Last one for tonight: Archer’s can’t attack buildings. This happened every time I tried to attack a crypt. Easy fix though, just cancel their attack orders and then they’ll reset. Interesting side effect though, if one of them breaks, anyone else who tries to attack the same object (typically fence) also gets totally frozen up until the original archer’s attack order is canceled.
Could this be scaleable? I could see almost any type of monster (maybe not entlings and small rock golems) breaking down fence gates but saving the actual doors for the larger tier enemies. I really think this would create more early game threat as I tend to build fences (and will more once the fence tool is finally made) instead of walls.
Literally as soon as combat started, immediately after loading in this morning:
develop-2922 (x64)radiant/modules/entities.lua:345: assertion failed!stack traceback:
radiant/modules/common.lua:237: in function 'report_traceback’
radiant/modules/common.lua:248: in function <radiant/modules/common.lua:242>
[C]: in function 'assert’
radiant/modules/entities.lua:345: in function ‘distance_between’
…h/ai/actions/combat/attack_melee_adjacent_action.lua:166: in function ‘_apply_aoe_damage’
…h/ai/actions/combat/attack_melee_adjacent_action.lua:137: in function 'fn’
radiant/controllers/nonpersistent_timer.lua:56: in function 'fire’
radiant/controllers/time_tracker_controller.lua:82: in function <radiant/controllers/time_tracker_controller.lua:82>
[C]: in function 'xpcall’
radiant/modules/common.lua:257: in function 'xpcall’
radiant/controllers/time_tracker_controller.lua:82: in function ‘set_now’
…hearth/services/server/calendar/calendar_service.lua:379: in function ‘_on_event_loop’
…hearth/services/server/calendar/calendar_service.lua:37: in function 'instance’
radiant/modules/events.lua:206: in function <radiant/modules/events.lua:200>
[C]: in function 'xpcall’
radiant/modules/common.lua:257: in function 'xpcall’
radiant/modules/events.lua:200: in function 'trigger’
radiant/modules/events.lua:269: in function '_trigger_gameloop’
radiant/modules/events.lua:320: in function '_update’
radiant/server.lua:62: in function <radiant/server.lua:58>
Actually got a full on crash. There was no error in game, but windows threw up an exception encountered window that flashed (didn’t get to copy it, sorry), and then the game hung and offered the option to wait or quit.
Triggered when trying to reload my current game; I had gotten in to play for about 10 minutes, then wanted to fix something, tried to reload, and crashed out.
— EDIT: Got the exact same error as the one in the post above on loading back in fresh. Same save from the same point, different randomly generated enemy.
@yshan Apologies, but I overwrote that particular point in my game just a little while ago
Here’s the same save, only a little further along. Regrettably it isn’t at the point where enemies spawn right away… when I encountered it specifically, however, it was from enemies spawning up on top of the cliff every time (just to be as specific as possible!) .
Looks like the ghost walls continue to have problems. I’ve been placing and rotating walls for a while, but this is now a thing. All I’m doing between shots is trying to rotate it using the hotkeys.
I finally managed to snag a screenshot of this: check out the archers on the ladder. They’ll line up, take a shot, then fall most of the way down. Although they don’t incur falling damage, this does seem like a bit of an unintended issue. This has been happening pretty much since I got archers, but I never managed to get a screen in time.
So the archers vs. buildings issue even effects the AI. I had some Kobolds going ham on some Undead and ran into this:
develop-2924 (x64)@stonehearth/components/ai/ai_component.lua:566: (24184970 Wasster Searchlight stonehearth:monster_tuning:kobolds:kobold_archer) has not yielded after 10 ai spins. Are they in a bad state? Last abort reason: Target out of ranged weapon range or not in sightstack traceback:
radiant/modules/common.lua:237: in function ‘report_traceback’
radiant/modules/common.lua:456: in function ‘verify’
stonehearth/components/ai/ai_component.lua:566: in function <stonehearth/components/ai/ai_component.lua:524>
[C]: in function ‘xpcall’
radiant/modules/common.lua:257: in function ‘xpcall’
stonehearth/components/ai/ai_component.lua:524: in function ‘_thread_main’
stonehearth/services/server/threads/thread.lua:249: in function <stonehearth/services/server/threads/thread.lua:246>
[C]: in function ‘xpcall’
radiant/modules/common.lua:257: in function ‘xpcall’
stonehearth/services/server/threads/thread.lua:246: in function ‘f’
radiant/lib/env.lua:15: in function <radiant/lib/env.lua:14>
They are very stuck. And keep on throwing this error, I’ve squashed it a couple more times since the first occurance, about 10 seconds later or so each time.
When I had that AoE bug, I thought it had something to do with the archers, so I swapped my only one for another knight. I then got that error message again, so my only guess is my footmen that are armed with spears since I noticed when fighting a golem, the pebble golems were getting damaged at random. I guess footmen that are armed with two handed weapons can do AoE damage.
They were also happy to run against the wall until they died of hunger.
develop-2924 (x64) @stonehearth/components/ai/ai_component.lua:566: (1994568 Beth Jondal) has not yielded after 10 ai spins. Are they in a bad state? Last abort reason: Target out of ranged weapon range or not in sight
stack traceback:
radiant/modules/common.lua:237: in function 'report_traceback’
radiant/modules/common.lua:456: in function 'verify’
stonehearth/components/ai/ai_component.lua:566: in function <stonehearth/components/ai/ai_component.lua:524>
[C]: in function 'xpcall’
radiant/modules/common.lua:257: in function 'xpcall’
stonehearth/components/ai/ai_component.lua:524: in function '_thread_main’
stonehearth/services/server/threads/thread.lua:249: in function <stonehearth/services/server/threads/thread.lua:246>
[C]: in function 'xpcall’
radiant/modules/common.lua:257: in function 'xpcall’
stonehearth/services/server/threads/thread.lua:246: in function 'f’
radiant/lib/env.lua:15: in function <radiant/lib/env.lua:14>
This is actually easy to fix (although it’s annoying that it happens at all). Pop open the combat menu or click on the specific soldier (works better if it’s the group though) and use the combat command (crossed swords) to move them around or click specifically on the object they’re trying to attack. The non-archers will unstick for a second and kill the object.