Short question about Duin Halfmorn

The only way to get a werewolf from a goody hut that I know of is actually not a goody hut... One of the unique features in FF has the same graphic, and can give you a werewolf.

You're probably right and I am confusing my FFH games with my FF games, but I could have sworn that FFH had an event that allowed you to become a werewolf if you met certain conditions after landing on what looked like a goody hut. Yeah, come to think of it, that goody hut sticks around even after you get that event.
 
FfH does have an event that creates a werewolf, but it is unrelated to goody hut or any other improvement:
A farmer in %s2_city has been bitten by a wolf. Some say the wolf was cursed.

Option 1: Let the local militia handle it- creates a barbarian werewolf, which you could capture with a Beastmaster or units with enough command promotions.
Option 2: Kill the farmer, we will take no chances with the cities safety - 4 turns of Anger.
Option 3: (requires Dungeon, and a free dungeon from the Tower of Eyes doesn't count for some reason) Lock the man in the Dungeon, if he is cursed they can kill him - you get a message saying that a werewolf has been killed, and nothing actually happens.




I find the Foxford unique feature really annoying because:
1. The choice that supposedly turns you unit into a werewolf actually just adds the werewolf promotion instead of tuning the unit into a werewolf unit; spawning new werewolves is a unit specific ability, and the promotion does absolutely nothing.
2. It can never be cleared to allow for better improvements with better yields and so is useless after the python part has been disabled. (I think that making it turn into a normal village improvement when the python is deactivated would be very nice).
3. There is already an Elohim city by the name of Foxford.
 
And the ai beats me to it always. I don't want that adventurer promotion for my warrior or scout. I want it for my uber hero who comes at turn 400 or so.

Wait, I did get it once. Interestingly enough right in the middle of Mercurian territory. roaded too in a mountain pass. Perhaps there are other conditions.
 
FfH does have an event that creates a werewolf, but it is unrelated to goody hut or any other improvement:
A farmer in %s2_city has been bitten by a wolf. Some say the wolf was cursed.

Option 1: Let the local militia handle it- creates a barbarian werewolf, which you could capture with a Beastmaster or units with enough command promotions.
Option 2: Kill the farmer, we will take no chances with the cities safety - 4 turns of Anger.
Option 3: (requires Dungeon, and a free dungeon from the Tower of Eyes doesn't count for some reason) Lock the man in the Dungeon, if he is cursed they can kill him - you get a message saying that a werewolf has been killed, and nothing actually happens.


.

Thanks for that, Magister. I thought there was something - even though I hardly get it.

I think I may have used a Ranger with Capture Animal a version or two back to capture the werewolf.

Haven't seen that in awhile.
 
Are werewolves Beasts? They seem to only get the Animal promotion set, which I'd think implies that Subdue Animal would be sufficient to capture them.
 
Werewolves are currently Animals, but Kael said that they will be made Beasts in the next version. I've been making the Baron and Greater werewolves Beasts for a long time in my versions.
 
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