If Moldath ends up in someone elses fort in the next few turns before I can come up with a solution, the player in question should be able to recognise him by the fact that he is:
1. A necromancer vampire
2. A fell one
3. Has no nose or left ear and continually rots
That's nice and all you posting here these, but the next few turns will be 10+ pages after, which not everyone new will see (or remember if they just skim the thread).
My suggestion stands, lock him up in a room, wall off all the ways in or out.
As for keeping his gear, there must be some shenanigans going on. It might be that for all appearances, as it seems now, Fortress Mode and Adventurer Mode are completely different games that happen to share the same .exe, the same tilesets and the same worlds. I know I checked the instance right before I retired Eskon and he had no artifacts on him, so the game must remember characters that come to fortresses in one way and probably keeps the memory of the adventurer as different data. Nothing else makes sense.
Somewhat off-topic for this conversation, but relevant to the thread, is something I think I mentioned before. I had an instance where a blighted thrall came from Omon Obin as a Guild Representative with the caravan. I healed him with DFHack, all was well, he left off the map, then returned next year... once again blighted. I healed him again. I should probably check if he's still infected, alive or if he died a thrall.
Another instance is that I gave
Urwa Nihdesana immortality through DFHack while in adventure mode, yet he died of old age none-the-less. On the other hand, the game remembers the immortality I give to creatures that go between fortresses.
My point is that the game remembers things
weirdly.
Out of curiosity, is Moldath still rotting or did my miracle heal stick? And is he still missing body parts? I used
full-heal -r
so everything should have been healed.
From my understanding the adventurers for the museum are the main priority and that outside of that, you can use your week to explore the world, work on a fort and pass the time. I do admit that i will retire my adventurer pick up the fort for a bit, let time pass and resume my adventure. If that is against the rules, i can stop doing that.
The way I see it, the risk's completely on you, as if you completed your quest and you continue, you risk losing your adventurer, so the risk-reward is on you.
Forgotten beasts increasing might be that there are more in generation that are just being discovered or i recall somewhere that forgetten beasts can continue to generate (this is likely untrue but i recall hearing it before)
No forgotten beast has generated since World Activation, that I can tell you for certain. Despite its limitations and occasional mix-ups, Legends Viewer shows creatures in the order of generation and the last one is shown to be created in 166 ATBT (though it's known to retcon newly created creatures). But I'm pretty sure if we compare the number with the number in the 1st save, there's no change.
Edit: There are two new entries, but they're just resurrected named body-parts of a dead FB.
As a side note, I don't think we need to worry about no longer having forgotten beasts (unless they're locked in a fortress or other with no way out), there are still
living forgotten beasts in the world. That means in almost a century and a half barely
of them were killed. That's in some ways both a large and a small number, but it probably means we're not going to finish them off for as long as the game keeps being played unless someone really wants to force the issue.
The other megabeasts are steadily going extinct, however.
Well if i see Moldath, i will try to banish him. If not lock him away. I just have a feeling that you banish him and then next wave of dwarves and simular looking chap will turn up requesting entry
Again, personal preference, but I've avoided raids (which seem to have been done successfully and with no stated problems in this save so far) and exiles like the plague, because of the horror stories I hear the bugs cause.
Read the wiki article on
emigration, it outright states
This feature has one or more outstanding bugs.
and
Dwarves who are expelled may return; this is a known bug which will be fixed in future versions.
Also that section on the DFHack method is probably outdated, I've had a 10+ comment
conversation on their GitHub and they were "threatening" to remove the option if the problem wasn't resolved. The issue was, the unhappy dwarves stayed as visitors, eating and drinking you out of house of home while not doing anything else and, more importantly, not leaving. As far as I know, not
game-crashing or anything, but still, something that might have forced you to retire to fix the bug (and I'm not sure it can be fixed just by retiring and reclaiming).
Therefore, note to the thread's readers, be careful with these actions unless you're certain there won't be long-term consequences.