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I knew I could just snip it out, but I also try to put some trust in mod developers' design intent. Like "Eh, if Deon thinks I shouldn't be able to capture them, maybe I should play along and see how it goes."
But, cool to know. I think it's time to make a new world. (I hadn't had one with this mod installed yet)
I am not offended, and rather I am happy for your interaction and active reaction.
- Removed TRAPAVOID to allow capturing of these majestic beasts.
If you already have a mod installed, I think the game should update it since version is marked as compatible, but you can also manually remove [TRAPAVOID] from your /data/installed_mod/deon_dndumberhulk(#) game files.
With TrapAvoid, you would have to make them sleep or stun them on traps.
I sincerely apologize for the fact that I forgot it in the code. I've removed the issue with the new update, as I didn't intend to bring full Genesis mod balance into Vanilla-styled DF mods.
Now to figure out a way to trap them, lol! I looked through the files and saw they dig through your normal traps.
But imagine... War Hulks!!!
- Added TRAINABLE tag, to make them trainable into war and hunting beasts.
- Removed NATURAL tag to stop them from ignoring elves.
Also they are not marked as "building destroyers" even though they grow twice as large as a grizzly bear. So you should be safe making elaborate traps for them if you want to.
In DnD they are often slaves of Neogl. THey are not marked as trainable for hunt or war though, but I think now that you bring it up, I should change it.
Somehow I've always had a soft spot for Umberhulks. I don't know if I want to give the Caverns another way to kill me yet, but I at least have to subscribe!