Dwarf Fortress Bug Tracker - Dwarf Fortress
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0011410Dwarf FortressSitespublic2020-02-23 03:252020-02-26 13:39
normalminorunable to reproduce
0011410: Monastary Occupied by Kobold Bandits
The monastary of Dawnedsang has its own noted population of kobolds which has transferred the ownership of the site to them, even though on the contrary it is human built.

On further analysis, the membership of the kobolds noted to have originally visited are all from a kobold bandit gang & the additional population are un-historical or theives taking proceeds from the site to a actual kobold civilization cave elsewhere.
Cross-reference images, data and save provided, and open up legends mode to look at the entry for 'dawnedsang' and perhaps the historical maps screen too. Opening up the detailed maps will show that it has some trade links to this monastary.

Optionally though i have not tried, you could create a adventurer and explore the site yourself for signs of life.
Shows that monastaries are unintentionally unoccupied, despite listing 1 foundational human member in readouts (who nessecarily might not be on site, and a string of human caretakers seem to be following behind them). Kobolds are infamous for occupying any site long term at this point as a pernament population.

Screenshot of prefix (( http://puu.sh/FdBTr/1560605280.png [^] ))

Save of the world without a fort on it with attached maps & additional info (( http://dffd.bay12games.com/file.php?id=14855 [^] ))

Image of legends screen with Kobolds looting & settling the monastary (( http://puu.sh/FdC1H/245e14d1aa.png [^] ))

Image of Kobold gang entity's entry on legends for "Pulululomber" (( http://puu.sh/FdCdF/200d3f3c4d.png [^] ))
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Issue History
2020-02-23 03:25FantasticDorfNew Issue
2020-02-23 04:20Goblin CookieNote Added: 0040172
2020-02-23 04:31Goblin CookieNote Edited: 0040172bug_revision_view_page.php?bugnote_id=0040172#r16347
2020-02-23 04:50FantasticDorfNote Added: 0040173
2020-02-23 05:02FantasticDorfNote Added: 0040174
2020-02-26 07:55DarklingArcherNote Added: 0040210
2020-02-26 13:39Goblin CookieNote Added: 0040211

Goblin Cookie   
2020-02-23 04:20   
(edited on: 2020-02-23 04:31)
This is not a bug, bandits occupy monasteries as a matter of course. They do not have to have built them.

2020-02-23 04:50   
I dont want to argue conjecture unhelpfully, but i have not seen this issue personally replicated outside of this report specifically for Monastaries, if you can link in some evidence or related reports that would help dispel that this intentional gameplay i would be grateful.

I did not claim the kobolds founded the site, i even made a point to attach relevant images of legends-mode, only to make a note they occupied in during world-generation. Please read the issue report & attached detail thoroughly.

I am aware bandits can occupy unorthodox sites, and that's already a issue report for instances 0010825 (human bandit in a cave) & the target of incompletable 'drive off' quests of kobold occupations at 0010766 which is a child of a acknowledged parent bug.
2020-02-23 05:02   
Technically on ENTITY:SKULKING , Kobolds do not have bandit tokens for vanilla to even form bandit gangs despite the attached cave site where most of the trinkets are being sent to "Wingdeep the Slitted Passage" has a population of criminal profession members.

Question for Toady: Would it be a likely if this 'skulking filth' kobold gang was generated especially for 0009995 because of a lack of a leader?
2020-02-26 07:55   
Not a bug, in previous versions I've seen kobolds can even conquer towns. It's rare, but it happens.
Goblin Cookie   
2020-02-26 13:39   
The kobold bandits are harmless though, because they are not really bandits according to the game; except that they are, except that they aren't. There is a whole load of groups that aren't proper site govs but aren't really bandits either going about the place.