View Issue Details

IDProjectCategoryView StatusLast Update
0006391Dwarf FortressAdventure Mode -- Crimepublic2014-12-31 11:55
ReporterQuietust Assigned ToToady One  
PrioritynormalSeverityminorReproducibilityalways
Status resolvedResolutionno change required 
Product Version0.34.11 
Summary0006391: Openly stealing owned items does not make you a Criminal
DescriptionIf I visit a Human town, locate an item which is assigned to a civzone (i.e. $owned item$), then pick up the item and leave the civzone, my relations to the civilization remain unchanged (I was a Member, and I stayed that way).

In version 0.28.181.40d, doing this would make me a Criminal within the civilization (and site government) and cause everybody in the town to refuse to speak to me.
Steps To Reproduce1. Start a Human adventurer
2. Locate a building containing owned items
3. Pick up one of the owned items
4. Walk out of the building
5. Examine your histfig/entity links
Additional InformationThis may be related to 0005242, which seems to have been the observation that the game was failing to assign ownership to items in certain circumstances.
Tagsbinary patch

Relationships

related to 0005242 new Free to steal: warehouse goods, keep equipment, domestic food 

Activities

Quietust

2013-11-22 16:57

reporter   ~0024219

If I use DFHack to manually make myself a criminal within the relevant entity (replacing the relevant histfig/entity links), then the townspeople correctly treat me as a criminal, so the only problem seems to be with recognizing the crime in the first place.

JasonMel

2013-11-23 05:05

reporter   ~0024220

Maybe it has to be witnessed by an owner?

Quietust

2013-11-24 05:47

reporter   ~0024221

Last edited: 2013-11-24 05:52

The owners were definitely there to witness me walking off with their stuff. I even walked back inside afterwards and talked to them, which is how I knew the theft hadn't been recognized.

smjjames

2013-11-24 06:56

reporter   ~0024222

I know I posted on a thread, but how did you examine histfig/entity links? Not sure if you are referring to something other than simply retiring somewhere and checking legends.

Quietust

2013-11-24 08:38

reporter   ~0024223

I used DFHack during gameplay to directly examine my adventurer's historical figure record, which is where that sort of stuff is stored. I did so both in 0.34.11 and 0.28.181.40d, which is how I confirmed that it used to be working correctly.

smjjames

2013-11-24 08:49

reporter   ~0024224

Last edited: 2013-11-24 09:35

<s>How did you do that though with DFhack?</s>

Actually, I'll just take the question over to the DFhack thread.

Quietust

2014-02-27 12:25

reporter   ~0024578

Last edited: 2014-02-27 12:26

Upon closer investigation (i.e. disassembly diving), I see why theft isn't being recognized anymore - the logic for detecting theft only looks for civzones of types 1 (Craft Shop), 3 (Weaponsmith's Shop), 4 (Armorsmith's Shop), 5 (General Store), and 6 (Food Shop), which were used for the old-style shops in versions 0.31.12 and earlier, but shops in the current version are all of type 0 (Home), so it ignores them.

Quietust

2014-07-10 12:24

reporter   ~0025570

Last edited: 2014-07-10 12:24

Incidentally, the issue I reported at 0005654 (which turned out to not be a bug) is actually related to this - if those civzones WERE being assigned the traditional types (instead of being left as "Home"), this would be working properly.

FireWarrior2112

2014-07-18 08:16

reporter   ~0026863

I can reproduce this bug, in front of store owners or not, I can simply take what i want out of any (human) store and walk out without my status changing. interesting to note, it says in the event log that i stole, but he isn't aware. I can even take all the armour i want from an armour shop, put it on right in front of him and go and have a conversation without him being aware i just stole half his merchandise then walk out.

smjjames

2014-09-08 08:09

reporter   ~0030034

Same thing for 40.11 in fortresses, though what passes for stores in the fortresses don't seem to have any particular merchant to talk to. I can take owned (has the coin symbol) stuff right in view of various people and can walk out with a full set of stolen armor and other stuff without people reacting.

Toady One

2014-12-31 11:55

administrator   ~0031620

The relevant code is gone now, and we'll have to wait for the start scenario property rewrite to get back to this.

Issue History

Date Modified Username Field Change
2013-11-22 12:21 Quietust New Issue
2013-11-22 16:57 Quietust Note Added: 0024219
2013-11-23 05:05 JasonMel Note Added: 0024220
2013-11-24 05:47 Quietust Note Added: 0024221
2013-11-24 05:52 Quietust Note Edited: 0024221
2013-11-24 06:56 smjjames Note Added: 0024222
2013-11-24 08:38 Quietust Note Added: 0024223
2013-11-24 08:49 smjjames Note Added: 0024224
2013-11-24 09:35 smjjames Note Edited: 0024224
2013-11-24 09:35 smjjames Note Edited: 0024224
2013-11-29 14:55 user6 Summary Stealing owned items does not make you a Criminal => Openly stealing owned items does not make you a Criminal
2013-11-29 14:55 user6 Relationship added related to 0005242
2014-02-27 12:25 Quietust Note Added: 0024578
2014-02-27 12:26 Quietust Note Edited: 0024578
2014-02-27 21:35 user6 Assigned To => user6
2014-02-27 21:35 user6 Status new => acknowledged
2014-07-10 11:48 user6 Tag Attached: binary patch
2014-07-10 12:24 Quietust Note Added: 0025570
2014-07-10 12:24 Quietust Note Edited: 0025570
2014-07-18 08:16 FireWarrior2112 Note Added: 0026863
2014-09-08 08:09 smjjames Note Added: 0030034
2014-09-08 09:05 user6 Status acknowledged => confirmed
2014-12-31 11:55 Toady One Note Added: 0031620
2014-12-31 11:55 Toady One Status confirmed => resolved
2014-12-31 11:55 Toady One Resolution open => no change required
2014-12-31 11:55 Toady One Assigned To user6 => Toady One