They are detected the same way kobolds are, plus cage traps trigger the announcement. They aren't after your trade goods they're after your children. Unlike kobolds, goblin snatchers happily run into any kind of trap. Thieves will never target items which are tasked for jobs, or parts of buildings/ constructions (this includes weapons in weapon traps, encased in stone, or on fire). and the game will zoom to a section of your fortress with a small grey k visible - that's your intruder. Thief! Protect the hoard from skulking filth!. Especially when the fort is in lockdown, they may also pilfer any items left outside. They try to get hold of valuable objects, which can lead them into the heart of your fort. Armed with only a large dagger, they offer little threat to anyone should they get caught - an armed dwarf or dog should be able to take them down, but extreme bad luck is always a possibility in any combat situation. ![]() They may be detected when they move into vision range (about fifteen tiles) of a dwarf or tame animal, in which case they'll immediately run away and escape through the map's edges. ![]() Their ability to sneak into your fortress is not to be underestimated locked doors do not slow them down, although doors that are linked to a lever (and are closed) will. Kobold thieves can start appearing quite early (first year) and will sneak right past all of your traps, only triggering them if they are injured during their escape attempt and happen to fall unconscious on one. Thus, it is important to neutralize any thieves early. Thieves not only steal your fort's own objects, but any loose item lying around - picking through and filching items left behind by sieges, for example.īeware - if thieves successfully steal enough items from your fort, their civilization will (if it has the entity token, which are kobolds in the vanilla game) become bold enough to send their military to ambush your dwarves. (Thieves can't outrun crossbow bolts, though.) A thief can typically outrun an armored recruit and usually has enough of a headstart that even a trained military dwarf will rarely be able to catch up. Spotting the thief is half the battle, but catching and killing them is not always easy. A successful theft of item or child will be announced once the thief leaves the map. Guarding any entrance with guard animals is a wise countermeasure. They may arrive more or less simultaneously with sieges or ambushes, distraction and general turmoil working in their favor. They can lurk around the map for quite some time and wait for their opportunity, even when they are already inside your fortress. Consequently, they rarely succeed in stealing anything and almost never get caught. ![]() ![]() With the much larger detection ranges of DF2014, thieves are often found out fairly early. They try to escape once detected, and only fight when cornered. This is more easily manageable with goblins, but kobolds are more complicated, as by default, their caves do not show up in the embark map.īoth kinds will usually come in small groups of about 1-4 individuals. Their appearance seems to be dependent on whether your fortress is located close to kobold or goblin sites, and maintaining a large distance from their territory will dramatically decrease - if not completely nullify - the chance of thieves spawning. There are two types of intelligent thieves: kobold thieves and goblin snatchers. If you are unfamiliar with the military and simply want to send your nearest dwarves after a thief, see Attack.) (A full military response is both complex and slow. (this can be modified in init/announcements.txt). When a thief is detected, the game pauses with an identifying announcement and moves the game view to include the threat. In fortress mode, a thief is a disgusting, dishonorable invading creature that can skulk around the map unseen until detected.
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