Your comments

Confirmed it appears the Chunder's attacks do not damage some targets, although his basic attack and headbutt do.


Tested with the following:


Portculis - No damage from vomit or fart

Wooden Door - No damage from vomit or fart

Templar - Damage by both

Worker - Damage by both

Dungeon Core - No damage by either

Bombarrd - Damage by both

Confirmed with lead designer. It is intended that spirit workers should not be able to be attacked. However they should not be able to take damage.


I tested Lava and it can confirm that lava does not damage spirit workers. They also cannot be damaged by AOE however I believe that it is possible for a Spirit Worker to be directly hit by a projectile intended for another target.


This is being changed for the next patch.

Agreed, passing through to code team.

See attached UE Ticket Comments. "Building State" section of tool-tip should be removed.

Honestly it's a bit above my head. But my presumption is that it would affect the process of initializing the level and thus would have the impact I stipulated above.

After talking at length with the code team I can confirm that this issue is not fixable. It's the result of a long standing issue in the loading process (a lesson well learned for our next title) and fixing it is highly liable to cause further issues in other core mechanics.


We've determined that fixing this issue would cost too much time for the impact it has on gameplay.


It's likely this is more noticeable now due to another issue that was addressed previously: http://brightrockgames.userecho.com/topics/39-loading-a-save-causes-all-units-to-freeze-until-the-game-initializes-fully/


Apologies that we cannot address this issue.


As an aside including all the additional information can be highly fruitful, especially if volunteers or our team are struggling to replicate. We can get a surprising amount of info from output logs. :)

Bohser reports able to tag tiles and move camera during the loading screen.

Did the units you tried to recall have a lair? In my tests I found that units would continue to run if they had a lair but if they didn't then they would run a short while and then turn and fight.