Unbreakable crypt?

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

@yshan and @sdee I think?

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, you’ll have to use the console to destroy it :frowning: sorry
-Yang

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oh ok that’s not a problem

I have an error that popped up after load too lol

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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,

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Thank you, as always, Omni-Crab. Feel free to merge (I’m unsure how :S )

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being that the other thread was the link to the patch notes, i see no need to merge this thread over there :slight_smile:

only moderators/leaders can merge stuff :wink:

Summary:
So… as a goblin camp spawned and my hearthlings attacks, the stranges thing happens…
All goblins die, but thier base/campfire is indestructible…
Steps to reproduce:

  1. Start a game
  2. Wait for a camp to spawn
  3. Attack it
  4. Hopefully you destroy it, else… good luck…
    Expected Results:
    Goblin campfire dissapears in smoke aka destroyed
    Actual Results:
    Becomes infinite… never dies
    Notes:

Exception thrown
develop-2940 (x64)
…tonehearth/services/server/combat/combat_service.lua:81: attempt to compare boolean with number
stack traceback:
radiant/modules/common.lua:237: in function ‘report_traceback’
radiant/modules/common.lua:248: in function <radiant/modules/common.lua:242>
…tonehearth/services/server/combat/combat_service.lua:81: in function ‘battery’
…onehearth/ai/actions/combat/attack_ranged_action.lua:152: 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:241: in function ‘_fire_async_triggers’
radiant/modules/events.lua:319: in function ‘_update’
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 I’l just build walls around it and let it be …
Attachments:

Charge!!!

Any time now…

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, we’ve 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 “destroy” command from the console.

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will these structures time out normally if we don’t /destroy them?

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I have not seen ‘buildings’ disappear like monsters so you might have to use the console to remove it

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