The shortest update ever.


Journal of Yeol Deabo Tcher, Armorer and Supreme Overseer of Gemclod
2nd Malachite 268

I really wish I knew what those rumblings are.




7th Malachite 268

I've been thinking about the fortifications I've ordered built around Gemclod lately. It really is just like trying to make good armor. On one hand you don't want it to be too thin or things will get through. But if it's too thick, then it gets in your way and you can't move.

Hmmm.

I wonder if I could... Wait. But then I'd have to... Except then... Of course!












Sirocco wrote :-






Epee Em wrote :-

Alright then.

Forgotten Beasts and You!

Forgotten Beasts are the randomly generated monstrosities that Toady One saw fit to introduce to DF2010 in addition to the demons that add the most severe danger to the abundant wealth the caverns and magma seas bring to any fortress.

From a design perspective, these represent another step towards Toady's ideal of DF not being a generic fantasy world, but instead being a generic fantasy world generator. In previous versions of the game, Dragons, Bronze Colossi, and the like consisted of the strongest "typical" threat to a fortress. All well and good, but they don't change. The same tactics used against a Bronze Colossus in one fort will work again in the next. This also applies towards the demons, there used to be only a few varieties of demons in DF hard-coded into the game, so they couldn't even be modded for an additional challenge. Vox's Holistic Spawn were tougher than the average demon, let's face it. Spirits of Fire, Frog Demons, and Tentacle Demons (shut up) were the worst the game had to offer.

Consider the FBs and by extension the new demons Toady's way of rebalancing the scales.

You may have heard of Titans. These are not to be confused with the megabeasts from previous versions of DF, Titans are the same thing as FBs, they just spawn at the surface rather than underground in the caverns. That's the only difference.

Okay, enough natter. The heck are they? A FB can be broken down into several sections that are described by the alerts that show up every time one of them enters the map.

1: Main Component.
2: Physical Additions and Descriptors.
3: Material.
4: Natural Weaponry.
5: Syndrome.

Let's go over these in order.

1: Main Component.

This is the 'template' of the FB. Let's look at Siga, the most recent one:



It's a gigantic pterosaur. Like everything else about a FB, size is determined randomly. When the game says "gigantic" it MEANS gigantic. I recall butchering a FB in one of my forts, the process took my butcher several in-game weeks to complete. For reference's sake, butchering a cow takes several seconds real time and less than an in-game day for even a dabbling butcher. It resulted in several thousand units of Forgotten Beast Meat, bones, cartlidge, etc.

These things can easily be the biggest creatures in the game. As I'm not familiar with utilities like Dwarf Therapist, I do not know if creature statistics like size can be checked in-game. In DF, an adult Dragon is size 25,000,000. Size is a very important factor in determining how physically powerful a creature is, so all FBs should be considered an extreme danger even to legendary soldiers.

2: Physical Additions and Descriptors.

More simply, these determine the physical characteristics of the FB. Each descriptor the game offers corresponds to a physical trait of the FB. Wings are never vestigial, I should note, so any FB with those, such as Keihao and Siga, can fly.

Everyone knows dwarves are stupid. No more does this shine than in combat. You see, when creatures not under your direct control in Adventure Mode fight, they attack body parts randomly. The more body parts something has, the less likely it is for soldiers to actually attack something important like the neck.

That said, the combat system is a deeply complex thing. Scales are a flexible exterior armor that functions similarly to chainmail, a FB with a "tough, leathery hide" has something similar to leather armor, and so on. What this translates to gameplay wise is that certain attacks will be less effective than others. DF splits damage into piercing, slashing, and blunt categories, so knowing what a FB is going to resist particularly is important. Which brings us to...

3: Material.

In the DF raws, this is what puts the Bronze in a Bronze Colossus:

code:
[TISSUE:BRONZE]
		[TISSUE_NAME:bronze:bronze]
		[TISSUE_MATERIAL:INORGANIC:BRONZE]
		[MUSCULAR]
		[FUNCTIONAL]
		[STRUCTURAL]
		[RELATIVE_THICKNESS:1]
		[CONNECTS]
		[TISSUE_SHAPE:LAYER]
	[TISSUE_LAYER:BY_CATEGORY:ALL:BRONZE]
In English, the [TISSUE] token tells DF to begin defining a new type of tissue. The [TISSUE_MATERIAL] token is the important one, though. In the BC's case, it's telling DF "This type of tissue has the physical properties of the inorganic material bronze".

[TISSUE_LAYER:BY_CATEGORY:ALL:BRONZE] means that everything in the BC is made of this tissue type. Bronze skin, joints, eyes, and so on.

In the case of a FB, any type of material in the game can be used randomly, from water to chitin to gold. Looking at the game's string dump, the number of possibilities for materials is just insane, and include things that are full-blown immaterial like shadows or shade.

What do you do about a FB made of something like iron? Well, you're pretty fucked. As far as the string dump indicates, FBs cannot be made out of (effectively) indestructable materials like adamantine. So technically, conventional weapons should be capable of doing meager damage, but not anywhere near enough to wound or kill the FB.

For the curious, FBs can indeed be made of materials like soot or snow. However, the [FIXED_TEMP] token attached to them in such cases essentially means that FBs can't be killed by temperature changes as they constantly generate their own fixed amount of heat/cold. This also means that they can freeze or roast victims by proximity in those cases. In the case of soot, water, dust, etc., I cannot find a similar token, but given my past Fun with a FB composed of vomit, one should assume that FBs are held together by some sort of force that would prevent them from, say, dissolving or being blown apart in the wind.

4: Natural Weaponry.

Fangs, claws, spiked tails, talons, breath weapons, and emissions all count. These are thankfully limited by the Main Component of the FB, imagine a mix-and-match toy where you could stick whatever you wanted to a central body. The central body/main component only has so many 'attachment points', though any FB can have breath weapons or an emission, and it seems as though wings can be added to anything as well.

Theoretically, the worst thing would be a sea monster, what with having 6 tentacles, 2 pincers, 2 flippers, and 2 eyestalks. All FBs are considered amphibious, so even sea creatures would be able to walk on land.

Fangs, claws, etc. are all self-explanatory. The breath attacks and emissions are more complex, but do note that they can also appear on more mundane creatures such as Iron Men. They're actually both considered breath attacks in the raws, but what form they take can vary depending on the raws:

Trailing Gas Flow: Picture a creature breathing gas out. That's what this is. Soldiers don't have a very hard time dodging this.

Trailing Vapor Flow: Same as above, but it vaporizes into the air, meaning that it can be breathed in rather than having to make contact.

Trailing Dust Flow: "Dust" in DF is extremely dangerous because it uses cave-in physics in all cases. This is essentially a linear dust blast that spreads out as it travels, and anything caught in it save for the creature producing it will be flung around randomly. My personal favorite, I've had fun with this one to create a "Kinetic Beam" on a Warmech megabeast modded into the game.

Solid Glob: A basic projectile attack.

Liquid Glob: As above, may do less damage, but will create spatter.

Undirected Gas/Vapor: Identical to the respective trailing flows, except released in a general area around the creature. This sacrifices range, but also means that anything close to the creature will be affected by it, making close-range combat suicidal.

Undirected Dust: The DF Wiki puts it best:

quote:

DO NOT USE THIS TAG UNLESS YOU WANT TO KILL THE CREATURE AND EVERYTHING NEAR IT AND SEND PEOPLE FLYING. You know you want to.

Note that modded creatures can have multiple breath attacks that they will alternate using, as far as I know, FBs can only have one.

5: Syndrome.

Referred to in-game as "beast sickness", combine this with the above to have a truly terrifying monster on your hands. A syndrome is generated randomly like everything else, including the timeframe of the syndrome, range, infectiousness and the symptoms.

Randomized timeframes mean that the effects may happen instantly, after a little while, or even after several in-game years.

The symptoms can affect specific body parts or the entire victim, depending on what they are. The range of the symptom, as you can hopefully guess by this point, is random as well.

The possible localized or general effects are:

Swelling
Numbness
Oozing
Bruising
Bleeding
Necrosis
Pain
Blisters
Impaired Function
Paralysis

The possible generalized-only effects are:

Fever
Nausea
Drowsiness
Dizziness
Unconsciousness
Coughing Blood
Vomiting Blood

There can be any number of effects in a symptom, and the timeframe of each is determined individually. Putting it all together, let's imagine a hypothetical FB:

A Giant Centipede made of fog with wings, emitting a deadly vapor around itself. This vapor, on contact, causes drowsiness after several minutes, which clears up eventually. A week later, the dwarf's legs are paralyzed and they vomit blood, which is likely stepped in by anyone coming to move the paralyzed dwarf to a hospital bed. This in turn makes the helpers drowsy. Another week later, the dwarf abruptly drops dead as their lungs rot away and they suffocate. At the same time, the dwarves who helped the original dwarf get paralyzed and start vomiting blood, prompting more dwarves to try and carry them off, eventually leading to an entire fortress dying to the beast sickness.

Know the Forgotten Beasts, and know fear.