Dwarf Fortress Bug Tracker - Dwarf Fortress | |||||
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ID | Project | Category | View Status | Date Submitted | Last Update |
0010636 | Dwarf Fortress | Adventure Mode -- Travel | public | 2018-03-17 13:30 | 2018-03-17 22:45 |
Reporter | chaosvolt | ||||
Assigned To | |||||
Priority | normal | Severity | minor | Reproducibility | have not tried |
Status | new | Resolution | open | ||
Platform | OS | OS Version | |||
Product Version | 0.44.07 | ||||
Target Version | Fixed in Version | ||||
Summary | 0010636: LOCAL_BANDITRY causes non-bandit soldiers to ambush adventurers from the same civilization | ||||
Description | The use of the LOCAL_BANDITRY entity token has unexpected effects when applied to a playable race via modding. One known effect of it is that patrols will, as expected, ambush adventurers when encountered, both bandits and proper soldiers. However, the problem occurs when they encounter adventurers who are of the same civilization or even from the same site. You would expect them to leave an obstinate ally alone, but instead they drop the adventurer out of fast travel. It would be reasonable to expect this behavior from bandits, who are typically regarded as a threat even by civilians from the same civilization. They're outlaws, after all. But this is not expected behavior from the actual hearthpeople. Two outcomes usually occur. In some cases the ambushers are non-hostile and will act like normal traveling soldiers when talked to. However, getting away from them without committing murder is difficult as they'll continue to drop you out of fast-travel, and will do so immediately if you are too close to them when you try to resume travel. This outcome appears to occur when the soldiers are linked to the same site that you are. The second outcome is that the ambushers will, bandit or not, engage in lethal and/or no-quarter combat afterward. This appears to occur | ||||
Steps To Reproduce | 1. Apply LOCAL_BANDITRY to a playable entity. 1a. Optionally, remove BANDITRY:X from the same entity, if present. This facilitates testing by ensuring the relevant ambushes will be caused by your fellow hearthpeople and those of neighboring towns. 2. Start an adventurer in the relevent civilization. 3. Intercept a travel blip. 4. In the event of an ambush, determine if they are likely members of your own civilization (clothing, names, species consistent with civ, patrol encounter on-site, etc). | ||||
Additional Information | Two saves have been provided for testing. One by me, and one by ZM5. The first is a simple modification of vanilla raws, by me: http://dffd.bay12games.com/file.php?id=13576 [^] As the DFFD description indicates, legends-testing confirmed the hostiles to be from the same civilization but a different site group. The second is from a proper mod by ZM5, demonstrating an example of a non-hostile ambush: http://dffd.bay12games.com/file.php?id=13577 [^] | ||||
Tags | No tags attached. | ||||
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Issue History | |||||
Date Modified | Username | Field | Change | ||
2018-03-17 13:30 | chaosvolt | New Issue | |||
2018-03-17 13:37 | chaosvolt | Note Added: 0037958 | |||
2018-03-17 13:44 | ZM5 | Note Added: 0037959 | |||
2018-03-17 22:45 | chaosvolt | Note Added: 0037964 |
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