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0009406Dwarf FortressDwarf Mode -- Invasionspublic2015-12-21 18:482018-12-02 13:34
Button 
 
normalminorhave not tried
newopen 
Windows7
0.42.03 
 
0009406: Undead siege includes living animal man Recruits (not necros?)
A coyote man recruit and a wren man recruit accompanied my zombie invasion. The undead aren't attacking them, but neither are they necromancers - they're not labeled as such, they're not flashing pink, they aren't pathing towards my refuse pile, and they were never stealthed.
Generate extremely Savage world and hope for local animal man populations around a necromancer tower, I guess?
http://dffd.bay12games.com/file.php?id=11536 [^]

Save also demonstrates 0008099 , may be related
Save Included
related to 0006708confirmed Footkerchief Human civilization's soldier is an Alligator Recruit. 
child of 0008631confirmed Footkerchief Necromancer sieges arrive with living soldiers, results in lingering on map edge and other problems 
Issue History
2015-12-21 18:48ButtonNew Issue
2015-12-22 00:43DetrosNote Added: 0034115
2015-12-22 09:07TalvienoNote Added: 0034121
2015-12-22 09:43ButtonNote Added: 0034123
2015-12-22 11:25ButtonNote Edited: 0034123bug_revision_view_page.php?bugnote_id=0034123#r13740
2015-12-27 18:30DwarfuNote Edited: 0034121bug_revision_view_page.php?bugnote_id=0034121#r13803
2015-12-27 18:30DwarfuNote Edited: 0034123bug_revision_view_page.php?bugnote_id=0034123#r13804
2015-12-27 19:03DwarfuRelationship addedrelated to 0006708
2016-02-03 09:49ButtonTag Attached: Save Included
2016-04-12 18:30AussiemonNote Added: 0035004
2016-04-12 18:30AussiemonNote Edited: 0035004bug_revision_view_page.php?bugnote_id=0035004#r14137
2018-04-16 18:32HuntthetrollIssue Monitored: Huntthetroll
2018-11-27 04:54PatrikLundellNote Added: 0038970
2018-11-27 14:43Shonai_DwellerNote Added: 0038971
2018-11-28 17:25LociNote Added: 0038973
2018-11-28 19:04Shonai_DwellerNote Added: 0038974
2018-11-28 19:20Shonai_DwellerNote Edited: 0038974bug_revision_view_page.php?bugnote_id=0038974#r15846
2018-12-02 13:34LociRelationship addedchild of 0008631

Notes
(0034115)
Detros   
2015-12-22 00:43   
Similar to 0007681, "Living and Undead Goblins attacking together peacefully but failing to path correctly".
(0034121)
Talvieno   
2015-12-22 09:07   
(edited on: 2015-12-27 18:30)
Possibly related to 0008930 - "Army of crundle recruits, fleshball recruits, and a mudman recruit show up out of nowhere".

(0034123)
Button   
2015-12-22 09:43   
(edited on: 2015-12-27 18:30)
I suspect these aren't related, as 0008930 is adventure-only and has to do with underground critters being ported to the surface, whereas this is fortress-only and appears to involve living sapients being considered members of a specific necromancer group (or possibly just accidentally considered undead).

(0035004)
Aussiemon   
2016-04-12 18:30   
In 42.06, along with bug 0008099:
http://dffd.bay12games.com/file.php?id=11945 [^]

Living attackers are non-necromancer Dwarves.

(0038970)
PatrikLundell   
2018-11-27 04:54   
This looks like the same issue as 0008631. Also, I though this issue was resolved by Toady, but can't find it in the bug fixing list. I believe the issue was caused by undead being promoted to lieutenants and losing their undead status in the process.
(0038971)
Shonai_Dweller   
2018-11-27 14:43   
44.06 I think:
"Stopped live generals from being elevated from zombie populations"
(0038973)
Loci   
2018-11-28 17:25   
It seems unlikely that "generals" would appear on-site as "recruits".
(0038974)
Shonai_Dweller   
2018-11-28 19:04   
(edited on: 2018-11-28 19:20)
I think the presence of a living general was causing the presence of living recruits. But, as I said, that was fixed, yet here are living recruits so I guess noone really knows now.

--edit after reading comments
Ah, there we go, just before the patch to fix the issue, Toady said, "Non-necro live leaders of zombie invasions: Well, this one turned out to be pretty brazen, complete with a pre-existing comment from me along the lines of "this may come up later" which apparently was forgotten. So, it shouldn't elevate live (or any) figures from zombie pops now. I still need to run some invasions on the provided saves to make sure everything is good, but progress, anyway."

So it looks as if the "or any" part of the fix either didn't work or has regressed.