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Author Topic: Tone down number of werebeasts a bit or set a wealth threshold to werebeasts  (Read 1142 times)

UristTheDwarf

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They can appear as soon as among the first caravan or immigration wave and are notoriously difficult to detect. I suggest placing sort of threshold to when werecursed historical figures start appearing in the fortress, akin to how sieges and mega beasts in the game are limited to a certain wealth/population threshold.
My last fortress had survived an ettin and a siege caused by the one of the dwarves making an artifact golden coffin early on only to be brought down by multiple werebeasts attacking in a quick succession and thus infecting a lot of dwarves.
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delphonso

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So, this was already dealt with in 47.01. Previously (from 44.12 back to...I'm not sure which version), werebeasts almost always arrived in the first year or so and were notorious fort-enders for new players. The current version has lowered their frequency and upped the threshold for their arrival significantly. (I am certain it was previously 20 dwarves, and think it is now upped to 50).

Either way, it can be altered in advanced world generation. Check the wiki here.

Now, if you get a particularly unlucky world - it is entirely possible that a number of historical figures also have the werebeast curse. In which case, you could end up with werebeast migrants and even outpost liaisons. This is hardly the norm, though - and would be exceptionally unlucky if that is your current experience.

Moeteru

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One possible explanation for OP's difficulties is playing multiple forts in the same world.
Once one fort has become infested with werebeasts, subsequent forts may be more likely to see those same infected dwarves appear as migrants or visitors.

I'd definitely like to see more interesting behaviour from werecursed civilization members. The first transformation should be a surprise to them, but after that they should become aware of their curse and act accordingly. Some might flee into the wilderness to live alone, only attacking settlements when they transform. Others might try to live normal lives but take precautions every month to lock themselves in a room before they transform. What definitely shouldn't happen, but seems to be the norm at the moment, is for them to live completely normal lives unaware of and unaffected by their curse until they enter a player fort and become a ticking time-bomb of death and destruction.

If they've been living in the world for at least a month then there should be some explanation for how they've coped with their transformation. Maybe they've been chased into the wilderness by town guards already and are just posing as a migrant to sneak into your fortress, but in that case it should be possible to uncover the truth via interrogation.

On a practical level as a player your only real defence is to treat all migrants and visitors as potentially infected and quarantine them during the full moon. The ones that don't transform can be safely integrated into your population while the infected ones can be disposed of however you see fit. Dwarf Therapist lets you sort dwarves by migrant wave which is very useful for this sort of thing, and if you want to cheat it can also be configured to highlight cursed dwarves.
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UristTheDwarf

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One possible explanation for OP's difficulties is playing multiple forts in the same world.
Once one fort has become infested with werebeasts, subsequent forts may be more likely to see those same infected dwarves appear as migrants or visitors.

I'd definitely like to see more interesting behaviour from werecursed civilization members. The first transformation should be a surprise to them, but after that they should become aware of their curse and act accordingly. Some might flee into the wilderness to live alone, only attacking settlements when they transform. Others might try to live normal lives but take precautions every month to lock themselves in a room before they transform. What definitely shouldn't happen, but seems to be the norm at the moment, is for them to live completely normal lives unaware of and unaffected by their curse until they enter a player fort and become a ticking time-bomb of death and destruction.

If they've been living in the world for at least a month then there should be some explanation for how they've coped with their transformation. Maybe they've been chased into the wilderness by town guards already and are just posing as a migrant to sneak into your fortress, but in that case it should be possible to uncover the truth via interrogation.

On a practical level as a player your only real defence is to treat all migrants and visitors as potentially infected and quarantine them during the full moon. The ones that don't transform can be safely integrated into your population while the infected ones can be disposed of however you see fit. Dwarf Therapist lets you sort dwarves by migrant wave which is very useful for this sort of thing, and if you want to cheat it can also be configured to highlight cursed dwarves.
It seems like this is the case. Thank you.
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