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Hello Paulevans,
we are sorry for such inconvenience and you are not the only one with this issue.
We are waiting for third party support from our UI middleware vendor.
However if you not want to wait for a fix and you just got the game it is possible to refund it on steam store if you played less than 2 hours.
A fix will come for sure but might take a while as it depends on a third party.
I am merging your report into the existing thread.

Not the cause unfortunately as Gold Statues are explicitely filtered out when calculating the current population.

Interesting, maybe this is the root cause of the problem

This entirely depends on Unity3d, it should work but obviously doesn't for you.
But since it is a new feature it is likely to be fixed for everyone soon, but this is not in our hands.

No worries, we love people doing things to improve the game ;)

I asked my mate Nano about this and he said:
"The meta (the first line), contains the workshop ID, allowing someone to update his workshop item

If somehow for some reason he lose the first line, or it gets a different ID. It won't upload to the same workshop item

Now, if such thing happen, one can always subscribe to the item, and grab the ID from the download file"

So this line the game puts on the top contains all meta information to refer to the same workshop.
If you remove it, it will result in a new workshop. So better leave it as it is, or you need to manually reenter this line to get it connected to your workshop.

Does this answer your question?

> creates a new translation file T_T
What does it mean can you explain very exact what does not work as intented?

I tested this now ages long with killing units in multiple ways and waiting for respawn by looking carefully at all values and it seems to behave all as intented.
What you should know though:
- Prisoners count to your population until used (when converted they keep counting to your population)
- Sacrificing an alive minion for Vampire, Crypt, Torture or Tavern spitroast delays the respawn of same kind for one minute
- Throwing a minion back into the gateway does even lower the spawnrate of same kind over multiple minutes while it gradually recovers (get back to normal speed) over this time and this does stack to some extent if multiple are thrown away
Also:
The spawn rate is a wait time before trying again to spawn "the most suitable unit".
If you lose your entire army in this time it will still have to wait for next spawn attempt before it spawns again more frequent.
eg. if you have an army of 100 population with 2 gateways the wait time is almost 2 minutes.
If you lose all your minions briefly after last spawn it will take almost 2 minutes before units respawn.

These are my guesses why it did feel like not working as intented.
But I was unable to find any bugs.
Let me know if one of the points I mentioned might have applied to you or if you still think there must be a bug.

Hello Dikson,
any chance you set HUD-Scale in Options -> Gameplay to a high value or is it at 100% ?

Yesterday you just did a quickfix for your specifc problem.
Meanwhile we took some time to improve the feature and with next hotfix hopefully all works as intented.
If not please keep us spammed with reports :)

Yea and hopefully with generational garbage collection, which we are eagerly waiting for,

Leveres av UserEcho