Dwarf Fortress Bug Tracker - Dwarf Fortress
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0005064Dwarf FortressAdventure Mode -- Questspublic2012-02-14 08:562012-03-06 18:36
Toady One 
Windows XP
0005064: Outcast criminals live in town houses, keep old civ memberships, cause loyalty cascades
Outcast criminals who live in town houses apparently are members of the civ and site they live in but also of criminal organization.
An adventurer can get quests to kill them but becomes an enemy of the entity that gave him the quest when he or she actually does so.
Townfolk that get caught in the crossfire of this conflict will also sometimes fall into loyality cascades.
http://dffd.wimbli.com/file.php?id=5490 [^]


An example is then human Uso Soothetaken. Head of the criminal group "The Ferocious Claws" but also member of "The Fellowship of Teachers" and "The League of Circumstances", both legitimate human civilizations.
0.13.14, adventure mode, bandits, loyalty cascade, outcast, quest
related to 0000158new  Faction leader gave task to kill demonic law-giver of same faction 
related to 0005164acknowledged Toady One Vampiric gang leaders attack their own gang and are friendly toward the player 
has duplicate 0005339resolved Footkerchief quest to kill outlaw in town result in being guilty of crime 
has duplicate 0005489resolved Footkerchief "Criminal mastermind" hiding in a woven clothing shop, killing shopkeeeper 
has duplicate 0005562resolved Footkerchief New instance of loyalty cascade-inducing quest target 
related to 0005137resolved Toady One Goblin in human towns will attack the player and make the townsfolk angry to the player 
Issue History
2012-02-14 08:56GlanzorNew Issue
2012-02-14 08:57GlanzorTag Attached: 0.13.14
2012-02-14 08:58GlanzorTag Attached: adventure mode
2012-02-14 09:00GlanzorTag Attached: loyalty cascade
2012-02-14 09:00GlanzorTag Attached: quest
2012-02-14 09:00GlanzorTag Attached: bandits
2012-02-14 09:00GlanzorTag Attached: outcast
2012-02-14 09:08FootkerchiefNote Added: 0019520
2012-02-14 09:27GlanzorNote Added: 0019523
2012-02-15 11:56totteNote Added: 0019658
2012-02-15 14:53FootkerchiefSummarytown outcast criminal keep old civ membership => Outcast criminals live in town houses, keep old civ memberships, cause loyalty cascades
2012-02-15 14:53FootkerchiefRelationship addedrelated to 0005137
2012-02-15 17:06ThomarNote Added: 0019721
2012-02-16 07:03FootkerchiefRelationship addedrelated to 0000158
2012-02-16 07:03FootkerchiefRelationship addedrelated to 0005164
2012-02-19 15:32shinzirilNote Added: 0020176
2012-02-19 15:33shinzirilNote Edited: 0020176bug_revision_view_page.php?bugnote_id=0020176#r7546
2012-02-19 15:33shinzirilNote Edited: 0020176bug_revision_view_page.php?bugnote_id=0020176#r7547
2012-02-19 15:34shinzirilNote Edited: 0020176bug_revision_view_page.php?bugnote_id=0020176#r7548
2012-02-19 16:16shinzirilNote Edited: 0020176bug_revision_view_page.php?bugnote_id=0020176#r7551
2012-02-20 14:39FootkerchiefRelationship addedhas duplicate 0005339
2012-02-20 16:50Toady OneNote Added: 0020298
2012-02-20 16:50Toady OneStatusnew => resolved
2012-02-20 16:50Toady OneFixed in Version => Next Version
2012-02-20 16:50Toady OneResolutionopen => fixed
2012-02-20 16:50Toady OneAssigned To => Toady One
2012-02-27 20:36FootkerchiefRelationship addedhas duplicate 0005489
2012-03-06 18:36shinzirilIssue Monitored: shinziril
2012-03-06 18:36shinzirilIssue End Monitor: shinziril
2012-03-06 19:23FootkerchiefRelationship addedrelated to 0005562
2012-03-06 20:47FootkerchiefRelationship replacedhas duplicate 0005562

2012-02-14 09:08   
I've seen loyalty cascades within bandit groups as well.
2012-02-14 09:27   
Might be caused by the same bug? Criminals that keep their old civ membership?

In the new version I have had this bug every single time I fought a bandit that hid in a house but never with criminals who had their base in the underground or in camps in the wilds.
2012-02-15 11:56   
Found some cults in the Castle. I became an enemy to the town when the cultist attacked me. Im sure the last guard that killed me was not a cultist. The cultists started to attack me as soon as I meet the cultist leader. I havnt checked if it reproduced so Im not 100% sure if I became an enemy to the town because I only meet 1 non cultist guard that killed me.
2012-02-15 17:06   
I've been attacked by goblins in human towns, and killing them made humans attack me. If this is intentional as part of criminal activity, shouldn't they announce themselves before they kill you?
2012-02-19 15:32   
(edited on: 2012-02-19 16:16)
From the few examples I've seen, this seems to happen:
- Only with criminals that live in shops/houses (ones in the various dungeons/camps seem to be fine so far)
- If they attack you but you don't attack them, you won't become an enemy of the civ - you can just run away.
- If you are not a member of the civ of the criminal, NPCs will become aggressive to you, alone, upon attacking the criminal.
- If you *are* a member of the civ of the criminal, the NPCs that attack you will also be labeled as enemies of said civ, causing a true loyalty cascade and general civil war.

Toady One   
2012-02-20 16:50   
There could be other cases of this, but I've fixed the ones that came up in several world gens, and in particular I fixed the way that it arose in the save.