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IDProjectCategoryView StatusDate SubmittedLast Update
0007922Dwarf FortressTechnical -- Generalpublic2014-08-09 04:412014-11-19 06:45
Reporteruntrustedlife 
Assigned ToFootkerchief 
PriorityhighSeveritymajorReproducibilityalways
StatusresolvedResolutionno change required 
PlatformWindows 8OSWindows 8OS Versionnoclue
Product Version0.40.06 
Target VersionFixed in Version 
Summary0007922: Necromancers only reanimate bodies while in combat, not while idle
DescriptionIn 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.

Steps To ReproduceObserve necromancers and animating creatures.
Additional InformationMy 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))
TagsNo tags attached.
Attached Files

- Relationships

-  Notes
(0028642)
untrustedlife (reporter)
2014-08-09 04:47

i didnt mean to post my entire interaction thing here,.. how can i remove that!
(0028644)
Footkerchief (manager)
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 (reporter)
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 (manager)
2014-08-10 07:31

Okay, so both vanilla necromancers and your modded creatures will only raise bodies when in combat?
(0028722)
untrustedlife (reporter)
2014-08-10 08:01

Yessir
(0028723)
Footkerchief (manager)
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 (reporter)
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 (reporter)
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 (reporter)
2014-09-20 05:22

Exploits are not features.
(0031074)
Footkerchief (manager)
2014-11-19 06:45

Haven't seen any non-exploit reasons to keep this open.

- Issue History
Date Modified Username Field Change
2014-08-09 04:41 untrustedlife New Issue
2014-08-09 04:47 untrustedlife Note Added: 0028642
2014-08-09 04:49 untrustedlife Note View State: 0028642: private
2014-08-09 04:49 untrustedlife Note View State: 0028642: public
2014-08-09 04:49 untrustedlife Issue Monitored: untrustedlife
2014-08-09 05:30 Footkerchief Additional Information Updated View Revisions
2014-08-09 05:30 Footkerchief Note Added: 0028644
2014-08-09 05:40 Footkerchief Status new => needs feedback
2014-08-10 01:06 untrustedlife Note Added: 0028703
2014-08-10 01:06 untrustedlife Status needs feedback => new
2014-08-10 01:11 untrustedlife Note Edited: 0028703 View Revisions
2014-08-10 01:11 untrustedlife Note Edited: 0028703 View Revisions
2014-08-10 01:13 untrustedlife Note Edited: 0028703 View Revisions
2014-08-10 01:13 untrustedlife Note Edited: 0028703 View Revisions
2014-08-10 01:14 untrustedlife Note Edited: 0028703 View Revisions
2014-08-10 01:26 untrustedlife Note Edited: 0028703 View Revisions
2014-08-10 01:56 untrustedlife Note Edited: 0028703 View Revisions
2014-08-10 01:59 untrustedlife Note Edited: 0028703 View Revisions
2014-08-10 01:59 untrustedlife Note Edited: 0028703 View Revisions
2014-08-10 03:19 untrustedlife Note Edited: 0028703 View Revisions
2014-08-10 07:31 Footkerchief Note Added: 0028711
2014-08-10 07:31 Footkerchief Assigned To => Footkerchief
2014-08-10 07:31 Footkerchief Status new => needs feedback
2014-08-10 08:01 untrustedlife Note Added: 0028722
2014-08-10 08:01 untrustedlife Status needs feedback => assigned
2014-08-10 08:11 Footkerchief Summary Necromancer/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 08:13 Footkerchief Note Added: 0028723
2014-08-10 08:13 Footkerchief Status assigned => needs feedback
2014-08-10 09:56 untrustedlife Note Added: 0028730
2014-08-10 09:56 untrustedlife Status needs feedback => assigned
2014-08-10 15:56 untrustedlife Note Edited: 0028730 View Revisions
2014-09-20 01:11 HigginsObvious Note Added: 0030266
2014-09-20 05:22 Mopsy Note Added: 0030268
2014-11-19 06:45 Footkerchief Note Added: 0031074
2014-11-19 06:45 Footkerchief Status assigned => resolved
2014-11-19 06:45 Footkerchief Resolution open => no change required


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