Is your feature request related to a problem? Please describe.
I am not feeling guilty about it. Besides, stupid dog attacked first.
Describe the solution you'd like
Unless you pick trait like dog lover, don't feel guilty when killing dogs - especially in self defense
Describe alternatives you've considered
I have considered feeling good about it, after all, I successfully defended myself from rabid dog attack.
Agree. It's silly you feel guilty for killing a chihuahua, but not when killing other types of rats like sewer rats.
There are a lot of elements that the survivor doesn't have a choice over, like what their favorite foods are (so you end up with the same foods over and over being high enjoyability), so I would agree when a system is in place that allows for preferences.
For now, it's a tiny defenseless dog that's cute (even if you don't think it is, a lot of people do, hence it's popularity) and very overly aggressive, but it's extremely weak so even if it does bite you, it won't be for much unless your survivor is naked and has 4 Strength.
Lastly, you can overcome the guilty check by killing such targets (including zombie children), from 5 or more tiles away. So chuck a few rocks at it, they have pitiful health (6 to be exact).
I do however, have a proposed morale adjustment so it's not as severe but I'm not entirely happy with it at the moment. I could be persuaded to just merge it early though.
Lastly, you can overcome the guilty check by killing such targets (including zombie children), from 5 or more tiles away
Is this intended behaviour?
Is this intended behaviour?
Yes, as seen here in mondeath.cpp:
void mdeath::guilt( monster &z )
{
const int MAX_GUILT_DISTANCE = 5;
if( rl_dist( z.pos(), g->u.pos() ) > MAX_GUILT_DISTANCE ) {
// Too far away, we can deal with it.
return;
which has been around for 5 years. One of the earliest versions I could find, anyway.
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Most helpful comment
Agree. It's silly you feel guilty for killing a chihuahua, but not when killing other types of rats like sewer rats.