Dwarf Fortress Bug Tracker - Dwarf Fortress | |||||
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ID | Project | Category | View Status | Date Submitted | Last Update |
0010057 | Dwarf Fortress | Combat -- General | public | 2016-10-27 09:39 | 2017-08-08 21:35 |
Reporter | FantasticDorf | ||||
Assigned To | |||||
Priority | normal | Severity | minor | Reproducibility | always |
Status | new | Resolution | open | ||
Platform | OS | OS Version | |||
Product Version | 0.43.05 | ||||
Target Version | Fixed in Version | ||||
Summary | 0010057: In combat/death, units are not 'struck down' or die and remain alive after being converted into corpse objects/items | ||||
Description | This is a Fortress mode explicit bug without further investigation, into adventure mode. It is confirmed in the stated version to not be present in arena mode which runs as normal. When delivered with such a force to instantly kill a unit such as a instantly fatal injury (having your head cut off as a primary example) the unit that is being affected is not truly struck down and dead but is instantly turned into a corpse object and only 'registed' as dead for turning into that corpse. > There are omissions to dying in the combat log, where it is cut off suddenly instead of finalizing with purple text to signify that they are dead, health continues to function on a non-interface level. This corpse object via a separate bug, can be interacted with by accessing another dwarf's relationship screen which they are included inside (this is a bug in itself) and traveling to the named dwarf which should be accessible with (v)view recounting their mind screen and additional screens still functional. > Relationships are not updated to respect that someone has died and left the mortal world and likewise dwarves will not recognize or grieve, but instead express horror of seeing a familiar body repeatedly without a follow up thought to dispel. > The body's health will deteriorate even if it died in pristine condition, and the exploited mind screen will still display information as parts of it rots away and loses functionality. Even after the body is destroyed, the 'mind or soul' of the corpse object now not manifested as a unit will remain, and remain ownership of whatever corpse parts are left in whatever condition (and summary status on the (dead) unit screen persistently)as if they were alive. > This extends to all units, including non-intelligent wildlife but these can be butchered as usual and are under the effect of other bugs that give units emotional behaviors (like distraction, prayer, loneliness and anxiety)via a overlapping mind menu only interfacable with Dwarf Therapist (you cannot slaughter a corpse of a pet if it is still 'alive' whilst a corpse object using the bug rhetoric despite dying of old age/non combat instances but still remaining alive personality/mind wise like a intelligent entity but non interfacable). > Ownership of body parts persists. On wild creatures that can be butchered and tanned body pieces the only strict restraint on butchering their corpse items is in regards to teeth and other extra parts (horns, ivory etc) because they are 'huntable' animals and hardcoded in for reactions, also explains the persistence of wild hunts on the (dead) unit screen post butchering and unit body destruction being listed continuously > The lingering presence is responsible for ghosts conjuring when 1 piece of a dwarf is irreclaimable for tomb burial or the unit's dead status hasn't been put to rest (since the unit is registered as dead but actually alive though a discarded tooth the ghost manifests anyway) | ||||
Steps To Reproduce | Reproducibility should apply to all vanilla versions of 0.43.05 > Start up a In-game fortress on vanilla 'Dwarf Fortress' > Establish your military with bronze tier cutting weapons (pickaxes/axes with good values for dismemberment, bronze or above sharpness ideally) and equip with combat skills > Hunt humanoid (easiest definable parts) creatures like troglodytes and proceed to strike down as many as required for kills (and log the combat reports particularly of instantly fatal injuries) > All head dismemberment should result in unconsciousness but not 'death' on the combat log, and there will be no instances of ''____' has been struck down' Also > Establish a hospital with a chief medical dwarf to enable the health screens > Either wait for a 'fatal' casualty of your own dwarves or deliberately cause one of them to die from fighting/accidents, manner of death is irrelevant, it must die through the game not dev commands (as to it might contaminate the result) > Through the relationship screen of another dwarf who knew them you can view the dead dwarf's current mind status and health, post death they will be more disfigured as they decompose > Continue to monitor the dwarves open health even as it decomposes into skeletal remains months onwards as it will remain relevant. (death incurs a inability to see from your eyes being rotted away in the skeleton phase particularly as a giveaway) Additionally > After death, assigned tombs and memorial sites for 'dead' dwarves will be listed as the dwarf's personal holding, its mind screen will update to its new accomodation after death (though no thoughts will be interred because that requires not being a corpse item) > This can be observed by setting additional sites like memorial sites once the dwarf is interred into its tomb Not to mention for animal related hoof/teeth ivory based jobs in relation to body part ownership while still alive behaviours. > Punch a snake (12 teeth and normally a central point to attack on a limbless snake) in the mouth/mob a snake with wrestlers/non armed opponents and remove its teeth > Setup a craftman workshop, and a teeth refuse pile, link the two and observe inability to craft despite having the defined appropriate singular reagent > (Optional) butcher the snake then repeat step two, it should still remain non functional > (Optional) burrow yourself and go through the previous steps, it will still be un-workable material yielding error messages. | ||||
Additional Information | > Though my own research and observation i have been exploring this bug from different angles and have made two threads discussing ways i think it could be amended. Technically in regards to a binary patch/plugin via dfhack in the modding section of the DF forum (discussing background technical code stored in github) >http://www.bay12forums.com/smf/index.php?topic=121451.msg7231087#msg7231087 [^] And as a DF suggestion to make amendments. > http://www.bay12forums.com/smf/index.php?topic=161228.0 [^] Below are some pictures of this bug. Accounting for instant death injuries in the defined fortress mode version playable mode (1) & (2) are head dismemberment while (3) is 'explosion into gore' in fistfighting against humanoid bodied troggs with bronze tier cutting weapons (all of them died after the logs ended). (4) is a staged fight in arena mode (not fortress mode) to demonstrate normal combat behaviour with eventual defined death ('struck down'), while (5) is arena mode death with a edged weapon in how death by dismemberment of the head SHOULD occur under normal conditions. Image (1) http://puu.sh/rXnrl/20111a17cc.png [^] Image (2) http://puu.sh/rXnJA/e03238bc5c.png [^] Image (3) http://puu.sh/rXnLd/764043f290.png [^] Image (4) http://puu.sh/rXoUq/86fd0351ec.png [^] Image (5) http://puu.sh/rXp22/06f7bd0cff.png [^] Because this is tied to animals and death is a prerequisite to butchery, there is a suggested relationship connection by my own opinion between this and these listed issues > 0009171: Butcher returns of sentient creatures are unusable, regardless of adventurer's ethics - http://www.bay12games.com/dwarves/mantisbt/view.php?id=9171 [^] > 0009550: Unable to craft any items from bones, skulls or hooves/horns. (Note - The dead entity's ownership of the teeth renders workshops unable to claim teeth and those parts regardless of wild/sentient status)- http://www.bay12games.com/dwarves/mantisbt/view.php?id=9550 [^] > 0001275: Dwarves refuse to butcher tame animals unless they're directly slaughtered - http://www.bay12games.com/dwarves/mantisbt/view.php?id=1275 [^] > 0008978: Ghost raised despite remains being interred (Note - related to body part ownership while 'dead but still alive' and the body being still manifested, all the corpse must be laid to rest or given a slab to appease) - http://www.bay12games.com/dwarves/mantisbt/view.php?id=8978 [^] > 0009763: Dwarf missing upper body, but still alive. - (note - highly relevant) http://www.bay12games.com/dwarves/mantisbt/view.php?id=9763 [^] > 0009083: Dwarves no longer grieve for friends and family (note - Because they are not updated as dead, especially relationship wise, all the dwarves see are corpses of a familiar person rather than someone who has died) -http://www.bay12games.com/dwarves/mantisbt/view.php?id=9083 [^] > 0007435: Dwarves overwhelmed by horror at the sight of the refuse stockpile (note- Emotional response conflict over mutilated but still 'alive' bodies/corpse items vs lack of grief from the actual unit dying) - http://www.bay12games.com/dwarves/mantisbt/view.php?id=7435 [^] | ||||
Tags | body parts, combat, corpse, death, decay, dismemberment, health, struck down | ||||
Relationships | |||||
Attached Files | |||||
Issue History | |||||
Date Modified | Username | Field | Change | ||
2016-10-27 09:39 | FantasticDorf | New Issue | |||
2016-10-29 09:39 | FantasticDorf | Tag Attached: body parts | |||
2016-10-29 09:39 | FantasticDorf | Tag Attached: combat | |||
2016-10-29 09:39 | FantasticDorf | Tag Attached: corpse | |||
2016-10-29 09:39 | FantasticDorf | Tag Attached: death | |||
2016-10-29 09:39 | FantasticDorf | Tag Attached: decay | |||
2016-10-29 09:39 | FantasticDorf | Tag Attached: dismemberment | |||
2016-10-29 09:39 | FantasticDorf | Tag Attached: health | |||
2016-10-29 09:39 | FantasticDorf | Tag Attached: struck down | |||
2016-10-31 00:06 | chaosvolt | Note Added: 0036013 | |||
2016-10-31 05:18 | FantasticDorf | Note Added: 0036015 | |||
2016-11-02 13:05 | FantasticDorf | Note Edited: 0036015 | bug_revision_view_page.php?bugnote_id=0036015#r14518 | ||
2016-11-02 13:25 | FantasticDorf | Note Added: 0036024 | |||
2016-11-02 13:32 | FantasticDorf | Issue Monitored: FantasticDorf | |||
2016-11-07 07:47 | FantasticDorf | Note Added: 0036039 | |||
2017-08-08 21:35 | Putnam | Note Added: 0036692 | |||
2018-01-19 10:12 | hertggf | Issue Monitored: hertggf |
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