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Hmm, maybe it's a bug that's been patched out then. This was around 2 months ago.
I've never had it get "stuck" if they die. It just gets dropped. The first instance I had of that occurring was within the first two weeks of release, before any patches hit. I ended up killing the thief, as well. (A member of a criminal gang, associated with the Plot and Villain mechanics, which are not yet fully complete.) I've had to kill thieves twice to recover stolen items and that was before any patches hit. My standard protocol is, until they fix "Thief Spam" (if ever) is that the penalty for Theft is... Death.
Note: For any Dorf that gets caught with an artifact on their person but will not/can't drop it, they are Exiled, first, then hunted down and murderized before they can leave the map. Why? Thief Spam is Real and it's annoying as heck. :)
However... It could maybe be the case that if the thief successfully hides it from some special scrutiny, like being questioned, that it then becomes "hidden" and can't be retrieved unless it is "discovered" via more Questioning attempts or something similar. (Just like with lots of things in DF, there could be multiple mechanics coming to bear on what you experienced.)
Just from my perspective, a bit of advice:
Station guards. Create Patrols. Use dogs. Make sure that any potential thief has to move through very active, well-guarded, highly patrolled, areas of your Fortress...
Or, just don't allow Visitors. :)
The only artifact that I have had on display, for its benefits, that has not been either stolen or attempted to be stolded... is a Cage artifact. It seems, at least in theory, that stealing a legendary artifact Cage is beyond the abilities of any criminal or villainous cabal of would-be thieves. It may be because it's seen as installed when I put it on a pedestal. Dunno... But, not one attempt out of the very many other theft attempts I survived has been made against it.
Step 2 : put a pressure plate linked to a bridge that will smash anything that walk in that area/drop magma/dump people in magma/dump angry crocodile/whatever contraption you can think off
Step 3 : wait for thief
Step 4 : Profit
I didn't do that, but I have a similar trap for gremlins. They go through doors, are invisible until seen, ignore traps and pull levers. Which is very annoying. So I put a lever in an empty room, with the roof of said room only held by a single support. Which is linked to the lever previously mentioned.
Go on little guy, pull that lever :)
And any artifacts I can place that are immune to theft get placed in high traffic area's.
Haven't had a problem with thefts across my last 2 fortresses. I'm only mid game this 3rd run doing this, but so far no problems with theft attempts.
Step Two: Stop losing Dorfs to insanity
Step Three: Don't assign a sheriff
Step Four: Play the game without those 'features'. Artifacts are mostly a pain in the butt. The sheriff stops exactly zero thefts. The added value Artifacts bring in happiness is inconsequential. It's an entire game loop that serves no purpose.
There are public places (usually above-ground, or with no direct access to my fortress if dug in), and "fortress-dorfs-only" areas (which is most of it). Any entrance to the latter has a pasture/chain post around it for animals to detect any trespasser.
No issues with thieves other than occasional job cancellation.