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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0011299||Dwarf Fortress||Adventure Mode -- Combat||public||2020-02-03 07:13||2021-03-10 16:17|
|Assigned To||Knight Otu|
|Target Version||Fixed in Version|
|Summary||0011299: Creatures using HIDE interaction can't be detected or attacked|
|Description||My second adventure with the new version came to a unsatifactory conclusion today.|
After a few successful quests I decided to investigate a intriguing * on the map. There I got the message that some neutral dwarf warrior was in combat with a "cringly hair dwarf hammerdwarf damned stalker", one of the new night creatures I assume.
When I rushed towards them to investigate I found the living dwarf dead. But soon I got messages about my companions fighting the damned stalker - but they were right next to me and I couldn't see anything! So I stood next to them and tried to force an attack on the monster using Shift-A - also no dice.
What makes this doubly odd (and also makes me sure this is a bug) is that my companions could see and fight the stalker when AI-controlled - but once I tabed over to control them they could no longer do so. But the character I previously controlled would now fight him!
|Steps To Reproduce||I will attach the save shortly.|
|Tags||No tags attached.|
|Here is the save: http://dffd.bay12games.com/file.php?id=14719 [^]|
Here is something that I observed, which may relate to what you experienced.
The stray horse that my adventurer is riding disappears from the tile that it is standing on once I start sneaking while mounted, but reappears once I stop sneaking. Even more interestingly, the horse remains invisible if I dismount, and the sneaking status is removed from my adventurer while dismounted. I can still remount the horse if I am standing next to it, and my sneaking status returns once I do so.
I think that the game is only applying the sneaking status to the horse, and not to my adventurer, if I start sneaking while mounted. This makes the horse invisible to my character and to me, the player. It also removes my ability to attack the horse using Shift-A. If the intelligent undead that attacked you was also sneaking, you may have experienced the same problem that I did.
edited on: 2020-02-12 22:58
Ran across an invisible GCS. http://dffd.bay12games.com/file.php?id=14786 [^]
Uh, the cave moss will probably look a bit weird without my tileset.
The pet and spit abilities can target the GCS. Which shows where it is. But thrown coins still wont hit it. And spit ain't gonna do anything. It does not show up when talking. Carefully searching with shift+l turns up nothing. Alt+movement acts like it's not there.
Well, with the steel armor I was able to outlast it until it collapsed from exhaustion, at which point I could hit with a jump that slammed it into a wall. I could then see it's corpse. It did not count as a kill for me.
Do GCS normally have an odor or leave tracks? Because this one didn't. I was wrong, it does leave tracks.
Earthbound Modder (reporter)
It seems like anything that is sneaking or using an interaction with the [I_EFFECT:HIDE] becomes completely invisible to adventurers, to the point that colliding with it/being attacked by it will not reveal it.
I reproduced this case reliably using a creature that hides itself using the USAGE_HINT:DEFEND.
This could be extremely troublesome, as most undead lieutenants have the ability to HIDE in combat. This makes them functionally invincible when they use the interaction that hides them. Hope we get this one fixed
In functional terms, it looks to be using stealth mechanics. Hence why NPCs can target invisible revenants, because there's already builtin mechanics for NPCs fighting back against stealthing attackers(since the player can do it).
But, I'm guessing the hide interaction was never decided to deal with what it looks like from the player's perspective (since prior to this, only like one or two monsters used it at ALL, and only on fleeing). I'm guessing a fort-mode-style "roll observer skill to potentially unhide the NPC" mechanic was either never implemented, or not functional.
That would likely be the best way to resolve this, is to port that mechanic over so that skill rolls can render the stealth mechanic only a temporary advantage rather than just straight invulnerability to melee.
Until then, you best bet is ranged attacks, especially AoE material emissions if you can get your hands on them, use of fire to screen an escape if needed, and of course the usual defense against webbing enemies: noping the fuck out of there, screaming like a little girl, because there's functionally no way to melee that target unless you sneak up on them and deliver a reliable killing blow with the first strike.
"My adventurer just sort of vanished while I was using tactics mode. The tile where he was standing still causes people to lie down when they enter it, but I can't switch to control him or interact in any way. The game still thinks I have a 2-character party, but the first slot is empty."
If you stealth your party members, they'll be invisible when you switch to another. Fiddling around with this also can cause you to be able to see YOUR OWN vision cone, which is disorienting as hell and damned annoying when you're trying to wrangle a mess of potentially-hostile sightlines.
Especially nonsensical because companions normally don't even HAVE their sight cones shown when you're in stealth.
Lurker Z (reporter)
Can confirm this bug and I found a workaround for dealing with invisible undead. I was in an abandoned dwarf fort where one of those attacked. I tried "exterminate him" from dfhack around my position but I got no response. I flayed around like a headless chicken until I got an idea: I ran into the central structure of the fort then outside it. Then I tiletype -> paint-shape-wall around it. Thankfully, they can't get through the walls, so you're set.
If you're unlucky enough to be in a structure without stone floors, I suggest using "liquids o" instead (which will make obsidian walls around it (...let's hope they can't jump walls).
|2020-02-03 07:13||Glanzor||New Issue|
|2020-02-03 07:16||Glanzor||Note Added: 0039825|
|2020-02-03 10:54||Huntthetroll||Note Added: 0039836|
|2020-02-03 11:14||Huntthetroll||Issue Monitored: Huntthetroll|
|2020-02-11 23:27||Ziusudra||Note Added: 0040026|
|2020-02-12 00:20||Ziusudra||Note Edited: 0040026||View Revisions|
|2020-02-12 00:35||Ziusudra||Note Edited: 0040026||View Revisions|
|2020-02-12 00:36||Ziusudra||Note Edited: 0040026||View Revisions|
|2020-02-12 00:39||Ziusudra||Note Edited: 0040026||View Revisions|
|2020-02-12 00:43||Ziusudra||Note Edited: 0040026||View Revisions|
|2020-02-12 00:50||Ziusudra||Note Edited: 0040026||View Revisions|
|2020-02-12 00:57||Ziusudra||Note Edited: 0040026||View Revisions|
|2020-02-12 22:58||Ziusudra||Note Edited: 0040026||View Revisions|
|2020-02-12 23:21||Earthbound Modder||Note Added: 0040034|
|2020-02-13 10:42||Ziusudra||Issue Monitored: Ziusudra|
|2020-02-19 12:18||chaosvolt||Note Added: 0040121|
|2020-02-19 12:20||chaosvolt||Issue Monitored: chaosvolt|
|2020-03-05 03:09||Knight Otu||Relationship added||has duplicate 0011439|
|2020-03-05 03:11||Knight Otu||Summary||Attacked and killed by invisible, untargetable damned stalker => Creatures using HIDE interaction can't be detected or attacked|
|2020-03-05 03:11||Knight Otu||Assigned To||=> Knight Otu|
|2020-03-05 03:11||Knight Otu||Status||new => confirmed|
|2020-04-10 22:55||Ziusudra||Note Added: 0040455|
|2021-02-21 09:59||chaosvolt||Note Added: 0040932|
|2021-03-10 16:17||Lurker Z||Note Added: 0040968|
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