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IDProjectCategoryView StatusLast Update
0009995Dwarf FortressAdventure Mode -- Questspublic2018-09-06 17:32
Reporterchaosvolt Assigned Tolethosor  
PrioritynormalSeverityminorReproducibilityhave not tried
Status acknowledgedResolutionopen 
Product Version0.43.05 
Summary0009995: Hearthperson quest to "drive off" enemy group cannot be completed
DescriptionI recently had the good fortune to serve as a hearthperson (or due to mods, warrior) of a lord that was, as they said, skirmishing with a local hamlet. a few beasts later I got the quest to drive the enemy off, after already having killed the local lord for mouthing off at me.

I went there, sweeping through the mead hall and town, slaying every soldier in my way, along with their law-giver until I found the replacement lord. No option was available in dialogue to force submission from the lord or law-giver.

So after killing everything in the mead hall, every guard in town, the lord, the law-giver, and any civilian bold enough to take me on, I went back and found my quest wasn't complete. So I went BACK and purged every last human in town. Given this world, I suspect humans now only exist as bandits in the few bandit camps I might've.

And on returning, it still wasn't enough. I know that claiming the mead hall will break my status as a warrior, so I can't think of any solution other than ensuring that humans are completely extinct.
TagsNo tags attached.

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has duplicate 0010766 resolvedlethosor Drive Off quest incompletable 

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chaosvolt

2016-09-06 17:22

reporter   ~0035844

Last edited: 2016-09-06 17:24

Well. Fuck. I killed every last bastard in the hamlet, verified via legends abuse that it was empty, claimed command over the empty mead hall, returned to re-initiate myself as a warrior, THEN reported and the quest was finally completed.

EDIT: And then the NEXT quest was to drive the non-existent group off. Fucking SERIOUSLY?

EDIT 2: It's a loop. Get quest to drive them off, turn it in, repeat as needed. Augh.

Max_TM

2016-09-07 05:25

reporter   ~0035850

I've seen similar issues with necromancer towers, I think at bare minimum the site needs to be claimable to complete this quest but then upon claiming it you can't turn it in.

Maybe leaving one of your companions there as the new lord/lady/whatever when you turn it in would work?

InfantIguana

2016-09-07 07:20

reporter   ~0035851

There's a similar issue with quests that require driving off a criminal organization: killing every last member of said organization doesn't seem to be sufficient enough to complete the quest.

chaosvolt

2016-09-07 13:48

reporter   ~0035855

I installed someone else as the lord of the hamlet, and it led to the useless completion loop.

And I also recall an older attempt to purge a criminal organization being hampered by members of them outright respawning. This was the same guy that poisoned several people and was haunted by respawning sheep, so that adventure went off the rails rapidly. :V

Max_TM

2016-09-07 15:39

reporter   ~0035856

I had a case with a respawning member of an organization but after killing the guy again I was able to finish the quest for good, which is probably why the necro tower ones are so awful, the zombies always respawn so you can never finish it.

chaosvolt

2016-12-17 23:28

reporter   ~0036089

Last edited: 2016-12-18 01:47

So, I'm astounded. Had a two-fer surprise, in fact.

First, my mission to drive off skulking vermin led me to a cave that was ACTUALLY populated for once. With civilian bolds in fact. So I swept the area around it, made my way in, then did another such sweep after climbing back out. When I returned?

http://i810.photobucket.com/albums/zz27/Chaosvolt/Assorted%20DF%20screenshots/nyahaha_zpsbvczo8d3.png

I need to see whether this means that only certain TYPES of "drive off" missions work, or if it was a random bug last several times it refused to complete. Since this was a "fuck up some bandits" mission, whereas the original example was basically a military action, that could be it. Not counting the respawning criminal gang example, because no idea WHAT was the real cause.

EDIT: I have since wiped out two bandit camps and an abandoned city that bandits had taken over, and now I may enjoy these times of peace. I would guess that, barring respawning glitches, the quests involving skirmishers or being at war are the ones inclined to bug.

At least, assuming the example in this issue wasn't itself due to some unknown random bug.

untrustedlife

2018-05-29 12:18

reporter   ~0038397

This happened to me aswell in 44.10,no save on me though, i can make one though.

Tinnucorch

2018-09-06 15:14

reporter   ~0038785

Last edited: 2018-09-06 15:15

Save of this in 44.12: http://dffd.bay12games.com/file.php?id=14008

For reproducing:

1-Load the save and check that the quest shows up as completed.
2-Travel back to the mead hall.
3-Check again quest status. It should be marked as not completed. Commander doesn't acknowledge it's completed neither.

Returning to the quest target location shows that the problem is a single kobold bowman respawning each time you leave the place. There are a couple of his corpses copies lying around just where I saved the game.

FantasticDorf

2018-09-06 17:32

reporter   ~0038786

Its tangental, but other civs will claim a site vacated by raid razing (as in not actually destroyed) virtually instantly over what appears to be manual distance or within the time that the report comes back to you over what happened.

This might be a manifest of that bug in its function, so effectively the site is never actually vacant long enough (as the loop sort of shows in confliction)to register the quest before one third party or another overrules to claim it.

Until i conquered the site myself to retain control in 44.12, goblins took a small human hamlet with a >10 garrison, i razed it and it 'instantly' refilled with elves >10, who then lost it to goblins again before i sent in my dwarf squads to clear and take over the place.

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Issue History

Date Modified Username Field Change
2016-09-06 16:50 chaosvolt New Issue
2016-09-06 17:22 chaosvolt Note Added: 0035844
2016-09-06 17:23 chaosvolt Note Edited: 0035844
2016-09-06 17:24 chaosvolt Note Edited: 0035844
2016-09-07 05:25 Max_TM Note Added: 0035850
2016-09-07 07:20 InfantIguana Note Added: 0035851
2016-09-07 13:48 chaosvolt Note Added: 0035855
2016-09-07 15:39 Max_TM Note Added: 0035856
2016-12-17 23:28 chaosvolt Note Added: 0036089
2016-12-18 01:44 chaosvolt Note Edited: 0036089
2016-12-18 01:47 chaosvolt Note Edited: 0036089
2018-05-23 13:50 lethosor Relationship added has duplicate 0010766
2018-05-23 13:50 lethosor Assigned To => lethosor
2018-05-23 13:50 lethosor Status new => acknowledged
2018-05-29 12:18 untrustedlife Note Added: 0038397
2018-09-06 15:14 Tinnucorch Note Added: 0038785
2018-09-06 15:15 Tinnucorch Note Edited: 0038785
2018-09-06 17:32 FantasticDorf Note Added: 0038786