That's dumb and gamey. Vampires should just pick their targets more carefully. Besides, don't vampires switch their identities during feeding?
Also, players already house their dwarves in dormitories to thwart vampires.
>Solving a complex murder problem by giving everyone more dakka is anywhere less dumb or gamey
>Some players breach aquifers so we should remove them
Hard pass
He wasn't suggesting removing them, but as it is they are stupidly easy to counter and actively discourage the use of personal rooms.
My point is the victim of a crime should remain the victim of a crime. [etc.]
Look at it this way, you can have eagle eyes and a AA missile launcher for a handgun, if your wife puts cyanide in your beer you still go down like anyone else.
Hence the vampire doing something to mess up on his own is what wakes the intended victim, assuming he didn't time something wrong and the dwarf wakes up while he's in the room but hasn't managed to get on top of/adjacent. It'd be independent of the victim's observer or other combat skills, it's all the vampire making a mistake. And doing so with the wrong dwarf might lead to Urist McSingleAndFriendless reporting the vampire as acting suspiciously (He's not my friend, and not my lover/spouse, why the hell was he in my room?) or UristMcViolent attacking him with a fork because why on earth is this dwarf in his room making noise if he's not trying to hurt him in some manner (CLEARLY HE'S SOME KIND OF NIGHT CREATURE/THEIF TRYIN' TA TAKE MA SHIT!)?
Add in other options and you have other options (suspicious activity reports, a combat log with two suspects, blood on clothes,) besides flipping through profiles for sobriety/lack of sleep, luck while looking at your unit screen, or waiting for the vampire to commit suicide by feeding in the dorm.
I'm not opposed to layout to prevent murders. A squad stationned into a dormitory should prevent a vampire attack. A guard bursting in the room during a vampire feedfest should trigger a combat. But the victim itself should remain helpless, that is the whole point of a murder scenario that is a vampire attack.
We shouldn't need to station a soldier in every sleeping dwarf's bedroom or eschew giving dwarves somewhere to put thier things because vampires are magically 100% successful in feeding if you ever give anyone a personal bedroom, especially if they somehow manage to silently clamber over a cabinet and/or chest to get to the victim with no ambusher skill (this is again based on the tendency of the general player base to use very small bedrooms to compensate for numbers of migrants and it seems from observation, rarely moving them into bigger accommodations, even if only 3x3 or 2x2.)
A light sleeper might wake up the instant someone touches them and struggle or demand to know why that dwarf is in his room, a failed persuasion at minimum leads to that dwarf running to the fortress guard once the vampire leaves his room. If he fails his stealth check: he trips and falls, slams the door by mistake, or hits the bed before he manages to strangle the dwarf unconscious to feed and the intended victim wakes up due to a loud noise.
Of course if there's work going on like lots of engraving one wall over making a bunch of noise, then a stealth check could be ignored, as the vampire uses the work noise to cover his ingress and attack - x number of dwarves within x number of tiles of a sleeping dwarf with no dwarves within view = viable target with virtually no chance of detection barring someone blundering in hauling a rock or something - in which case the hauler may attack him with the rock or with the club he carries for bashing annoying crundles.
Vampires are something I zeroed on because they'd
easily be one of the biggest reasons dwarves would want a self-defense weapon, and if vampires remain always successful in their attacks, then it renders them carrying a defense weapon for potentially fending off a vampire pointless. Plus with those sudden duels, maybe add a coroner's screen to the CMD to allow us to examine the body in more detail directly? look for fangs or another dwarf's blood on them from the fight, or traces of someone else's hair or fabric from thier clothes, which would let a player discover the real vampire if they choose to look into it instead of believing the killer's claim out of hand (if Urist McVampire used a club, or used a copper knife, the rough cut damage to the clothes or slivers of wood in Urist McVictim's beard where he got bashed in the face would give him away.)
A coroner's report would also help determine causes of death from other less evident causes as well. Mangled body found dead? Check the coroner to see what might have caused it; Urist McDead's remains are mangled. it appears to have been done with a blunt weapon. There are mahogany chips on his remains. Suddenly we know we have a murderer in our midst using a mahogany club or other wooden object. Speaking of which, having the occasional psychopathic murderer decide to randomly kill dwarves would be a neat feature and give us something other than vampires sneaking around silently - hopefully on thier part - murdering people. only this one is doing it because they want to, while vampires have to.
And if you have one of each that you discovered... Well. Two carp with one bolt and the problem sorts itself out... One kills the other, hammerer deals with the first.
Another alternate is simply have the duel happen with no combat report, and the vampire quickly leaving upon defeating his intended victim or the vic going to the fortress guard to turn in the Vampire post-mortem (allowing any open murders that might have happened to be closed because the killer died in a fight trying to murder another dwarf.)
I would see the issue is more about civilians travelling between sites or sites and off-site structures. At the moment being ambushed by wild animals when travelling is not a thing, but perhaps it should be.
I missed this earlier, he meant that certain jobs at the fort like hauling remains to a dump site or fishing, puts the dwarf in inherent danger if it's anywhere outside the fortifications.
Also, in adventure mode we can be attacked by some predators (usually things like lions,) so I imagine the same might happen to others, but in adventure mode at least some people have thier eating utensils to fight with if they have to.