothing magical or symbolic can happen because no magic allowed... how'd the smoke monster come into being?

Rather than thinking about it as attacking the smoke itself, think about it as attacking the obviously magic process by which the smoke monster continues to exist in blatant violation of physics.  Hence, heavy artillery might just pass through ash, but if you whap it with a material that either cancels magic or at least interferes with whatever sphere magic is powering the smoke, you'll interfere with what continues the violation of physics and normal physics can take back over, leaving it just a cloud of smoke, rather than a smoke monster. 

And again, the logic behind what cancels out the sphere that drives a smoke monster, if I were to go with the Greek elements model (which, again, I find overused, and think we should allow the full scope of the sphere system to have equal weight), and say that smoke is air-fire elemental, then obviously, it should be countered with water-earth element to negate its magic, so throw mud at a smoke monster to nullify it.  That's not strictly the setup I'd want to use (again, I prefer something more based upon spheres in general, but the current spheres system doesn't have enough opposites to really point to one easily, and nothing that smoke fits neatly into), but it's the idea of the brand of logic that makes more sense for magical nullification than trying to say that the only way to oppose a blatantly magical creature is with purely scientific methods.
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Mr Crabman

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And this is essentially the argument I was pointing back to.  I mean, if we're having a "no fantasy stuff" setting... we have a setting where there are no living poop monsters to begin with, which means that we don't need to have a hard science way to kill living poop monsters.  It makes no sense to have a setting with obviously magical creatures and also tell the player the dwarves can't have anything magic because it's hard science except for the dragons and living rock formations.

If you have a monster made of living smoke, then saying that their bane must be strictly a scientific chemical process that actually dissolves real-life smoke and nothing magical or symbolic can happen because no magic allowed... how'd the smoke monster come into being?

Rather than thinking about it as attacking the smoke itself, think about it as attacking the obviously magic process by which the smoke monster continues to exist in blatant violation of physics.  Hence, heavy artillery might just pass through ash, but if you whap it with a material that either cancels magic or at least interferes with whatever sphere magic is powering the smoke, you'll interfere with what continues the violation of physics and normal physics can take back over, leaving it just a cloud of smoke, rather than a smoke monster. 


No, you misunderstood what I meant by the quoted section; I wasn't talking about a no-magic setting there, I was just saying that one could, as you say people did in the past, push too hard for "pure realism, no fantasy", or go too far off the other way and have everything be a mess. Immortal waffle-trolls that are invincible without "the symbol of the syrup god" are all well and good, but it's possible to go overboard with this and have a game oversaturated with beings that have no weaknesses other than specific metaphorical and symbolic weaknesses.

And then, I was saying that DF has both sides; you do have the magic stuff, but also have a very detailed simulation of individual body tissues on body parts for each creature, and that therefore both sides should be respected. Sure, some magic makes sense for these beasts because they are innately magical, but even though their bodies require some physics violations, they are still made of that mundane material, and so it would make sense for the "body-simulator" side of the game to respect this material in terms of how it affects their strengths and weaknesses, even if they do have other magical weaknesses, or have magical properties specific to them that make them immune to their mundane weaknesses at the same time.

I did later make a point about low-magic options/sliders though, and here, I wasn't really talking about "no fantasy" settings because as you say, there are no living poop monsters; but they may exist in a low fantasy setting, and it's not as if vampires always have weaknesses to crosses in every setting, or werewolves to silver; sometimes the world has these fantastical and magical creatures, but in a more mundane manner (if that makes sense) that requires more mundane methods of defeat.

DwarfStar

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One way to help with the weakness discoverability problem would be to change up the FBs tactics. Instead of charging headlong into your fortress, maybe they could demand yearly tribute. That way:

1. The penalty for not defeating the FB isn’t the end of your fort, at least right away.
2. You’d have a reason to research just that specific FB.
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Lidku

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What about the Forgotten Beasts that aren't sapient and aren't capable of communication? How would they able to demand tribute? Not only that, even with the Fort becoming aware of the Forgotten Beast beforehand, how would it even go about researching it at all? Most regular beings in an average DF genned world know nothing about most Forgotten Beasts.
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NW_Kohaku

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No, you misunderstood what I meant by the quoted section; I wasn't talking about a no-magic setting there, I was just saying that one could, as you say people did in the past, push too hard for "pure realism, no fantasy", or go too far off the other way and have everything be a mess. Immortal waffle-trolls that are invincible without "the symbol of the syrup god" are all well and good, but it's possible to go overboard with this and have a game oversaturated with beings that have no weaknesses other than specific metaphorical and symbolic weaknesses.

Sorry, then I did misunderstand.

Yes, I've hinted to it in some of my posts before, but I should probably be more explicit in that: creatures with only one weakness that are otherwise invincible probably shouldn't be used on fortresses (meaning FBs, although having a few in the HFS might not be terrible, since you're not supposed to win that fight).  They make much more sense for threats where you can run away, such as threats that an adventurer can fight, or at least against raids where if you send out an unprepared raid and everyone dies, that's your fault.  Again, secret obscure weaknesses matched with nigh-invulnerability to mundane attacks should only be really appropriate to night trolls, experiments, vaults, and maybe the false god leaders of goblin civs.  (Slabs that grant true names are already a blatant weakness, so just having them be killed by a stray crossbow bolt is kind of an anticlimax compared to finding the slab, after all.)

Again, this is why you'll probably want to have some system where strengths and weaknesses are paired up in "advantage strength/disadvantage strength", where FBs you have little choice but to have visit your fort whether you are prepared or not should have less advantages, but also either less crippling vulnerabilities, more mundane vulnerabilities, and/or a larger number of vulnerabilities.  (I.E. a FB weak to buckets of water shouldn't be that much weaker to water than normal creatures are to steel axes, and they should still be killable with normal methods.)

I believe I mentioned it in that FotF thread at the time (not that I expect anyone to go digging through that thread), but I was uncomfortable even there having creatures immune to anything but a single weakness, while others (Toady included, I believe) were the ones saying it was suitable to have some creatures only vulnerable to their special weakness.  By contrast, I pointed out the trolls in NetHack, which are supposed to only be defeatable with fire or acid, but where you can also defeat them with other methods that use the game's mechanics to full effect, such as putting the troll's body in a container like a chest, so that it doesn't have room to regenerate and return as a creature.  (Which also makes rational sense, not just gaming sense, and in D&D, I've dealt with some eternally-regenerating enemies through chopping them to pieces, and making sure each piece that connected went in a different adventurer's bag of holding.)

Hence, water or smoke FBs might be more like a Bronze Colossus, where you can do "denting" damage until a part fails.  In this case, it might be more like whacking a gallon of water out of the water stegosaurus's body every swing until they gradually lose volume and structural integrity in a body part.  (Making large impact area weapons like hammers more effective than spears would also be amusing.)  The HFS or night troll version of this wouldn't be vulnerable to normal weapons at all, only being vulnerable to sponges or gypsum powder or shamwows or whatever the weakness may be.  (Likewise, the dreaded waffle trolls - which was a joke from the same FotF thread made in response to Toady's suggestion of using syrup on weapons - in their FB form might also be vulnerable to the use of butter or possibly diced berries and yogurt if your dwarves are health-conscious... or, you know, just be vulnerable to cutting weapons, although heating them up might help.)

If we're talking about the slider, however, I think it's worth noting that from how the highest procedural setting on the slider works, DF sounds like it would become Caves of Qud, where damn near everything is procedural, to the point that it's dizzying and disorienting until you spend a long period of time learning the specific lore of a specific worldgen.  Hence, if a FB is made of pure liquid frelåd, then obviously the only weakness it could possess is denying it onlìl for a day.  (And the only way to defeat the Bàgoz is to rít the goden. Procedural language joke, AAAY!)

That said, it's also worth noting that a lot of players just don't deal with some FBs.  I sure don't send a military out after a steel blob.  (Personally, I keep them away from anything with syndromes.)  As long as they can't tunnel through stone, they are always vulnerable to the ancient dwarven superpower of "keeping several feet of solid stone between us and the nasties."  Similarly, if you can corral them through strategic opening and closing of drawbridges, nigh-indestructible FBs are more of a threat to invaders than your dwarves.  Most players just don't even bother trying to mess with the caverns beyond breaching then immediately resealing any but a few very controlled sections of the caverns.  Anything physical still has a "weakness" to being obsidianized, as well.
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
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