Dwarf Fortress Bug Tracker - Dwarf Fortress |
View Issue Details |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0006391 | Dwarf Fortress | Adventure Mode -- Crime | public | 2013-11-22 12:21 | 2014-12-31 11:55 |
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Reporter | Quietust | |
Assigned To | Toady One | |
Priority | normal | Severity | minor | Reproducibility | always |
Status | resolved | Resolution | no change required | |
Platform | | OS | | OS Version | |
Product Version | 0.34.11 | |
Target Version | | Fixed in Version | | |
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Summary | 0006391: Openly stealing owned items does not make you a Criminal |
Description | If 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 Reproduce | 1. 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 Information | This 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. |
Tags | binary patch |
Relationships | related to | 0005242 | new | | Free to steal: warehouse goods, keep equipment, domestic food |
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Attached Files | |
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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 | bug_revision_view_page.php?bugnote_id=0024221#r9048 |
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 | bug_revision_view_page.php?bugnote_id=0024224#r9050 |
2013-11-24 09:35 | smjjames | Note Edited: 0024224 | bug_revision_view_page.php?bugnote_id=0024224#r9051 |
2013-11-29 14:55 | Footkerchief | 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 | Footkerchief | Relationship added | related to 0005242 |
2014-02-27 12:25 | Quietust | Note Added: 0024578 | |
2014-02-27 12:26 | Quietust | Note Edited: 0024578 | bug_revision_view_page.php?bugnote_id=0024578#r9179 |
2014-02-27 21:35 | Footkerchief | Assigned To | => Footkerchief |
2014-02-27 21:35 | Footkerchief | Status | new => acknowledged |
2014-07-10 11:48 | Footkerchief | Tag Attached: binary patch | |
2014-07-10 12:24 | Quietust | Note Added: 0025570 | |
2014-07-10 12:24 | Quietust | Note Edited: 0025570 | bug_revision_view_page.php?bugnote_id=0025570#r9528 |
2014-07-18 08:16 | FireWarrior2112 | Note Added: 0026863 | |
2014-09-08 08:09 | smjjames | Note Added: 0030034 | |
2014-09-08 09:05 | Footkerchief | Status | acknowledged => confirmed |
2014-09-08 16:02 | Mopsy | Issue Monitored: Mopsy | |
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 | Footkerchief => Toady One |
Notes |
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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. |
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Maybe it has to be witnessed by an owner? |
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(0024221)
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Quietust
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2013-11-24 05:47
(edited on: 2013-11-24 05:52) |
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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.
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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. |
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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. |
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(0024224)
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smjjames
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2013-11-24 08:49
(edited on: 2013-11-24 09:35) |
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<s>How did you do that though with DFhack?</s>
Actually, I'll just take the question over to the DFhack thread.
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(0024578)
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Quietust
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2014-02-27 12:25
(edited on: 2014-02-27 12:26) |
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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.
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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.
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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. |
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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. |
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The relevant code is gone now, and we'll have to wait for the start scenario property rewrite to get back to this. |
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