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IDProjectCategoryView StatusLast Update
0000624Dwarf FortressAdventure Mode -- Travelpublic2011-03-13 05:23
ReporterSirPenguin Assigned Touser11 
PrioritynormalSeverityminorReproducibilityhave not tried
Status resolvedResolutionno change required 
Product Version0.31.01 
Summary0000624: Something is wrong with the adventurer encounter code when traveling
DescriptionEnemy spawns while traveling on the world map have been drastically reduced. At first I thought this was a feature, intended to make traveling slightly less cumbersome/dangerous. However, I just now explored the entirety of a "Large" world and I was not ambushed by a single creature.

That cannot be the intended effect.
Steps To ReproduceThis has occurred with several worlds with varying degrees of severity. Some the encounters are just "Rare", while others I never see any spawns.
Additional InformationUnmodded.
TagsNo tags attached.

Activities

user6

2010-04-06 09:34

  ~0001490

Even taking into account that it depends on local fauna, time of day and (maybe) season -- it does seem iffy, yeah. Try traveling through a haunted glacier and see if you still don't get ambushed.

user6

2010-04-08 02:55

  ~0001989

Okay, according to this thread, "natural" wildlife will leave you alone if you have an elf in your party: http://www.bay12games.com/forum/index.php?topic=52900.0

That would explain a lot, for me at least.

SirPenguin

2010-04-08 07:15

reporter   ~0002017

An interesting feature to be sure, but I've had this happen with humans (I never think to play an elf or even have them in my party)

Might be related to this thread,
http://www.bay12games.com/forum/index.php?topic=53355.0

user6

2010-05-06 14:52

  ~0006309

Any updates on this one? It's probably worth taking a closer look at worlds where this happens. It may also be related to the temperature problems that were causing 0000232.

user1294

2010-05-07 05:53

  ~0006349

Most large predators have frequencies of 10 or lower. While that doesn't appear to be a change from the 40d versions, it seems that the tag is taken into account more extremely than before. From my modding experience, higher frequency does indeed still up the encounter rate.

I also seem to recall that, on entering a region square, I've occasionally seen large predators roaming around.

user6

2010-05-07 10:29

  ~0006365

^^^ Toady increased the chance of non-ambush encounters with wilderness/cavern creatures by a factor of... I think 25? I think the ambush frequencies stayed the same, though.

SirPenguin

2010-05-09 07:41

reporter   ~0006448

No updates on my end - I've been taking a break from DF. However, once the merge hits I'll take a look and see if the temp problems were playing a role

user1294

2010-08-23 11:50

  ~0012047

This might be resolved. Over the course of exploring a tiny world (removing all black squares, plus a tiny sidestep to a volcano), I had eight encounters - two cougars, four sasquatches, four wolves (single encounter), and a black bear. And afterwards there was a fight with five undead wolves and a plethora of undead rhesus macaques (same encounter).

Does anyone else have the same impressions?

user6

2010-08-23 13:54

  ~0012049

Last edited: 2010-08-23 13:54

It's probably dependent on the particular world. Animal populations not being set high enough or something.

user1294

2010-08-29 16:10

  ~0012242

Last edited: 2010-08-30 07:40

For further testing, I created 14 worlds - 1 each for the default world gen parameters to the year 25, a pocket region to year 1050 and one to 5001, a medium region to 1177, and a large island to 750.

I have sent adventurers through the first 11 (the ones to year 25, and the pocket region to 1050) of those worlds now, and in all cases, I have had several encounters, across several biomes. It does seem that random encounters do become rarer the larger the world is, but that is presumably because the animal population density becomes lower the more region squares are available for them. I'll test the other worlds as well, but it seems that ridiculous stuff like traveling a whole large world without a single encounter is a thing of the past.

Again, I'd like to hear if anyone has the same impressions or did tests of their own.

Edit - I sent adventurers through the other three test worlds, and had random encounters there as well (dying in two of those worlds during those encounters). World age does not seem to have a predictable effect on encounter rate.

SirPenguin

2011-01-01 20:56

reporter   ~0014768

I think it's safe to say this bug is no longer a problem, given the vast changes made

SirPenguin

2011-03-12 22:02

reporter   ~0016187

Just another friendly reminder this can be closed. One less bug to keep track of

user11

2011-03-13 05:23

  ~0016189

Thanks for the reminder.

Issue History

Date Modified Username Field Change
2010-04-06 07:55 SirPenguin New Issue
2010-04-06 09:34 user6 Note Added: 0001490
2010-04-08 02:55 user6 Note Added: 0001989
2010-04-08 07:15 SirPenguin Note Added: 0002017
2010-05-06 14:52 user6 Note Added: 0006309
2010-05-07 05:53 user1294 Note Added: 0006349
2010-05-07 10:29 user6 Note Added: 0006365
2010-05-09 07:41 SirPenguin Note Added: 0006448
2010-08-23 11:50 user1294 Note Added: 0012047
2010-08-23 13:54 user6 Note Added: 0012049
2010-08-23 13:54 user6 Note Edited: 0012049
2010-08-29 16:10 user1294 Note Added: 0012242
2010-08-30 07:40 user1294 Note Edited: 0012242
2011-01-01 20:56 SirPenguin Note Added: 0014768
2011-01-01 20:57 SirPenguin Tag Attached: CLOSE THIS
2011-03-12 22:02 SirPenguin Note Added: 0016187
2011-03-13 05:23 user11 Note Added: 0016189
2011-03-13 05:23 user11 Status new => resolved
2011-03-13 05:23 user11 Resolution open => no change required
2011-03-13 05:23 user11 Assigned To => user11
2011-03-13 05:23 user11 Tag Detached: CLOSE THIS