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Author Topic: [40d] Injured Outpost Liaison  (Read 919 times)

woose1

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[40d] Injured Outpost Liaison
« on: December 28, 2008, 01:31:44 pm »

Running on 40d, nothing changed in game, totally vanilla.

But, In our first caravan, the Liaison suddenly falls to the ground. Curious, I take a peek over at what happened and this is what I find:

P.S. Sorry about the white space.

P.S.S. This is the windows version.
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Taritus

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Re: [40d] Injured Outpost Liaison
« Reply #1 on: December 29, 2008, 12:01:21 am »

Old.  Caused because lots of times liasons are involved in megabeast murders or other conflicts because they're real people created during world generation.
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woose1

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Re: [40d] Injured Outpost Liaison
« Reply #2 on: December 29, 2008, 12:46:32 pm »

Old.  Caused because lots of times liasons are involved in megabeast murders or other conflicts because they're real people created during world generation.
Oh.

Guess this will be fixed in the next version because of scarring and such.
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R1ck

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Re: [40d] Injured Outpost Liaison
« Reply #3 on: December 31, 2008, 05:38:20 pm »

Yes, next version he will hopefully have a hook for a hand.  :)
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G-Flex

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Re: [40d] Injured Outpost Liaison
« Reply #4 on: December 31, 2008, 05:45:56 pm »

Of course, it might not yet fix the problem of far too many worldgen figures being superdwarvenly powerful epic heroes and/or multiple amputees. :P
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(name here)

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Re: [40d] Injured Outpost Liaison
« Reply #5 on: December 31, 2008, 11:44:09 pm »

part 1 is not a problem. a liason going, "out of my way!" to a skeletal carp and punting it off the bridge is too awesome to ever be an issue
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CobaltKobold

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Re: [40d] Injured Outpost Liaison
« Reply #6 on: January 01, 2009, 12:11:50 am »

It's the insistence on bringing the {glove/mitten/sock/shoe} that they can't wear and dropping it, and the phantom limb pain that makes them go X_X so often.
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