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Topics - Wyrdean

Pages: [1]
1
See, let me paint the picture, this fortress was going to be my pride and joy, I had just come back from a long hiatus, and wanted to go big to get back into the swing of things for the steam release. I was going to go full meta with it, and just make it the best damn fortress to exist, full of fantastical treasures and locked down tighter than fort Knox. I'm doing pretty well, it's year 4, and I have set up this amazing system of traps forged by my legendary weapon crafters, my dwarves are happy, safe and healthy. My militia, though usually held in reserve, is 20-strong, and kitted out with masterwork iron gear, as well as several weapon artis given to the best fighters. Not a single one of them was less than a grandmaster in their weapon of choice, not to mention other skills to match. They had spent the grand part of the last four years training after all. I've repelled quite a few raids, ranging from 40 some-odd goblins a half dozen times, hoard after hoard of undead, and even a few FBs and other such terrifying foes. Things are going great, having a blast. Then I get a raid of 80 necro experiments, as well as six near-legendary trained lieutenants. I found out the lieutenants have the ability to essentially paralyze after one of my chickens ends up being an unfortunate test subject, which isn't great, but manageable.  The lieutenants walked on through a line of two dozen giant iron axe traps, each with three blades, 4 of them survived, having blocked, dodged, and just outright tanked their way through my defenses. Not a big issue I'm thinking, my militia can handle a few; even if they have magic powers, can't get tired, can only be killed by being mashed or diced, are legendary, and are much much stronger than normal. Wouldn't be easy sure, but they can do it, maybe with a loss or two if things turn south, but they'd make it. Then I realize, as I'm watching my traps. The better part of those experiments are trap immune, feel no pain, and don't get tired. That's when I realized there's no way for me to win, and just let it run; watching as my once 20-strong full-time highly trained military gets worn down as they accrue minor injuries, get tired, or are paralyzed by the few surviving lieutenants mixed in with the crowd. Then watching and waiting as they slaughter my dwarves left and right, painting the halls red with my baron's blood. Murdering the miner that had just found candy, a hero among my citizens. Watching as they raze the foundries, as they splatter the worshiper's organs in the grand temple hall against the altars, utterly drenching the fortress that was once home to 124 dwarves in the stench of death and rotting corpses.

I wish I could say I enjoyed the '!!FUN!!" of watching my fortress get ripped apart but the enjoyment wasn't there, was just watching the last several days and nights of my free time swirl down the drain.

2
DF Suggestions / Make up to x
« on: October 13, 2022, 09:01:09 pm »
As part of the steam release, a much more intuitive (and frankly more useful) make up to condition as part of the manager would save a ton of heartache and generally just be more convenient than the current Make an unlimited amount or Make a batch of conditions, which while close, ultimately fall short.

3
Masterwork DF / Any plans to update the meph tileset in masterwork?
« on: July 05, 2019, 03:22:06 pm »
I know masterwork has a version of the meph tileset, but it looks different and seems to be an older version.
So I was wondering if there are any plans to update the tileset?

4
Masterwork DF / SCABBARDS! The mod and how to make them.
« on: May 16, 2019, 06:45:26 pm »
Simply paste the following into item_tool_adv_mode and reaction_adventurer respectively and you'll finally have a place to put your !!!Wood Short Sword!!! after you kill those elven children!

This mod allows you to make scabbards out of: Wood, Rocks, Metal, Horn, Bone, Teeth, Gems and even (You guessed it!) Leather!
The scabbards are even useable as a weapon and parrying tool too!
They function as a rather decent mace-like weapon when made out of a heavier material and they use the misc object skill.
They have a capacity of 1300, meaning that you can put any weapon (Including mauls and great axes) inside it.


Code: [Select]
[ITEM_TOOL:ITEM_TOOL_SCABBARD]
[NAME:scabbard:scabbards]
[VALUE:50]
[SOFT_MAT]
[HARD_MAT]
[TILE:091]
[SIZE:400]
[MATERIAL_SIZE:3]
[CONTAINER_CAPACITY:1300]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[SKILL:MISC_WEAPON]
[ATTACK:BLUNT:50:200:slap:slaps:flat:2000]
[ATTACK_PREPARE_AND_RECOVER:3:3]




Code: [Select]
[REACTION:MAKE_SCABBARD_ADV_LEATHER]
[NAME:Sew scabbard (Needle + 3 leather)]
[DESCRIPTION:Sew a scabbard out of 3 leather. Capacity 1300.]
[ADVENTURE_MODE_ENABLED]
[REAGENT:needle:1:TOOL:ITEM_TOOL_NEEDLE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:leather:3:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_SCABBARD:GET_MATERIAL_FROM_REAGENT:leather:NONE]
[SKILL:LEATHERWORK]
[CATEGORY:ADV_SCABBARDS]
[CATEGORY_NAME:! Crafting scabbards !]
[CATEGORY_DESCRIPTION:Make scabbards]

[REACTION:MAKE_SCABBARD_ADV_BONE]
[NAME:Carve scabbard (Dagger + 3 bones)]
[DESCRIPTION:Carve a scabbard out of 3 bones. Capacity 1300.]
[ADVENTURE_MODE_ENABLED]
[REAGENT:dagger:1:WEAPON:ITEM_WEAPON_DAGGER_LARGE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:bone:3:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:TOOL:ITEM_TOOL_SCABBARD:GET_MATERIAL_FROM_REAGENT:bone:NONE]
[SKILL:BONECARVE]
[CATEGORY:ADV_SCABBARDS]

[REACTION:MAKE_SCABBARD_ADV_WOOD]
[NAME:Carve scabbard (Dagger + 3 sticks)]
[DESCRIPTION:Carve a scabbard out of 3 sticks. Capacity 1300.]
[ADVENTURE_MODE_ENABLED]
[REAGENT:dagger:1:WEAPON:ITEM_WEAPON_DAGGER_LARGE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:stick:3:TOOL:ITEM_TOOL_STICK:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_SCABBARD:GET_MATERIAL_FROM_REAGENT:stick:NONE]
[SKILL:WOODCRAFT]
[CATEGORY:ADV_SCABBARDS]

[REACTION:MAKE_SCABBARD_ADV_METAL]
[NAME:Forge scabbard (Mallet + 3 metal chunks)]
[DESCRIPTION:Forge a scabbard out of 3 metal chunks. Capacity 1300.]
[ADVENTURE_MODE_ENABLED]
[REAGENT:forging pit:1:TOOL:ITEM_TOOL_SMELTING_PIT:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:mallet:1:TOOL:ITEM_TOOL_MALLET:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:chunk:3:TOOL:ITEM_TOOL_CHUNK:NONE:NONE][REACTION_CLASS:METAL]
[PRODUCT:100:1:TOOL:ITEM_TOOL_SCABBARD:GET_MATERIAL_FROM_REAGENT:chunk:NONE]
[SKILL:FORGE_WEAPON]
[CATEGORY:ADV_SCABBARDS]

[REACTION:MAKE_SCABBARD_ADV_ROCK]
[NAME:Knap scabbard (5 rocks)]
[DESCRIPTION:Knap a scabbard out of 5 rocks. Capacity 1300.]
[ADVENTURE_MODE_ENABLED]
[REAGENT:rock:5:ROCK:NONE:NONE:NONE][NO_EDGE_ALLOWED]
[PRODUCT:100:1:TOOL:ITEM_TOOL_SCABBARD:GET_MATERIAL_FROM_REAGENT:rock:NONE]
[SKILL:STONECRAFT]
[CATEGORY:ADV_SCABBARDS]

[REACTION:MAKE_SCABBARD_ADV_LARGEGEM]
[NAME:Knap scabbard (3 large gems)]
[DESCRIPTION:Knap a scabbard out of 3 large gems. Capacity 1300.]
[ADVENTURE_MODE_ENABLED]
[REAGENT:gem:3:GEM:NONE:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_SCABBARD:GET_MATERIAL_FROM_REAGENT:gem:NONE]
[SKILL:CUTGEM]
[CATEGORY:ADV_SCABBARDS]

[REACTION:MAKE_SCABBARD_ADV_SMALLGEM]
[NAME:Knap scabbard (5 small gems)]
[DESCRIPTION:Knap a scabbard out of 5 small gems. Capacity 1300.]
[ADVENTURE_MODE_ENABLED]
[REAGENT:gem:5:SMALLGEM:NONE:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_SCABBARD:GET_MATERIAL_FROM_REAGENT:gem:NONE]
[SKILL:CUTGEM]
[CATEGORY:ADV_SCABBARDS]

[REACTION:MAKE_SCABBARD_ADV_HORN]
[NAME:Carve scabbard (Dagger + 3 horns)]
[DESCRIPTION:Carve a scabbard out of 3 horns. Capacity 1300.]
[ADVENTURE_MODE_ENABLED]
[REAGENT:dagger:1:WEAPON:ITEM_WEAPON_DAGGER_LARGE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:horn:1:NONE:NONE:NONE:NONE][ANY_HORN_MATERIAL]
[PRODUCT:100:1:TOOL:ITEM_TOOL_SCABBARD:GET_MATERIAL_FROM_REAGENT:horn:NONE]
[SKILL:BONECARVE]
[CATEGORY:ADV_SCABBARDS]

[REACTION:MAKE_SCABBARD_ADV_TEETH]
[NAME:Carve scabbard (Dagger + 5 teeth)]
[DESCRIPTION:Carve a scabbard out of 5 teeth. Capacity 1300.]
[ADVENTURE_MODE_ENABLED]
[REAGENT:dagger:1:WEAPON:ITEM_WEAPON_DAGGER_LARGE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:tooth:5:NONE:NONE:NONE:NONE][ANY_TOOTH_MATERIAL]
[PRODUCT:100:1:TOOL:ITEM_TOOL_SCABBARD:GET_MATERIAL_FROM_REAGENT:tooth:NONE]
[SKILL:BONECARVE]
[CATEGORY:ADV_SCABBARDS]

5
I was already one of the undead when I walked into the tower, so none of the plaguebearers or Biomancers were hostile and upon reading the book I got the powers as normal.


So I left the tower looking for the nearest victim to test it on, it happened to be a lone dire lion which I strangled to death to keep the body intact.
Upon raising the body as a plaguebearer however, it immediately attacks me as if I were both still living and not its master.

Any idea what might be causing this?

6
It took me a while, but I finally noticed the distinct lack of scabbards in dwarf fortress.
I mean, they aren't really required, as you can strap weapons to your upper body even buck naked.
It's just that it seems odd sword fighting without a place to put a sword after you're done using it.

7
DF Modding / A Ravenous Crystal Lizard I whipped up.
« on: November 03, 2018, 01:33:33 pm »
Any improvements that should be made?


Code: [Select]
[CREATURE:RAVENOUS_CRYSTAL_LIZARD]
                [NAME:ravenous crystal lizard:ravenous crystal lizards:ravenous crystal lizard]
                [PREFSTRING:intelligence]
                [CREATURE_TILE:'l']
                [COLOR:3:0:0]
                [PET][PETVALUE:800][COMMON_DOMESTIC]
                [ALL_ACTIVE]
                [MUNDANE]
                [BIOME:SUBTERRANEAN_CHASM]
                [UNDERGROUND_DEPTH:1:2]
                [POPULATION_NUMBER:25:50]
                [CLUSTER_NUMBER:1:3]
                [LARGE_ROAMING][FREQUENCY:10]
                [LARGE_PREDATOR]
                [CASTE:FEMALE]
                                [FEMALE]
                                [CASTE_NAME:ravenous crystal lizard:ravenous crystal lizards:ravenous crystal lizard]
                                [DESCRIPTION: A beautiful reptile with glimmering scales. These cavern dwellers are often domesticated for their half-transparent meat and gems they grow in their stomachs.]
                [CASTE:MALE]
                                [MALE]
                                [CASTE_NAME:ravenous crystal lizard:ravenous crystal lizards:ravenous crystal lizard]
                                [DESCRIPTION: A beautiful reptile with glimmering scales. These cavern dwellers are often domesticated for their half-transparent meat and gems they grow in their stomachs.]
                [SELECT_CASTE:ALL]
                                [NATURAL]
                                [TRAINABLE]
                                [CARNIVORE]
                                [NOFEAR]
                                [NOEXERT]
                                [NATURAL_SKILL:WRESTLING:3]
                                [NATURAL_SKILL:BITE:6]
                                [NATURAL_SKILL:DODGING:6]
                                [NATURAL_SKILL:GRASP_STRIKE:6]
                                [NATURAL_SKILL:MELEE_COMBAT:8]
                                [NATURAL_SKILL:SITUATIONAL_AWARENESS:12]
                [SELECT_CASTE:ALL]
                                [BODY:QUADRUPED_NECK:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES_FQ_REG:4TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]
                [SELECT_CASTE:ALL]
                                [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
                                                [REMOVE_MATERIAL:SKIN]
                                                [REMOVE_MATERIAL:LEATHER]
                                                [REMOVE_MATERIAL:PARCHMENT]
                                                [REMOVE_MATERIAL:HAIR]
                                                [USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
                                [BODY_DETAIL_PLAN:STANDARD_TISSUES]
                                                [REMOVE_TISSUE:SKIN]
                                                [REMOVE_TISSUE:HAIR]
                                                [USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
                                [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]
                                [USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]
                                [USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]
                                [TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]
                                [BODY_DETAIL_PLAN:LEATHERY_EGG_MATERIALS]
                                [SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
                                [PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]
                                                [TL_MAJOR_ARTERIES]
                                [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
                                [BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
                                [USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
                                [TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
                                [LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
                                [HAS_NERVES]
                                [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
                                [BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
                                [CREATURE_CLASS:GENERAL_POISON]
                                [GETS_WOUND_INFECTIONS]
                                [GETS_INFECTIONS_FROM_ROT]
                                [USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
                                [PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
                                [EXTRA_BUTCHER_OBJECT:BY_CATEGORY:GUTS]
                                [EBO_ITEM:ROUGH:NONE:GLASS_CRYSTAL:NONE]
                [SELECT_CASTE:ALL]
                                [CREATURE_CLASS:GENERAL_POISON]
                                [CREATURE_CLASS:REPTILE]
                                [GETS_WOUND_INFECTIONS]
                                [GETS_INFECTIONS_FROM_ROT]
                [SELECT_CASTE:ALL]
                                [SWIMS_INNATE]           
                                [APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:375:250:125:1900:2900]
                                [APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:9000:8900:8825:8775:9500:9900]
                                [APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900]
               [SELECT_CASTE:ALL]
                               
                                [BABY:1]
                                                [GENERAL_BABY_NAME:crystal lizard hatchling:crystal lizard hatchlings]
                                [CHILD:10]
                                                [GENERAL_CHILD_NAME:crystal lizard:crystal lizards]
                                [BODY_SIZE:0:0:1000]
                                [BODY_SIZE:1:0:5000]
                                [BODY_SIZE:5:0:8000]
                                [BODY_SIZE:10:0:180000]
                                [BODY_SIZE:20:0:3000000]

                [SELECT_CASTE:FEMALE]
                                [LAYS_EGGS]
                                                [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
                                                [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
                                                [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
                                                [EGG_SIZE:1200]
                                                [CLUTCH_SIZE:1:2]
                [SELECT_CASTE:ALL]
                                [ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:MOUTH:BY_CATEGORY:TOOTH]
                                                [ATTACK_SKILL:BITE]
                                                [ATTACK_VERB:bite:bites]
                                                [ATTACK_CONTACT_PERC:100]
                                                [ATTACK_PENETRATION_PERC:100]
                                                [ATTACK_FLAG_EDGE]
                                                [ATTACK_PRIORITY:MAIN]
                                                [ATTACK_PREPARE_AND_RECOVER:3:3]
                                                [ATTACK_FLAG_CANLATCH]
                                [ATTACK:CLAW:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]
                                                [ATTACK_SKILL:GRASP_STRIKE]
                                                [ATTACK_VERB:claw:claws]
                                                [ATTACK_CONTACT_PERC:100]
                                                [ATTACK_PENETRATION_PERC:100]
                                                [ATTACK_FLAG_EDGE]
                                                [ATTACK_PREPARE_AND_RECOVER:3:3]
                                                [ATTACK_PRIORITY:MAIN]
                               [CAN_DO_INTERACTION:MATERIAL_EMISSION]
                               [CDI:ADV_NAME:Crystal Spray]
                               [CDI:USAGE_HINT:ATTACK]
                               [CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
                               [CDI:MATERIAL:GLASS_CRYSTAL:WEB_SPRAY]
                               [CDI:VERB:invokes a crystalline glass spray:invokes a crystalline glass spray:NA]
                               [CDI:TARGET:C:LINE_OF_SIGHT]
                               [CDI:TARGET_RANGE:C:5]
                               [CDI:MAX_TARGET_NUMBER:C:1]           
                                                [CDI:WAIT_PERIOD:10000]   
                [SELECT_CASTE:ALL]
                                [BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
                                [BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
                                [BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]

                [SELECT_CASTE:ALL]
                                [SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]
                                                [TL_COLOR_MODIFIER:AZURE:1]
                                                                [TLCM_NOUN:scales:PLURAL]
                                [SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
                                                [TL_COLOR_MODIFIER:BLACK:1]
                                                                [TLCM_NOUN:eyes:PLURAL]

                [SELECT_MATERIAL:ALL]
                                [MULTIPLY_VALUE:15]
                                [COLDDAM_POINT:NONE]
                                [HEATDAM_POINT:NONE]
                                [IGNITE_POINT:NONE]
                                [IF_EXISTS_SET_MELTING_POINT:55000]
                                [IF_EXISTS_SET_BOILING_POINT:57000]
                                [SPEC_HEAT:30000]
               
                [SELECT_MATERIAL:BLOOD]
                                               [PLUS_MATERIAL:PUS]
                                                [MELTING_POINT:10000]

8
I've been away from dwarf fortress for quite a while and while getting back into it I've been rather unlucky with my embarks, so any good ones you'd like to share?

9
Masterwork DF / MasterWork Necromancy Adventuremode has a bug or two..
« on: October 23, 2016, 08:04:47 pm »
When you start as a Necromancer in Masterwork you will encounter a few bugs:

1. All of your pet zombies are hostile to you once you reanimate them.
2. You can become hungry and thirsty and need sleep and I assume you can die of old age.
3. Reanimating has a very very very long cool down in between uses

If you find any other bugs (relating to necromancy) please leave them here so that it will be easier for Meph to squash them.

10
DF Modding / I'm Hoping to Make a Purely OP Enemy. Raw Wizard Needed.
« on: October 10, 2016, 10:57:30 pm »
Could A Raws Wiz help me add, fix, Review and otherwise further my goal for the Cause of !!Science!!?
Two Head Are Better than one After all!


The Creature:
Spoiler (click to show/hide)

It's "Flesh":
Spoiler (click to show/hide)

11
DF Modding / Can I make my Dwarfs Bleed light?
« on: October 05, 2016, 05:26:08 pm »
Can I make my Dwarf's Bleed light?
I was wondering if this is feasible because it would be....Unique to say the least.

Also wondering if it is possible to make something lighter than air.

Because Science!
Spoiler (click to show/hide)

12
Masterwork DF / Crashes while loading a world, sometimes while saving
« on: September 13, 2016, 05:16:51 pm »
Always crashing at the last part "Loading adventure"
The world i'm using is one of the pre made advanced generation the lava lake one.
All mods enabled except the earth strikes back mod, fortress defense creatures, and the extra civs.
Ive tried to find if anything is wrong with the save files but no luck.
Been through about 7 worlds now each with a few hour's work into them trying to figure out why.
As I don't exactly have a bunch of time to waste its rather annoying.

13
DF Suggestions / A Unique Boss Monster
« on: August 03, 2016, 01:52:51 am »
Forgotten Beasts are the "Boss fights" of the game Dwarf Fortress however many of them become trivial to the point where your "Super Dwarf Champion" could Lone Wolf the fight.
What I propose is a one per world Super Monster.

The monster will come after your fortress once certain criteria have been met: You have breached Hell. Adamantine Has been mined. The Monarch has arrived. You have killed a number of Forgotten Beasts proportionate to the number left alive if none are the beast will spawn once the other criteria are met. You have a military.

The Beast's purpose is to give an Endgame extra challenge to The Unkillable long standing fortresses that is sorely needed.

They should be able to kill several dwarfs in Adamantine Armor and Weapons with little difficulty while a squad Of dwarfs similarly armed and dressed could wound it.
The monster is usually massive or sometimes tiny to move faster with a greater chance of dodging
It would also have to be immune to "Cheesy" ways of killing however to balance this they will not have the dreaded blob and spider forms so no webbing.
It Should not be made out of smoke or flame like some Forgotten Beasts are but rather made of Metal, Rock, Gem, or some other hard material
The beast should also be fire proof and magma proof but could be hurt by Dragon Fire .
It would likely use some form of Magic that the DE are making.
Once it is hurt badly or near death it will go through a berserk stage where it does not care for its safety, does not dodge, does not block however does extra damage and attacks much faster. 
The monster can only be killed by one of your fortresses.(no goblins outside your fort killing it)
The monster should not be able to die of age.
The monster can have any form that poses a challenge(no Ants or Bees please)
The monster can not fly.(to avoid a never ending job cancel loop)
It should take a minimum of a month to get to your fortress with an announcement that is has started moving and when it has arrived.
The monster should be randomly generated like the Forgotten Beasts however more "harsh".
The monster could be a Dwarf that uses a Adamantine Axe and Steel Armor, or a Dragon with it own custom fitted armor, A Steel Colossi outfitted with Steel to name a few possibility's

Once defeated they should leave behind very valuable loot and materials.

I've run out of ideas so if you want post your feedback and point out things things i missed please do it would be very Helpful.
Spoiler (click to show/hide)

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