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Topics - Saiko Kila

Pages: [1] 2 3 ... 5
1
DF Dwarf Mode Discussion / How to prevent monarch coming?
« on: August 13, 2023, 03:40:57 am »
In Premium version, I wonder how to prevent coming of the king?

In older version it was easy enough by not offering to caravan, since offering was one of requirements to become a capital. But it was removed as a requirement, and now the king can arrive before I'm ready for it, or want it.

2
DF Dwarf Mode Discussion / Visitors come without location in v0.50
« on: January 15, 2023, 04:32:11 am »
I was under impression that visitors should come only when there are locations to visit, like a tavern. I do not have locations, and the visitors started coming. They don't even go underground, just hang around my wagon (which I retained for sentimental values).

Is it possible that such visitors are some kind of corrupting agents,  or maybe spies?

I've got two for now, one a day after another, and they are trained warriors (dwarf spearman, goblin maceman), who could make short work of my dwarves if something goes wrong.

3
DF Dwarf Mode Discussion / Trade Depot access in Steam version?
« on: December 27, 2022, 12:03:57 pm »
Is there a hidden function to show access to Trade Depot in Steam version (as it is present in Classic Version)?

If not, maybe someone tried the exploit with wagon-only access (with ramps accessible by wagons only), which was possible in Classic version, and know if it works or not in the Steam version?

4
DF Dwarf Mode Discussion / Offerings to mountainhome, to become one.
« on: November 24, 2021, 04:49:41 pm »
Question regarding v.0.47.05.

After donating 101010 dwarfbucks to my caravan, and achieving a status of Metropolis (which is ruled by the count, only after two sites linked), I expected to become a mountainhome. But years were passing and nothing came out of it. So I checked the Becoming The Capital Window (n-c) and discovered that my offering didn't actually count. The desired architecture (15000) is surpassed, but the current offerings (with only 5000 desired) stand at zero. Now question: what happened to the money the merchants promised to deliver to my capital? Have they embezzled it? On the civ screen (c-c) offerings from my fortress stand at 101010, but for some reason it is not recognised in that other screen. How to make it count?

5
I've got a cyclops caged, armed with an artefact steel spear, and trying to find a way to take the spear without killing the cyclops. The previous cyclops who visited me was killed, and I want this one for experimentation. But I want the spear too, since it's interesting one, with long history. And I don't have any other artefact weapon except a bow.

Artefacts cannot be dumped (which allows for stealing even weapons and clothes of bodyguards), so the most obvious route is not possible. The one I thought of is putting the cyclops in arena, and shooting it, hoping for either unconsciousness or damaging a limb. But I can as well kill him with the first shot, as it happened with certain large experiment. Any ideas?

6
DFhack Lua script, to be put in hack/scripts/list-gods.lua
It's for v0.44.12.

Spoiler (click to show/hide)

This is a script to show all gods available, their number of worshippers (divided into three categories: citizens, long-term residents and short-term visitors), as well as status of the best temple for each god, plus assigned zones. I had to make it when my fortress reached about 100 gods and started to have problems with temple management. It allowed me to discover popular gods with no temples, gods who lost popularity, or find zones/rooms assigned to temples and forgotten, which is not that easy with DF's interface.

The script otputs to DFhack's console, but the mode of action depends on the cursor or highlight in the main DF window.

Options:
-help will show a reminder of main options ("list-gods -help")
-all will show gods worshipped by visitors only, in addition to citizens+LTRs
-domain will show domains (spheres) of the gods in the main list
-noroom will prevent showing rooms (but not zones) assigned to locations


Color coding for temples are:
light green - all visitors welcome
white - citizens and long-term residents only
yellow - citizens only
blue - there is no zone/room assigned to the temple (so it has no physical location)
dark grey - the temple doesn't exist (used for gods with no temples)


There are three modes:
1. default mode - gods available for creating temples are shown, ordered according to the number of worshippers (most popular on top), and colored depending on status/inclusivity of their best temple. Additionally all universal temples are listed (dedicated to no particular deity), as well as orphaned temples (dedicated to deity which has no longer worshippers).

Without additional option only gods avaialble are listed, i.e. ones worshipped by your civ or citizens and long-term residents on map. But with option "-all" also gods worshipped by visitors are listed. The game doesn't count visitors when displaying gods available and number of worshippers, that's why this is optional here. There is also option "-domain" (or "-domains") which will display domains (spheres) associated with that god.

[EXAMPLE]
Spoiler (click to show/hide)

2. zone/temple mode - when either the cursor is on a zone in main window, or the location is highlighted in the list of locations. Shows name of the zone (or zones, if overlapping) under the cursor, color-coded name of the temple, spheres associated with the god, number of worshippers of each category, and zones and rooms.

There is additional option, "-noroom", which prevents counting the rooms, only zones are shown. This is mostly useful with taverns actually, unless you assign rooms to the temples too.

[EXAMPLE]
Spoiler (click to show/hide)

3. unit mode - when the unit is selected in any way (even in list of deads). Shows citizenship status of the unit, all gods worshipped by it (color-coded according to the best temple), associated spheres, need for worship (not all worshippers need to actully worship the god), as well a focus level associated with worshipping the particular god.

[EXAMPLE]
Spoiler (click to show/hide)

EDIT:
  • Added option to show domains (spheres) of gods in the main list. For temporary use type -domain option, for permanent use change line
    Code: [Select]
    LIST_DOMAINS = false to
    Code: [Select]
    LIST_DOMAINS = true in the CONFIGURATION part.
  • Fix: removed home civ merchants and their bodyguards from visitor count
  • Fix: error when adding domains of non-worshipped civ gods (visible only in early fortress)

7
DF Dwarf Mode Discussion / Kobold baiting
« on: October 05, 2018, 01:46:55 pm »
Recently I had to bait me some kobold, so took the opportunity and made some research.
I knew that kobolds look for the most expensive item to steal when they enter the map, so made a dfhack script to help locate such items and prepare baits (http://www.bay12forums.com/smf/index.php?topic=172291.0). It turned out that kobolds are more honourable than most thieves, and also more picky customers than anticipated.

Typically when kobold enters a map, it paths to the tile with most expensive available (what is available - see below) item. When it enters such tile undetected, it takes the most expensive item on it and paths to the edge of the map, trying to escape. If there are no such items (because they are relocated, destroyed, or made unavailable in another way) it redirects to the next one. Kobold also redirects when it faces an obstacle which wasn't there when it entered the map. If kobold is detected, it typically runs away and leaves the map, fighting only when necessary. The same kobold or a group of kobolds can try to steal items years after years. For example my fortress was regularly raided by a pair of thieves, a father and daughter. After the father was killed by one visitor, the daughter is the one conducting raids, usually every year or so. Returning kobolds increase stats, particularly sneaking.

The path to the item must be "pathable", i.e. possible to traverse on foot, without climbing and jumping, and surprisingly without a locked door. Kobolds respect boundaries and do not path to items behind locked doors, and if they bump into locked doors (because it was locked after the path was chosen), they will redirect to the tile with other available item. They do it despite ability do open locked doors - when they have no choice they pick open doors, but this happens usually when escaping.

The item chosen is the most expensive on map, given the path to it is clear, except if it:
  • belongs to category not stolen by kobolds (see below)
  • is in the inventory of a person
  • is built into a building (including being displayed on pedestal, or loaded into a trap)
  • is in a job (kobolds don't steal items with the "in_job" flag, such items cyan TSK marker usually), even if no dwarf is assigned to it


Kobolds can steal items on ground, in inventory of a container (like minecart), in a building (usually a workshop when no stockpile is available). Kobold don't care if the item is forbidden or belongs to other civ (it is forbidden to YOUR dwarves, after all). If the tile or container has more than one item, kobolds steal only the most expensive one available to them and leave others be.

Some categories of items are not taken by kobolds. I suppose it may be due to their big mass, except food (which either isn't interesting to them, or they count the value of a single roast, not the whole stack). I have checked only several, most expensive categories, so they are not definite.

Kobolds steal:
finished goods (like rings, amulets and even unbuilt stationary instruments), armour, weapons, trap components, clothing, cloth (adamantine if you have it) and many other items.

Kobolds don't steal:
furniture (doors, floodgates, thrones, tables), mechanisms, food (roast stack) and possibly other items.

Additional observations:
  • kobolds can be detected by people and animals, but this is chance based. The same kobold can be detected 20 tiles away from a dog, and on other occassion can sneak successfully 2 tiles away from the same dog, and 2 tiles away from the cat on the other side of the entry. Usually they are detected a bit closer than 20 tiles.
  • kobolds are in peace with all civs formally, but it doesn't prevent them from being lethally pursued by dwarves or goblins. This is dangerous for them, because they often arrive at the same time as the goblin siege.
  • whether the kobolds (or goblins) arrive is decided in the beginning of each season. If they weren't visiting for a while, there is a good chance they will visit. It's hard to say what is the chance exactly, but you can exploit savescumming if you want, by saving shortly before the season ends (several hours is enough). From my observations the chance for a kobold visit (assuming the last one was long ago) is somewhere between 25-50% in the season, and chance for the goblin visit (which also can be savescummed to occur) is about one order of magnitude smaller. Maybe not as much as 10 times smaller, but close enough to see the difference. Goblins can come a couple of days or hours earlier or later (probably because they can come from different places), while kobolds usually come at the same time (for example in the late afternoon of the second day of the season, probably because they come from the same camp).


To sum it up, the most surprising seems kobolds' reluctance (inability?) to steal from locked rooms, and from pedestals, which is contrary to what real-life thieves do. Also they eschew furniture, which real thieves are quite interested in, though this can be by explained by lack of trucks (furniture is really heavy and slows down movement). Additionally, kobolds like true gentlemen won't steal items which are needed to do a job.

So if you want to protect your precious from skulking vermin, put it in a museum or lock it behind a door!

8
A little LUA console script for dfhack (versions 0.43.x-0.44.12). Used to list, help locate and optionally log most valuable items on map. Works with every mode (i.e. arena, fort and adventurer), but some functionality may be missing depending on mode. Should be placed in the scripts directory, e.g.
\DwarfFortress\hack\scripts\list-valuables.lua

Spoiler (click to show/hide)

It was made specifically to help with selecting bait items for kobold traps, but it can be used for some other tasks, like saving a list of all items to a file (sorted according to value), or total value of some specific items. I use it regularly to check value of roasts stored in trading depot for example.

It can be configured both with line options and with in-script options (part of script near beginning which is named "CONFIGURATION"). Several line options can be used at once.

Without options, it simply lists 10 most valuable items. Example:
 1 @<@adamantine chain leggings@>@ (1234800¤) at x=116 y=8 z=170
 1->Item in a building.
 2 {@<@segmented adamantine breastplate@>@} (944400¤) at x=133 y=56 z=159
 3 @<@iron nadak@>@ (822000¤) at x=139 y=89 z=166
 3->Item in a building and in location.
 4 {@<@giant cave spider silk coat@>@} (760760¤) at x=132 y=59 z=159
 5 @<@iron mini-forge@>@ (379200¤) at x=136 y=62 z=159
 5->Item in a building.
 6 =vodka roast [149]= (312304¤) at x=99 y=83 z=117
 7 @<@cinnamon grossular gudas@>@ (163200¤) at x=147 y=109 z=166
 7->Item in inventory (unit) and owned.
 8 @<@native gold door@>@ (140400¤) at x=133 y=97 z=168 H
 9 @<@steel weapon rack@>@ (91200¤) at x=129 y=67 z=168
 9->Item in a building.
10 @<@iron statue of Cilob Urnwrung@>@ (88800¤) at x=136 y=96 z=29
10->Item in a building.



First line for each entry gives chart position in the ranking of most valuable items, description or name of the item, value and position on map. Additionally a letter H at the end denotes "hidden" flag (which can be set/cleared by the script), like in position 8 of the list above.
Second line (optional) gives some additional info about state of the item, if it is held in inventory or built into building for example. No all items have this info.

If the script is configured to show total, also number and total value of items shown is presented, e.g.:
Items shown: 10 (total value: 4937064¤)
   
   
Line options:
list-valuables -help - display line options

list-valuables -show N - shows N most valuable items.
For example list-valuables -show 100 will show up to one hundred most valuable items. If you want to see all items (or rather all which fits into console buffer) then use a very high number, like 99999 or 1000000.

list-valuables -state - shows state if not shown, or hides if shown (default state is in CONFIGURATION, see below)
State is additional line of information for some items, like whether it is in inventory, if it is owned, held by visitor or a trader. This is important for baiting, because kobolds don't steal items in inventory of live persons, or built into buildings.

list-valuables -hide N - hides/unhides Nth item to help localize it
Switches the hidden flag of an item, which is particularly helpful in quantum stockpiles or other heaps. N is the number on the most valuable items list (printed before name of the item, a chart position). To get item you must run the script once, to set the flag you need another run. Since this number is temporary, changes for less valuable items often, it's best to pause the game before trying to us this option. NOTE: in adventurer mode the hidden items do not disappear, but they are listed at the end of a particular list, so this option still can be useful to a degree.

list-valuables -filter NAME - shows items containing NAME only
Show only items containing a NAME in their description. NAME can be a standard Lua pattern. Additionally the curly brackets can be used to show forbidden items. Use a dot instead of space (or %s pattern, as it's a standard in Lua). Examples of filters:

-filter large.*leather --match large items made of leather
-filter giant.*leather --match items made of leather of giant animals
-filter giant.cave.spider.silk --match GCS silk or item made from it
-filter giant%scave%sspider%ssilk --match GCS silk or item made from it
-filter {.*roast --match forbidden roasts
-filter [^{].*roast --match unforbidden roasts

Masterwork quality uses @ sign, exceptional items use =.

Note that the items shown still must belong to the top N valuable on map, like in -show option (defaults to ten). If you suspect that not all interesting items are shown, then increase N value in -show.

list-valuables -total - shows number and total value of items
Display number and sums up the value of items shown. Useful for counting particular type of items and their value, when paired with -filter option.

list-valuables -log - logs the list to a file in main DF directory
The file allows to see more items than the console buffer holds, including all items, by saving the output to a file in main DF directory. If huge number of items is shown, this may take a couple of megabytes. Name of this file depends on mode and name of the fortress (if available). Use a text editor for looking through the log file.


CONFIGURATION options are switches which can set some default behaviour of the script. They are located near beginning of the script. They have format OPTION = true or OPTION = false. If "true" the OPTION is enabled, if "false" the OPTION is disabled. CONFIGURATION options and their default state:

MULTICOLOR = true -- change to false to prevent use of different colours. By default uses grey to show the state (second) line, red to show items barred from fortress (usually trader or visitor owned), and yellow to show items off-map (just stolen or carried by missionairies, though stolen trader items are still red). Disable to use only the default console colour.

SHOW_OWNERSHIP = true -- checks ownership (apart from trader's, which is always checked), items not owned by fortress are red. Disabling marginally speds up the script. If SHOW_STATE is enabled, then ownership is checked regardless.

SHOW_STATE = true --shows second line with more info, if item is in building, or in inventory, or owned by someone etc. Implies enabled SHOW_OWNERSHIP. Line option -state temporarily switches this setting to opposite.
NOTE: "trader" means the item has "trader" flag, which rarely has something to do with actual trader. Sometimes one of your visitors or residents have such item. It is barred from being used by the rest of the fortress, though. If it is owned (as opposed to only held) then it is described as "not for sale".

SHOW_FORBID = true --shows curly brackets around forbidden item. The brackets are outside description, which slightly differs from the DF behaviour. The bracket can be used in filter. Disable if you don't care if the items are forbidden or not.

SHOW_TOTAL = false --change to true to always show number of items shown and their total value, it then works as if the -total option was always enabled. If set to false you can still use -total option.

DEEP_CHECK = true --more thoroughly checks item presence on map in non-dwarf mode. It's always disabled in dwarf fortress mode, because it is not necessary (standard checks suffice) and very CPU demanding. You may disable it if the script works slowly in adventurer mode. This will result in showing items which are not really present on current map, like demonic slabs or corpses, body parts and equipment of creatures slain by your adventurer in the past (not all of such items will be shown, only those which by coincidence have x,y coordinates inside current map). However, I recommend to have it enabled, unless the script works with too noticeable delay in adventurer.

Issues:
One issue with this script is that it will show items not yet discovered by you or your people. Fortunately they are rarely very spoilerific, usually it's bodies, remains and spider webs, and as such they are not in the top 10 of most valuable items. If you have DEEP_CHECK disabled in adventurer and are away from the vault, the demonic slabs can be still shown in top ten (they cost 1200), though their location doesn't give much in most cases. Similarly mummy treasue can be seen before you enter the pyramid.

All items must have unique rank (chart position), even if they have the same value, to use with -hide option. The items are sorted in this order:
-value
--age (older items first if the same value)
---ID number (lower numbers first if the same age)
The second and third order rules (age and ID) are not really guaranteed, but they are usually observed.

9
DF Dwarf Mode Discussion / How do you discover cobold or other camps?
« on: September 06, 2018, 01:35:25 am »
I wanted to raid some camps (cobold, bandit, or any other), but have noticed that they are not visible on my world map. I know where they are from legends, I am constantly pestered by one (and one specific kobold, who returns almost every year), but I cannot see them and thus target. Can then be eventually revealed by some chance event?

10
DF General Discussion / Why ther are no painters?
« on: August 02, 2018, 03:48:26 am »
This has me bugged for a while... Why, amongst the many artistic profession, there are no painters? Painters were, along with sculptors, a big deal in medieval ages. Both building painters (like fresco makers) or personal painters (like portrait makers), who could be the the same person anyway. Paintings could be expensive items back then, as they sometimes are now.

We have sculptors - the masons creating statues can be seen as such, or crafters for smaller things (I assume a figurine can be a bust, for example). We have walls to decorate, we have paper, linen and parchment, but we have no painters. The closes I can see to a graphical artists are guys sewing images... But that's more a utility crafter than an artist. I suppose legendary crafters are also artistic crafters, but still not similar to just painters.

Why no love for graphical arts, I wonder? It's the lack of light or what? Medieval and ancient painters could decorate underground chambers (housing temples and the like) just fine. If the real humans could do it, why not imagined dwarves?


11
DF Dwarf Mode Discussion / Last time dwarf took a bath?
« on: July 04, 2018, 04:47:44 am »
Has anyone seen a dwarf taking a bath, especially soapy one, or are they all dirty? Last time I saw a dwarf taking a soapy bath was in v0.42.06, quite some time ago (it was a child, apparently extremely bored). Since this used to give some stress relief, I wanted all dwarves to do it in present version, but no luck so far.

Soaps are used solely to clean patients, at least in my fortress. But do dwarves care at all? I mean, the emotion is still included, but apparently they never trigger it. Is it possible to make them bathe?

If you have DFHack, you may use this script to list and count all people who have thoughts about soapy baths, and count all baths and soaps (including used ones). The units which take normal bath are usually critters who love to lick themselves, like cats or red pandas, so their listing is commented out. You may uncomment it (line 13) and see how clean your cats are. Dwarf Therapist also shows units who have taken bath in emotions, though it may be hard to find (most likely absent).

Spoiler (click to show/hide)

12
DF Dwarf Mode Discussion / Sieges as a source of artefacts.
« on: June 09, 2018, 04:15:13 pm »
I didn't like zombie sieges too much - most of the zombies are easily caught, but the remaining two or three can chase anything on the map for months, instead of going for traps, so military is needed to handle them.

Also the visitors are turning the DF into a reverse zombie shooter - they come in waves, and the couple of zombies have to dispatch them. Some visitors survive and enter the fort, most die horrifically. After one dies, another one instantly comes. Really, if someone needs an idea for the next zombie shooter, look no further. Dozens of visitors, seeking job, entertainment, scholarship or just sent on a spy mission have to enter enter the base, your team of hapless (but armed to teeth) zombies have to prevent this. Bonus points for style and evisceration. Even more for preventing resupply of the fort by caravan.

But later I noticed that many of the visitors leave good stuff behind them. And I'm not talking the crappy books detailing their pot-fuelled adventures. I'm talking about actual useful artefacts - including tables, doors, chests, warhammers, crossbows, shields and more. Since then, I actually like the sieges from time to time, because they are now like casino gambling (or fishing in computer games). What treasure will be next?

I usually have patience for only about 30-40 visitor kills before I sent my military to end the level, but it brings some joy to otherwise gloomy period. Anyone else values this... resource?


13
I've got an incident with two issues I think may be bugs. Posting to see if anyone experienced them, or can shed some light on. This is v0.44.10.
It involves invisible kobolds and artefact substitution.

A kobold was discovered near my entrance, either by pastured animals or by an incoming monster slayer candidate (crossbowman). A fight ensued, when as I assumed the crossbowman attacked the kobold with his artefact (which I thought was just a named crossbow). However, in reality the original kobold started cruising along the border of the map, while the actual fight was between another invisible kobold (the kobolds always come in pairs in this embark) and the monster slayer. Combat report was reporting events, including name, blood was spattering, then a dagger appeared (after kobold lost hold of it), but the kobold itself was invisible, and absent from the list of units. Finally the kobold was bashed with artefact in the head, and only then his body as well as rags appeared. I've checked why the crossbowman wasn't shooting, despite full quiver. The reason was that the artefact he was holding was a gemstone earring. It had only one kill - that of the kobold, and was a proper artefact. But the dwarf had no actual weapon. Later he asked to be allowed monster hunting, and only then became a citizen, or rather long-term resident. He also dropped his bolts, but I see it often with monster slayer rangers (also may be a bug).

1. Why was the kobold invisible? Maybe because the dwarf wasn't from my civ yet, but overall maintaining the invisibility after initiating the combat, with details shown for everyone, makes no sense whatsoever. I can see batmen bashing heads of troglodytes in the caves I've never been to, and cannot see a enemy fighting one of my guests next to my door?

2. Why the crossbowman had no weapon? Maybe because the algorithm which creates equipment just replaces one item with another, random one, when it wants to give an artefact? Doesn't make much sense, either.

Anyone has seen one of these behaviours?

14
DF Dwarf Mode Discussion / Human breeding and inheritance?
« on: May 13, 2018, 11:03:09 am »
Question about human breeding and inheritance.

One of my monster slayers got promoted to a lady of some obscure location (possibly her predecessor died or something). She continued to drink my alcohol and eat my food as normal though. After couple of months she gave birth to a baby girl. Now this girl doesn't belong to her mother's civ, she is my civ's citizen. Which creates two opportunities and questions:

1. I know I'd have to wait with breeding programme till she's twelve or so. Do I need to find a human boytoy for her during this waiting period, or can she marry a dwarf? Because I don't know if I will have another human birth, I'm starting to be kind of pissed by monster slayers.

2. Assuming she survives into adulthood, should something unsavoury happen to her adventuring mother, will she inherit the noble position? Because it would be cool to have a lady od another location in my fortress, and boss her around. If it is possible at all.

15
I've experienced a missing body problem. It was during a goblin siege, but probably not related to it.

People in the meeting hall started freaking out over a dead monster slayer, but only a couple of them, despite the room being crowdy (over 60 people, plus dozens of animals evacuated from pastures). It turned out a monster slayer died suddenly. However, he was still listed as missing, despite death supposedly being seen by some people. I used dfhack to determine the cause of death - it was by a vampiress. I know about her from Dwarf Therapist, but not in-game, so I let her hang around. Plus she's a great crossbowman and mason. Before this kill I had 65 monster slayers, and 55 normal citizens, so loss of a monster slayer is not significant, he left some nice named weapon... and I was in process of furnishing rooms for the slayers and the vampire, so they can be useful in protecting my actual population.

But the death caused some problems. First: how the vampire could have killed the guy without anyone noticing, despite them standing next to the victim? Could it be fog from mist generator concealing everyone, or the vampire is just so skilled? Second: why they know he is dead, stand over him, be freaked and create bad memories, but still not see his body, and remove missing status? With "missing" status, there's no way to memorialise him (he's not on the list), and no one's burying the body.

I have created an archive save for experimenting, and ordered dumping the dead guy into the atom smasher, and smashed him. The first person to carry the body was freaking out, but then gave birth on the way (a nice experience for the baby, too), so another had to continue. He was also horrified, but dumped the body. The dead was still missing! So the guy is horrified because he saw the dead body of the deceased (as it clearly stated in thoughts), and the deceased is still missing and no one knows what happened to him. A bug or feature? (As expected, smashing the body didn't help in anything)

I reverted to original save, and installed a coffin for the deceased, then marked it as his grave. Nothing was happening for a few weeks, except some people present in the meeting hall being horrified from time to time. Finally someone has noticed him drained of blood, and then buried in the coffin, traumatizing onlookers. Then his murder showed up in justice system, I accused some goblin (who died in the meantime on surface killed by an aspiring monster slayer) and let it go.

I know sometimes noticing a body seems to be laggin, but never experienced such a disrepancy between an obvious death and noticing it. Additionally, they can still be horrified by body of the missing person, and not reveal it, which is just stupid. May it be caused by unusual method of dying, mist, low IQ, any rational cause, or is it a bug?


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