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Recent Posts

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AtG - Bug Reports / [1.2.1] Out of Memory crash
« Last post by endymon on Yesterday at 07:45:52 PM »
This happened when I attempted to reload the game from a previous save file.

The game had been having brief studders for 1-2 hours before this reload.
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AtG - General Discussion / Test message
« Last post by PorkChop03 on August 18, 2019, 03:04:14 PM »
Testing some forum settings. This topic will likely be deleted
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AtG - Bug Reports / [1.2.1] Neutral buildings captured have no resources left
« Last post by endymon on August 14, 2019, 03:53:53 AM »
When I captured a neutral wheat Farm, after the initial unrest period I was expecting to receive some sort of resource production, instead after 5-6 more turns of nothing I discovered the reason. The wheat resource node that was under the building had long since been depleted (or maybe it never was there).
This is quite strange behavior. Why would there be a farm building on top of no resource. Or why would a farm that had become depleted still exist on the map. As a player I would quickly demolish said building and move the clan elsewhere, but these neutrals just sat there forever.

If this is intentional behavior to have resource nodes deplete underneath neutral structures, then might I suggest having a slower degradation than normal so as to give the player (or presumably the AI eventually) a reasonable opportunity to develop sufficiently to successfully capture the structure while some benefit remains?

It also feels quite severe to restrict captured clans to a permanent 50% production penalty. Especially when there is no way to get rid of a clan (unless it is captured). Why should I want to capture clans (using up precious clan slots) for a sub-par clan?
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AtG - Bug Reports / [1.2.1] Cannot construct building ontop of road construction
« Last post by endymon on August 14, 2019, 03:42:33 AM »
I had a surveyor and a trader on the same tile. (river delta tile)
I  told the surveyor to build a road.
I told the trader to build his building.

I received the error message "cannot build ontop of another building".
The next turn I was able to build the road as expected, but this was none the less strange.
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AtG - Bug Reports / [1.2.1] Movement issue for Clan working as explorer with forest walking trait
« Last post by endymon on August 14, 2019, 03:40:07 AM »
When I had a clan that has the forest walking trait (no extra movement cost to move through forests), and that clan is trained as an explorer (or presumably as a surveyor); they will have default movement restrictions applied. Instead of moving without restricting through most terrain types, they will instead revert to losing all movement when entering a forest tile. Other strange movement behavior may be triggered as well.

I've attached a save file so you can observe the behavior first hand.
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AtG - Bug Reports / Re: [1.2.1] Enobled Woodcutter Clan cannot receive +5 crafting bonus
« Last post by endymon on August 14, 2019, 03:29:52 AM »
This might be a display issue.
I came back to the clan where this issue occurred, and it was much higher than level 2. So either they leveled up really fast while I wasn't paying attention, or the discipline levels took 1 or more turns to be applied.
Still a bug, but maybe not as severe.
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AtG - Bug Reports / 1.2.1 Missing Text in discussion with Attila
« Last post by Hope on August 12, 2019, 04:38:04 PM »
Attila uses strange words here.
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AtG - Bug Reports / Re: 1.0.0 Harvesting Resources Help - Tooltip error
« Last post by Hope on August 12, 2019, 03:52:43 PM »
I can confirm this still persists in 1.2.1
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I can confirm this problem still persists in 1.2.1
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AtG - Bug Reports / 1.2.1 Crash when loading a savegame after the caravan was upgraded
« Last post by Hope on August 12, 2019, 03:23:14 PM »
When I try to load a savegame which was created after I upgraded the caravan, the game crashes.

Savegames created after the next caravan arrived (and I don't upgrade it) load without a crash again.
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