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Author Topic: Why is this a problem?  (Read 2749 times)

Dirst

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Re: Why is this a problem?
« Reply #15 on: May 05, 2014, 10:04:40 am »

I doubt anybody's bothered to try, because their raws explicitly prevent werebeasts from becoming vampires or vampires werebeasts. They're mutually exclusive. I'm pretty sure Toady actually mentioned that in the devlogs, too, but that was around two years ago.
It should be possible to re-create both a Vampirism syndrome/curse and a Werebeast syndrome/curse, then figure out a way to get them both onto the same critter in Fortress Mode to watch what happens.

My guess is that it's a vampire most of the time, and a werebeast with no vampiric traits for a few days a month.  That is, the transformation into a werebeast is total.

Someone who is really adept at modding might be able to make a vampiric werebeast affliction that can only happen in two circumstances: vampire bitten by werebeast or werebeast bitten by vampire.  It would still be a vampire most of the time, with a periodic transformation into a beastie that still has all of the vampie tags.  While you're at it, reduce the guy's Disease Resistance to zero because two is afflictions are never enough!
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Button

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Re: Why is this a problem?
« Reply #16 on: May 05, 2014, 10:07:42 am »

I don't know, doesn't the transformation cure you of all wounds? Wouldn't the dwarf lose his vampirism after a single transformation?
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Methadone

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Re: Why is this a problem?
« Reply #17 on: May 05, 2014, 10:56:01 am »

That alert would be appropriate for the regular huge migrant waves as well...

Ahah nice
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shadowform

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Re: Why is this a problem?
« Reply #18 on: May 05, 2014, 02:59:51 pm »

The thought occurs to me that people aren't really that scared of vampires and werebeasts: they're just another fun thing added to the game.

I wonder when Toady is going to add Werepotashmakers to make them appropriately terrifying again?
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puke

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Re: Why is this a problem?
« Reply #19 on: May 05, 2014, 04:23:52 pm »

The thought occurs to me that people aren't really that scared of vampires and werebeasts: they're just another fun thing added to the game.

I wonder when Toady is going to add Werepotashmakers to make them appropriately terrifying again?

Would that be when your elite smith turns into a potash maker once a month, and churns out shitty weapons?

I have to admit -- I've only played a TINY amount since the night-creature and necromancer release came out.  Most of that has been in adventure mode, and the werecreatures and vampires do add some value there. 

I used to be a much bigger fort mode player, and probably will get into it again next release.  What little i've seen of this release though, I wouldn't say I was "scared" of night creatures.  But only in as much as I wasnt "scared" of any particular dwarf dieing. 

When I was more involved and played more, I would get much more invested in the individual characters.  A favorite mayor that I groomed for the role by giving him lots of social opportunities and spending starting points on conversation skills.  A legendary engraver who was the only one allowed to carve in the great hall.  The captain of the guard, or the one animal trainer who tamed all the elephants (turned out to be a bad idea, that did)

Anyway, I can imagine if there were some mysterious deaths going on, I'd be in a right serious hurry to find the cause before one of my favorite dwarfs got murdered or turned.

But hey, This. Is. Dwarf. Fortress. after all, and any horrific event can be turned into a weaponizeable industrial process.
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Wirevix

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Re: Why is this a problem?
« Reply #20 on: May 06, 2014, 06:10:18 pm »

Well, werebeasts are not at all scary because of Fortress Mode's compressed time.  They get very little time in their bestial forms, and are pretty much helpless at any other time, since I believe they show up nude.  They're only mildly threatening if they come onto the map in werebeast form and manage to catch a woodcutter or something before being made into a hedgehog by marksdwarves.

Vampires are more enraging than scary.  As they seem to have a magical knack to eat the one dwarf that you most want to keep around, they quickly become annoying.  It's not hard to flush them out early on by checking various status things, so there's little mystery about who the vampire is, and they're easy to take care of since they'll follow your commands like any other dwarf as long as they haven't been outed.

End result, vampires are pretty much functionally identical to nobles.
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CaptainArchmage

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Re: Why is this a problem?
« Reply #21 on: May 06, 2014, 10:10:54 pm »

The werebeast showed up on the map at the full moon, but it only got within range of your dwarves after transforming back. It seems to happen a lot. If the werebeast isn’t trapped, I’m not sure if it will return, for reasons similar to the Outpost Liason being replaced every single year.

That last bug should be fixed for the next release of Dwarf Fortress. I hope.
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Skuggen

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Re: Why is this a problem?
« Reply #22 on: May 07, 2014, 06:15:16 am »

Werebeasts can be quite scary if their timing is good. Once had one arrive at the same time as a caravan. Ended up multiplying fast and killing the fort.
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