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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0003597||Dwarf Fortress||Adventure Mode -- Quests||public||2010-11-13 19:24||2014-01-27 13:07|
|Target Version||Fixed in Version|
|Summary||0003597: [LOCAL_BANDITRY] bandits are targets of own civ's bandit quests|
|Description||My understanding of 'local banditry' is that these are basically patrols of sorts by the parent civ. When playing as a member of that civ, you receive quests to kill these 'bandits', thereby turning the entire civilisation against you on success.|
Either they shouldn't be offering these quests, or the bandits shouldn't be getting recognised as members of the civilisation.
|Steps To Reproduce||easiest method:|
Allow goblins to become adventurers.
Play a goblin adventurer and go and take out a group of bandits they complain about.
Return to goblin quest-givers.
Be killed for your treachery.
|Tags||No tags attached.|
edited on: 2010-11-18 08:59
EDIT: Went to the DF main page. Noticed a update that fixes a bug in which "you'd become a criminal in adventure mode just by going back to a store". That fits into my situation. Ignore this post.
|2010-11-13 19:24||Captain Mayday||New Issue|
|2010-11-18 08:46||Catyrpelius||Note Added: 0013976|
|2010-11-18 08:51||Catyrpelius||Issue Monitored: Catyrpelius|
|2010-11-18 08:59||Catyrpelius||Note Edited: 0013976||View Revisions|
|2010-11-18 08:59||Catyrpelius||Issue End Monitor: Catyrpelius|
|2010-11-20 06:35||Logical2u||Relationship added||related to 0003683|
|2011-02-28 21:28||Footkerchief||Relationship added||related to 0000462|
|2011-02-28 21:30||Footkerchief||Category||Adventure Mode -- AI => Adventure Mode -- Quests|
|2012-01-12 10:57||Footkerchief||Relationship added||related to 0000158|
|2012-01-12 10:57||Footkerchief||Relationship deleted||related to 0003683|
|2012-01-12 10:58||Footkerchief||Relationship deleted||related to 0000462|
|2012-01-12 10:59||Footkerchief||Relationship replaced||child of 0000158|
|2014-01-27 13:07||Footkerchief||Relationship added||related to 0003685|
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