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Author Topic: Werellamas!  (Read 2312 times)

Schmaven

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Werellamas!
« on: November 24, 2017, 10:19:03 pm »

So in the recent Werellama attack, a fisherman was bitten during his brutal mauling.  So brutal was this attack that it contained about 9 entire pages of the dwarf being hit in the head with a sea-lamprey leather shoe.  Suffering severe injuries, I was hopeful he would not survive until the full moon.  But despite keeping the gates closed so no one could bring water or take him to the hospital, he survived until the moon came, healing his wounds and transforming him into Werellama form.  Now that I have a fully copper clad squad, I retained some hope that none would be bitten as they put the beast down.  It was simple work for the squad of weapon-masters.  I checked the combat log thoroughly to see if anyone else was bitten by the beast.  Luckily their flurry of attacks did not leave it any opportunity to bit anyone else.  But for some reason, the Spearmaster bit the Werellama in the left lower leg, tearing the muscle.  It's well known that a bite from any Werebeast will infect the victim.  But will someone who bites the Werebeast also transmit the curse?  After making quick work of the Werellama, the dwarves proceeded to attack the Spearmaster as well, killing him before he even had a chance to turn. 

My conclusion is that yes, biting a Werebeast in the same manner as a Werebeast bits you, will make you a Werebeast too.  But in Soviet Russia, you don't bite the Werebeast, Werebeast bites you.
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Fleeting Frames

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Re: Werellamas!
« Reply #1 on: November 24, 2017, 10:47:23 pm »

Nah, it doesn't. But the werellama the spearmaster killed was member of your fort, making the spearmaster an enemy of your fort.

StarWars1981

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Re: Werellamas!
« Reply #2 on: November 24, 2017, 11:59:44 pm »

I would point you to, somewhere in DF Mode Discussion, a similar post by user Madman198236, in which a very similar incident occurred except the dwarf in question was not executed by screwy justice. I think it was a hammerdwarf, bit some were-something-or-other, and did NOT turn. Some extensive testing waiting around was used to determine the outcome.
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Schmaven

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Re: Werellamas!
« Reply #3 on: November 25, 2017, 06:44:43 am »

Interesting.  I hadn't considered the justice system being responsible since he was still a Werellama when killed.  That makes Werebeasts even more of a threat.
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Saiko Kila

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Re: Werellamas!
« Reply #4 on: November 25, 2017, 07:49:04 am »

For this reason I build containment rooms with magma inlet. So the werebeasts don't have to be dealt with by my military. I put every dwarf in his own quarantine room, and if need be I use magma. If the werebeast invasion happens before magma pipeline is available, I just wall them in, and wait till they are changed back, and then send to die as one would do with nobles and such. Otherwise the loyalty cascade would kill the fort quicker and surer than the werebeasts.
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Deon

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Re: Werellamas!
« Reply #5 on: November 25, 2017, 09:23:33 am »

Once a dwarf, always a dwarf. A murder is a murder, even if the patient is ill :). The military does not get a benefit of "self-defence" right to kill other members.

On the original question, no, the creature's BITE is what actually transfers the curse, not some liquids or materials. So others biting this creature does not count.
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Bearskie

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Re: Werellamas!
« Reply #6 on: November 25, 2017, 10:15:03 am »

To put it bluntly, you can get rabies from a dog bite, but you can't get rabies from biting the dog.

Damiac

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Re: Werellamas!
« Reply #7 on: November 28, 2017, 10:02:42 am »

PSA: Don't bite dogs, especially rabid ones.

If you are attacked by a werellama, biting is OK.
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Jazz Cat

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Re: Werellamas!
« Reply #8 on: November 28, 2017, 05:39:37 pm »

What if a werellama bites my rabid dog? Can I bite it then?
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Dunamisdeos

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Re: Werellamas!
« Reply #9 on: November 28, 2017, 07:14:37 pm »

<--- Please view avatar for post content.
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DanielZ

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Re: Werellamas!
« Reply #10 on: November 29, 2017, 06:42:30 am »

So as a returning fortress designer... is there any way I can reduce the *fun that is were-beasts.

It's not like I've had the worst kind but (werecivets, wereasses..) I kinda want to have a slower start than I can get so far as I've had 100%  loss rate (5 for 5 so far) to moon-tide-monsters..
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Deon

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Re: Werellamas!
« Reply #11 on: November 29, 2017, 11:08:07 am »

You can adjust custom worldgen settings to reduce/remove curses.
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Grand Sage

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Re: Werellamas!
« Reply #12 on: November 29, 2017, 11:14:19 am »

Im not to sure about all of this actually. At least in adventure mode, Vampirism can be transferred by drinking a vampires  blood. It would stand to reason that that could happen with were llamas as well.
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Madman198237

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Re: Werellamas!
« Reply #13 on: November 29, 2017, 11:16:53 am »

No, it cannot.

The curse is carried by the Bite action (Must pierce skin to take effect) from werebeasts.

The VAMPIRE curse is carried in the blood.



As StarWars pointed out (Even though he got my numbers wrong), I had this sort of thing happen before---In [Spoiler alert, it wasn't actually a Soviet anything] Soviet Fortress, werebeast was bitten by DWARF! But no curse was transferred.
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Madrigal

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Re: Werellamas!
« Reply #14 on: November 29, 2017, 05:26:03 pm »

So as a returning fortress designer... is there any way I can reduce the *fun that is were-beasts.

It's not like I've had the worst kind but (werecivets, wereasses..) I kinda want to have a slower start than I can get so far as I've had 100%  loss rate (5 for 5 so far) to moon-tide-monsters..

If you just want tips on surviving early werebeast attacks, instead of reducing/removing them entirely, a couple of suggestions:

1. Pasture large animals (such as your draft animals) outside your entrance as a combination early warning system and distraction.
2. In the narrow entrance tunnel leading into your fort, install two or three rows of cage traps followed by two or three rows of doors. The werebeasts will avoid the traps and try to destroy the doors (even if they destroy one, the rest should delay them); once they turn back they won't be trapavoid any more, so they should cage themselves.
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