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otherwise, they are building destroyers 1 type so can place bait.
to get around trap immune, cave ins can stun (or kill), and stunned creatures lose immunity to traps.
1) Send all visitors home from all locations (or kill them, you do you)
2) Quaratine all wounded, preferably in the hospital; if all wounded dwarves are shut in there, forbid the door; losing the people in the hospital is better than losing the whole fort.
3) Wait for a turn. Have multiple military teams spread out in high population places.
4) Either kill the beasts in the hospital, or wait for them to turn back then banish them all
I controlled a 200 pop fort this way after losing 61 lol. But that's it, that's all you can really do without getting draconic lol.
I wonder if building double gates and lots of traps around the taverns and bedroom wings would be worth the effort. It would allow us to quickly lock down multiple parts of the fortress with a few quick lever pulls and hopefully catch any escaped monsters.
And/or hope you never get a single werebeast just randomly wandering over to scratch one of your fruit pickers. Because if they do, your whole fort is dead. 20, 40, 60 people, it doesn't matter. One scratch, one more monstrous frigging werebeast determined to murder everything around it. Lizard, hamster, whatever type is exactly the same. Fort full of blood and bones and body parts.
It would be nice if there was something you could do, besides... either exile (i.e. murder fifteen other forts by sending the beasts on to them, real cool of you) or straight-up murdering all your own people because they got the wereplague (I get attached to my legendary stone carves, sue me).
Eh, whatever.
That is canon in LotR, but you should play better.
Don't gather plants around full moon, if you are worried about werebeasts. Also, plant gatherers should be some of the most expendable dwarves.
Makes sense. Problem was, I had all of 16 dwarves in the fortress for the longest time, and that doesn't leave a lot of room for military training. Plenty of food, beds, a tavern with rooms, a temple. 16, "no migrants this season", over and over. Best I can think, some kind of glitch or a quirk of the world population flow mechanics. Who knows.
I save, exit, and the next time I load the game I get migrations that double our population, then more on top of that. So I start training troops. But now the game's going "Ooooh, that's a good sized population you've got there, bet you'd like some nasty events to challenge you at this point", and normally it would be right. However, due to the lengthy stagnation, coupled with sudden population growth, we were not in a position to defend properly.
These things happen, I suppose. Can always turn the buggers off. Or obsessively prepare, and then just never have a werebeast show up for that fort - have some other rotten thing wriggle through the million or so holes in your defence that underground caverns inevitably bring. I especially "enjoy" the ones that shoot webs and can thus turn all of your legendary fighters into meat piñatas.
So you prepare for that too, and it ends up not happening either. And so on and so forth. But that's the gameplay, really... either you figure out how to do well, or some disaster will end your run. All dust in the wind, sooner or later.
For early defense, I have a dwarf training from day 1, he becomes the militia commander. Everyone else does all the work.
You also don't need to fight every monster head on. Traps can deal with a threat your dwarves shouldn't approach, or you can simply lock them up, collapse a ceiling on them or drown them in magma. This is not an exploit, the game gives you tools to use with your ingenuity to beat the challenges.
They were in werebeast form and hostile when they entered? That's basically a generic attack that you handle like the rest of them.
The insidious ones are the Visitors/et that come, but turn with the full moon and start attacking everyone. (I had a seemingly friendly werebeast Visitor, once, too. Just stood there, listening to poetry all day. :))
Setting up hospital space that can be easily isolated/walled-off is a good method to prevent newly created werebeasties from spreading it even more. The best ones I have seen just have small cubicles that can be walled off individually. It can help contain it.
IMO, werebeast frequency should be tuned down a bit in worldgen. The same with vamps. (There's a known effect there with older worlds that illustrates the issue)
I generally have one entrance open for visitors that can be sealed by, hopefully, artifact quality doors. (Another is then opened that leads to a trap maze) Guards are posted there with staked dogs and a squad patrols the main corridor and tavern. (Rather, that's what I try for in that design that accepts Visitors)
I "fixed" it by picking a younger world, as it takes time for people to get cursed and infect others and so on. So there's few to no werebeasts and vampires around. You have way more megabeasts on the other hand.
I've go a 100 year old world and haven't seen a werebeast in 28 years of game years.
the cure:
* close the gate
* marksdwarf on the wall
* pray. no, PRAY
1. Seal the fortress. Werebeast will turn normal soon and flee in disgrace
2. isolate civilians, handle the beast with best fighters - fast and clean
3. Go thorugh the combat logs. If someone gets "werebeast poison runs through something something", put him to a special squad and send it somewhere, like lava or another settlement