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Author Topic: Expelling Werebeasts  (Read 1439 times)

Planck

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Expelling Werebeasts
« on: April 07, 2020, 07:30:53 pm »

After underestimating the threat of a weretortoise that wandered into my fort, I checked the combat reports and found a total of five dwarves that have been bitten.  I need to expel them before they turn next month and make the problem exponentially worse, but I recently conquered an elven forest retreat and turned it into a holding.  If I exile them to my holding, will they still turn next month and wreak havoc over there?  Is there any way for that to come back and affect my own fort, maybe from infected escorts bringing my tribute? 

I already recalled all of the soldiers I sent to the holding except for the one who stays as an administrator, but if all the elves die I assume that will negatively impact their tribute to me.  I can of course exile them into the wilderness as well.  Will they leave the area in that case, or would I have to eventually repel five more weretortoise attacks?
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Shonai_Dweller

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Re: Expelling Werebeasts
« Reply #1 on: April 07, 2020, 07:57:07 pm »

Off-site werewolf transformation isn't a thing yet, apparently.
You might find that they hang around for a month annoyingly instead of leaving (and move slowly due to werebeast attack injuries). Might be safer to wall them up while you still have some control.
« Last Edit: April 08, 2020, 01:41:52 am by Shonai_Dweller »
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Planck

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Re: Expelling Werebeasts
« Reply #2 on: April 07, 2020, 08:03:02 pm »

Might be safer to walk them up while you still have some control.

As in force them to go to the map edge with burrows or something?  I don't quite understand.
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muldrake

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Re: Expelling Werebeasts
« Reply #3 on: April 07, 2020, 08:05:27 pm »

Might be safer to walk them up while you still have some control.

As in force them to go to the map edge with burrows or something?  I don't quite understand.

I think he meant wall them up.
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Shonai_Dweller

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Re: Expelling Werebeasts
« Reply #4 on: April 08, 2020, 01:42:11 am »

Might be safer to walk them up while you still have some control.

As in force them to go to the map edge with burrows or something?  I don't quite understand.

I think he meant wall them up.
Dammed autocorrect...
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Sarmatian123

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Re: Expelling Werebeasts
« Reply #5 on: April 08, 2020, 04:43:37 am »

If you have an issue with red arrow, vampire, ware Dwarf, then naked suicide squad permanently stationed under a bridge is your best answer. Plus stack of master quality slabs of course. Unless, you plan to do some new play with these Dwarves. You could try to cage them then, for later fun.
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Planck

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Re: Expelling Werebeasts
« Reply #6 on: April 08, 2020, 04:57:06 pm »

I thought it best to at least attempt an option that didn't involve walling them up first, and the exile worked surprisingly well.  All five were recovering in the hospital from their wounds but, when given the order to be expelled, got up and left the map immediately.

Has anyone encountered exiled dwarves after their departure, whether returning as werebeasts or in some other capacity, or does the game essentially kill them off after they leave?
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PatrikLundell

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Re: Expelling Werebeasts
« Reply #7 on: April 08, 2020, 05:04:50 pm »

If you make a new embark, I think they'll probably show up there as migrants.
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Shonai_Dweller

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Re: Expelling Werebeasts
« Reply #8 on: April 08, 2020, 08:11:19 pm »

I thought it best to at least attempt an option that didn't involve walling them up first, and the exile worked surprisingly well.  All five were recovering in the hospital from their wounds but, when given the order to be expelled, got up and left the map immediately.

Has anyone encountered exiled dwarves after their departure, whether returning as werebeasts or in some other capacity, or does the game essentially kill them off after they leave?
Never seen exiled dwarves of any kind return, although some claim this to be a thing (there's no bug report either, so if it is a thing it'll never be fixed).

But, yeah, as Patrick says, the game has an annoying habit of making player fortresses magnets for dwarves from old fortresses regardless of logic. It probably seemed like a cool idea to show off the "living world" once upon a time. Pointless distraction now though.
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