|Description||Link to save: https://dffd.bay12games.com/file.php?id=15289 [^]|
This issue is a bit tricky to describe, but basically what I think is happening is that when you assign something like NO_AGING to an interaction, but give it a percentage-base chance to occur, the game will treat it as if it had occurred, but then check again when you load into an area.
For example, if you check this save and search for "Dru Foldedwealth" you would see that they have undergone several different interactions involving communing with a particular god, and has lived for around 400 years, which is more than her natural lifespan should allow. Well, the way those interactions work is that each one has a 5% chance to make the one who activates it immortal, so presumably she must have gotten lucky and done that, or so I thought. However, when I loaded in to the village she was at to see her abilities for myself, I found Dru had "died of old age", which should be impossible if her ability to age was removed. So, I think there is an issue where the game will apply the NO_AGING tag (or other tags for that matter) during world gen regardless of the odds it "should" have, but then check for real upon entering the game world, which would result 19 times out of 20 with the "necromancer" falling down dead, if not every time.