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Author Topic: Buff titans/beasts/others made of non-solid materials (water, smoke, ash etc).  (Read 3988 times)

Mr Crabman

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Creatures that are made of non-solid matter (eg water, steam, or ash), such as some generated forgotten beasts and titans (and clowns), tend to be extremely fragile because the materials are, obviously, not very tough. This makes them a bit underwhelming for their status, so I suggest they be made more intimidating, by taking inspiration from how non-solid monsters work in other media.

I think these sorts of capabilities below would make creatures made of non-solid materials much more dangerous, and more importantly, fun/interesting. Note that some of the below could also apply to non-solid creatures that come in the future that aren't as strong (like some minions created by a wizard or something).

Defence

Amorphousness

What makes monsters like this in media non-fragile? One thing is that they are amorphous! This doesn't just apply to shapeshifting/shapeless blobs; even monsters with defined shapes, like a dragon made of water for example, tend to be a little "flexible" in fantasy. Sure, a sword or spear will pass right through a water or fog monster with ease, but their body is just temporarily displaced around the weapon/doesn't retain damage; compare stabbing a piece of dirt/tree with trying to stab the water in a lake, or chop off a tree branch vs chopping smoke in half; no lasting harm, and whatever temporary disruption/splash there is all comes from the blunt force, increasing with contact area (ie the edge does nothing to them).

They notably also don't have any organs, so you can't really hurt them by removing their heads or targeting specific points for example, and instead of walking around with a missing body part/limb when they lose one, they often just reform it in short order, shrinking the rest of their body in doing so (in principle you could maybe shrink them down small enough to trap in a jar and keep as an angry pet).

You can't really "grab" them either exactly.

Regeneration/Absorption

Another thing non-solid creatures can do in fantasy is that, even if parts of them are separated/whittled away by sufficient physical force, they can reabsorb these parts if they touch them again, or might even be able to rebuild themselves with/absorb normal matter of their type, eg, a water monster being "healed" by the rain, or by dipping into a lake, or a sand monster sucking up extra sand out of the ground, like this Spiderman villain: https://www.youtube.com/watch?v=43si9s7ulU8

Weaknesses

I wouldn't be too worried about these abilities making them invincible; firstly, the magic update would bring various kinds of magic to probably offer more options for dealing with them, like turning parts of their body into another state of matter by freezing them (eg, freezing water solid, or chilling steam into being water) or burning/boiling them (turning water to steam, or melting snow into water), or using powerful winds to scatter smoke-like beasts everywhere (or ones made of sufficiently lightweight powders, like ash or something).

And even if you have no magic, regular fire, or magma, can be used instead; freezing is less feasible, but maybe steam based beasts could be whittled away slowly using nether-cap to simultaneously turn bits of them into water as you swing away? This probably wouldn't work for anything else due to the ambient air temperature heating them back up faster than you can freeze them (and may not even work for steam).

Wind could be utilized with likes of fans or billows for the smoky or steamy beasts (maybe as traps/mechanisms, or even as handheld tools that dwarves can use as weapons in this scenario), which could be used to blow parts of them away, or better still, suck parts of them into containers (so they can't reabsorb it).

Water could also be used to dissolve dust-based creatures, see the above youtube video for an idea of how water could impact for instance, a sand-based beast; it makes them clumpy/heavy and easy to break apart, if not dissolving it outright. Water could also maybe dilute liquid beasts (if they aren't made of water already), though the possibility of them instead corrupting the water (if there's not enough of it) with their bodies should be considered as well. Apparently smoke turns into lye if splashed with water, so maybe that could work too, and fire being extinguished goes without saying.

Fire-based beasts could also maybe be smothered with ash (fire needs oxygen). With water based beasts, or arguably other liquids (which are often partially water), you could also make use of substances like gypsum powder or alum to screw up their bodily composition (I don't know about all the other substances creatures can be made of, but I'm sure similar reactions could be used to mess them up as well). This could work in reverse as well in case there are any gypsum powder beasts roaming around. If you can keep them away from the beasts after being used (to stop it being reabsorbed), sponges could also work for the liquid ones.

Finally, apart from all the logical, scientifically based weaknesses of their bodily material, don't forget that their nature as a clown or mythical beast might entail procedurally generated, symbolic weaknesses, kind of like how vampires in fiction are weak to crosses, or werewolves to silver, even if that logically has nothing to do with their physical makeup. This shouldn't be necessary for all of them though, just the ones where it makes sense to have a symbolic weakness, like with clowns, or spirits representing some sphere, or perhaps if some god is opposed to the creature, something representative of that god could harm them, like their "symbol", or a material they are associated with.

Offence

Going back to making them more dangerous, offence could be handled well enough with the classic ability to envelop/suffocate with their bodies, and maybe polluting water if they're made of liquid; the myth/magic update will probably take care of the rest, since I expect most creatures like this (ie clowns, forgotten beasts, titans) will have some form of magic due to their origins/nature. As far as magic goes, anything that imbues their bodies and any residue/moisture/dust that comes off them with special effects will be highly effective (imagine for example, a slime monster that leaves a trail that sends people to sleep and digests them).

Movement

Amorphousness has a fun property, it means you can squeeze through tiny gaps, so these kinds of creatures could do fun stuff like move through cages, grates, and fortifications (any tile that lets liquids and miasma through is game); even when multi-tile creatures are added, large amorphous beasts could potentially squeeze through tight spaces.

Cages won't contain them at all, but since glass terrariums and aquariums presumably have no bars, those could still contain them. If they're small enough maybe you could even trap them in smaller containers (like glass jars), or just for fun, move them from a terrarium to a barrel! Large pots/other containers without lids likely wouldn't be useful for containing them though. Dust beasts presumably could be trapped inside bags, just like sand.

Ideas from others below

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« Last Edit: February 28, 2022, 08:24:26 am by Mr Crabman »
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Eric Blank

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These are all neat ideas I'd very much like to see. As long as wacking them into tiny enough bits is still possible despite regenerative properties. That's a balance issue that will be just as hard to get right as their fragility is now. Remember when zombies were pretty much invincible because the body part/creature hit point system was removed and suddenly they couldn't be killed? The pulping mechanic we have now should avoid that happening again, and the concept of them getting smaller but not losing limbs also sounds awesome. Like, eventually they drop below a threshold and either die or become vermin/passive and can be put in a pot/jug/glass terrarium they can't escape from.
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DwarfStar

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DF already has a model for the contact area of weapons. It would be interesting if amorphous monsters were completely immune to edge (slash/pierce) damage, and took damage from blunt attacks relative to contact area. I think that would be an interesting challenge, because usually you want to choose blunt attacks based on lower contact area. So with a sword, your most effective attack would be a flat slap with a contact area of 20000.

But, indeed these monsters should have some kind of insane healing ability, so that they reconstitute body parts in just a few seconds. After all, there's some magical force obviously holding this amorphous mass together...and the game designer can decide how strong that magic is. I would also guess that hitting them in the head ought not to necessarily incapacitate them, and that instead some percent of their body would need to be disrupted at the same time for them to die.

They don't necessarily need to be over powered, even, but at the moment they're milquetoast. There should be some relatively obtainable ways of destroying them. These things seem like they should maybe work against them:

* a well equipped squad with blunt weapons
* catapult stones
* stone fall traps
* weapon traps with blunt weapons
* mine carts
* punching and kicking perhaps even might work fairly well...

As well as the usual more difficult to achieve torture methods like magma and cave ins.
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Mr Crabman

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These are all neat ideas I'd very much like to see. As long as wacking them into tiny enough bits is still possible despite regenerative properties. That's a balance issue that will be just as hard to get right as their fragility is now. Remember when zombies were pretty much invincible because the body part/creature hit point system was removed and suddenly they couldn't be killed? The pulping mechanic we have now should avoid that happening again, and the concept of them getting smaller but not losing limbs also sounds awesome. Like, eventually they drop below a threshold and either die or become vermin/passive and can be put in a pot/jug/glass terrarium they can't escape from.

I hadn't even considered the idea of trapping them in jars, that would be hilarious and awesome.

DF already has a model for the contact area of weapons. It would be interesting if amorphous monsters were completely immune to edge (slash/pierce) damage, and took damage from blunt attacks relative to contact area. I think that would be an interesting challenge, because usually you want to choose blunt attacks based on lower contact area. So with a sword, your most effective attack would be a flat slap with a contact area of 20000.

But, indeed these monsters should have some kind of insane healing ability, so that they reconstitute body parts in just a few seconds. After all, there's some magical force obviously holding this amorphous mass together...and the game designer can decide how strong that magic is. I would also guess that hitting them in the head ought not to necessarily incapacitate them, and that instead some percent of their body would need to be disrupted at the same time for them to die.

They don't necessarily need to be over powered, even, but at the moment they're milquetoast. There should be some relatively obtainable ways of destroying them. These things seem like they should maybe work against them:

* a well equipped squad with blunt weapons
* catapult stones
* stone fall traps
* weapon traps with blunt weapons
* mine carts
* punching and kicking perhaps even might work fairly well...

As well as the usual more difficult to achieve torture methods like magma and cave ins.

Yes, this is more or less what I was thinking, though I would feel tempted to lean towards making them very dangerous and hard to deal with even using blunt weapons in a squad (after all, we wanna see them successfully drown/suffocate dwarves that are currently trying to swing at them), at least at forgotten beast/titan sizes; smaller elementals/animated beings created by wizards (in the magic update) would be fair game for being easier though, and the idea of requiring a percentage of bodily disruption to defeat them would help in this regard.

Definitely going to be a balancing act (especially if we want to try and get Erik's totally awesome idea of being able to whittle them down enough to trap in jars).

DwarfStar

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As far as power, that's definitely cool for them to be tough. The more standard defenses they can bypass, the more creative you'll have to be in defending against them. But if these are random forgotten beasts, they'll also presumably come potentially with random syndromes, which make them 10x harder. So we do have to keep the base properties of the tissue type toned down to some degree to keep those combinations from seeming unfair.
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nik the dwarf

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I agree the non-solid beasts should be more durable. It should also be possible to research ways to counteract the beasts. For example, scholars could discuss and develop a glue-dust-launcher that is effective against water bodied monsters. Or a system of fans and vents that can disperse smoke-monster bodies and make them smaller. Creative methods for creative foes.
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DwarfStar

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Fans are an idea on the development page. Maybe using them to combat insubstantial beasts was one of the uses they already considered.
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Mr Crabman

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Fans are an idea on the development page. Maybe using them to combat insubstantial beasts was one of the uses they already considered.

Huh, that's odd, I'd have thought fans are too modern for Dwarf Fortress.

I agree the non-solid beasts should be more durable. It should also be possible to research ways to counteract the beasts. For example, scholars could discuss and develop a glue-dust-launcher that is effective against water bodied monsters. Or a system of fans and vents that can disperse smoke-monster bodies and make them smaller. Creative methods for creative foes.

Fans/billows/other wind blowing methods are a great idea (wind magic would also be highly effective then), and their effectiveness probably follows logically from the fact that such things would have a wide contact/surface area.

But I'm not sure what glue-dust would logically do to a liquid monster?

A_Curious_Cat

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Huh?  I thought they were already in the game.
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Mr Crabman

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Huh?  I thought they were already in the game.

Non-solid beasts do exist already, I'm just saying to buff them/make them more dangerous because they're kind of underwhelming.

NW_Kohaku

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I'm pretty sure they're already meant to be nearly invincible, and that it's just a lack of coding that means gas monsters are flimsier than paper.  That is, the combat system just isn't built to handle any material that isn't a solid, and to treat shattering a solid as the worst thing that can happen to it.  See also the early versions of mine carts where minecarts that hit water would skip and "splash" water that was treated as a solid.  Or, in other words, it allowed the creation of "wave cannons" that flung high-speed icicle projectiles at invaders as a weapon.  This was nerfed a few years ago with less fatal water splashes.

Granted, there's also a lack of ways to fight a creature made of smoke you can't stab, so adding in dwarven billows brigades that try to suck up all the smoke FBs would need to be part of the update, lest we be forced to fall back on "just don't fight them and use magma, instead".
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Mr Crabman

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I'm pretty sure they're already meant to be nearly invincible, and that it's just a lack of coding that means gas monsters are flimsier than paper.  That is, the combat system just isn't built to handle any material that isn't a solid, and to treat shattering a solid as the worst thing that can happen to it.  See also the early versions of mine carts where minecarts that hit water would skip and "splash" water that was treated as a solid.  Or, in other words, it allowed the creation of "wave cannons" that flung high-speed icicle projectiles at invaders as a weapon.  This was nerfed a few years ago with less fatal water splashes.

Granted, there's also a lack of ways to fight a creature made of smoke you can't stab, so adding in dwarven billows brigades that try to suck up all the smoke FBs would need to be part of the update, lest we be forced to fall back on "just don't fight them and use magma, instead".

Indeed, other ways to fight them will be pretty important.

However, billows would only work for smokelike beasts; what are your thoughts regarding liquid and dust-based ones? Other than magma, diluting/dissolving with large amounts of water (for the non-water ones), and magic that is (or perhaps just those would be enough?).

NW_Kohaku

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Indeed, other ways to fight them will be pretty important.

However, billows would only work for smokelike beasts; what are your thoughts regarding liquid and dust-based ones? Other than magma, diluting/dissolving with large amounts of water (for the non-water ones), and magic that is (or perhaps just those would be enough?).

I'll go ahead and re-copy this old quote again, since it's relevant:
Spoiler (click to show/hide)

There was discussion several years ago about things like night creatures that were invulnerable except against their single weakness.  Stuff like trolls that could only be defeated if they were burned with fire or melted with acid, for example, and they would just perpetually regenerate unless set aflame.

Again, the problem is less having a weakness for every creature as it is allowing a player to be able to reasonably figure out a weakness (especially if it is procedural) and making it reasonable for the player to be able to order the dwarves to actually use that weakness.  If the waffle trolls can only be defeated with syrup-coated weapons, then you need to ensure that syrup is something that most players should have (presuming dwarven syrup counts, that shouldn't be too much of an ask), that you can give an order to military squads to actually apply syrup to their weapons, and that dwarven military squads will freaking listen to you instead of just rushing ahead to keep ineffectually smacking the troll like they always do now.  (So many bad memories of uniform snafus...)

With all that said, the answer to the original question isn't really the most important part, but it would be rude to ignore it, so I'll go ahead and toss out a few, looking at the wiki to try to remember all the oddball materials:
Water: If this were a JRPG, I'd say lightning, but in this game, something like alum, gypsum powder, or sponges would probably be hilarious suitable.
Grime/Filth: (You know this is pee and poop, right? You're being attacked by some literally shitty FBs, here.) The way you get rid of poop without having access to toilets is apparently by breaking it down with bleach so it doesn't become a health hazard.  Bleach isn't in the game, but can apparently be made combining lye with chlorine gas, which can apparently be made by reacting pyrolusite with aqua regia (nitric acid mixed with hydrochloric acid), which itself is made by mixing potassium nitrate with sulfuric acid and SCREW IT, this is too complicated to add.  Let's just say the weakness is mushrooms, because that's a decomposer, so you have to kill it with fungiwood weapons or plump helmets.
Salt: Dissolve it with water or burn it to death.
Steam: Chill it to death - using nethercap wood weapons is a good idea.  Alternately, using fans or billows.
Smoke: Billows or using water (which turns it into lye).
Snow: Fire/heat to melt it.
Fire: Water or cold, including the above nethercap wood weapons.  Alternately, smothering it with dust so it asphyxiates.
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Mr Crabman

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Again, the problem is less having a weakness for every creature as it is allowing a player to be able to reasonably figure out a weakness (especially if it is procedural) and making it reasonable for the player to be able to order the dwarves to actually use that weakness.  If the waffle trolls can only be defeated with syrup-coated weapons, then you need to ensure that syrup is something that most players should have (presuming dwarven syrup counts, that shouldn't be too much of an ask), that you can give an order to military squads to actually apply syrup to their weapons, and that dwarven military squads will freaking listen to you instead of just rushing ahead to keep ineffectually smacking the troll like they always do now.  (So many bad memories of uniform snafus...)

With all that said, the answer to the original question isn't really the most important part, but it would be rude to ignore it, so I'll go ahead and toss out a few, looking at the wiki to try to remember all the oddball materials:
Water: If this were a JRPG, I'd say lightning, but in this game, something like alum, gypsum powder, or sponges would probably be hilarious suitable.
Grime/Filth: (You know this is pee and poop, right? You're being attacked by some literally shitty FBs, here.) The way you get rid of poop without having access to toilets is apparently by breaking it down with bleach so it doesn't become a health hazard.  Bleach isn't in the game, but can apparently be made combining lye with chlorine gas, which can apparently be made by reacting pyrolusite with aqua regia (nitric acid mixed with hydrochloric acid), which itself is made by mixing potassium nitrate with sulfuric acid and SCREW IT, this is too complicated to add.  Let's just say the weakness is mushrooms, because that's a decomposer, so you have to kill it with fungiwood weapons or plump helmets.
Salt: Dissolve it with water or burn it to death.
Steam: Chill it to death - using nethercap wood weapons is a good idea.  Alternately, using fans or billows.
Smoke: Billows or using water (which turns it into lye).
Snow: Fire/heat to melt it.
Fire: Water or cold, including the above nethercap wood weapons.  Alternately, smothering it with dust so it asphyxiates.

Thank you for answering, though about what you say here, I'm curious how would the original question not be important? Sure, you need to be able to figure out weaknesses and apply them, but for that there need to be weaknesses to figure out and apply.

Those ideas are all great BTW, with the exceptions of:

1. The mushrooms for grime/filth; the logic behind their effect is a bit.... Odd; hitting things with fungus with the hope of decomposing them during combat isn't super sensible. Maybe trapping them in a room with plump helmets/fungi they can't get away from.
2. The nethercap for fire; I just looked it up and TIL fire needs the fuel to be sufficiently warm, but I'm pretty sure this means something magically combusting on nothing can't be extinguished with cold because there's no fuel to cool down.
3. Fire for salt; salt isn't flammable, and also it has a melting point of 800c.

NW_Kohaku

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Thank you for answering, though about what you say here, I'm curious how would the original question not be important? Sure, you need to be able to figure out weaknesses and apply them, but for that there need to be weaknesses to figure out and apply.

Those ideas are all great BTW, with the exceptions of:

1. The mushrooms for grime/filth; the logic behind their effect is a bit.... Odd; hitting things with fungus with the hope of decomposing them during combat isn't super sensible. Maybe trapping them in a room with plump helmets/fungi they can't get away from.
2. The nethercap for fire; I just looked it up and TIL fire needs the fuel to be sufficiently warm, but I'm pretty sure this means something magically combusting on nothing can't be extinguished with cold because there's no fuel to cool down.
3. Fire for salt; salt isn't flammable, and also it has a melting point of 800c.

I don't consider the specific matchup of currently existing FB materials to weaknesses to be nearly as interesting as creating a system that allows for procedural monsters to have procedural weaknesses and the system by which players can counter it being implemented.  Keep in mind that a lot of things players treated as the only way things would be done were overturned as Toady added more content, such as when there were only a half-dozen megabeasts that weren't procedural and only three types of clowns, or when there were people who wanted no magic at all in the game and thought there would never be a magic system.

Anyway, while it somewhat gets muddied by my giving more direct "counters" to things like snow melting, remember that the point here isn't to have a scientific way to destroy the material a beast is made of, but to have a symbolic/metaphoric/mythic way to defeat a beast.  Something like the bogeymen being destroyed by daylight or even being kept at bay by fires you light is a good example of a creature that has a mythic bane, and so are classic weaknesses like silver against werewolves or the many weaknesses of vampires.  Hence, destroying filth with decomposers like mushrooms that works supernaturally fast is fine for a mythic bane.  (Alternately, if you just take "filth" and "grime" a little more literally, just attack the monsters with soap...)

As for the salt, I was thinking of the way you could use salt to color flames yellow.  I didn't realize that the salt wouldn't actually melt unless it were an unusually hot fire, however.  Ah well, alternate ways to defeat salt beasts is to whack it with steaks and leave a pile of jerky behind.
« Last Edit: May 26, 2021, 04:24:42 am by NW_Kohaku »
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

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