| 		 | This is as awesome as a bug can get. | 
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		| 		 | I'm not sure if this is related to 0005319, since in that bug the vampire left the bandit camp while remaining a bandit leader, while in this bug the necromancer stayed at the bandit camp with all the other bandits. | 
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			 user6 
						2012-02-29 09:55					 
						 
									
				~0020918			
					  Last edited: 2012-02-29 09:55 
				 | I'm not sure it's related code-wise, but there is a conceptual common thread of people retaining entity affiliations after becoming a professional night creature. 
 
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		| 		 | All of the necromancers form little bandit groups while they are running around raising zombies from battlefields, but this usually only lasts a year or two.  If there aren't any good bodies around though, the stage can last forever.  I did find some problems that I fixed: 
 1) when it transferred smaller zombie pops to camps, it removed their zombie status
 
 2) rarely, necromancer bandit groups will get an infusion from a nearby civ before they get any zombies (if they have zombies, infusions were properly rejected) -- this will now stop the necromancer from having a standing zombie army and making a tower, so we can have some fun surprise camps for people.  Before, it would have caused the tower to have a bandit pop that immediately starts a war with the zombie pops before you get there.  Now that'll only happen once adventurer kills start getting raised in the camps.  Ideally the necromancer would have a confrontation in world gen or reject infusions, but we can handle that later.
 
 
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