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0007922Dwarf FortressTechnical -- Generalpublic2014-08-09 04:412014-11-19 06:45
untrustedlife 
Footkerchief 
highmajoralways
resolvedno change required 
Windows 8Windows 8noclue
0.40.06 
 
0007922: Necromancers only reanimate bodies while in combat, not while idle
In version 40.05 and lower, necromancers would come to your fortress Go right to your corpses and reanimate them. This No longer happens.

In a mod Im making my cultists no longer seak out the refuse stockpile to conduct rituals (animate creatures) when they can.

Observe necromancers and animating creatures.
My interactions , which worked fine in 40.05 (the cultists priests would seek out and path to corpses to reanimate whenever they had the ability to (even in arena mode))
No tags attached.
Issue History
2014-08-09 04:41untrustedlifeNew Issue
2014-08-09 04:47untrustedlifeNote Added: 0028642
2014-08-09 04:49untrustedlifeNote View State: 0028642: private
2014-08-09 04:49untrustedlifeNote View State: 0028642: public
2014-08-09 04:49untrustedlifeIssue Monitored: untrustedlife
2014-08-09 05:30FootkerchiefAdditional Information Updatedbug_revision_view_page.php?rev_id=10963#r10963
2014-08-09 05:30FootkerchiefNote Added: 0028644
2014-08-09 05:40FootkerchiefStatusnew => needs feedback
2014-08-10 01:06untrustedlifeNote Added: 0028703
2014-08-10 01:06untrustedlifeStatusneeds feedback => new
2014-08-10 01:11untrustedlifeNote Edited: 0028703bug_revision_view_page.php?bugnote_id=0028703#r10996
2014-08-10 01:11untrustedlifeNote Edited: 0028703bug_revision_view_page.php?bugnote_id=0028703#r10997
2014-08-10 01:13untrustedlifeNote Edited: 0028703bug_revision_view_page.php?bugnote_id=0028703#r10998
2014-08-10 01:13untrustedlifeNote Edited: 0028703bug_revision_view_page.php?bugnote_id=0028703#r10999
2014-08-10 01:14untrustedlifeNote Edited: 0028703bug_revision_view_page.php?bugnote_id=0028703#r11000
2014-08-10 01:26untrustedlifeNote Edited: 0028703bug_revision_view_page.php?bugnote_id=0028703#r11001
2014-08-10 01:56untrustedlifeNote Edited: 0028703bug_revision_view_page.php?bugnote_id=0028703#r11002
2014-08-10 01:59untrustedlifeNote Edited: 0028703bug_revision_view_page.php?bugnote_id=0028703#r11003
2014-08-10 01:59untrustedlifeNote Edited: 0028703bug_revision_view_page.php?bugnote_id=0028703#r11004
2014-08-10 03:19untrustedlifeNote Edited: 0028703bug_revision_view_page.php?bugnote_id=0028703#r11005
2014-08-10 07:31FootkerchiefNote Added: 0028711
2014-08-10 07:31FootkerchiefAssigned To => Footkerchief
2014-08-10 07:31FootkerchiefStatusnew => needs feedback
2014-08-10 08:01untrustedlifeNote Added: 0028722
2014-08-10 08:01untrustedlifeStatusneeds feedback => assigned
2014-08-10 08:11FootkerchiefSummaryNecromancer/creatures with animating interactions no longer seek out bodies to reanimate in gameplay. => Necromancers only reanimate bodies while in combat, not while idle
2014-08-10 08:13FootkerchiefNote Added: 0028723
2014-08-10 08:13FootkerchiefStatusassigned => needs feedback
2014-08-10 09:56untrustedlifeNote Added: 0028730
2014-08-10 09:56untrustedlifeStatusneeds feedback => assigned
2014-08-10 15:56untrustedlifeNote Edited: 0028730bug_revision_view_page.php?bugnote_id=0028730#r11028
2014-09-20 01:11HigginsObviousNote Added: 0030266
2014-09-20 05:22MopsyNote Added: 0030268
2014-11-19 06:45FootkerchiefNote Added: 0031074
2014-11-19 06:45FootkerchiefStatusassigned => resolved
2014-11-19 06:45FootkerchiefResolutionopen => no change required

Notes
(0028642)
untrustedlife   
2014-08-09 04:47   
i didnt mean to post my entire interaction thing here,.. how can i remove that!
(0028644)
Footkerchief   
2014-08-09 05:30   
I removed it. Please upload the part you'd like us to see to http://pastebin.com/ [^] and post the link here.
(0028703)
untrustedlife   
2014-08-10 01:06   
(edited on: 2014-08-10 03:19)
It is seriously breaking my mod. It might just be related to the current necromancer AI bug , but it IS a bug.


They just stand somewhere and don't even try to go and reanimate. EVEN WHEN THEY CAN they can be standing ON a body, they will actually run away from the body.

Even in arena mode, before they would run to the nearest body to use the interaction, but they just stand there now.



http://pastebin.com/KrfKXdK0 [^]

necros don't do it either though.
Also when atatcked by a cthulhu priest in fortress mode they just stand there.

edit:
After a bunch of testing i found that they DO however use the interaction during combat. This is obviously not intended.

(0028711)
Footkerchief   
2014-08-10 07:31   
Okay, so both vanilla necromancers and your modded creatures will only raise bodies when in combat?
(0028722)
untrustedlife   
2014-08-10 08:01   
Yessir
(0028723)
Footkerchief   
2014-08-10 08:13   
Seems extremely plausible that it's an intentional change, they used to go pretty hog wild with reanimating corpses. I'll leave this open a while for feedback, but I'm not seeing any adverse consequences for the vanilla game.
(0028730)
untrustedlife   
2014-08-10 09:56   
(edited on: 2014-08-10 15:56)
I hope it isn't intended, I don't want to halt working on my lovecraftian mod, cults are the most popular feature in the mod.


And I want to make it so you can actually see the cultists doing things (liek going to stockpiles and using the stuff (corpses) etc)

(0030266)
HigginsObvious   
2014-09-20 01:11   
It does make it very hard to use necromancers to raise undead for military training or to get more bones out of sentients. I currently have a necromancer on a chain and haven't been able to get him to raise ANYTHING through a window, even when the corpses are right under my military dwarves.
(0030268)
Mopsy   
2014-09-20 05:22   
Exploits are not features.
(0031074)
Footkerchief   
2014-11-19 06:45   
Haven't seen any non-exploit reasons to keep this open.