[0.71.3] several issues

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Snowpig
Posts: 51
Joined: Mon May 05, 2014 8:54 am

Fri Jan 23, 2015 12:55 pm

here we go:

- when upgrading buildings like stone mine/processor with the required amount of workers assigned with <shift>+rightclick prior the upgrade, the upgraded building has a wrong count of assigned workers to it: one more than actually assigned - so if you remove all workers from the work on that building it shows still one worker working. Even further: some buildings (i think stone mine II) even keep producing stuff with no workers assigned to them

- training dummy Mk II is not buildable; upgrading Mk I to Mk II causes the dummy to disappear

- the slope detection algorithm seems not to check the passability of the ramp of a house. This leads to perfectly buildable but not enterable buildings (Small House)

- sometimes a finished house is not enterable and its interior stays black after completition (Small House & Large House)

- crafting benches built close to the walls inside a house cause assigned workers to access them from outside (bread oven, fabrics bench)

- cannibal roaming squads are set to coward behaviour. This leads to following observation: when a cannibal patrol spots some unconscious bodies, the group runs to the bodies, but the leader flees immediately. I modded the behaviour by swapping the priority values from: patrol(2), retreat(3) to patrol(3), retreat(2)

- cannibal roaming squads grab only up to two bodies (depending on how many they are already carrying)

- the cannibals in cannibal camp 1 (thanks for adding them!) do not know how to put the bodies they picked up in the cage. all they do is running in circles around their leader

- shackles do not have an icon in inventory and are uncraftable

- the furnace produces the raw iron based on object class (weapon/armor) but not object type. A ringed sabre/horsechopper should lead to more iron than a katana/club

- leviathan is ridiculously OP. Animals of that size/speed are herbivores, not carnivores - I modded its behaviour from "patrol(short range) attack neutrals" to "patrol(short range)"

- annoying events in your base always happen when you zoom to the squad members which are far away (=different map tile)

- the ramp of the materials trader in Telbooze can cause the character to stuck on it. Seems to happen if the character is being aggro'ed while standing on that ramp

- when buying a house (in this case the large house in Clownsteady) and saving/reloading the game, the former owner of the house keeps spamming "please leave my house"-messages the whole day
(when importing to a new game with "keep buildings" on, the house has to be bought again - but this could be the "bug" mentioned at the selector)

- when reloading a game in which characters in the squad are carrying bodies, some of the bodies being carried are "standing"

- when characters of squad A are being attacked, but i have the list of squad B open, there is no notification or indicator which would tell me, that the other squad is under attack. Since this game has more emphasis on RTS and less on RPG, I would like have this RTS-typical element.

- and -last but not least- an old one: cannibal squads carrying bodies, which are being removed from the game (successful retreat/reaching map limits) leave the carried bodies behind floating in the air. here a forced "put down" should be done prior removal

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