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Author Topic: Werebeasts  (Read 2163 times)

UristMcVampire

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Werebeasts
« on: February 06, 2019, 11:53:42 am »

Werebeasts just make NO sense. Why do they have all these immunities while still being alive!? Why are they so HUGE!?
Yes, you can mod both of those things out, but THAT stops werebeasts from being as varied as the vanilla ones. I want procedurally generated werebeasts that aren't ridiculously strong.
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therahedwig

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Re: Werebeasts
« Reply #1 on: February 06, 2019, 12:00:20 pm »

Quote
Why do they have all these immunities while still being alive!? Why are they so HUGE!?
'Cuz they're night creatures. They're spoopy and have spoopy qualities like 'gigantic' and 'unstoppable'.

They also have a randomly generated vulnerability to one of the weapon grade materials, but it is difficult to discover which one outside of adventure mode. This, I agree, is super awkward.

Tie some animals to your entrance, that tends to be the best way to deal with them. Zombies are still scarier, imo.
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PlumpHelmetMan

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Re: Werebeasts
« Reply #2 on: February 06, 2019, 12:18:30 pm »

I think it would be nice if when fort mode announces a werebeast attack, the announcement would also tell you what metal the creature is vulnerable to in the same manner as adventure mode. Though I think the super-strength and size should stay, where's the fun in taking those out? :P
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Grand Sage

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Re: Werebeasts
« Reply #3 on: February 06, 2019, 12:25:03 pm »

I agree with PlumthelmetMan, but i would suggest that their vulnerability is either pre-known to the civ or needs to be learned through rumors in the tavern or liason.
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Untrustedlife

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Re: Werebeasts
« Reply #4 on: February 06, 2019, 12:41:53 pm »

I think it would be nice if when fort mode announces a werebeast attack, the announcement would also tell you what metal the creature is vulnerable to in the same manner as adventure mode. Though I think the super-strength and size should stay, where's the fun in taking those out? :P

it would be more interesting if you had to like, go to the library to learn what the werebeast is weak to instead of people just telling you in adventure mode.
Then you could get the agreement from your lord  to kill the beast (yes, lords give proper quests, which show up as agreements to their hearth people in adventure mode, its a feature not many people know about (probabbly part of why less adventure mode lets plays are popping up) , and you actually would have to do a multi-step quest.

In fort mode it could be done similarly, you could get the book of the werebeast look at it and be like "ahh okay that kind of beast is weak to this"
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UristMcVampire

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Re: Werebeasts
« Reply #5 on: February 06, 2019, 03:02:19 pm »

In my opinion werebeasts should be only slightly above human sized and just have buffed stats instead of immunities.
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Bumber

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Re: Werebeasts
« Reply #6 on: February 06, 2019, 03:03:22 pm »

'Cuz they're night creatures. They're spoopy and have spoopy qualities like 'gigantic' and 'unstoppable'.
And "don't need to breathe", for some reason. I guess the mitochondria in their brains cells become more resilient, or something.
« Last Edit: February 06, 2019, 03:19:47 pm by Bumber »
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UristMcVampire

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Re: Werebeasts
« Reply #7 on: February 06, 2019, 03:03:37 pm »

Quote
Why do they have all these immunities while still being alive!? Why are they so HUGE!?
'Cuz they're night creatures. They're spoopy and have spoopy qualities like 'gigantic' and 'unstoppable'.

They also have a randomly generated vulnerability to one of the weapon grade materials, but it is difficult to discover which one outside of adventure mode. This, I agree, is super awkward.

Tie some animals to your entrance, that tends to be the best way to deal with them. Zombies are still scarier, imo.

Doesn't help when you just find a random werebeast in adventure mode without getting a quest.
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Ninjabread

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Re: Werebeasts
« Reply #8 on: February 06, 2019, 04:48:14 pm »

Doesn't help when you just find a random werebeast in adventure mode without getting a quest.

That's just the nature of adventure mode though. I've had a peasant-stats game where there was a cave dragon rampaging through the town that I started in, and that was my first, and last, encounter. Sometimes events just fall into place and you get totally screwed over through no fault of your own, that's just how DF worlds work, sometimes you're just in the wrong place at the wrong time and you die for it, because the world doesn't really care about the PC much more than it cares about the NPCs.
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Grand Sage

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Re: Werebeasts
« Reply #9 on: February 06, 2019, 05:00:48 pm »

yeah, also, Werebeasts are squishy humans 29 out of 30 times. You can even predict when they will turn, and just not go outside on a full moon or whatever...
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Untrustedlife

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Re: Werebeasts
« Reply #10 on: February 06, 2019, 05:32:22 pm »

Doesn't help when you just find a random werebeast in adventure mode without getting a quest.

That's just the nature of adventure mode though. I've had a peasant-stats game where there was a cave dragon rampaging through the town that I started in, and that was my first, and last, encounter. Sometimes events just fall into place and you get totally screwed over through no fault of your own, that's just how DF worlds work, sometimes you're just in the wrong place at the wrong time and you die for it, because the world doesn't really care about the PC much more than it cares about the NPCs.

I mean being able to go to a library and find a book about that specific "kind" of wearbeast and its weakness would be cool.
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therahedwig

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Re: Werebeasts
« Reply #11 on: February 07, 2019, 07:49:32 am »

That does seem planned:

Quote from: Devpage, Slayer of night creatures section
* Weaknesses, restrictions on movement, other limitations

Hunting them down:
* Religious or other groups might be able to tell you how to defeat or protect yourself from a night creature and support you with supplies if you can provide reports of its activity/victims etc.

The mythgen section also seems to imply there will be an underlying structure of sorts to support night creatures' position in the world, and that histfigs, like wizards, will be able to slowly uncover these structures and record them in books and the like. I suspect this will also interact with divine law.
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UristMcVampire

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Re: Werebeasts
« Reply #12 on: February 07, 2019, 09:41:34 am »

Guys I'm a vampire who is VERY skilled in the weapon I'm currently using and I still can't kill some random werebuffalo.
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Ninjabread

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Re: Werebeasts
« Reply #13 on: February 07, 2019, 10:01:12 am »

Guys I'm a vampire who is VERY skilled in the weapon I'm currently using and I still can't kill some random werebuffalo.

So what? Buffalo are big strong animals, werebuffalo are even bigger, stronger, and are magical. If you're struggling, run away. Come back with better equipment, or a few buddies (preferably undead ones, to avoid infection), or when you know what it's weakness is, or when it's not a magical buffalo person. Don't complain to the developer that it's too hard for you.
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Grand Sage

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Re: Werebeasts
« Reply #14 on: February 07, 2019, 11:07:34 am »

also, and i dont mean any insult here, Weapon skill and vampire buffs dont automatically win a fight for you. I dont know what your fighting style is, or how many times you have tried to kill this thing, but often it can come down to pure chance.
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