Your comments

okay i tested the behavior on the old game ... there is a glowing frame that snaps in on the next tile.

in War for the Overworld the behavior is like you explained. -> no bug


anyways i'd succest to add a snap-in feature to the mouse in game to avoid edgy gameplay: As soon as the player aproaches an interactable object (tomb, strech bank, minnion, imp, etc.) with the mouse (pointer or beam) it snaps on the object and highlights the object snapped in.


e.g. if i hold a prisonier in the hand and aproach the torture chamber, as soon as i'm close enouth my mouse with the prisionier snaps on the strech bank and the strech bank is highlighted.

ooh and btw it doesnt work like in the following video. (instantly showing me the lvl/hp Tag when hovering over the creature with the mouse)



hmm no my ticket was not about an "always on" option ... you just made it to it ;)


I'd actualy prefer a key binding. Like in some other games: Press a button to show all Tags and realease button to hide them again.


But well i'm in a good mood, so ill open a new bug ticket for you and copy everything in there.. :D

dont have the save game when it happened anymore ... tried to create something similar ... but didnt happen anymore so far ... do you want the safegame, that is similar to the situation when the error happened?


to the pathfinding:

it seems to me, when a minnion/imp starts to move (path planed) and i put an object in his way, (reroute needed) it sometimes get stuck in front of the object.

and an other situation:

1. Message "your minnions are beeing attacked"

2. i press the icon to the right side

3. camera pans to the fight

4. i see the fight but no health / levels of my minnions are showed

5. stays like this until my minnion or enemy dies

while trying out something i watched exactly the behavior :

1. a single minnion attacks an enemy defence part

2. as soon as it gets hit and damaged, the healthbar shows properly

3. during the fight i keep healing and the health bar shows all the time

4. to the end of the fight a 2nd minnion joins

5. the 2nd minnion doesnt get hurt, so no health bar showed ... so far so good

6. both minnion attack now a 2nd defence part (both minnions at full health and healthbar of the first minnion is still showed)

7. the whole fight vs the 2nd defence part is the health bar of the first minnion showed, but in this fight the 2nd minnion recieves the damage and the 1st doesnt get hurt. but only the (fulll) healthbar of the first minnion is showed and not the one of the 2nd.

8. i just randomly throu in heals to keep the 2nd minnion alive (without knowing of its actual health status)

hmm i see your point. it's difficult to find a solution ... it just happened to me a few times

1. i missplaced prisioniers -> they walk freely in my dungeon

2. i misscast minniontargeted spells -> they don recieve the needed healing nor buff


is the mouspointer (hand or pick axe) a 3d object? If yes it could be an idea, to take the object "hanging" in the hand (minnion, potion, etc) and place it in the world, where it covers the view for the player. I have to play dungeon keeper 1 real quick ... to see how it was there ...

thanks for your quick reaction :D


well as i expirienced it, it doesn NOT always show health on damaged minnions nor defence structures. (the more minnions i have the less predictable is the behavior of health/level showing) Is it only me, haveing this problem?


an other (more flexible) solution then the "Always On" Setting would be:

A keybinding to e.g. [CTRL] as long as this key is pressed, all health/lvl symbols are shown and as soon as it is released the standard behavior is active.


greetings Simi