Dwarf Fortress

Dwarf Fortress

Tarnished Dec 14, 2022 @ 2:40pm
Werebeast
They have killed two of my long term Forts, any tips on how to stop them? Spent an hour last night trying to burrow and lock them and thought I got them all, just got on today and found I had missed one, which turned 5-6 just now and they all were in an area I couldn't lock quickly.
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Showing 1-15 of 42 comments
Basterbane Dec 14, 2022 @ 2:50pm 
Statues above ground might work as an early warning system that something is out there. Having dogs pastured or on ropes near enterance too. They might buy some time so you can pull the lever and rise the bridge to seal the fort.
Ikit Claw Dec 14, 2022 @ 2:54pm 
Originally posted by Basterbane:
Statues above ground might work as an early warning system that something is out there. Having dogs pastured or on ropes near enterance too. They might buy some time so you can pull the lever and rise the bridge to seal the fort.
Statues? What do statues do?
Tarnished Dec 14, 2022 @ 2:54pm 
Originally posted by Basterbane:
Statues above ground might work as an early warning system that something is out there. Having dogs pastured or on ropes near enterance too. They might buy some time so you can pull the lever and rise the bridge to seal the fort.
Yea I think my walls weren't complete now that I am remembering, it dropped from above, I had no ramps going down from the mountain. I assume it was just able to drop a level down. Also, is it common to have 3 different encounters of werebeast in each playthrough of 6-7ish hours haha?
Kemoras Dec 14, 2022 @ 2:56pm 
After attacking the werebeast, expel the injured members of your fort because they will emerge as werebeast if they die or if it's a fullmoon.
UntrustedLife Dec 14, 2022 @ 2:56pm 
Originally posted by Tarnished:
They have killed two of my long term Forts, any tips on how to stop them? Spent an hour last night trying to burrow and lock them and thought I got them all, just got on today and found I had missed one, which turned 5-6 just now and they all were in an area I couldn't lock quickly.
its hard to see whos been bitten with them removing the persistant combat log. I hope they add it back.
Tarnished Dec 14, 2022 @ 2:57pm 
Originally posted by Kemoras:
After attacking the werebeast, expel the injured members of your fort because they will emerge as werebeast if they die or if it's a fullmoon.
That's that I was trying to do, but couldn't find out how. Is it like burrowing them outside?
McFuzz Dec 14, 2022 @ 2:59pm 
Check the combat log ASAP. If it says the bite penetrates the skin, they're infected, 100%. Banish them. Unfortunately it disappears shortly after combat. Keep an eye on it.

A common, popular, and very good strat, is to get all wounded in the hospital, and forbid it next full moon. You'll lose non-infected dwarves; but the turned werebeasts will identify themselves and heal enough to get their asses up and outta there.
Basterbane Dec 14, 2022 @ 3:08pm 
Originally posted by Ikit Claw:
Originally posted by Basterbane:
Statues above ground might work as an early warning system that something is out there. Having dogs pastured or on ropes near enterance too. They might buy some time so you can pull the lever and rise the bridge to seal the fort.
Statues? What do statues do?

Werecreature will topple them. This should alert you to something out there that members of your fort can't see. Your dwarfs when turn will topple statues, tables and destroy workshops.

The combat log vanishing is really an issue. Seems like you have to pause the game once the werecreature dies or runs away and check most of the dwarfs for wounds.
Tarnished Dec 14, 2022 @ 3:13pm 
Originally posted by Frank McFuzz:
Check the combat log ASAP. If it says the bite penetrates the skin, they're infected, 100%. Banish them. Unfortunately it disappears shortly after combat. Keep an eye on it.

A common, popular, and very good strat, is to get all wounded in the hospital, and forbid it next full moon. You'll lose non-infected dwarves; but the turned werebeasts will identify themselves and heal enough to get their asses up and outta there.
I was able to shore up the hospital, but with 100 dwarves and like 40 visitors, I missed literally, 1. Oh well, losing twice to werebeasts is going to learn me things probably haha. I'm doing something wrong for sure.
sajmon Dec 14, 2022 @ 3:15pm 
Originally posted by Tarnished:
Originally posted by Kemoras:
After attacking the werebeast, expel the injured members of your fort because they will emerge as werebeast if they die or if it's a fullmoon.
That's that I was trying to do, but couldn't find out how. Is it like burrowing them outside?
Expel (top right icon on the dwarf page)
After you fight a werewolf, check combat logs and look for "Bites". All bitten sapient creatures will turn into werewolf themselves. All the other injuries are fine.
LaChouette Dec 14, 2022 @ 3:19pm 
Originally posted by Frank McFuzz:
Check the combat log ASAP. If it says the bite penetrates the skin, they're infected, 100%. Banish them. Unfortunately it disappears shortly after combat. Keep an eye on it.

A common, popular, and very good strat, is to get all wounded in the hospital, and forbid it next full moon. You'll lose non-infected dwarves; but the turned werebeasts will identify themselves and heal enough to get their asses up and outta there.

Correct on the infection process, but why would you banish them? Just wall them in somewhere, with a drawbridge that leads outside, and if there's ever a troublesome siege, send them all out on the full moon. Gotta make use of those werecreatures.
Erei Dec 14, 2022 @ 3:21pm 
They can be trapped in cage with steam release. I was surprised myself. Make them a lot less dangerous.

Also, I always build an early defence warning. For elves, thieves, necromancers and werebeasts. Make a 3*3room with fortifications around. No doors. Chain a dog (or a non grazer) in the middle. Build a roof on top of it. For access, build a hole in a corner with a tunnel to your fortress.
If you want the animal to live, you have to make a "puppy safe" mechanism. Build bridges all around the "bunker". Linked a single lever (you can link all your "puppy safe" bridges to a single lever for efficiency). When they spot something, pull the lever.

The bridges also helps for creatures that may go through fortifications.
sajmon Dec 14, 2022 @ 3:24pm 
my early defense warning are pastures with dogs bitten by a demon. they are lost cause anyway
Erei Dec 14, 2022 @ 3:29pm 
I take care of my puppies, and they warn me of the bad people. Good boys and girl all.
harlequin_corps Dec 14, 2022 @ 3:33pm 
So.. Statues and Chickens... see, Chickens never die.. so if you take a single chicken and wall it up in the corner of your map it will give warning of anything coming into the map. I must say though.. The starting 4x4 embark map.. it's TINY.. I never really get enough warning as it is.
Statues won't give warning unless it's knocked over, and only some of the solo creatures are item breakers, the ones that aren't you won't get warning of if you don't have a chicken guarding your borders.

My technique is, immediately ANY dorf is in combat with a were creature, rename it to something indicative like "Possibly Most Likely a Weresquirrel Asa Nonasketal" It's only a nickname but you can see it in all the lists. Then before you let them into the fortress you check the log and their injuries.. Then you chain their a.. them up in jail and leave them there until the next moon. Don't care if they are injured or not. Cage them up. Next moon they will either pop or not pop.. If they don't pop.. let them out.. if they do.. put them into a suicide squad and get them killed .. leave them outside the fortress until they die. Alternatively, you can lock them up forever, because they don't starve and once you get enough of them you can change your fortress to a Werefortress. As long as you can survive the depression spiral from the FUN you will have transitioning to a werefortress.
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Date Posted: Dec 14, 2022 @ 2:40pm
Posts: 42