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IDProjectCategoryView StatusLast Update
0005064Dwarf FortressAdventure Mode -- Questspublic2012-03-06 18:36
ReporterGlanzor Assigned ToToady One  
PrioritynormalSeveritymajorReproducibilitysometimes
Status resolvedResolutionfixed 
OSWindows XP 
Product Version0.34.01 
Fixed in Version0.34.03 
Summary0005064: Outcast criminals live in town houses, keep old civ memberships, cause loyalty cascades
DescriptionOutcast criminals who live in town houses apparently are members of the civ and site they live in but also of criminal organization.
An adventurer can get quests to kill them but becomes an enemy of the entity that gave him the quest when he or she actually does so.
Townfolk that get caught in the crossfire of this conflict will also sometimes fall into loyality cascades.
Steps To Reproducehttp://dffd.wimbli.com/file.php?id=5490

savegame

An example is then human Uso Soothetaken. Head of the criminal group "The Ferocious Claws" but also member of "The Fellowship of Teachers" and "The League of Circumstances", both legitimate human civilizations.
Tags0.13.14, adventure mode, bandits, loyalty cascade, outcast, quest

Relationships

related to 0000158 new Faction leader gave task to kill demonic law-giver of same faction 
related to 0005164 acknowledgedToady One Vampiric gang leaders attack their own gang and are friendly toward the player 
has duplicate 0005339 resolveduser6 quest to kill outlaw in town result in being guilty of crime 
has duplicate 0005489 resolveduser6 "Criminal mastermind" hiding in a woven clothing shop, killing shopkeeeper 
has duplicate 0005562 resolveduser6 New instance of loyalty cascade-inducing quest target 
related to 0005137 resolvedToady One Goblin in human towns will attack the player and make the townsfolk angry to the player 

Activities

user6

2012-02-14 09:08

  ~0019520

I've seen loyalty cascades within bandit groups as well.

Glanzor

2012-02-14 09:27

reporter   ~0019523

Might be caused by the same bug? Criminals that keep their old civ membership?

In the new version I have had this bug every single time I fought a bandit that hid in a house but never with criminals who had their base in the underground or in camps in the wilds.

totte

2012-02-15 11:56

reporter   ~0019658

Found some cults in the Castle. I became an enemy to the town when the cultist attacked me. Im sure the last guard that killed me was not a cultist. The cultists started to attack me as soon as I meet the cultist leader. I havnt checked if it reproduced so Im not 100% sure if I became an enemy to the town because I only meet 1 non cultist guard that killed me.

Thomar

2012-02-15 17:06

reporter   ~0019721

I've been attacked by goblins in human towns, and killing them made humans attack me. If this is intentional as part of criminal activity, shouldn't they announce themselves before they kill you?

shinziril

2012-02-19 15:32

reporter   ~0020176

Last edited: 2012-02-19 16:16

From the few examples I've seen, this seems to happen:
- Only with criminals that live in shops/houses (ones in the various dungeons/camps seem to be fine so far)
- If they attack you but you don't attack them, you won't become an enemy of the civ - you can just run away.
- If you are not a member of the civ of the criminal, NPCs will become aggressive to you, alone, upon attacking the criminal.
- If you *are* a member of the civ of the criminal, the NPCs that attack you will also be labeled as enemies of said civ, causing a true loyalty cascade and general civil war.

Toady One

2012-02-20 16:50

administrator   ~0020298

There could be other cases of this, but I've fixed the ones that came up in several world gens, and in particular I fixed the way that it arose in the save.

Issue History

Date Modified Username Field Change
2012-02-14 08:56 Glanzor New Issue
2012-02-14 08:57 Glanzor Tag Attached: 0.13.14
2012-02-14 08:58 Glanzor Tag Attached: adventure mode
2012-02-14 09:00 Glanzor Tag Attached: loyalty cascade
2012-02-14 09:00 Glanzor Tag Attached: quest
2012-02-14 09:00 Glanzor Tag Attached: bandits
2012-02-14 09:00 Glanzor Tag Attached: outcast
2012-02-14 09:08 user6 Note Added: 0019520
2012-02-14 09:27 Glanzor Note Added: 0019523
2012-02-15 11:56 totte Note Added: 0019658
2012-02-15 14:53 user6 Summary town outcast criminal keep old civ membership => Outcast criminals live in town houses, keep old civ memberships, cause loyalty cascades
2012-02-15 14:53 user6 Relationship added related to 0005137
2012-02-15 17:06 Thomar Note Added: 0019721
2012-02-16 07:03 user6 Relationship added related to 0000158
2012-02-16 07:03 user6 Relationship added related to 0005164
2012-02-19 15:32 shinziril Note Added: 0020176
2012-02-19 15:33 shinziril Note Edited: 0020176
2012-02-19 15:33 shinziril Note Edited: 0020176
2012-02-19 15:34 shinziril Note Edited: 0020176
2012-02-19 16:16 shinziril Note Edited: 0020176
2012-02-20 14:39 user6 Relationship added has duplicate 0005339
2012-02-20 16:50 Toady One Note Added: 0020298
2012-02-20 16:50 Toady One Status new => resolved
2012-02-20 16:50 Toady One Fixed in Version => Next Version
2012-02-20 16:50 Toady One Resolution open => fixed
2012-02-20 16:50 Toady One Assigned To => Toady One
2012-02-27 20:36 user6 Relationship added has duplicate 0005489
2012-03-06 19:23 user6 Relationship added related to 0005562
2012-03-06 20:47 user6 Relationship replaced has duplicate 0005562