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Hi Merket,


I've merged you new thread in with your old one and re-opened. Glad to see that Steam finally got back to you and I'll pass their response onto our code team this morning.


I deeply suspect that whatever requirements they have for the integration of Steamworks DRM have been met according to whatever documentation has been provided to us.


It's extremely frustrating that this is an issue which appears to only affect one or two users out of tens of thousands on a regular basis and usually is resolved through simple restarts or re-installs of steam's software but appears in your case (and a few others) to not resolve in the usual manner. I suspect without Steam's direct support we will not be able to resolve this issue.


That said I do hope we'll be able to help you because as always all we want to see is you being able to play the game.

From my test enemy Blade Loti are not disappearing at all. Which is definitely not intended. :P

I managed to suceessfully replicate this. It's quite interesting actually.


So from what I can tell this is a result of some behaviour regarding the blade lotus. I believe that if a blade lotus is triggered in a way that would push a unit into a solid obstruction it is possible that those units will sink into the ground.


For example I had a similar setup but had three blade loti across the entrance area, these were triggered when enemy units walked on them. Blade lotus would push the unit into another active blade lotus and the units would instantly sink into the ground.

So I gave this a try last week. Unfortunately I wasn't able to get it right at the cusp of the first Mandalf spawn as ZzZombo has.


I tried with the Second and Third Mandalf spawns but the problem didn't seem to occur with them, so I have a sneaking suspicion this is only an issue that occurs on the first spawn. I'm going to pass this on to Code to see if there's any circumstance where this could occur with the first Mandalf Spawn.

Closing down due to lack of response from customer.

I'm going to close this down now as assumed complete. No respionse from customer.

Depends on the situation, if a door is in the way they should attack it, in order to get past. Otherwise they'll usually leave the fight. However if I'm right as this is on Level 3 there should be nothing in the path. In which case they shouldn't suddenly switch to attacking them.


However in tests we've not noticed something similar to what you describe. Any chance you can provide a screenshot so we can try to recreate something similar.

The initial report (which is marked as complete) states that units are unable to attack some units which are attacking a dungeon core and does not specifically include workers. We found that some cores bounding boxes were incorrectly set and some units were unable to attack units that entered that bounding box.


Workers are not intended to fight normal units, they will only attack other workers. (Their damage is too low to affect any other unit.)