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ID | Project | Category | View Status | Date Submitted | Last Update | |
0005312 | Dwarf Fortress | Undeath | public | 2012-02-19 14:24 | 2014-07-19 07:20 | |
Reporter | Blah | |||||
Assigned To | Toady One | |||||
Priority | high | Severity | tweak | Reproducibility | N/A | |
Status | resolved | Resolution | fixed | |||
Platform | OS | OS Version | ||||
Product Version | 0.34.02 | |||||
Target Version | Fixed in Version | 0.40.01 | ||||
Summary | 0005312: Undead reanimate too quickly | |||||
Description | Undead reanimate forever unless atom-smashed or burned in magma. They reanimate very quickly also. While this is supposed to be challenging to deal with, I think everyone will agree that some tweaks would be good. All body parts need to be dumped. For non-dwarf corpses, options exist to automate this. For dwarven corpses however this is not possible. Placing the dead dwarf in a coffin will not prevent reanimation, it must therefore be destroyed entirely, and a slab engraved to prevent a ghost from appearing. Micromanaging this is not challenging but simply annoying as typically evil biomes tend to result in numerous dead dwarves. I suggest the following: - Corpses and body parts gain a chance to reanimate that is initially 100%. - Periodically each body part must pass a reanimation check: if they succeed, they reanimate, otherwise they continue to rot. - Every time undead are struck down, they lose a variable amount of their reanimation chance. - When the chance reaches 0%, they stop reanimating: they're dead for good. - Body parts inherit the current reanimation chance of the body they belonged to when they were severed. - Coffins reduce reanimation chance to 10% of current. They do therefore only slow down the overall reanimation process. Essentially this changes corpse management in evil biomes from "dump dead dwarves ASAP" to "let some soldiers patrol your graveyard" which I like a lot more. | |||||
Tags | No tags attached. | |||||
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Notes | |
(0020487) DarthCloakedDwarf (reporter) 2012-02-22 13:56 |
I butchered a horse in an Evil biome and IMMEDIATELY the fur and skin reanimated, with no time to take them to be processed and rendered inert. I'm okay with it happening, but-- at least let me tan it if I have my stuff in order! |
(0020526) Blah (reporter) 2012-02-23 02:59 |
Oh yes, near-instant reanimation should also not occur by "natural-evil" causes. |
(0020529) malvado (reporter) 2012-02-23 03:58 |
It seems that Undead reanimation has been overdone. When you kill a zombie by whacking its brain you would surely expect that it would stay erm, dead. Same with skeletons, skins etc, whenever you actually slay such creature with the appropiate weapon it should be way harder for it to reanimate again. Perhaps silver weapons could destroy them forever untill we get blessed weapons or some other ways to dispose of undead? Also, recently butchered animals shouldnt reanimate as quickly as they do now. |
(0020532) Xotano (reporter) 2012-02-23 05:11 |
personally i think skeletons should get back up on there own without having to be reanimated, unless you can: destroy the magic that holds them together, damage the bone enough that it is broken, or spread the parts far enough that they cant reanimate. |
(0020648) Blah (reporter) 2012-02-25 04:08 |
Another reason why something should be changed: it's entirely possible to get a zombie chain reaction going in dwarf mode. A variation of this is having to deal with a group of crundles. Let's say you kill six crundles and have to dump twelve body parts as a result. Before you manage to dump half of them, they start reanimating again and as they're killed, even more body parts are created and as long as even a single body part is reanimated, you can't dump the rest. Plus, certain reanimated body parts like hands can easily kill civilian dwarves. If that happens, you get even more body parts. I'm not saying that it's an insurmountable problem but I wonder what will happen when you get a siege with 50 corpses and probably at least 100 body parts? |
(0020652) the_game_hunt (reporter) 2012-02-25 06:01 |
Well, if you have a goblin siege,you beat them all, and then all body parts and corpses will reanimate,causing like a 2nd siege. I agree in the part "- Corpses and body parts gain a chance to reanimate that is initially 100%." but when killed i think it should be 50% |
(0021315) Kijiro (reporter) 2012-03-09 13:48 |
Right now, the constantly reanimating bodies make playing in evil biomes annoying instead of fun. At the very least, have the bodies only reanimate a finite amount of times, and increase the time between death and reanimation. While this suggestion is good, it has some flaws. To avoid slow down caused by having to constantly calculate the chances of a single body part reanimating, just keep it simple. Kill it once, and after some period of time if the body isn't dealth with properly, it reanimates some finite amount of times. Body parts that are damaged too much never reanimate (example, no zombie teeth or fingers, but maybe zombie arms and legs). Just my two cents. |
(0021956) Arnos (reporter) 2012-03-31 14:28 |
I agree with the above, Smaller body size and damage should make a zombie last for a shorter amount of time and make it harder to rezombify after it is dead. |
(0022360) dree12 (reporter) 2012-04-23 13:41 |
I would just like to point out that this has been listed as the "worst bug" in the http://www.bay12forums.com/smf/index.php?topic=106010 [^] for a while now. |
(0022367) Cheesoburgor (reporter) 2012-04-24 07:13 edited on: 2012-04-24 07:14 |
i find it funny that i have killed hunreds of forgotten beasts that have all kinds of venoms and fire attacks i have survived over fourty sieges i have struckt to adamantine causing huge waves of demons and surviving them yet i cant survive longer than 10 minutes in evil biome. |
Issue History | |||
Date Modified | Username | Field | Change |
2012-02-19 14:24 | Blah | New Issue | |
2012-02-19 15:15 | Footkerchief | Summary | Undead reanimate quickly and forever => Undead reanimate too quickly |
2012-02-22 13:56 | DarthCloakedDwarf | Note Added: 0020487 | |
2012-02-23 02:59 | Blah | Note Added: 0020526 | |
2012-02-23 03:58 | malvado | Note Added: 0020529 | |
2012-02-23 05:11 | Xotano | Note Added: 0020532 | |
2012-02-25 04:08 | Blah | Note Added: 0020648 | |
2012-02-25 06:01 | the_game_hunt | Note Added: 0020652 | |
2012-02-25 06:49 | RusAnon | Issue Monitored: RusAnon | |
2012-03-09 13:48 | Kijiro | Note Added: 0021315 | |
2012-03-19 06:48 | Footkerchief | Relationship added | has duplicate 0005672 |
2012-03-24 08:31 | Kogut | Issue Monitored: Kogut | |
2012-03-24 08:32 | Buglist | Issue Monitored: Buglist | |
2012-03-24 08:33 | Kogut | Issue End Monitor: Kogut | |
2012-03-31 14:28 | Arnos | Note Added: 0021956 | |
2012-04-23 13:41 | dree12 | Note Added: 0022360 | |
2012-04-24 07:13 | Cheesoburgor | Note Added: 0022367 | |
2012-04-24 07:14 | Cheesoburgor | Note Edited: 0022367 | View Revisions |
2013-12-07 04:39 | Thundercraft | Issue Monitored: Thundercraft | |
2014-01-26 10:07 | Footkerchief | Relationship added | related to 0000033 |
2014-07-19 07:20 | Footkerchief | Status | new => resolved |
2014-07-19 07:20 | Footkerchief | Fixed in Version | => 0.40.01 |
2014-07-19 07:20 | Footkerchief | Resolution | open => fixed |
2014-07-19 07:20 | Footkerchief | Assigned To | => Toady One |
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