Dwarf Fortress Bug Tracker - Dwarf Fortress
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0004552Dwarf FortressDwarf Mode -- Combatpublic2011-04-21 15:192015-12-09 15:23
Kogut 
Toady One 
normalmajorhave not tried
resolvedfixed 
SDLwindows7
0.31.25 
0.42.03 
0004552: Siegers waiting by bodies of dead leaders
Siege is completely ignoring dwarves, access to fortress etc.
?
Siege is sitting near bodies of other attackers
0.40.24, Save Included, siege
related to 0001598resolved Toady One Enemy squads will never abandon their caged leader 
related to 0003700acknowledged Dwarfu Swimming beasts do not path toward targets? 
related to 0002332new  Goblin invaders not attacking open fortress on opposite side of map 
related to 0007681resolved Loci Living and Undead Goblins attacking together peacefully but failing to path correctly 
has duplicate 0008310resolved Footkerchief Invader Squads Freeze When Squad Leader Dies 
has duplicate 0009224resolved Dwarfu Invaders stop pathing when squad leaders die 
related to 0005919new  Certain types of invading units remain post-siege, accumulating unaggressively at a specific spot 
Issue History
2011-04-21 15:19KogutNew Issue
2011-04-22 02:57KogutNote Added: 0017461
2011-04-23 04:44KogutNote Added: 0017483
2011-04-27 01:50KogutNote Added: 0017542
2011-04-27 14:49KogutNote Added: 0017550
2011-04-29 03:50KogutNote Added: 0017563
2011-08-15 12:03FootkerchiefRelationship addedrelated to 0001598
2011-08-15 12:04FootkerchiefSummaryFrozen siege => Siegers waiting by bodies of dead leaders
2011-10-20 13:05KogutIssue Monitored: Kogut
2011-10-27 01:35KogutTag Attached: Save Included
2011-10-28 11:49FootkerchiefRelationship addedrelated to 0003700
2012-02-26 11:48BuglistIssue Monitored: Buglist
2012-05-20 14:44FootkerchiefRelationship addedrelated to 0005919
2014-09-06 17:44vjekNote Added: 0030002
2014-09-06 18:30vjekIssue Monitored: vjek
2014-09-08 14:26NevenrialIssue Monitored: Nevenrial
2014-09-08 14:56FootkerchiefAssigned To => Footkerchief
2014-09-08 14:56FootkerchiefStatusnew => confirmed
2014-09-13 06:43NevenrialTag Attached: traps
2014-09-17 13:27FootkerchiefRelationship addedhas duplicate 0008310
2014-09-17 13:27FootkerchiefNote Added: 0030236
2014-11-10 04:07NevenrialTag Attached: siege
2014-12-10 14:00NevenrialTag Attached: Cage
2015-01-14 04:32NevenrialNote Added: 0031928
2015-05-06 10:33vjekNote Added: 0032650
2015-05-06 10:34vjekNote Edited: 0032650bug_revision_view_page.php?bugnote_id=0032650#r13062
2015-05-06 10:36vjekNote Edited: 0032650bug_revision_view_page.php?bugnote_id=0032650#r13063
2015-06-09 04:22NevenrialTag Attached: 0.40.24
2015-07-21 16:17NevenrialNote Added: 0032931
2015-07-21 18:49lethosorNote Added: 0032932
2015-07-23 12:19vjekNote Added: 0032933
2015-07-23 16:07lethosorTag Detached: traps
2015-07-23 16:07lethosorTag Detached: Cage
2015-07-23 16:07lethosorAdditional Information Updatedbug_revision_view_page.php?rev_id=13223#r13223
2015-07-23 16:08lethosorNote Edited: 0017563bug_revision_view_page.php?bugnote_id=0017563#r13225
2015-07-23 16:08lethosorNote Edited: 0017550bug_revision_view_page.php?bugnote_id=0017550#r13227
2015-07-23 16:08lethosorNote Edited: 0017483bug_revision_view_page.php?bugnote_id=0017483#r13229
2015-07-23 16:08lethosorNote Edited: 0017461bug_revision_view_page.php?bugnote_id=0017461#r13231
2015-07-23 16:16lethosorNote Added: 0032934
2015-07-23 16:19lethosorRelationship addedrelated to 0002332
2015-07-23 16:19lethosorRelationship addedrelated to 0007681
2015-10-23 04:21NevenrialIssue End Monitor: Nevenrial
2015-11-03 14:30vjekNote Added: 0033150
2015-11-03 16:17lethosorNote Added: 0033151
2015-12-04 19:58DwarfuRelationship addedhas duplicate 0009224
2015-12-05 07:57vjekNote Added: 0033455
2015-12-05 18:56OrkelNote Added: 0033477
2015-12-06 06:48OrkelNote Added: 0033498
2015-12-08 01:56DetrosNote Added: 0033626
2015-12-09 15:23Toady OneStatusconfirmed => resolved
2015-12-09 15:23Toady OneFixed in Version => Next Version
2015-12-09 15:23Toady OneResolutionopen => fixed
2015-12-09 15:23Toady OneAssigned ToFootkerchief => Toady One

Notes
(0017461)
Kogut   
2011-04-22 02:57   
(edited on: 2015-07-23 16:08)
I forgot: this is modded game.
Second save (another siege): [removed]

(0017483)
Kogut   
2011-04-23 04:44   
(edited on: 2015-07-23 16:08)
Next save: [removed]
Frogman siege (stuck in murky pool due to swimmer tag [?])
Tigerman siege (standing around bodies dropped from 10 z-levels)

(0017542)
Kogut   
2011-04-27 01:50   
Explanation: swimming things are failing to path (0003700) + standing around leader (0001598).
(0017550)
Kogut   
2011-04-27 14:49   
(edited on: 2015-07-23 16:08)
YA frozen swimming siege: [removed]

(0017563)
Kogut   
2011-04-29 03:50   
(edited on: 2015-07-23 16:08)
YA frozen swimming siege: <removed>

(0030002)
vjek   
2014-09-06 17:44   
I've seen this in every mechanical defense fort I've built since 0.34.10, continuing today until 0.40.11.

Specifically, any squad leader killed, and/or any other squad member killed without all the other squad members also dying causes the squad to halt in the location the single or rest of the squad was killed.

As an example, if a squad of 5 goblins enters a water, magma, or similar kind of mechanical defense trap, and they don't ALL die, the rest of the squad will remain where they are, not attacking nor running away, until the next season change.

This bug is ***extremely frustrating***, and this behavior has been around for years. Please fix it in this round of 0.40.x bug fixes! Please!

A potential solution: If a squad leader dies, immediately have the game appoint a new squad leader from the remaining members of the squad. Based on the personality of that leader, or based on the original goal of the squad, this new leader can lead the squad to victory or escape. Call it.. "instant promotion". You're the new leader now, Statoz, lead us to victory! This "instant promotion" could occur until there is only one goblin left, at which point their behavior (attack/flee) could be decided based on their personality parameters.

Personally I don't care if leaderless squads run away or attempt to attack again, _anything_ but just standing around for months on end doing nothing.
(0030236)
Footkerchief   
2014-09-17 13:27   
vjek posted a save at 0008310: http://dffd.wimbli.com/file.php?id=9722 [^]
(0031928)
Nevenrial   
2015-01-14 04:32   
Is this present in the current version?
(0032650)
vjek   
2015-05-06 10:33   
(edited on: 2015-05-06 10:36)
Yes. I downloaded a fresh 0.40.24 and loaded and continued playing the above save ( http://dffd.wimbli.com/file.php?id=9722 [^] ) , and it's exactly the same, as of this posting date/time.

(0032931)
Nevenrial   
2015-07-21 16:17   
About every month or so I come to check if this one single bug that has been present for a very very long time was fixed....

Again I am disappointed.
(0032932)
lethosor   
2015-07-21 18:49   
vjek: It seems unlikely that stuck siegers would be fixed by loading the save in a newer version. Does the issue occur with a new siege?

Nevenrial: Please don't bump bug reports just to state that you're disappointed that they're not fixed. It's already confirmed, so Toady will likely get to it in the next release cycle (or possibly before it).
(0032933)
vjek   
2015-07-23 12:19   
Yes, this issue is present in the new version, either by loading a save or as a brand new game.
This bug occurs with an existing siege or a new siege. Or every siege, whichever you'd prefer.
This bug has existed for years, is incredibly annoying, and is linked to a huge number of other siege, pathing, and invader issues.
This bug is not fixed.
This bug is still outstanding.
This bug is trivially reproduced.
This bug has existed in every version since 0.31.25 until 0.40.24.
(0032934)
lethosor   
2015-07-23 16:16   
Thanks for clarifying that - sometimes, symptoms of bugs can persist for a while in old saves even if the problems were fixed in newer versions.
Again, this bug is confirmed, and it has already been established that it hasn't been fixed and has therefore been around since 0.31.25. Repeatedly posting about its severity on the tracker won't increase its priority.
(0033150)
vjek   
2015-11-03 14:30   
Why was this bug changed to "Issue End Monitor" on 2015-10-23 when it's still an active and outstanding issue/bug to be fixed?
(0033151)
lethosor   
2015-11-03 16:17   
If you're referring to "Issue End Monitor: Nevenrial", that's Mantis's way of saying "Nevenrial stopped monitoring this issue". Again, please don't bump reports unnecessarily. Toady usually doesn't update the tracker when working towards a major release, so we don't know if it's been fixed or not (and if it hasn't, bumping it won't make Toady fix it faster).
(0033455)
vjek   
2015-12-05 07:57   
Can the Product Version for this be updated to be 0.42.01, so it might be fixed in the current version, instead of being ignored for another 4 years?
(0033477)
Orkel   
2015-12-05 18:56   
This is happening to me in my current fort, a squad of goblins just sitting at my entrance after their leader got murdered by my weapon traps.
(0033498)
Orkel   
2015-12-06 06:48   
Here is a save: http://dffd.bay12games.com/file.php?id=11392 [^]

They even ignore visitors. Bards and scientists are walking in and out of the fort through the mass of goblins and nobody seems to care.
(0033626)
Detros   
2015-12-08 01:56   
Thanks, Orkel, you may have defined the cause to 0009222, "Peaceful Scholars/Bards".