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IDProjectCategoryView StatusLast Update
0007163Dwarf FortressAdventure Mode -- Conversationpublic2014-09-22 09:56
ReporterPollomuhku Assigned Touser6 
PrioritynormalSeverityminorReproducibilityalways
Status confirmedResolutionopen 
Product Version0.40.02 
Summary0007163: NPCs mention dead beasts when asked about troubles
DescriptionAfter killing most of the night creatures in a world the NPCs would still ask me to kill them when asked about 'troubles'. Asking the NPCs about the whereabouts of the beast would lead to them telling me it's dead. Asking them for directions to the lair would lead to them telling me i'd killed the beast there.
Steps To Reproduce1. Generate a new world.
2. Ask an NPC about troubles, pick the 'beasts' option and ask for directions to the beasts lair.
3. Kill the beast, tell an NPC about the beast's death and ask about troubles.
4. After asking them about the 'beasts' a few times, they will ask you to kill the one you'd just told them you've killed.
TagsNo tags attached.

Relationships

has duplicate 0008043 resolveduser6 megabeast death information not updated after conversations 

Activities

Multipartite

2014-07-18 09:31

reporter   ~0026874

Save at http://dffd.wimbli.com/file.php?id=9054 for 0.40.03; see the conversation log for an example, end the conversation and repeat (keep asking about troubles+beasts, then ask about Staddat's location once mentioned).

--Also, this is a separate matter, but bragging about violent deeds (and killing a beast being one of them) /doesn't/ let the listening NPC know that the beast is dead, unlike summarising having slain. Granted, this is convenient for the moment as, for the moment, that conversation option also selects claims that the player may prefer to keep secret.

horsefeathers

2014-07-18 10:53

reporter   ~0026880

Last edited: 2014-07-18 10:54

I have had this happen to me also. I also find it hard to recruit more companions even after killing many beasts and gaining a name. this still happen in 40.03 by the way.

Mopsy

2014-08-25 14:53

reporter   ~0029623

Last edited: 2014-09-02 17:57

In 40.09, a companion would tell me about the menace of some leopard, even though he was right there with me in the lair when I killed the damn thing.

Edit: This is still happening a lot in 40.10. Companion A will kill a beast and days later companion B, who was there at the time, will suggest that we go kill it.

smjjames

2014-09-22 09:56

reporter   ~0030314

Still in 40.13, even after getting my adventurer killed and worldgen doing the two week generation on doing a new adventurer. The cyclops yellrains was killed by the previous adventurer.

1. Ask the captian of the guard (conversation is already started) about troubles and beasts.

2. Keep asking about troubles and beasts until you get to yellrains the cyclops.

3. Ask for directions to silverglow.

http://dffd.wimbli.com/file.php?id=9772

Theres another problem though in that they most likely shouldn't know it's dead (or at least who it was killed by) because the only two people I told about the kill were my two companions at the time, and didn't tell anybody else. It's possible that one of my companions said something while I was at a site.

The main bug is still there though in that NPCs still give rumors for dead beasts.

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Issue History

Date Modified Username Field Change
2014-07-12 16:23 Pollomuhku New Issue
2014-07-18 09:03 user6 Summary NPCs asking you to kill dead beasts => NPCs mention dead beasts when asked about troubles
2014-07-18 09:31 Multipartite Note Added: 0026874
2014-07-18 10:53 horsefeathers Note Added: 0026880
2014-07-18 10:54 horsefeathers Note Edited: 0026880
2014-08-18 07:15 user6 Relationship added has duplicate 0008043
2014-08-18 07:15 user6 Assigned To => user6
2014-08-18 07:15 user6 Status new => confirmed
2014-08-25 14:53 Mopsy Note Added: 0029623
2014-09-02 17:57 Mopsy Note Edited: 0029623
2014-09-22 09:56 smjjames Note Added: 0030314