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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0011885||Dwarf Fortress||Adventure Mode -- Quests||public||2022-07-16 13:52||2022-07-16 13:54|
|Platform||Inspiron 15-3567||OS||Windows||OS Version||10|
|Target Version||Fixed in Version|
|Summary||0011885: Werebeast quests are missing|
|Description||Werebeasts are never targeted in kill quests. They're also never mentioned as known troubles.|
Missing since 0.40. Werebeast quests were working properly in 0.34.11 and before: https://i.imgur.com/vovctJA.png [^] (0.34.11)
The conversation system back then was very different. Did the lack of werequests go unnoticed after the redesign? Or other unrelated factor(s) that led it to be (temporarily) shelved intentionally?
Current string dumps indicate that the relevant dialogue strings are still in the code.
|Steps To Reproduce||Testable save:|
Advanced worldgen: smaller region, 300 years, mostly werebeast world; disabled megabeasts, semimegabeasts, titans, night trolls, vampires, secrets & disturbances. Only other questable beasts are FBs and wild animals, which I left in b/c they would require modding to disable.
Saved in adv mode. Once you load the save, open the [a]nnouncements to view pre-spoken conversation that went as follows:
1. Talked to the lord Pesor nearby.
2. Inquired about any troubles.
3. Asked about the beasts x2. There were two in total, both about wild animals (https://i.imgur.com/PbUuriJ.png [^]). Legends Viewer states there are 177 living were-hist figs.
|Tags||No tags attached.|
edited on: 2022-07-16 15:22
Forgot to include link to testable save: https://dffd.bay12games.com/file.php?id=16005 [^]
Update: included XML export in zip file
|2022-07-16 13:52||Doorkeeper||New Issue|
|2022-07-16 13:53||Doorkeeper||Issue Monitored: Doorkeeper|
|2022-07-16 13:53||Doorkeeper||Issue End Monitor: Doorkeeper|
|2022-07-16 13:54||Doorkeeper||Note Added: 0041271|
|2022-07-16 15:22||Doorkeeper||Note Edited: 0041271||View Revisions|
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