New Devlog just after some days. This is great.
Will other races/entities generate thieves to steal artifacts or just kobolds (as goblins thieves just kidnap children)?
> Your YAK BULL has been stolen/led away by a elven animal activist!!
Ooh, nice catch, i dont have a development live feed and i completely missed there was a new dev blog so soon. I guess unless [ITEM_THEIF] can be watered down or given a subtype or a somewhat symbiotic set of tags along the lines of [THIEF]
/ [BLACK MARKET PEDDLER] (as in the thief 'collects', while the market peddler walks arounds and buys/sells unusual goods, usually feeding into one another, contributing adventurer roles in player context and world gen historical figures) this might give reason for antagonists to be wandering around regions as a profession or with enough palm greasing get a professional to do the job for you to save on dwarves going out on expeditions.
In some ways anybody set out, no matter how innocent a intent to reclaim a object from beings that perceive it to be theirs without first negotiating for it is a thief anyway.
Nice to see that the economical use of stashing away goods that they
take from sites is in place rather than just a round-up collection of objects they have 'traded' generating or just took and stored away from a on-site defensive battle. I never really assumed that when they actually pillage a site they take anything, and now it seems to be confirmed in some respect, although broadly and selectively that they do/can.
In a abstract way, its one step closer to realistic pillaging of supplies via the army arc in being selective in what you take out of the comprehensive list of what they have in their stockpiles and trading depots, which is pretty crucial if your own site is severely lacking in materials, just feed spare embark points into weapons to arm a raiding party to go harrass another civ's hamlet or caravan supply lines in the right season. Haul the goods back, make sure its a clean getaway so rumours dont start circulating and the whole thing is declared as a act of war rather than a isolated incident and enjoy the free stuff for a diplomatic penalty hit which could just save your bacon on a super tough embark, while netting some tactics xp in the process.
Question -
Is intelligent living 'property' like slaves (existing in that state and being enslaved as a result of ethics) liable to be taken as loot or interacted in some such way if the invaders deem them useful enough to use (liberated into spare entity population or sold on etc even if not explicitly needed/wanted as slaves if a quick death to 'free them' is not enough)
The existing system is rather bare of details, as it's given that slaves are survivors but then incarcerated and released instantly as seemingly normal working citizens in worldgen usually after less than a year, natural slaves belonging to folk for doing actual work or trotting following behind their masters looking rather glum are actually rather rare.Just as a note, the slavery behavior im talking about was as a result to setting local goblin site (long story, i basically converted goblins to be playable in both modes without distorting them too hard, works out well as every goblin site will have roaming guards to uphold loose law and liberally punish adventurers with weapons drawn/attempts to kill the demon lord) militia to [RESPONSIBILITY:LAW_ENFORCEMENT]
I believe that the militia may be fast tracking them to the prisons, or that simultaneously because my militia also have [RESPONSIBILITY:MILITARY_STRATEGY] they are going out as army leaders in world gen and enforcing slaves they 'capture' to convert upon arrival rather than mingle or something along those lines.