Open Ceepert opened 6 years ago
Updated title to make the exact issue a bit more identifiable
NPCs and monsters pretty much have a boolean "friendly" attitude for all players. It should really be a faction check in both cases, and each player should have their own faction.
I think this should be closed after #29182?
New player in same world after death of existing player will not suffer this problem, but a concurrent game will.
We can try making the your_followers a numbered faction, but there were issues with the loading order the last time I tried this.
Honestly because so many NPC dialogue conditionals are stored globally, this is a problem that persists in a huge number of NPC settings and would be nearly impossible to fix for most of them. I suggest that we just add a warning when you try to make a character in a world that's been played in before, whether the player is dead or not: "Cataclysm: Dark Days Ahead is not really made for multiple runs in a single world. You may experience some bugs if you have already played extensively in this world. Press "esc" to go back and make a new world for your new character, or any key to continue anyway."
We should also make sure that Play Now options try to select "pristine" worlds if there are any available.
And also make the default world behavior be to delete, not keep.
If we did something like that, would that be enough to close this issue?? Or at least to move it out of the 0.E milestone?
I don't mind that solution, actually. Then the warning could go in the options menu.
Do we now consider this "fixed" for the purposes of 0.E ?
Yeah, don't know why it didn't auto close when the pr merged
This issue has been mentioned on Cataclysm: Dark Days Ahead. There might be relevant details there:
https://discourse.cataclysmdda.org/t/followers-retained-by-new-character/25024/2
This issue has been mentioned on Cataclysm: Dark Days Ahead. There might be relevant details there:
https://discourse.cataclysmdda.org/t/two-characters-three-horses-one-crazy-world/25085/2
Describe the bug
When you have a world that you keep once a character dies, npc´s you have met with your old/dead character talk to a new character, that they never met, like it is the old character.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
The NPC should react like it doesnt know you since it is a new character.
Versions and configuration(please complete the following information):
Additional context
To get to see this easier, choose the Prison Break scenario with spawning npc, so you can find him more easy.