View Issue Details

IDProjectCategoryView StatusLast Update
0004552Dwarf FortressDwarf Mode -- Combatpublic2015-12-09 15:23
ReporterKogut Assigned ToToady One  
PrioritynormalSeveritymajorReproducibilityhave not tried
Status resolvedResolutionfixed 
PlatformSDLOSwindowsOS Version7
Product Version0.31.25 
Fixed in Version0.42.03 
Summary0004552: Siegers waiting by bodies of dead leaders
DescriptionSiege is completely ignoring dwarves, access to fortress etc.
Steps To Reproduce?
Additional InformationSiege is sitting near bodies of other attackers
Tags0.40.24, Save Included, siege

Relationships

related to 0001598 resolvedToady One Enemy squads will never abandon their caged leader 
related to 0003700 acknowledgeduser11 Swimming beasts do not path toward targets? 
related to 0002332 new Goblin invaders not attacking open fortress on opposite side of map 
related to 0007681 resolvedLoci Living and Undead Goblins attacking together peacefully but failing to path correctly 
has duplicate 0008310 resolveduser6 Invader Squads Freeze When Squad Leader Dies 
has duplicate 0009224 resolveduser11 Invaders stop pathing when squad leaders die 
related to 0005919 new Certain types of invading units remain post-siege, accumulating unaggressively at a specific spot 

Activities

Kogut

2011-04-22 02:57

reporter   ~0017461

Last edited: 2015-07-23 16:08

I forgot: this is modded game.
Second save (another siege): [removed]

Kogut

2011-04-23 04:44

reporter   ~0017483

Last edited: 2015-07-23 16:08

Next save: [removed]
Frogman siege (stuck in murky pool due to swimmer tag [?])
Tigerman siege (standing around bodies dropped from 10 z-levels)

Kogut

2011-04-27 01:50

reporter   ~0017542

Explanation: swimming things are failing to path (0003700) + standing around leader (0001598).

Kogut

2011-04-27 14:49

reporter   ~0017550

Last edited: 2015-07-23 16:08

YA frozen swimming siege: [removed]

Kogut

2011-04-29 03:50

reporter   ~0017563

Last edited: 2015-07-23 16:08

YA frozen swimming siege: <removed>

vjek

2014-09-06 17:44

reporter   ~0030002

I've seen this in every mechanical defense fort I've built since 0.34.10, continuing today until 0.40.11.

Specifically, any squad leader killed, and/or any other squad member killed without all the other squad members also dying causes the squad to halt in the location the single or rest of the squad was killed.

As an example, if a squad of 5 goblins enters a water, magma, or similar kind of mechanical defense trap, and they don't ALL die, the rest of the squad will remain where they are, not attacking nor running away, until the next season change.

This bug is ***extremely frustrating***, and this behavior has been around for years. Please fix it in this round of 0.40.x bug fixes! Please!

A potential solution: If a squad leader dies, immediately have the game appoint a new squad leader from the remaining members of the squad. Based on the personality of that leader, or based on the original goal of the squad, this new leader can lead the squad to victory or escape. Call it.. "instant promotion". You're the new leader now, Statoz, lead us to victory! This "instant promotion" could occur until there is only one goblin left, at which point their behavior (attack/flee) could be decided based on their personality parameters.

Personally I don't care if leaderless squads run away or attempt to attack again, _anything_ but just standing around for months on end doing nothing.

user6

2014-09-17 13:27

  ~0030236

vjek posted a save at 0008310: http://dffd.wimbli.com/file.php?id=9722

Nevenrial

2015-01-14 04:32

reporter   ~0031928

Is this present in the current version?

vjek

2015-05-06 10:33

reporter   ~0032650

Last edited: 2015-05-06 10:36

Yes. I downloaded a fresh 0.40.24 and loaded and continued playing the above save ( http://dffd.wimbli.com/file.php?id=9722 ) , and it's exactly the same, as of this posting date/time.

Nevenrial

2015-07-21 16:17

reporter   ~0032931

About every month or so I come to check if this one single bug that has been present for a very very long time was fixed....

Again I am disappointed.

lethosor

2015-07-21 18:49

manager   ~0032932

vjek: It seems unlikely that stuck siegers would be fixed by loading the save in a newer version. Does the issue occur with a new siege?

Nevenrial: Please don't bump bug reports just to state that you're disappointed that they're not fixed. It's already confirmed, so Toady will likely get to it in the next release cycle (or possibly before it).

vjek

2015-07-23 12:19

reporter   ~0032933

Yes, this issue is present in the new version, either by loading a save or as a brand new game.
This bug occurs with an existing siege or a new siege. Or every siege, whichever you'd prefer.
This bug has existed for years, is incredibly annoying, and is linked to a huge number of other siege, pathing, and invader issues.
This bug is not fixed.
This bug is still outstanding.
This bug is trivially reproduced.
This bug has existed in every version since 0.31.25 until 0.40.24.

lethosor

2015-07-23 16:16

manager   ~0032934

Thanks for clarifying that - sometimes, symptoms of bugs can persist for a while in old saves even if the problems were fixed in newer versions.
Again, this bug is confirmed, and it has already been established that it hasn't been fixed and has therefore been around since 0.31.25. Repeatedly posting about its severity on the tracker won't increase its priority.

vjek

2015-11-03 14:30

reporter   ~0033150

Why was this bug changed to "Issue End Monitor" on 2015-10-23 when it's still an active and outstanding issue/bug to be fixed?

lethosor

2015-11-03 16:17

manager   ~0033151

If you're referring to "Issue End Monitor: Nevenrial", that's Mantis's way of saying "Nevenrial stopped monitoring this issue". Again, please don't bump reports unnecessarily. Toady usually doesn't update the tracker when working towards a major release, so we don't know if it's been fixed or not (and if it hasn't, bumping it won't make Toady fix it faster).

vjek

2015-12-05 07:57

reporter   ~0033455

Can the Product Version for this be updated to be 0.42.01, so it might be fixed in the current version, instead of being ignored for another 4 years?

Orkel

2015-12-05 18:56

reporter   ~0033477

This is happening to me in my current fort, a squad of goblins just sitting at my entrance after their leader got murdered by my weapon traps.

Orkel

2015-12-06 06:48

reporter   ~0033498

Here is a save: http://dffd.bay12games.com/file.php?id=11392

They even ignore visitors. Bards and scientists are walking in and out of the fort through the mass of goblins and nobody seems to care.

user8971

2015-12-08 01:56

  ~0033626

Thanks, Orkel, you may have defined the cause to 0009222, "Peaceful Scholars/Bards".

Issue History

Date Modified Username Field Change
2011-04-21 15:19 Kogut New Issue
2011-04-22 02:57 Kogut Note Added: 0017461
2011-04-23 04:44 Kogut Note Added: 0017483
2011-04-27 01:50 Kogut Note Added: 0017542
2011-04-27 14:49 Kogut Note Added: 0017550
2011-04-29 03:50 Kogut Note Added: 0017563
2011-08-15 12:03 user6 Relationship added related to 0001598
2011-08-15 12:04 user6 Summary Frozen siege => Siegers waiting by bodies of dead leaders
2011-10-27 01:35 Kogut Tag Attached: Save Included
2011-10-28 11:49 user6 Relationship added related to 0003700
2012-05-20 14:44 user6 Relationship added related to 0005919
2014-09-06 17:44 vjek Note Added: 0030002
2014-09-08 14:56 user6 Assigned To => user6
2014-09-08 14:56 user6 Status new => confirmed
2014-09-13 06:43 Nevenrial Tag Attached: traps
2014-09-17 13:27 user6 Relationship added has duplicate 0008310
2014-09-17 13:27 user6 Note Added: 0030236
2014-11-10 04:07 Nevenrial Tag Attached: siege
2014-12-10 14:00 Nevenrial Tag Attached: Cage
2015-01-14 04:32 Nevenrial Note Added: 0031928
2015-05-06 10:33 vjek Note Added: 0032650
2015-05-06 10:34 vjek Note Edited: 0032650
2015-05-06 10:36 vjek Note Edited: 0032650
2015-06-09 04:22 Nevenrial Tag Attached: 0.40.24
2015-07-21 16:17 Nevenrial Note Added: 0032931
2015-07-21 18:49 lethosor Note Added: 0032932
2015-07-23 12:19 vjek Note Added: 0032933
2015-07-23 16:07 lethosor Tag Detached: traps
2015-07-23 16:07 lethosor Tag Detached: Cage
2015-07-23 16:07 lethosor Additional Information Updated
2015-07-23 16:08 lethosor Note Edited: 0017563
2015-07-23 16:08 lethosor Note Edited: 0017550
2015-07-23 16:08 lethosor Note Edited: 0017483
2015-07-23 16:08 lethosor Note Edited: 0017461
2015-07-23 16:16 lethosor Note Added: 0032934
2015-07-23 16:19 lethosor Relationship added related to 0002332
2015-07-23 16:19 lethosor Relationship added related to 0007681
2015-11-03 14:30 vjek Note Added: 0033150
2015-11-03 16:17 lethosor Note Added: 0033151
2015-12-04 19:58 user11 Relationship added has duplicate 0009224
2015-12-05 07:57 vjek Note Added: 0033455
2015-12-05 18:56 Orkel Note Added: 0033477
2015-12-06 06:48 Orkel Note Added: 0033498
2015-12-08 01:56 user8971 Note Added: 0033626
2015-12-09 15:23 Toady One Status confirmed => resolved
2015-12-09 15:23 Toady One Fixed in Version => Next Version
2015-12-09 15:23 Toady One Resolution open => fixed
2015-12-09 15:23 Toady One Assigned To user6 => Toady One