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IDProjectCategoryView StatusDate SubmittedLast Update
0005507Dwarf FortressWorld Generation -- Generalpublic2012-02-28 21:262012-03-05 05:50
ReporterKhym Chanur 
Assigned ToToady One 
PrioritynormalSeverityminorReproducibilityhave not tried
StatusresolvedResolutionfixed 
PlatformOSOS Version
Product Version0.34.03 
Target VersionFixed in Version0.34.05 
Summary0005507: Necromancer bandit leader
DescriptionIn 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.
TagsIntentional/Expected?
Attached Files

- Relationships
related to 0005319resolvedToady One Vampire simultaneously chieftess of one entity and law-giver of another 

-  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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