I have my squad of Hearthlings that are getting stuck and a crypt that is not being destroyed even long after it should be
heres the save:
https://drive.google.com/open?id=0B0Pj1xRD4jFxajBhWFhrSHlSdUk
I have my squad of Hearthlings that are getting stuck and a crypt that is not being destroyed even long after it should be
heres the save:
https://drive.google.com/open?id=0B0Pj1xRD4jFxajBhWFhrSHlSdUk
Hi @Fralee
There was a bug with save load where older crypts lost the concept of health and could no longer be killed. Newer crypts should not have this issue. If this is an older crypt, youāll have to use the console to destroy it
sorry
-Yang
oh ok thatās not a problem
I have an error that popped up after load too lol
Playing on the newest A16 from this afternoon, and now even knights and footmen are unable to break buildings or chests. Anyone else seeing this recently, or is it just me?
it was mentioned/discussed over here,
Thank you, as always, Omni-Crab. Feel free to merge (Iām unsure how :S )
being that the other thread was the link to the patch notes, i see no need to merge this thread over there ![]()
only moderators/leaders can merge stuff ![]()
Summary:
So⦠as a goblin camp spawned and my hearthlings attacks, the stranges thing happensā¦
All goblins die, but thier base/campfire is indestructibleā¦
Steps to reproduce:
Exception thrown
develop-2940 (x64)
ā¦tonehearth/services/server/combat/combat_service.lua:81: attempt to compare boolean with number
stack traceback:
radiant/modules/common.lua:237: in function āreport_tracebackā
radiant/modules/common.lua:248: in function <radiant/modules/common.lua:242>
ā¦tonehearth/services/server/combat/combat_service.lua:81: in function ābatteryā
ā¦onehearth/ai/actions/combat/attack_ranged_action.lua:152: in function āinstanceā
radiant/modules/events.lua:206: in function <radiant/modules/events.lua:200>
[C]: in function āxpcallā
radiant/modules/common.lua:257: in function āxpcallā
radiant/modules/events.lua:200: in function ātriggerā
radiant/modules/events.lua:241: in function ā_fire_async_triggersā
radiant/modules/events.lua:319: in function ā_updateā
radiant/server.lua:62: in function <radiant/server.lua:58>
Due note : An extra camp spawned, next to it, while I was taking pictures and I could destroy that, but not the other one xD
I have reloaded my save and it still becomes immortal⦠I think Iāl just build walls around it and let it be ā¦
Attachments:
Charge!!!

Any time nowā¦

Me hungry now, why no die?

WHY U NO DIE??!?

AARRHHH!! two of them??? NOT FAIR!!

Ahhh⦠Good⦠you die⦠but why not your friend?

Version Number and Mods in use: develop-2940 (x64) no mods
System Information: DxDiag.txt (73.3 KB
Thanks.
This has been addressed in this thread.
As noted, weāve made some recent accounting changes regarding health (structures have health too). That means that in some saves that have enemy structures in them, those structures may not be accounting for their health properly.
If your goblin campfire existed in a save when you updated to the latest build, it will be a victim of this change. The way to fix this is to use the ādestroyā command from the console.
will these structures time out normally if we donāt /destroy them?
I have not seen ābuildingsā disappear like monsters so you might have to use the console to remove it