Yes, I had not seen that. Don't know why yet but it seems the chickens now spawn at 0,0 tile and then walk to their destination tile. I will open an issue and fix it.Danimal {l Wrote}:- The chicken crossing: chickens crossing from one corner of the map to the other while ignoring walls/water/lava (very apparent on Scream in the darkness map)
That's strange. If they are hungry/sleepy, they have a max 20% chances of fleeing only. But when they are weak (HP < 33%), they flee until they see no enemy. They do not take into account how many enemies before fighting. I wil try this map to see.Danimal {l Wrote}:- The Benny Hill effect: creatures flee quite nicely (did you accelerate their walking animation for it? kudos if you did) but while i was trying to attack the dwarfs on the "stonekeep siegue" map, no minion wanted to cross the door (they went back and forth from it, all were fed and awake) except for devils, and then the dwarves inside got scared when they saw the devils and started running away, and the devils realized they were inside a room full of dwarves, so they started running away as well around the room; i can see some nasty battle condition at work here.
It would be better to upload it to the site than to add a dropbox link. Is it possible ?Danimal {l Wrote}:Should i give out the link on homepage?
hwoarangmy {l Wrote}:For this problem, there are 2 ways :
- Do not use this test editor (probably wiser since it changes every line and we cannot be sure there is no unseen bug)
- Change the way the subgoals are defined in the level file so that they are not considered as a number
Yeah and we are also lacking rooms, animations (for forge, library, ...) and traps. I hope you weren't planning on sleeping for 2 or 3 weeks...Bertram {l Wrote}:Danimal, you now have no more excuse to start tweaking the game through opening config files in a proper text editor.
you will be able to see them live, which is even better
Danimal {l Wrote}:@eugeneloza Sorry I didn't post the screenshot as promized (actually, I tried but it seems like I get no screenshot when I press the button - I've not gone really deep but I think there is an issue there).
eugeneloza {l Wrote}:>BUG found: Kobolds do get stuck in 'unpenetratable walls edges'. Grabbing and releasing them resets them to normal. (pathfinding problem / or maybe it just tries to claim them)
eugeneloza {l Wrote}:(UPD) when there is almost no work left for them, they seem to get lost in the dungeon just walking around and trying to 'work' on already finished tiles, sometimes even when they are grabbed and put before the unclaimed tile.
eugeneloza {l Wrote}:(UPD) when there is almost no work left for them, they seem to get lost in the dungeon just walking around and trying to 'work' on already finished tiles, sometimes even when they are grabbed and put before the unclaimed tile.
(UPD) some floor tiles appear to be unselectable (actually they can be selected at a large zoom, but even then the selection often 'jumps' to the lower tile). Most often above buildings e.g. smithery.
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