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Editing v0.31 Talk:Known bugs and issues

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I just tried version .10 for a bit of a battle with a Blind Cave Ogre.  But the Blind Cave Ogre wouldn't fight - all the dorfs kept cancelling their tasks, running right past it, with no conflict.  Well, it ''is'' blind... but I think it had more to do with the plump helmet spawn a scared dorf dropped in the doorway.  The ogre was two squares away... I think it kept trying and trying to break down the door, but since the seed kept it jammed open, he couldn't close it, so he couldn't break it down.  ;)  Well, it ''is'' an ogre...
 
I just tried version .10 for a bit of a battle with a Blind Cave Ogre.  But the Blind Cave Ogre wouldn't fight - all the dorfs kept cancelling their tasks, running right past it, with no conflict.  Well, it ''is'' blind... but I think it had more to do with the plump helmet spawn a scared dorf dropped in the doorway.  The ogre was two squares away... I think it kept trying and trying to break down the door, but since the seed kept it jammed open, he couldn't close it, so he couldn't break it down.  ;)  Well, it ''is'' an ogre...
  
So I drafted almost every dorf in the fortress in three squads of 10, and with most of them clustered in a terrified huddle by the up-stair, I was actually able to get them to attack it more or less at once.  Two were gravely wounded, one of whom went straight from a nobody to an Elite Wrestler as far as I could tell... they almost immediately got it down to yellow, and soon down to unconscious.  Unfortunately, an unarmed dorf cannot harm an ''unconscious'' ogre, no matter how long he tries, except for prying ears, nose, and fingers down to red.  To avoid death by hunger and thirst, I rotated the squads on the ogre, specifying a few specific weapons manually (with 30+ dorfs, no arsenal dorf position was available).  Somehow the rotated squads got up the stairs to drink, even though the civilians had previously clustered downstairs.  Eventually some dorf somehow got hold of an axe - not sure if it was just by accident to chop down a tree - and the unconscious overexerted winded ogre finally gurgled his last.
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So I drafted almost every dorf in the fortress in three squads of 10, and with most of them clustered in a terrified huddle by the up-stair, I was actually able to get them to attack it more or less at once.  Two were gravely wounded, one of whom went straight from a nobody to an Elite Wrestler as far as I could tell... they almost immediately got it down to yellow, and soon down to unconscious.  Unfortunately, an unarmed dorf cannot harm an ''unconscious'' ogre, no matter how long he tries, except for prying off ears, nose, and fingers.  To avoid death by hunger and thirst, I rotated the squads on the ogre, specifying a few specific weapons manually (with 30+ dorfs, no arsenal dorf position was available).  Somehow the rotated squads got up the stairs to drink, even though the civilians had previously clustered downstairs.  Eventually some dorf somehow got hold of an axe - not sure if it was just by accident to chop down a tree - and the unconscious overexerted winded ogre finally gurgled his last.
  
 
Though it looks like a properly "seeded" door can apparently serve as a secure barrier against building destroyers, there is a price... the frightened dorfs spammed thirty-plus screens of red ink announcements, which makes it harder to look up those lucky mineral strikes for mining purposes.
 
Though it looks like a properly "seeded" door can apparently serve as a secure barrier against building destroyers, there is a price... the frightened dorfs spammed thirty-plus screens of red ink announcements, which makes it harder to look up those lucky mineral strikes for mining purposes.

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