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ID | Project | Category | View Status | Date Submitted | Last Update | |
0005507 | Dwarf Fortress | World Generation -- General | public | 2012-02-28 21:26 | 2012-03-05 05:50 | |
Reporter | Khym Chanur | |||||
Assigned To | Toady One | |||||
Priority | normal | Severity | minor | Reproducibility | have not tried | |
Status | resolved | Resolution | fixed | |||
Platform | OS | OS Version | ||||
Product Version | 0.34.03 | |||||
Target Version | Fixed in Version | 0.34.05 | ||||
Summary | 0005507: Necromancer bandit leader | |||||
Description | In a 0.34.03 genned world, a human became a bandit leader, then became obsessed with mortality, learned the secrets of life and death... and remained a bandit leader. For 189 years after becoming a necromancer. The game refers to her as "captain necromancer", since she's both a bandit captain and a necromancer. | |||||
Tags | Intentional/Expected? | |||||
Attached Files | ||||||
Relationships | ||||||
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Notes | |
(0020894) thvaz (reporter) 2012-02-28 22:59 |
This is as awesome as a bug can get. |
(0020914) Khym Chanur (reporter) 2012-02-29 08:47 |
I'm not sure if this is related to 0005319, since in that bug the vampire left the bandit camp while remaining a bandit leader, while in this bug the necromancer stayed at the bandit camp with all the other bandits. |
(0020918) Footkerchief (manager) 2012-02-29 09:55 edited on: 2012-02-29 09:55 |
I'm not sure it's related code-wise, but there is a conceptual common thread of people retaining entity affiliations after becoming a professional night creature. |
(0021103) Toady One (administrator) 2012-03-05 05:50 edited on: 2012-03-05 05:54 |
All of the necromancers form little bandit groups while they are running around raising zombies from battlefields, but this usually only lasts a year or two. If there aren't any good bodies around though, the stage can last forever. I did find some problems that I fixed: 1) when it transferred smaller zombie pops to camps, it removed their zombie status 2) rarely, necromancer bandit groups will get an infusion from a nearby civ before they get any zombies (if they have zombies, infusions were properly rejected) -- this will now stop the necromancer from having a standing zombie army and making a tower, so we can have some fun surprise camps for people. Before, it would have caused the tower to have a bandit pop that immediately starts a war with the zombie pops before you get there. Now that'll only happen once adventurer kills start getting raised in the camps. Ideally the necromancer would have a confrontation in world gen or reject infusions, but we can handle that later. |
Issue History | |||
Date Modified | Username | Field | Change |
2012-02-28 21:26 | Khym Chanur | New Issue | |
2012-02-28 22:59 | thvaz | Note Added: 0020894 | |
2012-02-29 08:26 | Footkerchief | Tag Attached: Intentional/Expected? | |
2012-02-29 08:26 | Footkerchief | Relationship added | related to 0005319 |
2012-02-29 08:47 | Khym Chanur | Note Added: 0020914 | |
2012-02-29 09:55 | Footkerchief | Note Added: 0020918 | |
2012-02-29 09:55 | Footkerchief | Note Edited: 0020918 | View Revisions |
2012-03-05 05:50 | Toady One | Note Added: 0021103 | |
2012-03-05 05:50 | Toady One | Status | new => resolved |
2012-03-05 05:50 | Toady One | Fixed in Version | => Next Version |
2012-03-05 05:50 | Toady One | Resolution | open => fixed |
2012-03-05 05:50 | Toady One | Assigned To | => Toady One |
2012-03-05 05:54 | Toady One | Note Edited: 0021103 | View Revisions |
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