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0003259Dwarf FortressDwarf Mode -- Combatpublic2010-09-17 01:312020-03-20 23:46
amlor 
 
normalminorunable to reproduce
newopen 
0.31.13 
 
0003259: Loyalty cascade after ordering squad to attack were-citizens, merchants/traders, guards, or liaison
I created a squad and ordered to kill caravan guards. After short battle i lost half of my dwarves (approx. 10). When squad members left their equipment i started to get messages "%dwarfname% cannot %dosomething%: interrupted by %anotherdwarfname%". Nobody fought, but there was chaos. When i tried to create a squad and to command to move somewhere, dwarves started to kill each other until there were only two of them left. They lived peacefully, worked normally. But then immigrants arrived and i started to get these messages again. That stopped only when equipped immigrants massacred the native ones.
Fixed in 0.40.01?, long-standing bug
related to 0005412new  Loyalty cascade from killing yak cow mist zombie 
has duplicate 0003493resolved Logical2u kill insane donkey = everyone hostile 
has duplicate 0003144resolved Logical2u Dwarves constantly being interrupted by each other - major job cancel spam 
has duplicate 0002738resolved Logical2u kill order kill everything on path 
has duplicate 0002913resolved Dwarfu goblin ambush when traders are arriving causes traders to be flagged as hostile 
has duplicate 0003423resolved Dwarfu MIlitary dwarves went 'insane' started killing civilians 
has duplicate 0004606resolved Logical2u Militia attempting to kill own civilians after killing caravan. 
has duplicate 0004718resolved Dwarfu Axe lord kills everyone in his path, without being tantruming ... 
has duplicate 0004889resolved Knight Otu Loyalty cascade in 0.31.25 
has duplicate 0004974resolved Logical2u A massacre of my entire fortress by my military because of a kill order. 
has duplicate 0004977resolved Dwarfu Dwarfs started attacking each other 
has duplicate 0007811assigned Footkerchief Dwarves caught in their own cage traps 
has duplicate 0010149resolved Loci Loyalty cascade-esque killings within militia after killing a werebeast 
related to 0003685needs feedback Dwarfu Goblin squads invading a fortress will kill their non-goblin squadmates, sparking loyalty cascade 
related to 0000871new  Traders/merchants go crazy (berserk/insane/melancholy) if trade depot doesn't exist when they arrive 
related to 0005337new  Ordering military to kill were-dwarf results in loyalty cascade 
related to 0005581new  Military interrupt civilian jobs as though hostile 
related to 0006051new  loyality cascade after killing trained cave crocodile mount from siege. 
related to 0007107confirmed Footkerchief Milita attacking berserk dwarf results in loyalty cascade 
related to 0007349resolved Toady One Seeing berserk dwarf triggers mass combat 
related to 0008220new  Kill orders against invader abductee/resettled dwarfs causes a loyalty cascade 
related to 0008250resolved Toady One Military dwarves won't attack goblins 99% of the time, and when they do they cause a loyalty cascade. 
related to 0008775new  Caravan guards attack fortress dwarves without provocation? 
related to 0010760new  Form of 'Loyalty Cascade' after fighting off (bandits?) 
related to 0010935new  Dwarves get interrupted constantly by each other, rendering the fortress useless. 
related to 0011363resolved Toady One Loyalty cascade after guests kill human thief. 
related to 0011419new  Judicial beatings, tantrums, and other "expected" violence sometimes cause loyalty cascades 
Issue History
2010-09-17 01:31amlorNew Issue
2010-09-17 01:57kuketskiNote Added: 0012742
2010-09-17 01:57kregoth1Note Added: 0012743
2010-09-17 02:23amlorNote Added: 0012745
2010-09-17 07:02EugenitorNote Added: 0012751
2010-09-17 08:40DuckyNote Added: 0012754
2010-09-17 11:51amlorNote Added: 0012763
2010-09-17 12:08EugenitorNote Added: 0012764
2010-11-01 03:41Logical2uRelationship addedhas duplicate 0003493
2010-11-01 03:42Logical2uSummaryDwarwes kill each other without any reason => 'Loyalty Cascade' - ordering squad to attack caravan guards results in in-fighting.
2010-11-02 08:03ethanbNote Added: 0013585
2010-11-02 08:05ethanbNote Edited: 0013585bug_revision_view_page.php?bugnote_id=0013585#r5259
2010-11-02 08:05ethanbNote Edited: 0013585bug_revision_view_page.php?bugnote_id=0013585#r5260
2010-11-06 08:45Logical2uRelationship addedhas duplicate 0003144
2010-11-06 08:47Logical2uRelationship addedhas duplicate 0002738
2010-11-06 08:47Logical2uIssue Monitored: Dwarfu
2010-11-06 08:49Logical2uNote Added: 0013643
2010-11-15 13:51FootkerchiefRelationship addedhas duplicate 0003494
2010-11-15 13:55FootkerchiefRelationship replacedrelated to 0003494
2010-11-20 06:33Logical2uRelationship addedrelated to 0003685
2010-11-20 16:42Khym ChanurIssue Monitored: Khym Chanur
2010-12-09 18:02GeroNote Added: 0014484
2010-12-09 18:03GeroNote Edited: 0014484bug_revision_view_page.php?bugnote_id=0014484#r5505
2010-12-09 18:06GeroIssue Monitored: Gero
2010-12-09 21:02ethanbNote Edited: 0013585bug_revision_view_page.php?bugnote_id=0013585#r5506
2010-12-09 21:07QuietustNote Added: 0014485
2010-12-09 21:13QuietustNote Edited: 0014485bug_revision_view_page.php?bugnote_id=0014485#r5508
2010-12-09 21:15QuietustNote Edited: 0014485bug_revision_view_page.php?bugnote_id=0014485#r5509
2010-12-09 21:20ethanbNote Added: 0014487
2010-12-09 21:22ethanbNote Edited: 0014487bug_revision_view_page.php?bugnote_id=0014487#r5513
2010-12-09 21:27ethanbNote Edited: 0014487bug_revision_view_page.php?bugnote_id=0014487#r5514
2010-12-09 21:31ethanbNote Edited: 0014487bug_revision_view_page.php?bugnote_id=0014487#r5515
2010-12-09 21:32ethanbNote Edited: 0014487bug_revision_view_page.php?bugnote_id=0014487#r5516
2010-12-11 23:37GeroNote Added: 0014548
2010-12-11 23:38GeroNote Edited: 0014548bug_revision_view_page.php?bugnote_id=0014548#r5543
2011-01-07 06:02QuietustNote Edited: 0014485bug_revision_view_page.php?bugnote_id=0014485#r5637
2011-01-08 23:07DwarfuRelationship addedhas duplicate 0002913
2011-03-05 07:30DwarfuRelationship addedhas duplicate 0003423
2011-03-07 16:04FootkerchiefIssue Monitored: Quietust
2011-03-07 16:04FootkerchiefNote Added: 0015932
2011-03-07 16:04FootkerchiefTag Attached: AWAITING UPDATE
2011-03-07 16:06FootkerchiefNote Added: 0015933
2011-03-09 18:14QuietustIssue End Monitor: Quietust
2011-03-20 08:27FootkerchiefSticky IssueNo => Yes
2011-03-20 08:27FootkerchiefTag Detached: AWAITING UPDATE
2011-04-24 12:13bobbensIssue Monitored: bobbens
2011-04-24 12:14bobbensNote Added: 0017501
2011-05-03 04:40Logical2uRelationship addedhas duplicate 0004606
2011-06-28 11:36DwarfuRelationship addedhas duplicate 0004718
2011-09-11 01:39Knight OtuRelationship addedhas duplicate 0004889
2011-09-11 01:40Knight OtuNote Added: 0018706
2011-09-12 03:56zweiIssue Monitored: zwei
2011-09-25 09:15CrytenIssue Monitored: Cryten
2011-12-04 10:52Logical2uRelationship addedhas duplicate 0004974
2011-12-04 10:53Logical2uSummary'Loyalty Cascade' - ordering squad to attack caravan guards results in in-fighting. => 'Loyalty Cascade' - ordering squad to attack caravan guards or liaison results in in-fighting.
2011-12-08 11:03DwarfuRelationship addedhas duplicate 0004977
2012-02-26 07:52FootkerchiefRelationship addedrelated to 0000871
2012-02-26 07:53FootkerchiefSummary'Loyalty Cascade' - ordering squad to attack caravan guards or liaison results in in-fighting. => Loyalty cascade after ordering squad to attack merchants/traders, guards, or liaison
2012-02-26 07:54FootkerchiefRelationship deletedrelated to 0003494
2012-02-26 14:41FootkerchiefRelationship addedrelated to 0005337
2012-03-08 15:32FootkerchiefRelationship addedrelated to 0005581
2012-05-22 17:00FootkerchiefRelationship addedrelated to 0005412
2012-05-28 08:58Logical2uRelationship addedparent of 0005962
2012-05-28 11:28FootkerchiefRelationship deletedparent of 0005962
2012-05-28 11:42FootkerchiefSummaryLoyalty cascade after ordering squad to attack merchants/traders, guards, or liaison => Loyalty cascade after ordering squad to attack were-citizens, merchants/traders, guards, or liaison
2012-06-24 09:12FootkerchiefRelationship addedrelated to 0006051
2012-07-06 06:43SamthereNote Added: 0023173
2012-07-13 17:35toybasherNote Added: 0023224
2012-07-24 13:03nshapterNote Added: 0023348
2013-12-29 10:51FootkerchiefTag Attached: Fixed in 0.34.12?
2014-05-12 12:45QuietustNote Added: 0024756
2014-07-07 22:23FootkerchiefTag RenamedFixed in 0.34.12? => Fixed in 0.40.01?
2014-07-11 20:26FootkerchiefRelationship addedrelated to 0007107
2014-07-15 15:14FootkerchiefRelationship addedrelated to 0007349
2014-08-03 10:47FootkerchiefRelationship addedhas duplicate 0007811
2014-08-04 04:06StebIssue Monitored: Steb
2014-08-04 07:16gaiteNote Added: 0028269
2014-08-04 09:084maskwolfIssue Monitored: 4maskwolf
2014-08-04 09:114maskwolfNote Added: 0028275
2014-08-04 09:134maskwolfNote Edited: 0028275bug_revision_view_page.php?bugnote_id=0028275#r10719
2014-08-04 09:43gaiteNote Added: 0028280
2014-09-02 04:51FootkerchiefRelationship addedrelated to 0008220
2014-09-28 06:52FootkerchiefRelationship addedrelated to 0008250
2014-11-10 10:53Frogging101Note Added: 0030948
2014-11-10 10:54Frogging101Note Edited: 0030948bug_revision_view_page.php?bugnote_id=0030948#r12266
2015-01-28 15:30FootkerchiefRelationship addedrelated to 0008775
2016-03-12 09:23NikinyoIssue Monitored: Nikinyo
2016-03-12 09:23NikinyoIssue End Monitor: Nikinyo
2016-03-12 09:53NikinyoNote Added: 0034833
2016-03-12 09:53NikinyoNote Edited: 0034833bug_revision_view_page.php?bugnote_id=0034833#r14048
2016-03-12 10:06sv-eskIssue Monitored: sv-esk
2016-03-12 17:07NikinyoNote Edited: 0034833bug_revision_view_page.php?bugnote_id=0034833#r14049
2016-03-12 17:36Shonai_DwellerNote Added: 0034834
2016-03-26 11:47chaosvoltTag Attached: long-standing bug
2017-02-25 12:16LociRelationship addedhas duplicate 0010149
2017-04-10 11:30grand sageNote Added: 0036403
2018-05-22 16:35lethosorRelationship addedrelated to 0010760
2018-10-21 13:53LociRelationship addedrelated to 0010935
2020-01-30 19:12OrkelNote Added: 0039730
2020-01-30 19:17OrkelNote Edited: 0039730bug_revision_view_page.php?bugnote_id=0039730#r16182
2020-01-31 03:41FantasticDorfNote Added: 0039732
2020-01-31 03:54FantasticDorfNote Added: 0039733
2020-02-09 16:22lordlemonpieNote Added: 0039992
2020-02-13 11:02EricBlankNote Added: 0040039
2020-02-16 09:27LociRelationship addedrelated to 0011363
2020-02-16 12:22clanlIssue Monitored: clanl
2020-02-26 19:00LociRelationship addedrelated to 0011419
2020-03-01 19:12KijiroNote Added: 0040287
2020-03-07 06:47eviljapyayNote Added: 0040324
2020-03-07 08:00FantasticDorfNote Added: 0040325
2020-03-07 10:14OrkelNote Added: 0040326
2020-03-20 23:46EricBlankNote Added: 0040391
2020-03-20 23:48EricBlankNote Edited: 0040391bug_revision_view_page.php?bugnote_id=0040391#r16419

Notes
(0012742)
kuketski   
2010-09-17 01:57   
Do you have a save?
(0012743)
kregoth1   
2010-09-17 01:57   
to me that sounds like a pretty NORMAL tantrum spiral. You probably had a bunch of dwarfs get upset over the deaths of the 10 that died from the caravan guards. When they tantrum and killed others it can cause what is known as a tantrum spiral.

http://df.magmawiki.com/index.php/Tantrum_spiral [^]
(0012745)
amlor   
2010-09-17 02:23   
I know about TS. Nope, nobody was upset and they were not fighting unequipped. And immigrants arrived after approx. one year :) I'll upload the save later today or tomorrow.
(0012751)
Eugenitor   
2010-09-17 07:02   
This is known as a "Loyalty Cascade".
(0012754)
Ducky   
2010-09-17 08:40   
Sounds like the caravan guards were from your parent civilization, and the differing factions the dwarfs belonged you became hostile to each other. When that happens, they start slaughtering each other indiscriminately. I did it once in adventure mode by wrestling a donkey.
(0012763)
amlor   
2010-09-17 11:51   
Oh, so it's not a bug, right?
(0012764)
Eugenitor   
2010-09-17 12:08   
It is a bug, but it's not a *new* bug...
(0013585)
ethanb   
2010-11-02 08:03   
(edited on: 2010-12-09 21:02)
Don't think I would call it a bug at all - it's proper actor motivation (those people just killed our fellow dwarves! WTF! They must be berserk - get them!)

It could stand to be fleshed out with some player feedback though. Maybe an announcement like "A renegade faction has broken away from The Bolts of Splitting!" would be good.

Then the "traitors" could be explicitly delineated as a new entity, and dwarves could join them or band against them depending on personalities and family/friendship ties. That way if the "revolution" is popular enough your fortress would effectively secede from the parent civ.

(0013643)
Logical2u   
2010-11-06 08:49   
Asteroide provided this save :
http://dffd.wimbli.com/file.php?id=3044 [^]

LoSbaccacc provided this save :
http://dffd.wimbli.com/file.php?id=2716 [^]
(0014484)
Gero   
2010-12-09 18:02   
(edited on: 2010-12-09 18:03)
I had this happen to me on my second fort. Everyone started killing each other after I ordered my squad to attack the dwarven caravan, and from then on out everyone was acting like all other dwarves (and pets) were the enemy and running away from them, and causing mass job interrupted messages. Some got stuck in loops where they would walk back and forth, attempting one task, stopping, then attempting another before stopping and going back to the first one. Dwarves stopped eating, drinking and stopped responding to nearly all orders in general. Went from 60 some-odd dwarves to 10.

The save before the chaos started: http://dffd.wimbli.com/file.php?id=3546 [^]

(0014485)
Quietust   
2010-12-09 21:07   
(edited on: 2011-01-07 06:02)
I just tried doing this with an alternate savefile, and this is what turned up in the dwarf's Thoughts and Preferences page:

"She is a member of The Ashen Lenses. She is a former member of The Hall of Deities. She is an enemy of The Hall of Deities. She is the Militia Commander of The Ashen Lenses."

Another dwarf that was not involved in the attack has the following:

"He is a citizen of The Hall of Deities. He is a member of The Ashen Lenses."

Once he bumped into the above renegade, it changed into:

"He is a citizen of The Hall of Deities. He is a former member of The Ashen Lenses. He is an enemy of The Ashen Lenses."

As I moved more soldiers into the combat area, the following pattern seemed to emerge:

* Attacking a member of the Civilization but an enemy of the Group makes the dwarf an enemy of the Civilization but not an enemy of the Group; since the entire fortress is a member of both the Civilization and the Group, this dwarf becomes hostile to everybody in the fortress (and probably also the caravan)
* Attacking a member of the Group but an enemy of the Civilization makes the dwarf an enemy of the Group but not an enemy of the Civilization; for the same reason as above, this dwarf becomes hostile to everyone in the fortress (but probably not the caravan).

A simple way to solve this would be to make the dwarf become an enemy of both the civilization and the fortress's local group, which would be most easily done by just making the dwarf immediately go Berserk (since it'd have the same outcome). A special message about the dwarf going renegade could also serve as a http://tvtropes.org/pmwiki/pmwiki.php/Main/WhatTheHellPlayer [^] moment.

(0014487)
ethanb   
2010-12-09 21:20   
(edited on: 2010-12-09 21:32)
So in other words, it *almost* perfectly matches what I said above about being completely logical actor motivation...

I'm strongly against the "bug" label on this one, but I think that player feedback should be enhanced a lot to show the tension and secession.

Maybe even a popup dialog when a kill order is given to members of the same entity ("Are you sure you want to rebel against The Hall of Deities? Y/N") And there should be more opportunities for dwarves to join the splinter group (if there aren't already - as I said, not enough player feedback.)

But according to your testing, it sounds like assigning every dwarf in the fort to the militia and telling them to kill the caravan when it arrives should actually cause a civil war (without any means of suing for peace at the moment, but that'll come one day.) Instead of immigrants, the parent civ will send... well, immigrants, but they'll attack on sight as if they were trying to reclaim a splintered town that had fortified itself against its "proper" ruler.

(edit: had some misreading here, removed it)

(0014548)
Gero   
2010-12-11 23:37   
(edited on: 2010-12-11 23:38)
At some point the bug label could be removed, given proper treatment of the issue, but as it is, it causes your soldiers to kill your dwarves and can cause an entire fortress to be unable to function with no explanation. That's really not fun to experience as a new player. Not even "Fun" fun. Until going rebel has been expanded and allows you to still function, I'd recommend maybe not being allowed to issue kill orders on other dwarves period. Seems to me the quickest and easiest solution until the scenario has been developed more.

(0015932)
Footkerchief   
2011-03-07 16:04   
Reminder sent to: amlor, Gero, Quietust

Does this bug still occur in 31.21?
(0015933)
Footkerchief   
2011-03-07 16:06   
Styledatol posted a save at 0003423:0013936: http://dffd.wimbli.com/file.php?id=3427 [^]
troas posted a save at 0002913: http://dffd.wimbli.com/file.php?id=2868 [^]
(0017501)
bobbens   
2011-04-24 12:14   
Just got this when killing a mad friendly donky in 31.25. So yes, it does still happen.
(0018706)
Knight Otu   
2011-09-11 01:40   
Zwei posted a save at 0004889
(0023173)
Samthere   
2012-07-06 06:43   
I can confirm that this happened to me in 34.11. Goblin siege animals were captured, tamed, and released. The military was assigned to kill them, and then the military dwarves started massacring dwarves and pets, while civilian dwarves were cancelling jobs due to being interrupted, as if by hostiles.
(0023224)
toybasher   
2012-07-13 17:35   
I can reproduce this in 34.11. I told my army to attack a dwarven caravan, suddenly, everyone started killing eachother. I even had a dwarven baby punch a farmer's skull through his brain, killing him instantly.
(0023348)
nshapter   
2012-07-24 13:03   
http://dffd.wimbli.com/file.php?id=6706 [^]

savegame from 34.11 showing post werecreature military loyalty failure
(0024756)
Quietust   
2014-05-12 12:45   
In case it isn't clear, this is definitely a bug and needs to be fixed - Toady went to significant lengths to fix the "civil war bug" in earlier versions of the game (which is exactly what this bug is), and military attack orders are simply not properly checking whether they will trigger a civil war when followed.
(0028269)
gaite   
2014-08-04 07:16   
A kill order doesn't seem to be necessary - I had dwarves attacking each other immediately after seeing a werebeast citizen transform back. The military was training downstairs before it started and made no move to attack the werebeast.

Save: http://dffd.wimbli.com/file.php?id=9277 [^]
(0028275)
4maskwolf   
2014-08-04 09:11   
(edited on: 2014-08-04 09:13)
Having a creature go berserk by any means other than a failed mood seems to trigger a loyalty cascade upon attacking. Not something I'd post a bug report about, since it only comes up in modding, but I've seen it happen many a time with rage mists.

What I'm talking about is something that I noted in .34.11, haven't tested it since, but it is likely still around.

(0028280)
gaite   
2014-08-04 09:43   
Werebeasts are in the vanilla game, and dwarves can go berserk if they're miserable/very tired, so it affects more than mods.
(0030948)
Frogging101   
2014-11-10 10:53   
(edited on: 2014-11-10 10:54)
Still happens in 0.40.15. Look at this image: http://www.fastquake.com/images/df_werearmadillo_lc.png [^]

Here you can see a dwarf transforming into a werebeast, and then being struck down. After the werebeast is struck down, the squad that killed it starts murdering citizens for no apparent reason. 5 dwarves die, and then everything goes back to normal. Bizarre. I am certain that nobody got infected or killed by the werebeast; I checked Legends.

This also happened when I ordered them to kill a berserk dwarf. They kill the berserk dwarf and then turn on the citizenry. That time, 18 died and then the fighting ended.

I'm confused about this because I thought loyalty cascades ended only when one side wiped out the other; in this case they kill some random people and then stop.

(0034833)
Nikinyo   
2016-03-12 09:53   
(edited on: 2016-03-12 17:07)
Loyalty cascade-like event just happened in my fort. Some visiting humans suddenly became hostile. After that, most tavern patrons get slaughtered and elven caravan gets scared away. Then everything goes quiet. Not exactly sure what caused it, but it must have something to do with goblin army that recently arrived. I don't know if it constitutes as a loyalty cascade or some other bug, so I decided to post it here.

Here is a save file from moments before it all happens:
http://dffd.bay12games.com/file.php?id=11844 [^]

I'm using PyLNP with DF version 0.42.06.

Edit: I reloaded from backup save a season earlier. Masacare definitely starts soon after goblins arrive, but before my military starts fighting them.

(0034834)
Shonai_Dweller   
2016-03-12 17:36   
Fights between completely different entities are a different issue to regular loyalty cascades. Also they're probably a somewhat opaque 'feature' rather than a bug. Toady mentioned in his own devlog visitors attacking each other due to off-screen disputes. This seems similar (siege starts, thus putting you at war with another civ, relationship to visitors is now different).
(0036403)
grand sage   
2017-04-10 11:30   
I documented this problem in my fort to the forums, check http://www.bay12forums.com/smf/index.php?topic=163692.msg7418641#msg7418641 [^]

so, its not resolved yet...
(0039730)
Orkel   
2020-01-30 19:12   
(edited on: 2020-01-30 19:17)
This is still a problem in 0.47.01

Tavern brawls and tantrum fights can cause loyalty cascades that kill off a large amount of the fort's population (mine went twice from 100+ dwarves to just a couple dozen). Same with killing berserk dwarves (after killing the berserk dwarf, the soldiers started killing eachother with their weapons, ended with 3 out of 10 soldiers dead).

(0039732)
FantasticDorf   
2020-01-31 03:41   
With dwarves migrating much of everywhere for religious reasons in 0.47.01, often your migrants are a composition of ex-human/elf/other dwarf civ residents moving about in world generation.

Similarly, visitors previously were noted to burst into violence when sieges came by use of pit zones; 0011133 & 0010870 on ver: 0.44.12 implied to be related to being spies.
(0039733)
FantasticDorf   
2020-01-31 03:54   
On Discord, user Zapdos (no alias here or on the forum i think) posted this message and a screenshot of a interrogation afterwards of a loyalty cascade in which was prompted by the attempted theft of a artifact on the fortress map.

Message (( https://puu.sh/F5BVl/f1719223f7.jpg [^] ))
Closeup of interrogation report (( https://cdn.discordapp.com/attachments/245937631848824833/672633454348730388/image0.jpg [^] ))

Whether this is transparent enough and reported correctly or not will matter in relation to villans being a causation versus factors in previous versions.
(0039992)
lordlemonpie   
2020-02-09 16:22   
Was about to report this, haven't had a loyalty cascade this big from killing a were citizen before in other .4x editions, but here is a .47.02 save with my spearmaster going on a rampage after their squad easily dispatched of a were-elephant infestation.

http://dffd.bay12games.com/file.php?id=14776 [^]

Also had a tiny little loyalty cascade after a were-elephant visitor (which also was a convicted criminal/villain) was killed in that same save, but that only ended up killing two of my dwarves. Not nearly as gamebreaking.
(0040039)
EricBlank   
2020-02-13 11:02   
I just had a loyalty cascade caused by killing a berserk dwarf after failing a mood. Everyone was in decent spirits/not particularly stressed before the incident.

Here is a save of that; http://dffd.bay12games.com/file.php?id=14794 [^]

Game version 47.02


I have also had a loyalty cascade begin in 47.01 after killing a visitor that was trying to escape with an artifact. That save was lost, but I would presume easily reproducible by trapping a visitor as they're trying to escape with an artifact and killing them.
(0040287)
Kijiro   
2020-03-01 19:12   
This might be fixed in version 47.04

I noticed a save that had a loyalty cascade in 47.03 did not have one in 47.04. This was an attacking army with Dwarves in it. I have not tested this on anything else.
(0040324)
eviljapyay   
2020-03-07 06:47   
This is worse than ever in 47.04, just FALLING DOWN ON SOMEONE triggers the dwarves and they will absolutely kill eachother. Depending on the murderers personality they might just have a total breakdown as well because of the negative thoughts caused by it. On top of all that, if the dwarves have any space to run they will run back and forth for days which can cause some serious lag
(0040325)
FantasticDorf   
2020-03-07 08:00   
Dwarves are easily triggered to fight in a instance of joining a existing fight in 47.04 by their need triggers within 0011436 . By that link, the more actors that join a fight for their own reasons of quick need satisfaction through 'joining a existing conflict' are making it wider by a butterfly effect.

Pitting & bumping into someone interred should definitely be investigated though as a quarter combat-issue , here's some relevant reports for dwarves & visitors going spontaneously crazy 0010870 which going by Toady's comment is still particular influencial 0009650

(( http://www.bay12games.com/dwarves/mantisbt/view.php?id=9650#c35258 [^] ))
(0040326)
Orkel   
2020-03-07 10:14   
Can confirm @eviljapyay I reported in one of the other loyalty cascade tickets that a bunch of dwarves that started wrestling a goblin thief, started attacking eachother, presumably because of a stray dwarf-to-dwarf tumble/charge in the same tile.
(0040391)
EricBlank   
2020-03-20 23:46   
(edited on: 2020-03-20 23:48)
Here is another save of a loyalty cascade about to start; read the file description for further details. I've run the save from this point three times and twice the dwarf in question threw a tantrum and hit someone. After that all hell breaks loose.

Again version 47.04

http://dffd.bay12games.com/file.php?id=14951 [^]

This bug has taken over another successful fortress of mine, but my last save was after that cascade began, so I assumed it would be of little use.