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0004321Dwarf FortressDwarf Mode -- Embark/Setuppublic2011-03-24 14:492011-03-25 09:31
Rhenaya 
Toady One 
normalminorhave not tried
resolvedfixed 
NotebookWindowsVista
0.31.22 
0.31.23 
0004321: NATURAL_SKILL no longer starts units at the specified skill level
I use natural skill on my drow mod to make every female a cleric (renamed doctor) and every male a mechanic. it worked with .21 and still works with migrants.

it also shows them as "*name*, Cleric" on embark screen but after embark they all only got dabbling attributes and are peasants (if they only had fighting skills contributed for example, normal skills still work)
give a controllable civ creature some natural_skill and embark with them
i think this could even be reflected in the embark, to give them those skills there already (like novice diagnostican 5 meaning you start with 1 point and still need only 5 to add to second etc.) because now (as in .21, .22 isnt working) if you raise a skill below natural skill nothing happens at all, just expended embarkpoints.
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Issue History
2011-03-24 14:49RhenayaNew Issue
2011-03-24 17:01FootkerchiefNote Added: 0016535
2011-03-24 17:01FootkerchiefTag Attached: AWAITING UPDATE
2011-03-24 17:083Note Added: 0016537
2011-03-24 17:17InfiltratorIssue Monitored: Infiltrator
2011-03-24 18:37FootkerchiefTag Detached: AWAITING UPDATE
2011-03-24 18:37FootkerchiefNote Added: 0016539
2011-03-24 18:37FootkerchiefSummaryNatural Skill stopped working on embark units => NATURAL_SKILL no longer starts units at the specified skill level
2011-03-25 00:06RhenayaNote Added: 0016552
2011-03-25 03:01Toady OneStatusnew => resolved
2011-03-25 03:01Toady OneFixed in Version => 0.Upcoming
2011-03-25 03:01Toady OneResolutionopen => fixed
2011-03-25 03:01Toady OneAssigned To => Toady One
2011-03-25 09:31InfiltratorIssue End Monitor: Infiltrator

Notes
(0016535)
Footkerchief   
2011-03-24 17:01   
(if they only had fighting skills contributed for example, normal skills still work)

What does this part mean? Normal skills still work for what?

What version was this world generated in?

Do they remain peasants even after working for a while and getting skill upgrades, or do they suddenly jump to the correct profession?
(0016537)
3   
2011-03-24 17:08   
An additional sighting (regarding a non-military skill) can be found in this thread: http://www.bay12forums.com/smf/index.php?topic=80484 [^]

I'm also getting this. .22 arena mode.
(0016539)
Footkerchief   
2011-03-24 18:37   
Thanks for the corroboration.
(0016552)
Rhenaya   
2011-03-25 00:06   
yeah it was about the "peasant" tag after embark. my default embark has one drow with only dodge, sword and armor user, on embark screen that one is stated as cleric but ingame falls back to peasant because the natural skill is only dabbling. normal skills like armorsmith to 5 will make them armorsmith of course (as this overrides natural skills of 2 anyway)