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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0010346||Dwarf Fortress||Adventure Mode -- Conversation||public||2017-11-24 05:30||2020-02-06 03:16|
|Target Version||Fixed in Version|
|Summary||0010346: NPCs demanding other characters identify themselves in a loop|
|Description||While trying out the new kobold site system I ran across an annoying bug. The non-historical characters in the site (I think) keep on asking for the identify of eachother, but no identities are ever given in return. That is probably because the characters are non-historical so they do not have an identity to give resulting in an eternal loop.|
|Steps To Reproduce||1. Load up an adventurer site.|
2. Pay attention to the conversation screen.
|Tags||No tags attached.|
Urlance Woolsbane (reporter)
|It gets worse: Unintelligent creatures also demand identities. Just visit a Dark Fortress and bask in the surreality of paranoid groups of beak dogs and trolls going at it with each other.|
Goblin Cookie (reporter)
|The lag from this bug is punishing.|
edited on: 2017-11-25 16:17
Animals implementing site ethics about hostility was mentioned on my report 0010059 last year on ver 43.05, in regards mostly to combat where [KILL NEUTRAL:] 'acceptable' & 'required' creates lethal encounters by default for all creatures (wild & tame) and reflective for other sites with different ethics.
In which it seems like this is a further regression on top of that since animals can't identify each other despite demanding so as per site new 44.01 ethics, EI goblin site ethics changed now beakdogs try & fail to follow through.
To summarise, if a dwarf is unarmed and begins fighting even a reanimated undead wild animal (anecdotally i saw this happen to a undead jaguar) the dwarf will fight it & if they win the injured creature will continue traveling the map & leave without further trouble as per acting out a brawl since lethal fighting is initially disallowed due to [ONLY_IF_SANCTIONED] in dwarf ethics.
@Urlance Woolsbane you mean beak dogs literally talking like this? https://puu.sh/yttcj/b2af2d08f8.png [^] which was taken off a discussion in discord.
In a dark fortress leading my squad of 3 i am killing trolls that don't react to us (despite we're not stealth)
But i noticed those trolls are constantly asking each other to "identify yourself"
saved game :
Status of this bug needs updating, as it was included in the changelog for the new 0.44.04 DF version (link to forum announcement provided) for non-speaking creatures to demand identity (like beak dogs and trolls) when they shouldn't be able to.
(*) Stopped creatures from asking for identity when they shouldn't be able to speak
Actual issue of constantly looping identity checks needs further confirmation into the new version to assert whether it was fixed alongside this change or is still outstanding.
New information has emerged about the state of 'identify yourself' queries courtesy of Rumrusher's observations on the forums
(This more or less applies to the same issue as 0010726 & 0010603 so the response below is copy pasted)
This needs linking to other related 'identify yourself' bugs, but pertaining specifically to 'known all your life', site NPC's don't actuallly know anything so they wouldn't actually be able to vouch you were even really who you said you were despite what the Q relationships say.
http://www.bay12forums.com/smf/index.php?topic=51245.msg7903565#msg7903565 [^] [^]
Site NPC's are only knowledgable for the time they are loaded in on adventurer play, them not associating with non-historical populations is probably expected but they shouldn't require to ask implicit site beings or histfigs they truly know, since they don't have any prior histfig information on anybody else on site anyway, even if they claim they do.
RumRusher's non-post examples shared on discord explain details like only knowing of site figures to ask for function relevant to a quest, but having no histfig data to tell where they are other than they are a neighbour etc, until time has passed at they've actually met them, making a frustrating start.
This still occurs in 47.01
In the save game the adventurer is in a fortress that has fallen to demons in worldgen. He has assumed a false identity. Note that in the conversation history, goblins and demons are constantly questioning eachother for their identity. This fails and the demons end up massacring the goblin population.
The save game has some minor modding (no new creatures or reactions or anything, but goblins can build roads, and I tried to stop dwarves from spamming the countryside with hillocks)
|2017-11-24 05:30||Goblin Cookie||New Issue|
|2017-11-24 06:24||Urlance Woolsbane||Note Added: 0036959|
|2017-11-24 07:14||Loci||Assigned To||=> Loci|
|2017-11-24 07:14||Loci||Status||new => acknowledged|
|2017-11-24 08:01||Goblin Cookie||Note Added: 0036964|
|2017-11-24 15:38||FantasticDorf||Note Added: 0036967|
|2017-11-24 18:06||FantasticDorf||Note Edited: 0036967||View Revisions|
|2017-11-25 16:17||FantasticDorf||Note Edited: 0036967||View Revisions|
|2017-11-29 13:07||Robsoie||Note Added: 0037099|
|2018-01-11 02:17||FantasticDorf||Note Added: 0037581|
|2018-04-16 18:13||Huntthetroll||Issue Monitored: Huntthetroll|
|2018-12-30 06:39||FantasticDorf||Note Added: 0039060|
|2020-02-06 03:16||bralbaard||Note Added: 0039912|
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