Number of Items (Experimental Version)

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Dyderich
Posts: 21
Joined: Tue Mar 26, 2013 9:15 am
Location: Poland

Thu May 26, 2016 10:09 am

Finding a few items that are game breaking at the moment and others that just tend to annoy you constantly :)

If I try to heal a person on a bed by right clicking to get the healing option - game instantly crashes (have tried this 5 times in a row); keeps happening even after using Steam to fix whatever the files are that keep going corrupt.

The movement after building glitch is becoming almost a constant; requiring Navmesh to be reset constantly with each building action it appears (sometimes it lets me work on a few wall pieces before it glitches yet again)

Noticed that the Steam re-validation to try to fix issues normally works but in-game it appears that when you revalidate and normally you will find that 4 or 5 or 8 files were corrupted or whatever; how is anyone's guess because I run this just for no reason at all sometimes to see if I get an actual action to re-validate. The issue I noticed last few times is that it always resests the graphic settings which is a bit annoying....in game however, I noticed that the terrain is written over the buildings so now you have buildings half covered in sand and weeds and such which is not good.

The research tree has an odd item/two....you get the automated mining stuff but you cannot use it because its for higher level benches (I think I saw it on the list at 3, and you need like 5 or 6 to actually be able to use it) - would need to re-verify this as I do not recall which level...I just know it is showing up too soon. The battery unit had an issue with a motor....but you cannot research it and it can be produced on an electronics bench but the bench itself needs a motor....never saw motor in the world.....only the 20kg generator part...somehow later I saw my battery bank no longer needed it so I have no clue what happened to get it because I never left my enclave.

Building walls is still hit/miss as the laying down of the layout most of the time does not work at all with the terrain....it would really be nice if it overlaid on the terrain and kept an even surface (just would be some parts of the wall would have natural terrain higher than other parts budding against its walls). I would love to see the walls stay full....and not break or split...something they routinely do especially when the terrain is rough....

In Experimental mode, the movement keys for buildings do not work in my game....been trying to use + key forever to lift up the building or - to drop it down...neither work though. I can rotate and that is it.

Movement within my compound is hit/miss....I see characters getting stuck near equipment if you place them near doorways (I put my eco friendly fuel maker next to the building left side of door since my generator was right side....toon got stuck after opening door and just standing there... also never understood why the toon ran there in the first place.

I have built a number of buildings in my compound but toons after building them would never step inside...so had to trash them and try something different....the tower house one I cannot use and it happened with the L shaped house as well

Toons still freak out many times when told to go to locations....especially roofs...trying to craft the mk2 harpoon or crossbow in corners or whatnot...toon tends to freak out and not build anything...have managed to get them finally to work but it takes a lot of effort at times...

Toon behavior is erratic at times....without orders they sometimes just run off in some direction for no ungodly reason...their AI shows AIMLESS still....they are not fleeing from bad guys or anything else.

I did note that the food need does work in that toons will run towards a chest with food - I had no idea why 2 of my toons kept running to my house with the chest....nothing was reported....and the worst part was that I had decided to not use the hunger mode so I used the hunger mod. With the mod on I am noticing that my Scorchlander is hungry and malnourished even though I gave her about 250 points worth of various foods....I would have hoped that the food bar climbed and stayed like the other toons did with the hunger mod in place but I have 2-3 toons where you visibly see the red in the food bar even if it shows >> as the food supposedly is increasing.

I am noticing an increase in my cash for some strange reason....while I am at my outpost...wonder if there is a glitch with money counting as there have been 0 traders or sales - the only stuff I have are the dropped swords from bandits I kill which I put into my weapon storage...I have no idea if there is any traffic in the location where I am (near Holy Outposts SE of Mongrel) I get plenty of Holy Patrols and some of them are pretty large in size (10-15 people) which looks pretty cool until they accost me about Okran :) Once the walls are up...they can preach all they want to my walls :P

I think pathing will be one of the bigger items still to straighten out...especially if you have multiple ground items to navigate through.....also would really like to have a way to directly edit orders or at least make it so that for example:

Wheat Farm - Farmer gets water from well/storage - places into farm - harvests crop - places crop into storage

Baker - Baker get water from well/storage - places into oven - gets wheat from storage/silo and bakes bread - places bread into storage

You can add multiple tasks but they seem to not work all the time


Big task issue: Corpses...placing into incinerator - I manually get my guys to haul the folks to the incinerator (unconscious or dead) but most of the time they just stand there doing nothing at all. Does the person have to be truly DEAD? Because it should work either way with an enemy unit. If not, it would be nice to add Coup de Grace as an action - unconscious enemy toon is dispatched rather than waiting on him to either regain consciousness and fight him again or jail him or whatever.
--I would do it similar to animals....when unconscious you take their hide/meat and it instantly kills them - person...you take skull for instance and it kills them or their teeth like the animals...although I do not yet know what those are good for :P

NPC agro - would be nice if they did not chase you to Hades and back; seems once you get spotted, you have very little options if you have nobody to intervene with you and the enemy....they do not lose interest at all, something I would look to change

Lastly - If I have to use the Game Editor for fixing the Navmesh - the most annoying thing is that if you inadvertently click anything on the map you destroy it - this can be huge problem (thankfully I set my auto-save for like 1 min. now because of all the glitches I keep finding with game constantly crashing as well).

So hope that helps let you folks know some of the things that are out there to look into....still plugging away on the game....still loving it and it has plenty of potential especially when more lands are opened up.....

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