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I've made v1.4.1 available on the previous build branch. You can opt into it via the betas tab on Steam. :)


Give it a go and let me know if you can load the levels again and of course be aware that it will not include the fixes that are in v1.4.2

Hi Guys,


Just a heads up, we've identified a couple of cases where crashes such as this could occur in the current build. It seems that the Unity version used to build this patch had some underlying issues which has caused this to crop up on a few stages and with a few save files.


We've updated to the latest version of Unity internally and we think that the cause of these crashes should be fixed. However we cannot roll out a hotfix just yet. Sadly updating Engine can cause some unusual issues of it's own and we've already identified a couple that have come along with the new Unity version.


So here's our plan of action. Over the weekend and early next week we'll be QAing the internal version of WFTO to check for major issues, then provided all is well we'll look towards releasing a public beta so those of you who are affected can get access to your levels and saves again.


In the meantime please keep uploading your info and saves if you're suffering from this issue. I'll let you know if/when a public beta branch is made available with the changes.


Cheers,


Lee

Unfortunately this is a long standing issue and can be found on a number of levels due to limitations in the scripting engine (and the lack of appropriate voice lines) sadly we're not going to be able to go back to this because it's so minor.


A lesson learned for the future however!

Appears to be an edge case and extremely minor. We'll see if there's anything we can do but it's likely a limitation behind the behaviour of unclaim and the alerts (all unclaiming is treated as aggressive for the purpose of alerts)

In tests I found this to be correct. The new "atmospheric" fog of war extends slightly in from the edges of the real fog of war. This means the fog will look like it extends farther than it does and is intentional.


Essentially you can really see two tiles beyond any of your walls, but objects will appear obscured, tagging them will reveal them in the same way that hovering them with your mouse does or viewing the minimap. Anything beyond those tiles is considered "Fog of war" and does not display anything but dirt when tagged.