I gather it's a very old bug; I'm using the Steam client, am new to the game and was sending out 4 squads raiding constantly. By year 104 however I'd lost nearly 2 full squads that were stuck on "Travelling" on missions that should have just took a day. At some point, the missing people's entire gear appeared outside my fortress. Googling, I found a suggestion for the original client to replace all the Travelling in the Squad, then cancel the mission; None of the dwarves came back as far as I know though. Sending the new squads out also locks the new bearded boys into being stuck Travelling too however, to the point that Raiding feels useless. Is there any way to get the missing dwarves back at least?
#Troops Constantly Stuck Travelling When Sent On Raid
18 messages · Page 1 of 1 (latest)
Sometimes with this bug the missing dwarves will show up with future migrant waves.
Most likely travelling squad was defeated with all dwarves either imprisoned or dead. Fortress mode has no ways of telling you what happened. You could probably find out in legends.
Never replace anyone in a travelling squad and do not send nobles on a missions, both seem to break things beyond repaìr
I had a look in legends, but couldnt see anywhere obvious that listed them... I'll keep an eye out for migrants but not had any yet, thanks
I've tried to select saves that indicate where I think the bug is happening; I can't guarantee these are all from the same save progression as I made multiple saves over the play time, but I've isolated the rough issues I hope.
"Raid Bug Report 01": Pre-issue. All the Squads: Knives, Picks, Hammers and Humies are ok and there are no dwarves stuck.
"Report 02": The Knives have bugged and 9 are missing. I cannot recall where they were going or what has been done since they were sent. There are multiple past mission Reports still listed on the World Map
"Report 03": The Knives have been replaced, and will return from the mission they're currently on. If nothing is done on this save, the Picks and Hammers will all return by the 12th Granite. The World Map still has all the past Missions listed.
"Report 04": In the middle of a Goblin Siege. Combat orders during the siege might have been issued; World Missions have definitely been cleared since 4. If save is untouched, the Picks are going to a mission, and the Hammers returning but neither complete, leaving 8 and 9 more dwarves bugged.
"Report 05": After the Siege, likely from a reload. The Picks are home and so were in a different state at some point and are now not on a mission, the Hammers are bugged as in Report 4. World Missions are cleared also as in 4.
"Report 06": Likely from the same playsession as 4. The Knives (with replacement dwarves) mostly will return from the current mission, although dwarf Dastot Muthkatudor seemed to get stuck Travelling in one watch. Picks and Hammers are still stuck as in 4.
So to summarise my thoughts; the Picks and Hammers are breaking during the period between Save 3 and 4, and there are two obvious culprits. It might be cancelling all the Missions listed on the World Map (probably done to try and get them back to fight off goblins quicker) as they clear between the 2 saves. Or by giving orders on the Fortress map after the siege starts to the Squads when they had individuals still heading out/returned on the map but the rest of the squad wasn't there. (Attack that goblin, positioning them to defend etc)... that confusion for me came because the dwarves move at individual speeds on the game map, and the new UI shows them as returned from a mission when some (first? Squad leader?) gets back to the map but the rest are still in a Travelling state, likewise you can cancel the mission when some, but not all have arrived at it? And I didn't look too closely at the whole squad state when fighting off the goblins.
There are probably also less obvious triggers, such as when on some repeats of 06 that a single dwarf seemed to potentially get stuck...? But I couldn't narrow that one down, likewise I couldn't match up the Knives breaking and losing the first 9 dwarves with any particular moment.
Hope this helps!
https://www.mediafire.com/file/1xfso8k4cf4rdz3/save.zip/file
(DFFD link to post here; https://dffd.bay12games.com/file.php?id=16236)
More testing, playing with self imposed limits of not giving orders until the entire squad is back has still lead to dwarves going missing, so my suspicions are probably wrong. It's something unrelated to player input alas.
I'm adding that I just had this happen as well. I sent two squads of about 18 dwarves to raid a goblin village that's about half a days travel and they werent back in 30 turns. I rolled back the clock 10 days and sent every other citizen I had after them, and another 20 days later my fort was down to the queen and kids.
Interesting side effect is that a massive cavern dweller invasion of about 30 olm-spearpeople that was happening originally didnt happen when I sent all my squads out on a raid
So I think I figured out one of the issues for me: One of my squads has an unconscious unit, who can't join the travelling. So the rest of the squad is stuck "travelling" waiting for that one unit to join
i remove that unit from the squad and immediately works out
from this screenshot it look like you have the same issue I do
well partly. For bug report 4 removing the one member who isnt travelling fixes it
this does seem to be an issue with the whole squad needing to be in the travel or not travel state, but for the other squads nothing can be done cause the leader is the one who isn't travelling
same for bug report 6. if you remove the 4 members from the knives of weakness that arent travelling the rest of the squad can complete the mission
I've done more research on my saves and another issue seems to be if a dwarf dies on the mission, the game doesn't notify you; sometimes you can see it die in the World Map/Report if it generates one, but I had to go into Legends to look at the squad and check where they were to be sure for many of them. The dead dwarf remains in the squad even if the others return, which then triggers the bugs you're seeing because they're trying to follow orders with a missing dwarf taking a slot, so they don't meet the 10/10 settings. You can safely replace these phantom dwarves... but when the whole squad goes missing? Unsure on that bug yet!