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0009995Dwarf FortressAdventure Mode -- Questspublic2016-09-06 16:502018-09-06 17:32
normalminorhave not tried
0009995: Hearthperson quest to "drive off" enemy group cannot be completed
I recently had the good fortune to serve as a hearthperson (or due to mods, warrior) of a lord that was, as they said, skirmishing with a local hamlet. a few beasts later I got the quest to drive the enemy off, after already having killed the local lord for mouthing off at me.

I went there, sweeping through the mead hall and town, slaying every soldier in my way, along with their law-giver until I found the replacement lord. No option was available in dialogue to force submission from the lord or law-giver.

So after killing everything in the mead hall, every guard in town, the lord, the law-giver, and any civilian bold enough to take me on, I went back and found my quest wasn't complete. So I went BACK and purged every last human in town. Given this world, I suspect humans now only exist as bandits in the few bandit camps I might've.

And on returning, it still wasn't enough. I know that claiming the mead hall will break my status as a warrior, so I can't think of any solution other than ensuring that humans are completely extinct.
No tags attached.
has duplicate 0010766resolved lethosor Drive Off quest incompletable 
Issue History
2016-09-06 16:50chaosvoltNew Issue
2016-09-06 17:22chaosvoltNote Added: 0035844
2016-09-06 17:23chaosvoltNote Edited: 0035844bug_revision_view_page.php?bugnote_id=0035844#r14455
2016-09-06 17:24chaosvoltNote Edited: 0035844bug_revision_view_page.php?bugnote_id=0035844#r14456
2016-09-07 05:25Max_TMNote Added: 0035850
2016-09-07 07:20InfantIguanaNote Added: 0035851
2016-09-07 13:48chaosvoltNote Added: 0035855
2016-09-07 15:39Max_TMNote Added: 0035856
2016-12-17 23:28chaosvoltNote Added: 0036089
2016-12-18 01:44chaosvoltNote Edited: 0036089bug_revision_view_page.php?bugnote_id=0036089#r14551
2016-12-18 01:47chaosvoltNote Edited: 0036089bug_revision_view_page.php?bugnote_id=0036089#r14552
2018-01-08 19:36thvazIssue Monitored: thvaz
2018-05-23 13:50lethosorRelationship addedhas duplicate 0010766
2018-05-23 13:50lethosorAssigned To => lethosor
2018-05-23 13:50lethosorStatusnew => acknowledged
2018-05-29 12:18untrustedlifeNote Added: 0038397
2018-09-06 15:14TinnucorchNote Added: 0038785
2018-09-06 15:15TinnucorchNote Edited: 0038785bug_revision_view_page.php?bugnote_id=0038785#r15768
2018-09-06 17:32FantasticDorfNote Added: 0038786

2016-09-06 17:22   
(edited on: 2016-09-06 17:24)
Well. Fuck. I killed every last bastard in the hamlet, verified via legends abuse that it was empty, claimed command over the empty mead hall, returned to re-initiate myself as a warrior, THEN reported and the quest was finally completed.

EDIT: And then the NEXT quest was to drive the non-existent group off. Fucking SERIOUSLY?

EDIT 2: It's a loop. Get quest to drive them off, turn it in, repeat as needed. Augh.

2016-09-07 05:25   
I've seen similar issues with necromancer towers, I think at bare minimum the site needs to be claimable to complete this quest but then upon claiming it you can't turn it in.

Maybe leaving one of your companions there as the new lord/lady/whatever when you turn it in would work?
2016-09-07 07:20   
There's a similar issue with quests that require driving off a criminal organization: killing every last member of said organization doesn't seem to be sufficient enough to complete the quest.
2016-09-07 13:48   
I installed someone else as the lord of the hamlet, and it led to the useless completion loop.

And I also recall an older attempt to purge a criminal organization being hampered by members of them outright respawning. This was the same guy that poisoned several people and was haunted by respawning sheep, so that adventure went off the rails rapidly. :V
2016-09-07 15:39   
I had a case with a respawning member of an organization but after killing the guy again I was able to finish the quest for good, which is probably why the necro tower ones are so awful, the zombies always respawn so you can never finish it.
2016-12-17 23:28   
(edited on: 2016-12-18 01:47)
So, I'm astounded. Had a two-fer surprise, in fact.

First, my mission to drive off skulking vermin led me to a cave that was ACTUALLY populated for once. With civilian bolds in fact. So I swept the area around it, made my way in, then did another such sweep after climbing back out. When I returned?

http://i810.photobucket.com/albums/zz27/Chaosvolt/Assorted%20DF%20screenshots/nyahaha_zpsbvczo8d3.png [^]

I need to see whether this means that only certain TYPES of "drive off" missions work, or if it was a random bug last several times it refused to complete. Since this was a "fuck up some bandits" mission, whereas the original example was basically a military action, that could be it. Not counting the respawning criminal gang example, because no idea WHAT was the real cause.

EDIT: I have since wiped out two bandit camps and an abandoned city that bandits had taken over, and now I may enjoy these times of peace. I would guess that, barring respawning glitches, the quests involving skirmishers or being at war are the ones inclined to bug.

At least, assuming the example in this issue wasn't itself due to some unknown random bug.

2018-05-29 12:18   
This happened to me aswell in 44.10,no save on me though, i can make one though.
2018-09-06 15:14   
(edited on: 2018-09-06 15:15)
Save of this in 44.12: http://dffd.bay12games.com/file.php?id=14008 [^]

For reproducing:

1-Load the save and check that the quest shows up as completed.
2-Travel back to the mead hall.
3-Check again quest status. It should be marked as not completed. Commander doesn't acknowledge it's completed neither.

Returning to the quest target location shows that the problem is a single kobold bowman respawning each time you leave the place. There are a couple of his corpses copies lying around just where I saved the game.

2018-09-06 17:32   
Its tangental, but other civs will claim a site vacated by raid razing (as in not actually destroyed) virtually instantly over what appears to be manual distance or within the time that the report comes back to you over what happened.

This might be a manifest of that bug in its function, so effectively the site is never actually vacant long enough (as the loop sort of shows in confliction)to register the quest before one third party or another overrules to claim it.

Until i conquered the site myself to retain control in 44.12, goblins took a small human hamlet with a >10 garrison, i razed it and it 'instantly' refilled with elves >10, who then lost it to goblins again before i sent in my dwarf squads to clear and take over the place.