Dwarf Fortress Bug Tracker - Dwarf Fortress
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0005326Dwarf FortressUndeathpublic2012-02-19 22:092012-03-04 04:18
Olith McHuman 
Toady One 
normalminorsometimes
resolvedfixed 
0.34.02 
0.34.05 
0005326: Ghost of vampires still drink blood
I atomsmashed a vampire and he came back as a ghost. He will still actively seek out sleeping dwarfs and drink their blood.
Kill a vampire and hope he comes back as a ghost. Watch your sleeping area closely.
Here's a save where the ghost just started drinking. If you watch, the dwarf will go from fine to faint to pale to dead. I've had two other dwarfs who I noticed were pale (and with no injuries/medical history), I assume this ghost fed off them too.

The ghost is the only one in the fort, but the view should be centered on him.

http://dffd.wimbli.com/file.php?id=5623 [^]
No tags attached.
related to 0005463resolved Toady One Dwarf necromancers that die during siege come back as ghostly, unremovable necromancers 
related to 0005171new  Ghost able to act as witness to crime (Vampire kill). 
related to 0004865resolved Footkerchief Miasma producing "Pale" Ghost 
Issue History
2012-02-19 22:09Olith McHumanNew Issue
2012-02-20 05:55Granite26Note Added: 0020248
2012-02-24 03:08Olith McHumanNote Added: 0020585
2012-02-24 09:41FootkerchiefRelationship addedrelated to 0005171
2012-02-26 11:13FootkerchiefRelationship addedrelated to 0005463
2012-02-26 23:29armrhaNote Added: 0020787
2012-02-26 23:57thvazNote Added: 0020788
2012-03-03 10:04agNote Added: 0021026
2012-03-04 04:18Toady OneNote Added: 0021060
2012-03-04 04:18Toady OneStatusnew => resolved
2012-03-04 04:18Toady OneFixed in Version => Next Version
2012-03-04 04:18Toady OneResolutionopen => fixed
2012-03-04 04:18Toady OneAssigned To => Toady One
2013-09-22 17:55FootkerchiefRelationship addedrelated to 0004865

Notes
(0020248)
Granite26   
2012-02-20 05:55   
Too awesome to be a bug.
(0020585)
Olith McHuman   
2012-02-24 03:08   
Yes, I could totally see Toady "fixing" this by making it a feature :P

But then 0003708 would have to be fixed or you would have a permanent blood sucking resident. (The ghost of this vampire indeed cannot be engraved. I checked both his fake name and looked up his real name in legends. None of these show up in the engrave menu.)

And because of 0005328 where ghosts can immigrate from past fortresses, well you get the picture.
(0020787)
armrha   
2012-02-26 23:29   
I was able to find the name of my body-destroyed vampire pretenders in the Engrave Menu, though not my ghostly necromancers. Actually was my friend watching me play -- had a miner get killed opening a magma vent and then was going to memorialize, couldn't find his name, but he pointed out the long, complex name at the top. We saved, copied, and check it in legends: Was our vampire culprit all along. Memorialized him just fine.

I wonder what the logic that adds a creature to the memorialize list is exactly? The 'has been found dead' dialog? Must have something to do with that. My fort has three ghostly necromancers chilling in the bedrooms and dining hall right now, shit's like hogwarts or something, nothing I can do about them.
(0020788)
thvaz   
2012-02-26 23:57   
Awesome. :D
(0021026)
ag   
2012-03-03 10:04   
The memorial list condition seems to be: dead/ghost AND not missing AND a historical figure. Non-engravable caravan guards problem in the previous version is due to the historical figure bit - they seemed to sometimes retain their temporary unimportant person status even when they died. In this save's case it is the missing status. Plus, if it is hacked away, in the slab list the vampires show up with their real names.
(0021060)
Toady One   
2012-03-04 04:18   
Admittedly this one is funny, but I want it to happen properly if it is a feature. The persistent syndrome/interaction will be buggy, so I've removed it all around for 34.05. Syndromes that persist on ghost/soul will have to be a later thingy.