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IDProjectCategoryView StatusLast Update
0003685Dwarf FortressDwarf Mode -- Invasionspublic2017-11-24 04:43
ReporterLangdon Assigned Touser11 
PrioritynormalSeveritymajorReproducibilityhave not tried
Status feedbackResolutionopen 
Product Version0.31.18 
Summary0003685: Goblin squads invading a fortress will kill their non-goblin squadmates, sparking loyalty cascade
DescriptionI had an incoming ambush of goblin squads from the civ Dread of Trails, with three humans mixed into the squads. Upon spawn on edge of map, the goblins immediately attacked and killed their human squadmates. From checking Legends afterwards, this apparently spawned a loyalty cascade, making the goblin group The Clean Malice an enemy of its parent civ.

Afterwards, ambushes would immediately produce infighting within the squads, all at the edge of the map, until only one or two goblins remain alive per squad.

I was not able to save before the ambush with the humans but the provided save below is during the second ambush, immediately after the goblins (this time with no humans) spawn on the map.

I am not sure whether all the goblins are members of The Clean Malice, or if there are non-Clean Malice goblins mixed in the ambush squads.
Steps To ReproduceLoad save from http://dffd.wimbli.com/file.php?id=3450. Goblin ambush is at edges of map, killing each other until only one or two per squad remain.
Additional InformationThis is a 2x2 embark on a world genned under 31.18. The only mod present is changing default site for dwarf, elf and goblins to CITY, in order to have non-human towns present in adventure mode. I have played several adventurers in this worldgen before starting this embark, particularly, one human adventurer raided several towns belonging to the Dread of Trails in 388.

It's possible this is an artifact of my particular worldgen (i.e. having an adventurer massacre goblin towns before embarking) but if this happens to any goblin attack with ex-abductees, then it will significantly lower the difficulty of goblin invasions.
TagsAI

Relationships

related to 0003259 new Loyalty cascade after ordering squad to attack were-citizens, merchants/traders, guards, or liaison 
related to 0005815 new Loyalty cascade sparked by military killing captured goblins 
parent of 0004080 new Goblins bring demon with them, start shooting at it 
parent of 0004244 resolvedToady One Goblin ambush squads target each other 
has duplicate 0003879 resolvedLogical2u Goblins ambush/siege with hostile humans in their squads 
has duplicate 0004107 resolveduser11 Allignment problem with humans living with goblins 
has duplicate 0004336 resolveduser6 Several goblin ambushes occurring simultaneously instead of siege 
has duplicate 0004526 resolveduser6 Goblins fighting each other during a siege 
has duplicate 0007597 resolveduser6 soldiers on the same side attacking each other. 
related to 0001586 new Giantess killing her newborn 
related to 0003597 new [LOCAL_BANDITRY] bandits are targets of own civ's bandit quests 
related to 0004680 new Human member of goblin civilization keeps his human civ membership 
related to 0007060 resolvedToady One Goblins and humans from other civilisations live in dwarf fortresses and fight against each other 
related to 0007125 new Nobles go to live in goblin-controlled former capital, murder fellows. 
related to 0006306 new Companions can be untrustworthy 
related to 0007238 new Demon overlord taken prisoner by human conquerors joins their civilization 
related to 0005164 acknowledgedToady One Vampiric gang leaders attack their own gang and are friendly toward the player 
related to 0006627 resolvedToady One Immigrants arrive/become hostile 
related to 0007306 new Goblin born in elven civ attacks elf adventurer on sight 
related to 0007511 assigneduser6 Trolls in Dark Pits and Goblin Towers always attack the goblins. 
related to 0006663 resolvedToady One Necromancers afraid of/killed by their own undead 
related to 0007758 resolvedToady One Night creatures of the same king fighting each other(with save) 
related to 0008093 new Spontaneous loyalty cascade (or civil war?) when I entered a marketplace 
related to 0008267 new Companions retain hostile stance toward new recruits 
Not all the children of this issue are yet resolved or closed.

Activities

Heinzy

2010-11-20 05:46

reporter   ~0014048

That is actually pretty sweet. Different groups breaking off the main civ and all, even if it is a bug.

Langdon

2010-11-21 22:42

reporter   ~0014133

Digging deeper into legends, this is how I think I managed to produce this situation:

1. Mod your game so DEFAULT_CIV for goblins is CITY instead of dark fortresses, so goblins spawn with human-like towns.
2. Find a goblin civ and a town/hamlet founded by a subgroup of that civ. Ideally this town would be close to potential embark sites for your future fortresses, and invaders would be coming from this town.
3. Create an adventurer from a civ at war with the goblins, and have him get some reputation (enough to be able to hire four or five companions).
4. Go to the goblin town you picked with your adventurer (make sure you have free slots for hiring more companions) and attempt to get a random goblin to Join your group. This should be possible if your adventurer has not killed any goblins yet (and is unknown to the goblin civ).
5. Watch as all the other goblins pummel the hapless gobby you hired. Watch them kill each other afterward for murdering the goblin.
6. ? ? ?
7. Profit! *

*"Profit" in this case means goblin mayhem, and a relatively safe environment for fortresses in the area, as goblin ambushes will reveal themselves as soon as they enter the map, and goblin sieges will soon devolve into vicious free-for-alls.

It should be possible to produce similar human or elven loyalty cascades if you can spawn adventurers from civs at war with them.

Langdon

2010-11-22 00:26

reporter   ~0014134

Last edited: 2010-11-22 00:27

Ok I was wrong, apparently someone else has this bug (goblins killing human squadmates) here: http://www.bay12forums.com/smf/index.php?topic=15096.msg1735846#msg1735846

so maybe it wasn't triggered by my adventure mode massacre. Must test with a new worldgen.

nordak

2010-11-22 22:58

reporter   ~0014159

I'm noticing this bug as well, also occurs in Deon's Genesis mod with the demon race.

Langdon

2010-11-24 07:06

reporter   ~0014188

I started a new fort (also under 31.18, same worldgen as before) and it looks like it's definitely an issue with human squadmates in the goblin squad. Even without an adventurer stirring things up, goblins will attack humans in their own squads, descending afterwards into a loyalty cascade until the ambush squads are decimated.

In this new fort, the first two ambushes did not have any human members, and proceeded normally (i.e. coming out of stealth only when discovered). The third ambush had a human member in one squad, and after the human was attacked, the other squads also started fighting with each other (even if they did not have any non-goblin members).

The only mods to the game were setting default site to CITY for elves, dwarves and goblins, and changing PET_EXOTIC to PET for a few animals.

EddyP

2010-11-27 15:13

reporter   ~0014257

Here too - two goblin squads immediately revealed themselves, killed a member each (a goblin and a dwarf) and ran away. I'm running Deon's Genesis.

Langdon

2010-12-01 09:07

reporter   ~0014348

Last edited: 2010-12-01 09:09

more corroboration from other players: http://www.bay12forums.com/smf/index.php?topic=72047.0

As a wild guess, abductees might retain membership in their old civ entity and are not properly "inducted" into the goblin civ, but properly become members of the town where they are relocated. (i.e. abductee from Innocent Alliance becomes a member of The Clean Malice (subgroup), but not a member of The Dread Trails (civ)) and thus are immediately seen as enemies by Dread Trails goblins who are not from The Clean Malice.

Edit: The infighting seemed to go away after five or so years into the fortresses' life. Possibly the Clean Malice had no more goblins left (all able-bodied goblins killed in ambushes or sieges) and no longer contributed goblins to the war effort? After this point ambushes appeared from stealth normally, and sieges worked correctly, with no infighting.

SocietalEclipse

2010-12-01 12:50

reporter   ~0014350

Unlike the others I have this happening in 31.18 with a completely unmodded world. It all started with a ambush that had human members as others have reported. Previous goblin-only ambushes worked fine.

Quil

2010-12-16 19:02

reporter   ~0014612

Last edited: 2010-12-16 19:09

Just experienced this one myself. Screen immediately zooms to the ambush as it arrives (thrice, in this case), each with a few goblins and a single dwarf. "Strange," thinks I, "someone must have REALLY good eyesight."
Assign soldiers to kill everyone, three seconds later there's blood all over the place and all the ambushers run away. Combat logs show that the goblins started fighting the dwarves.
Previous ambushes with nothing but goblins went as per usual. Am yet to experience the "loyalty cascade" that causes a free-for-all, since no other enemies have arrived yet.
Using custom, home-made mod that inserts a new race, civilisation, and some items and materials. No adjustments to existing raws.

V0.31.18, naturally.

FGK dwarf

2010-12-17 11:31

reporter   ~0014618

I'm having this issue too. v0.31.18, unmodded.

This is fort 0000002 is the current world, and I've played a few adventurers who fought goblin bandits. The first two ambushes on this fort proceeded as usual. The current one was revealed on the edge of the map and the squad leaders immediately started fighting their soldiers. Unlike the reports above, all the invaders are goblins: no abductees of other races.

Quil

2010-12-18 10:53

reporter   ~0014622

...And now, with the next set of ambushers, I have combat logs like "the Goblin Swordsman stabs the Goblin Swordsman with etc."

Only one goblin survived the complete free-for-all.

LurkersA

2011-01-12 14:10

reporter   ~0014850

I've been experiencing this issue too, on 0.31.18 unmodded.

I get 4-8 pause events with "An ambush, curse them!" with goblin squads appearing around the borders of my map. The squads then turn on themselves. If any goblins survive the squad massacre, they will then run for the nearest survivor from another squad and proceed to duke it out. This happens until there are 0 - 1 goblins left on the map (typically the last survivor dies from injuries).

Though entertaining, this is hampering my attempts to test my drowning trap.

Leex

2011-01-18 14:13

reporter   ~0014902

I can confirm this bug. Clean install. 31.18 generated world. No previous adventuring.

4 ambush squads arrive in short order. Every time they are immediately announced and uncovered. 1 Dwarf in each squad. He gets killed, and goblins commence killing each other.

Glanzor

2011-02-04 03:10

reporter   ~0014981

I have that happened to all-goblin ambush parties as well. What I noticed that most of the time, the ambusher that gets attacked by their teammates is some kind of historical figure, a general or war leader or something while the rest are just generic generated goblins.
Is it possible that this is caused by the new [local_banditry]-tag? I noticed in adventure-mode that it makes goblins attack creature from the same civilization if they are from different sites. Maybe the ones that get attacked just have a different site membership than the rest?

TerryDactyl

2011-03-05 10:15

reporter   ~0015766

I am not so sure this issue has anything to do with multi-race 'goblin' squads. I don't think I've ever seen a human, a dwarf or an elf in an ambush squad, yet the goblins consistently choose my home for their own form of gladitorial combat. There's rarely more than one or two left for my military to clean up.

swanxxx

2011-03-05 15:01

reporter   ~0015774

Im having this problem aswell, running v31.19 first fortress in this world and no adventuring, its happened to about 7 ambushes so far

kwieland

2011-03-18 06:19

reporter   ~0016347

It's not a bug, it's a feature! Imagine getting kidnapped as a slave civ. How do you react revenge? Wait it out, right? Til the time is right. What better time to exact revenge than when you are fully armed, on the doorstep of your enemies enemies and nobody is watching! I am SPARTACUS!

Quietust

2011-03-18 13:59

reporter   ~0016355

Other reports suggest that this may also be happening with goblin-only squads where the leaders were original members of the civilization - the remaining members of the squad are created out of thin air (as has always been the case), and it may not be setting their allegiance properly.

Knigel

2012-02-18 09:18

reporter   ~0020039

I've actually encountered something like this in adventure mode .34.01: a goblin attacked my human adventurer even though they were from the same human civ.

smjjames

2014-08-30 15:06

reporter   ~0029810

Last edited: 2014-08-30 15:07

Here's one in 0.40.10 adventure mode. Initially I thought it was some kind of battle since I saw fighting announcements of dwarves fighting goblins, but they were all hostile to me and occasionally they'd attack each other. A bit later (after I had some fun with the recruits, who weren't particularily dangerous) when I decided to try and sneak in to see if they were camping or something, I saw a bunch of the dwarven recruits attack one of the goblin soldiers, and there were other fights earlier.

http://dffd.wimbli.com/file.php?id=9572

user8971

2015-02-05 11:36

  ~0032154

Last edited: 2015-02-05 12:35

In 40.24 goblin army attacked my fort while I was retiring it and spawning adventurer there. So far I have seen only fights of goblins with trolls and goblins with dwarves, trolls seem to not attack anyone or just goblins.

user11

2015-12-27 18:33

  ~0034231

I'm not seeing this in 42.xx, invaders have mixed groups and seem to get along. Can anyone provide a current save that still demonstrates this issue?

FantasticDorf

2017-11-24 04:43

reporter   ~0036958

Within 0010338 goblin outcasts underneath a city/hamlet (unclear) were hostile to each other actively fighting & attacking the adventurer player on sight. Likely from different goblin sites & groups of origin.

Slaves took in by goblins (with different core values as they are taken from enemy sites) as cited by summary are likely being killed by the goblins [ANGER_PROPENSITY] value which causes them, a trigger being disagreements & arguements.

At random, arguements send them into a fit of rage where they attempt to murder the nearest person (usually the person they were speaking to) until they calm down frequently triggering loyalty cascades with those nearby.

A review of the requirements needed to activate a goblin's anger could be required, so that they don't attack their friends or acquaintances just by a imbalanced values comparison without good reason.

Add Note

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Issue History

Date Modified Username Field Change
2010-11-20 05:24 Langdon New Issue
2010-11-20 05:46 Heinzy Note Added: 0014048
2010-11-20 06:33 Logical2u Relationship added related to 0003259
2010-11-21 22:42 Langdon Note Added: 0014133
2010-11-22 00:26 Langdon Note Added: 0014134
2010-11-22 00:27 Langdon Note Edited: 0014134
2010-11-22 22:58 nordak Note Added: 0014159
2010-11-24 07:06 Langdon Note Added: 0014188
2010-11-27 15:13 EddyP Note Added: 0014257
2010-12-01 09:07 Langdon Note Added: 0014348
2010-12-01 09:09 Langdon Note Edited: 0014348
2010-12-01 12:50 SocietalEclipse Note Added: 0014350
2010-12-16 19:02 Quil Note Added: 0014612
2010-12-16 19:09 Quil Note Edited: 0014612
2010-12-17 11:31 FGK dwarf Note Added: 0014618
2010-12-18 10:53 Quil Note Added: 0014622
2011-01-09 17:53 Logical2u Relationship added has duplicate 0003879
2011-01-12 14:10 LurkersA Note Added: 0014850
2011-01-18 14:13 Leex Note Added: 0014902
2011-02-04 03:10 Glanzor Note Added: 0014981
2011-02-27 12:09 Logical2u Relationship added parent of 0004080
2011-03-02 07:20 user11 Relationship added has duplicate 0004107
2011-03-05 10:15 TerryDactyl Note Added: 0015766
2011-03-05 15:01 swanxxx Note Added: 0015774
2011-03-07 16:42 Another Tag Attached: AI
2011-03-18 06:19 kwieland Note Added: 0016347
2011-03-18 13:59 Quietust Note Added: 0016355
2011-03-18 14:25 user6 Relationship added parent of 0004244
2011-03-18 14:25 user6 Relationship replaced related to 0004244
2011-03-18 14:25 user6 Relationship replaced parent of 0004244
2011-03-25 14:38 user6 Relationship added related to 0004336
2011-03-25 18:24 user6 Relationship replaced has duplicate 0004336
2011-04-14 20:12 Logical2u Relationship added parent of 0004526
2012-02-18 06:46 user6 Relationship added related to 0005252
2012-02-18 09:18 Knigel Note Added: 0020039
2012-04-15 07:15 user6 Relationship added related to 0005815
2014-01-22 09:37 user6 Relationship replaced has duplicate 0004526
2014-01-26 10:39 user6 Relationship added related to 0001586
2014-01-27 13:07 user6 Relationship added related to 0003597
2014-07-13 09:33 user6 Relationship added related to 0004680
2014-07-13 09:34 user6 Relationship added related to 0007060
2014-07-13 09:34 user6 Relationship added related to 0007125
2014-07-13 10:11 user6 Relationship added related to 0006306
2014-07-13 17:43 user6 Relationship added related to 0007238
2014-07-14 09:04 user6 Relationship added related to 0005164
2014-07-14 18:56 user6 Relationship added related to 0006627
2014-07-14 18:58 user6 Relationship added related to 0007306
2014-07-20 09:26 user6 Relationship added related to 0007511
2014-07-20 09:45 user6 Relationship added related to 0006663
2014-07-23 22:24 user6 Relationship added has duplicate 0007597
2014-08-20 17:57 user6 Relationship added related to 0007758
2014-08-21 11:39 user6 Relationship added related to 0008093
2014-08-30 15:06 smjjames Note Added: 0029810
2014-08-30 15:07 smjjames Note Edited: 0029810
2014-10-28 16:47 user6 Relationship added related to 0008267
2015-02-05 11:36 user8971 Note Added: 0032154
2015-02-05 12:35 user8971 Note Edited: 0032154
2015-12-03 10:22 user6 Relationship deleted related to 0005252
2015-12-27 18:33 user11 Note Added: 0034231
2015-12-27 18:33 user11 Assigned To => user11
2015-12-27 18:33 user11 Status new => feedback
2017-11-24 04:43 FantasticDorf Note Added: 0036958