Dwarf Fortress Roundtable - Ep. 40: In Which Halloween is Celebrated – Zombies and Ghosts and Vampires, oh my!

Episode Date: October 31, 2020

This episode is all about the undead. Happy Halloween everybody! We discuss Zombies, Ghosts, Vampires, and Werebeasts - all your favorite critters to brighten up any fortress! ZombiesGhostsVam...piresWerebeasts Support Dwarf Fortress Roundtable on Patreon Musical Attribution - Thanks so much to Kevin MacLeod for making his awesome music available to content creators! Skye Cuillin by Kevin MacLeodLink: https://incompetech.filmmusic.io/song/4371-skye-cuillinLicense: http://creativecommons.org/licenses/by/4.0/ Folk Round by Kevin MacLeodLink: https://incompetech.filmmusic.io/song/3770-folk-roundLicense: http://creativecommons.org/licenses/by/4.0/

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Starting point is 00:00:00 Welcome to Dwarfurt's Roundtable, the podcast for all things Dwarfee. Okay, but that sounded more like Santa Claus. I heard the trade delegates from Star Wars episode one, you know. There are too many of them. No, there are two Jedi. Oh my God, yes. Yes. Oh, my God, you're right.
Starting point is 00:00:21 There was supposed to be Cantracula. Welcome to Dwarf Fortress Roundtable, the podcast for all things Dwarfie. I'm Jonathan. I'm Roland. I'm Tony. It is a very spooky episode by virtue of being around Halloween. And the world outside is not scary at all. Yeah.
Starting point is 00:00:50 My asthma, the word that comes to mind. Thought the world outside. If you are in a country that doesn't, Doesn't seem to notice or care about the myasma. It is very purple outside. So that's the thing that's still happening. Oh, do you think, we talked about this before. Do you think TOTE would ever implement plagues and pestilence?
Starting point is 00:01:12 I wonder. Do you mean diseases? Yeah. As in you could have, like, somebody with smallpox come to your fort and then just wipe you out. So you'd have to build, like, quarantine chambers to see if your new migrants were. I would actually love that. Yeah. I'm going to paraphrase something that he has said on one of the Dwarfortures talk episodes in the past.
Starting point is 00:01:35 They err on the side of detail and realism. You know, some people say that you have to err on the side of fun for features that are in a game. His stance has been air on the side of detail and realism. So, yeah, I think that he would be happy to add something like that. I think maybe he's coding it at night. He's just like, fine, you want to put me in my house for seven months? I'll show you. You know, I have to say, I listen to one of the D.F. Talk podcasts, which I'm, I don't listen to a lot of podcasts.
Starting point is 00:02:08 Or if I do, they're usually, you know, more along the kind of like really structured sort of NPR style podcasts. But I listen to that one. I just love listening to him talk about the game. Like, you can tell he's so enthusiastic and passionate about it still after having worked on it for so long and all this KitFox stuff. And he's still just so full of ideas and enthusiasm for. it just it just really warms the heart in this otherwise brutal and disastrous 2020 so that's really something to look forward to it's just hearing him talk enthusiastically about this game i'm like yay well if you've not done it if you've not done it yet you should certainly go back to the beginnings of that podcast feed and you know it's only 20-something episodes but even the
Starting point is 00:02:54 early episodes are great because it's basically like doing a comment dump on his programming and the design thoughts of everything that has gone into it. And most of the stuff that he talks about is still applicable because he doesn't typically talk a whole lot about exact details, but it's more about what kind of thoughts are going into what kind of thing that they plan on adding. And some of the stuff that they talked about adding like it was going to be. in the upcoming release back in 2014 still is not in the game.
Starting point is 00:03:30 You know, I think they just move on a different time scale and that's cool as heck, you know? I think it's just like, you know, we'll get to it eventually or not. We will or we won't. They talk about the Myth and Magic release. You know, they gave it the title of the big weight probably in, you know, 2011.
Starting point is 00:03:51 And we're still waiting for the big weight to start. Yeah, that's going to be a, weight, huh? Yeah, I think that might be a real big weight. I feel like it's always going to be sort of fits and starts, because if you think about it, we're going to be coming up on a year between this and the steam release, which I think the steam release was supposed to be pretty quick, more or less, right? I seem to remember it was like, we're just going to do a few things, but I think the few things that they're doing have kind of blossomed into a lot more stuff.
Starting point is 00:04:26 Well, it's been a year and six months or so since right now, since the announcement happened. Because the steam announcement happened, I think that we, on our very first episode of Dwarfortress Roundtable, I think that we discussed the steam release. I think that that was right at the point where they announced it. do you remember way back then roland i have literally no memory capacity at all um see i remember talking about it at no bit like at the beginning so i think it wasn't quite when everything started it was probably less than that in any case it's been had been announced for quite a long time and he finished up the what turned out to be the
Starting point is 00:05:18 40, 44, 12, no, 407.04 release at the time was 4,700 and 47.00. I kind of thought that there might be a couple more interim bug fixes. Of course, there's nothing that is just dastardly wrong with this that we are playing on right now. You know, the one thing I would say is I wonder if in older worlds there's more of a, I think things get real hairy, real fast. I would say. with regards to the undeads. You have a screaming computer that you run it on, though. Most people don't have the patience to spin up a world that's that old.
Starting point is 00:05:57 Fair enough. I mean, it's still a wait-and-see thing. It's not like click the button, and you're like, and 1,000, 50 years. It still just takes a while. But, you know, it's like four hours instead of four days. I would do that, and I would start it whenever I go to bed and wake up the next morning and assuming that it hadn't crashed in the meantime.
Starting point is 00:06:21 That it does a lot. Yeah. Oh, I'm still at year 700. I will post my world with the chaos that is there that I think I managed, starting to learn to manage a little bit. I'll post it. I want to, you guys can see what you can do with it. It is, it is interesting. It is an interesting world.
Starting point is 00:06:45 Yeah. There's not been a release of Dwarf Fortress Talk come out. In fact, there has not been a dev update on the Bay 12th game site since we last got together, which is a little bit surprising. Um, yeah, it is pretty strange. Pretty strange. There will be one released 10 minutes after we record this, and by the time, this is released it will certainly be out there and and this will get edited out i'm sure um i just
Starting point is 00:07:24 wanted to add um that i looked up what he was going to put into the game and he says something about diseases or plagues as uh torment of the living uh from the undead and wizards and necromancers and stuff. So, yeah, we probably will get stuff like that at some point. Yay. So you could look at zombies and undeadness, I guess, as being kind of a disease or pestilence, although it's quite certainly purposely enacted by certain particular agents being necromancers, I suppose. Yeah. Have you guys done anything interesting with necromancers? use them to reanimate or or taken advantage of any of that or have any
Starting point is 00:08:19 reanimations you've had just been happy accidents or unhappy accidents well I didn't play that much with Necromances in the new update because they got so much more powerful and I was just playing against them but before the update before the last update, I had an adventurer necromancer man and all I did was resurrect people then hack off their limbs
Starting point is 00:08:52 and then resurrect the limbs and until I had like I don't know eight pieces from a single human that would follow me and attack people and I could like throw the fingers and arms at people and then
Starting point is 00:09:11 the reanimated arm would grapple them in the air so that was fun but it was so massively OP that after a while I just stopped playing him because you know you you had no
Starting point is 00:09:29 problem fighting anything I fought demons and one okay well to be fair I had a massive undead army after slaughtering like one or two villages so
Starting point is 00:09:44 I had help but still the game poses very little threat to you anymore but playing not as adventurer I don't think
Starting point is 00:10:01 all right I got the Necromancer Fortress and I hope that if I were to retire the fortress then all my dwarfs would continue to like do necromancy related things but as it turned out they never did they don't actually care about that apparently they all have the secrets and they all learned how to resurrect things they are all what's it called immortal because necromances are mortal but they don't don't care. They continue to live a normal Dwarven life. And I'm a tiny bit disappointed, actually, because this fortress is just like any other fortress. But on every, I'm talking about
Starting point is 00:10:53 Legends mode right now, because it has been quite a while. But every time I go into Legends mode after loading the World New into it, and I click on the fortress, it's just a fortress. A normal fortress with normal stuff that is happening. A bit of goblin combat, but nothing special. They don't even reanimate in the goblin sieges. What? Come on, man.
Starting point is 00:11:22 I had somebody at one point reanimate a forgotten beast that had come up. We finally killed it, and then it was dead in the dining room, and the necromancer decided to raise it, and then it became almost invulnerable at that
Starting point is 00:11:38 point so we were kind of done that was sort of the end of the show I locked the door and then we just had a dining room that no one could hook up anymore don't go in that room whatever you guys do yeah
Starting point is 00:11:54 so I've had really random things that they've done I haven't been able to raise armies but I do like I do really like how sorts out the mood you don't really have to worry about I'm throwing tantrum they all seem pretty even keel as necromancers and they don't need to eat or drink right so that makes things even easier but um that's even a negative point because dwarves like to drink
Starting point is 00:12:20 and why they don't have to do that they would get a massive um happiness boost from doing it or they even get the negative thought that they're not able to drink or haven't had a drink in a long time, but they still don't know, do it. I've had better luck with tantruming or tantrum spirals in this patch. I feel like stress has, I mean, for me, and I'm probably saying this, I'm probably just jinxing myself here. I'm probably going to regret having said this when I start a fort and it's a tantrum spiral, but I haven't had any tantrum spirals since this, since 4704, that's what we're at, right?
Starting point is 00:13:04 Yeah. It is, yeah. I've not either, but my fortresses seem to be shorter-lived because I have so much trouble dealing with the zombies that seem to inevitably show up. So my fortresses aren't lasting quite as long as they were in, in, was it, 4412? Yep. Here's another thing that I noticed. The zombies climb now. I didn't realize they did that.
Starting point is 00:13:31 I didn't really ever have a problem with goblins climbing my wall but yeah that's been that's been a thing I've got a whole bunch of climbing zombies because I just couldn't figure out how they were getting in I was still living in the world of I build a wall and a drawbridge and I'm safe safe safe and no they just go right up over the top of the walls and we're doing or my archers climb through the fortifications that's the other cool trick
Starting point is 00:13:58 Did you, you know, we talked about the fortifications last time. Did you try putting a ceiling on them? I did. That does seem to work. Oh, major archers breakthrough. Can I, can I diverges here for one quick a second? Yeah, yeah. Okay, I had a huge breakthrough with my archers.
Starting point is 00:14:18 I'm an idiot. Okay, so two things that have totally made archers work so much better for me right now is, one, don't forget to give them bolts in the uniform section, because sometimes they don't get them. that. I don't know why, but you have to assign them bolts. And the second thing, you have to make sure that there are quivers available for everybody. And so I just have somebody just cranking out quivers. Those two things seem to have meant that now they actually train. So I know. I had never thought about quivers. Yeah. Yeah. So that is kind of exciting to me to have found that. Do we know how many bolts a quiver can hold? the same as the number of licks to get to the center of a titsy roll of titsy pop a three a three three that's what the owl said back in the 80s yeah yeah we're uh we're dating and regionalizing it can hold 20 bolts or arrows okay
Starting point is 00:15:15 and yes i had to look that up but it's enough for them to actually do their shit oh the other thing i've done is i put um stockpiles near my train targets and near the towers where I want them to go kill things. That seems to have gotten them to do stuff. I still can't really get them to shoot zombies that go by. They still don't necessarily do that. But they definitely train now. So that's exciting.
Starting point is 00:15:39 And I'll take it. A couple months ago, we got a really nice email from a guy named Byron who talked about that. And he said that you should in your stockpiles with the bolts, for whatever reason, make sure that you don't allow bins in that particular stockpile because I don't know the reason. I think they're kind of bugged. I stopped using bins altogether for everything a while ago because I ended up going to war with the elves over it. And it was a really annoying thing that happened where I brought up a whole bunch of stone crafts that I made for the elves in a wooden bin.
Starting point is 00:16:19 And the elves were like, all right, buddy, this is war. You know, and I was like, but it's just, it wouldn't been. It's okay. It's a box. Dude, I don't want you to have the box. Yeah, they lost their shit. So I was like, all right, well, duly noted. We'll be doing that again.
Starting point is 00:16:35 So, yeah, a good time. Filander fun. Your archers successfully shot at people rather than trying to run up to them and hit them over the head with their crossbows? Well, they're training. So they're training. That's baby step, number one. So there's sort of arching.
Starting point is 00:16:55 Archer's will arch, I guess. Have either of you started in a, it started a fortress in a reanimating biome since 4704 has been out? I have. It doesn't seem quite as brutal. So, you know, if you accidentally hack the beak off of a key, it won't just, you know, reanimate itself. Every individual tooth comes at you.
Starting point is 00:17:22 No, no, no. There are a few things that can reanimate, but most things can. For some reason, I always thought that only a body part that can grapple something is able to reanimate its health. But for some reason that also counts for hair and leather, not leather, skin, hair and skin. And wool is also hair. So you can have zombie wool, which makes no sense. I can't see skin somehow, you know, like a moving blanket. But hair, individual strands of hair.
Starting point is 00:18:06 That is weird. Kind of hilarious. Yeah, but your dwarfs are freaked out. I remember one of the early Krug Smash videos that I watched was him trying to get a fortress established in a reanimating bio and it just totally scared me away from it because I mean everything that was killed got reanimated and just it was like the butcher shot becomes the downfall of a fortress
Starting point is 00:18:40 basically oh yeah um funny story about that uh back in the days so before the update I had a a wonderfully working, flowing and living underground fortress on an island inside of a terrifying biomes. So everything reanimated. But I was able to keep some kind of egg layers. I think it was dogs. I also had cats. I also had dogs. And I also slaughtered them for meat from time to time. and I had so, so much moving skin blanket zombies. It's amazing. I had, every time I slaughtered more than three animals,
Starting point is 00:19:31 I would have at least a single skin zombie blanket thing. You know, it's not dangerous. It cannot attack. I mean, it tries to, but it just pushes against somebody. But it has no weight, so it doesn't know. no damage. It can't even hurt a cat. So it cannot do damage.
Starting point is 00:19:56 And the dwarfs are like, oh my God, A-skin, okay, that would freak me out too. I get it. But every time they screamed and ran away and like, O'ah, come on, man. You saw this like 20 times now. So we treat ghosts, or I should say, the game treats ghosts quite differently than undead.
Starting point is 00:20:26 I mean, in the traditions, ghosts are considered, or like, maybe I say traditions, what I probably mean is in Dungeons and Dragons. Ghosts are considered undead, right? Yes. So, but in Dwarf fortress, ghosts of their own kind of, kind of entity. Well, they are listed as undead, if you check on them, yeah. But it's a different kind of undead. That is correct, yeah. They are more like floating entities.
Starting point is 00:21:03 They can still interact with, you know, ancient dwarves. Yeah. Yeah, they can really, really hurt your dwarves if they want to. It seems to be they will always scare your dwarves and make your dwarves be frightened whenever they get, whenever they see one. But I have seen differing levels of interaction with ghosts. Of course, I try not to allow them to come into existence, but whenever I get fortresses with a lot of people and that sometimes I lose track of what's going on and I have dwarves
Starting point is 00:21:33 die without me realizing it. And I realize that whenever I have a pack of ghosts, show up. But it seems like some of them are more violent than others. Some of them will, you know, take your dwarves' intestines and strewn them across the, uh, the meat hall. But some of them just, just kind of be content to hang out there, it seems. Yeah, they are a few different types of ghosts. You know, you have some ghosts that will just, you know, do nothing, chill around and basically hover over that dead body and go like, oh, I'm dead. But, you know, you have some ghosts that will just, you know, do nothing, But you also have murderous ghosts, and they straight up murder people.
Starting point is 00:22:13 They straight up murder people, instant death. And you don't even get a combat report or anything. You normally don't even see if a person got killed or not. You can see when a ghost hurts a person, because then your game says, a ghost blah, blah, blah, batters, uh, urest, uh, Maxonzo. But if a murder happens, you don't see it. You just see that at some point somebody will find the corpse.
Starting point is 00:22:48 And that had me shook when I found that out. Because I thought, oh, you have like drifting entities because, you know, they want to, to be entombed. They want to rest them peace, yeah? Yeah. And then I had a poltergeist, so somebody was throwing around chairs and stuff and scaring people. And I was like, oh, ghosts can actually do things. But then I skipped everything in between and came directly to a murderous ghost.
Starting point is 00:23:26 And it took me maybe 10 kills to realize that I have a ghost. and that ghost is killing everything. He killed animals, children. He killed one of my best military dwarves instantly. And, you know, there's no way you can protect dwarfs from that. Because the ghost just shows up and goes like, knick-knack, no, your neck is broken. And that's it. It's hard.
Starting point is 00:24:00 It's hard, man. So is there a difference in Dwar Fortress between a poltergeist and a ghost? Or are there poltergeist by name in the game? No, no. They are all called ghost of Uris Blah. Right. But the type of ghost will be revealed when you either check on the ghost. So, like, check its thoughts.
Starting point is 00:24:31 so you say, like press enter, or you see what the ghost is doing. For example, if the ghost does absolutely nothing, it could be a harmless ghost or it could be a whatever ghost that is more harmful, but it's currently just on a cooldown, so to say. Fascinating. If you look into the ghost itself, it says what it actually is. So it can say this is an angry ghost. This is a secretive poltergeist, for example. That is a ghost that just misplaces items.
Starting point is 00:25:11 And sometimes you will find that your game says, oh, this and that has been misplaced. The ghost of blah has been to blame or something. You also have holding spirits. And then your game will sometimes say that, This and that dwarf had trouble sleeping due to the holding spirit in the hallways or something. And you have this table, and it goes from, wait, one, two, three, four, five, six, seven, eight, nine, ten, eleven. Yeah, I just pulled that up.
Starting point is 00:25:53 Yeah, my goodness, I just pulled up the dwarf fortress wiki and went to ghost. and my lands, I didn't realize that there were so much detail in ghost types. Yeah, of course. I had no idea.
Starting point is 00:26:06 My goodness. I didn't even. I thought, you know, a ghost, it's a ghost. But man, there's... No, it's not. And you can even know... Three different separate types of poltergeist.
Starting point is 00:26:18 Yeah. Of course there are. And even if a person died, you can find out what ghosts they might become, because their type of ghost is determined by their personality. I had no idea about that. Yeah, it's so cool.
Starting point is 00:26:36 It's so cool. Oh, no, I want to just leave dwarves to, you know, rot in the sun so that they can make ghosts so I can see the different ghosts. I seem to be pretty good at making ghosts as it is. Yeah, I wonder if meth has a different sprite for every kind of ghost. Yeah. I bet he does. That seems like a very messy sort of thing to do.
Starting point is 00:26:59 Yeah, I bless him. That's awesome. Sure. Next time a fortress that is going south, I'm going to just let some people just hang out without getting buried and see how many different kinds of ghosts I can come up with and read more about them. Because, yeah, that's really interesting.
Starting point is 00:27:17 I always thought the ghosts were a cool part of the game anyway. The idea that if you don't take care of your dead, It's not only going to cause me asthma, my asthma, but it will also, you know, allow a spiritual entity to come back to pester your dwarves in better or worse ways. That's great. And I like the fact that it's dealt with in such a relatively straightforward way. You can just build a slab and you're done. You don't have to, there's no, there's no need to worry and be anxious about that aspect of it. It's, it's, you know, you got this, you figure it out.
Starting point is 00:27:57 But it's, it's, it is straightforward to take care of it. But if you haven't been preparing for it, if, for example, you don't have any slabs available, then you've got to go through a few steps to take care of it while your people are getting, you know, harassed by the, by the ghost. So it's the truth. I don't know if it was on purpose whenever he made it that way, just so it would be a something that you need to plan for. So how do you kill vampires in Dull Fortress? I'm sorry, Tony, you... I was going to...
Starting point is 00:28:44 I was about to ask the same question about dealing with undead sieges. Like, how do you get... I was going to say, how do you guys deal with your undead sieges? because I've got one in the world that I said that is really hard and that I thought that I'd gotten things relatively stable on. I just got a, I'd say a two-pager invasion, you know, where you can hit page-up, page down, and get two pages of attackers.
Starting point is 00:29:10 So I'm referring to this as a two-pager. Well, I tell you what I do whenever that happens is I have a fortress that in either slowly or quickly, falls into ruin and I end up with a new fortress. Right. If I wanted to save this fortress, what's a good way to deal with 90 undead attackers?
Starting point is 00:29:33 Because 90 feels like a pretty big siege. Huh. I was going to go with cage traps and hope for the best. Oh, that's a good idea. Well, yeah, because cage traps are just a bit OP. And if
Starting point is 00:29:48 something is big enough, small enough to to get caged by it, so massive megabeast will not get caged. But O-P. Oh, okay. Overpowered. Got it. Got it. Sorry, I'm slow.
Starting point is 00:30:04 Stonehill. I used a combination of stonefall at the very beginning just to mash them up a little bit. Uh-huh. Or tickle them, as I like to say. And then I cage trap them. And then getting rid of them, and you end up with dozens in cages. And I just usually use an adams smasher to get rid of
Starting point is 00:30:21 them. I was going to say down over the edge of a waterfall would be handy too or pit you can build a pit kind of have magnet the bottom though right well if you build a pit that is
Starting point is 00:30:35 you know 20 layers deep with no with no exit then you just have a pit full of zombies yeah be reminded that you might want to smooth some walls or else
Starting point is 00:30:50 the zombies will climb out. Gotcha. Yeah, pits work, stonefall traps, great stuff. If you have bridges, sweet, sweet bridge traps where you just mash people into oblivion. But then you don't have anything to clean up, which might be positive, which might be also negative, because, you know, you don't get any loop. Well, zombies drowned? No.
Starting point is 00:31:18 Okay. So filling it with water won't help like, like. it would for a bunch of goblins. It depends on your biome, I think. It would be possible to encase them in ice, but that would either need some kind of winter or a very cold freezing biome. Getting ice in your zombie pit seems like it would be a lot of trouble.
Starting point is 00:31:44 I was just thinking that you want to kill them if possible somehow Now, because if you have, like, let's say that, that Tony, you end up using cage traps and you put all of those 90-something in a pit, you're going to be gone to a frame death before too long because if it's keeping up with all 90 of those zombies in every turn, then, yeah, that can get ugly pretty quick. This is why I'm enjoying the Adam smasher. Although, it seems like the, seems like Le Gilles-San-fe here, because somebody seems to have gotten through the defense. that I have in place, because now there's one of these undead in my stairwell, and I have absolutely no idea how I got it in there. Not a clue, but it is, we are clearly done. And I just cannot figure out how in the heck these guys are getting in.
Starting point is 00:32:36 Bizarre. Bizarre, man. Bizarre. No idea. So is it, so it needs to be a physical trauma to kill a zombie, it seems. Blunt forth, right? Yeah, because even if you don't, don't, don't, don't hack him up enough, there is still the chance that pieces of him will come back to life.
Starting point is 00:33:03 And then you just have to fight two zombies instead, you know. And the blunt force, it needs to be something that is probably going to be more than one of your hammer dwarfs can dish out, no? Well, a sufficiently trained hammer dwarf will make short. process of a zombie, yes. Really? Okay. The thing is the amount of zombies is usually very, very high, and zombies don't have any kind of stamina.
Starting point is 00:33:34 They don't care about that. They cannot be exhausted, but your dwarfs might. So while a steel-clad warrior with a silver hammer should be way much. more than enough to kill a bunch of zombies, he might become exhausted way too fast because the zombies will just keep bashing and bashing and bashing at him and he has to evade and stuff and at some point he will just collapse and then he's easy prey. So you have a chance if you can divide groups up into smaller portions so that you Your dwarfs can fight smaller numbers, then calm down, relax a bit, and then fight the next wave.
Starting point is 00:34:27 So you kind of have to chop it up in waves because the waves are way, way easier to handle. Okay, so we'll wrap it up here pretty quick. But now we've covered the other two undead types, the traditional undeads, let's, let's, talk real quick about about vampires is there a way to deal with vampires other than
Starting point is 00:34:55 putting them into a room and locking the doors and just letting them sit in there forever I guess Adam smash them as well you could yeah I mean
Starting point is 00:35:09 you see the difference here is that while the vampire might kill some people he is still part of your fortress so you can still assign him
Starting point is 00:35:24 jobs and stuff to do and he is also immortal he is way stronger and way way faster than a normal dwarf so just outright killing him feels like such a waste to me
Starting point is 00:35:43 because he is quite a good entity he might be evil Yes, okay, okay. But he might be used, you know. You can turn him into a weapon if you know how to do it. Or turn him into a bookkeeper. Well, yeah, but that's also kind of a waste. Don't you agree?
Starting point is 00:36:06 Because, okay, he levels up bookkeeping and then stays on legendary bookkeeper for like the next 2,000 years. Okay. But what about a military vampire? They also be reminded. Vampires don't get exhausted like normal living things. You've got to be real careful, though, because as soon as any of your dwarfs start falling asleep, the thirst for blood's going to come and, yeah.
Starting point is 00:36:38 Oh, yeah, absolutely. You have to make sure that he is not able to get into your normal fortress or anywhere close. actual people so yes walling him off is well I would say needed it is it is needed
Starting point is 00:36:57 have either have you had problems with vampires in 4704 I've not had it was a big problem in my fortresses in 4412
Starting point is 00:37:07 but it seems to have have seriously decreased in frequency yeah agreed it was a big problem for me before and now not really something
Starting point is 00:37:16 I think much about it all I have gotten very few of them really the only thing that I've dealt with since the new patch is on Dead Seaches. Yeah. Yeah, I wanted to ask you how you would define problem because, you know,
Starting point is 00:37:31 zombies are a problem, but a dwarf that still works and still does a job, it's just a mortal and, you know, has a negative tendency to enjoy drinking blood. I mean, it's, it's an annoyance, but it's not really a problem, I'd say.
Starting point is 00:37:52 I usually wall them off and let them have a sword or something so they can train for 200 years. About the rest of their days. Yeah. Yeah, I guess that the idea, of course, maybe this talks a little bit about my own personal psychology, but I find that the vampire aspect of, you know, killing dwarves and their leap to be pretty horrifying. So I, that's one.
Starting point is 00:38:21 I, I, I just don't think of using vampires in a positive aspect. I want to eradicate them from my fortress. So the, the vampires, I think are a bit more horrifying than either the ghosts or the zombies, really.
Starting point is 00:38:34 Um, not sure why. So, yeah, I guess maybe I just have an ingrained fear of vampires personally. Okay. So we've covered the, ghosts and
Starting point is 00:38:48 zombies and vampires we kind of forgot wear animals though oh wow yeah you know again not not a huge problem for me in this new patch yeah
Starting point is 00:39:02 well I would like to agree but I can't because I had very little to know actual attacks of them but one time I had a problem where a visitor
Starting point is 00:39:20 was a wear animal and he was absolutely normal and he snuck into my fortress snuck into my tavern and drank some beer, changed and killed half my fortress. That's not good. Yeah, my military dwarfs were out training
Starting point is 00:39:43 nobody was near the tavern so he just killed half of my civilians and before I was even able to react you know and then I still had some infected people and I had to completely wall up the hospital because I noticed that all eight dwarfs that I suspected were in fact turned so wow
Starting point is 00:40:10 that was miserable I'm not I mean I have had plenty of wear animals show up in my fortress, but I've not had any of them infiltrate my fortress like that. And, you know, I've found it they're pretty easy to deal with by just shutting my fortress door and waiting for a few days for them to turn back into people. Sometimes they'll take out my livestock, but I don't tend to depend on the livestock that much anyway. Yeah, yeah. Normally that works. and I've only seen a few people on the subreddit
Starting point is 00:40:47 talk about how visitors are wear animals and can sneak into your fortress and I was like, ah, nah, hasn't happened to me yet. And then it happened like a day later. Damn, so don't jinx it. So this is our 40th episode. That is an arbitrary but significant number. Episode 40.
Starting point is 00:41:19 We don't talk much about our episode of numbers, except for the, you know, nice round one. So, huzzah. Well, that's cool. Nice. Well done. So that's going to wrap up episode 40 of Dwarfortress Roundtable, our special Halloween episode. We're going to drop this on Halloween itself. And so there's not going to be an episode.
Starting point is 00:41:41 episode to come out Sunday, which when this goes out, we'll be tomorrow. But we'll be back in two weeks from Sunday with another episode of Dwarf Fortress Roundtable. So guys, we will talk to y'all next time. And thanks for joining me here today. Peace. Yep, yep. Out. Yep, yep. All right. This has been the Dwarf Fortress Roundtable podcast. You can find all our past episodes. at DFRoundable.com. Stop by and leave a message or suggestion in the comments section for this episode. While you're there, you can subscribe
Starting point is 00:42:19 to Dwarfortress Roundtable or find us in the podcast service of your choice. You can find video content on our YouTube channel and you can send us an email at Urest at DFRoundable.com. That's UR-I-ST at D-F Roundtable.com. Please consider donating to the creators of Dwarfortress at Bay12 Games.com.
Starting point is 00:42:41 If you'd like to help support this podcast, you can find us at patreon.com slash df roundtable. Music for this episode is from filmmusic.io. Sky Cullen and Folk Round are both by Kevin McLeod. You can find more from Kevin McLeod at Incompetec.io.

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