התגובות שלך

I would never have guessed that we would encounter such a weird stackoverflow issue that late in development.
Thanks for reporting this one, we are investigating the root cause.

Hah, it was way easier to reproduce than I did expect.

It was indeed related to the recover health mechanic in that way, that by implementing this earlier we needed to remove almost all checks for sleep being fulfilled to stop units from sleeping longer than needed, to allow them to do so when damaged.
Well, it seems we removed one check too many, because for assignments it was still relevant.

It is now back, but we found it a bit boring when you assign a healthy well rested minion to sleep and he does ignore this order.
So we made them now sleep in this case for a very very short time to give the Underlord the feeling that his orders are executed.

This will be fixed in an Hotfix coming soon containing a couple of other major issues.

Thanks a lot for reporting this one.

Cheers and have a nice day :)

Hey (again) Runemaster,

There is one reason why units would sleep longer than they need, which is when they are damaged and need to recover health.
I guess it was not as simple as this and you just not waited for them to recover to 100% health?
In this case I still think the problem could be related to this mechanic.
Now I would really like to know how to reproduce this, but I will try.
If you have any additional hints, please shoot :)

Cheers & Thanks for reporting :)

Thanks a lot for supporting us and finding bugs :)
Yea on flag icons directly applied only Recall works because the designer said for other spells it would not be clear enough which units would be affected.
However ALL spells can be applied to single units in a group(flag) if you expand the flag icon (arrow right to it) to show the detailed units in this group (not available for rally all but all other flags).
You can apply spells to each of the unit icons there individually.
Furthermore ALL spells can be applied to the unit portaits in the minion panel and on the left of the panel you can select a a filtered view either by mood, current activity, combat state or XP level and ALL spells apply to each of the categories which do contain units.
Each time you click to apply a spell on a portrait(=unit type) or a category(=unit type & filter) it takes the next unit in that group and you can right click to zoom to the unit which would be affected by next click(spell) in advance, if you care.

Hope this compensates a bit for the lack to apply spells directly to flag icons (except recall which works).

Cheers




Hello Rlund,

We found the cause and fixed the issue internally.
A bad timing issue between waiting for a query for a far away location to complete and thus going idle, then deciding to chat to nearby units and turning to face them while they needed to go towards home, while being pushed away by other units nearby unable to move forward and querying again in an endless loop of death.
(Maybe this sentence should be split in multiple :D)


We will release a Patch or Hotfix once we accomplished a couple more bug fixes soon.
For now as a workaround either:
- slap many of the minions
- grab and drop them outside the minion cluster
- simply recall them home
(many WFTO Players don't know that Recall spell can be applied to any rally flag icon to recall ALL units belonging to this group even on Rally all = recall ALL)


Hope this helps!

Hello Rlund,
Do you encounter these issues directly after you load one of your save games?
I ask because I somehow don't. eg. in your first saves from Arcane Prison, when I dismiss rally the all flag, units find correctly back to their facilities but those who don't have needs (eg. Roussimoff, Ember Demons).
But when you load this save game and you dismiss the rally, you run into an issue where some normal minions or beasts do not find back to their facilities to satisfy their needs?

Cheers