Uw opmerkingen

Hey Cron,
It does (or should) not matter if your friend has HoG and we intend that owning a DLCs can only make visual differences but never mechanical differences in multiplayer games.
> I didnt even play multiplayer before heart of gold release so it couldnt be any version before 1.4.
The cancel flag icons were temporarily broken in 1.4.0 and this was fixed I think in any 1.4.1fx version, if I remember correctly.

If you really encounter an annoying bug, then you can not "waste" our time better than reporting it, so we can get a rid of it and no one needs to suffer it again.
Thank you for any clear steps to reproduce issues, because when we can reproduce an issue, then we got already more than the half way of fixing it.
Most of the time we get lost in trying to reproduce issues, but most of the time there is a clear way to reproduce.
But I know it's sometimes not easy to find.

Anyway, thanks for helping to improve the game :)

Yea this one is the only big remaining riddle from all your reports,
because it should be clearly fixed in public version
and none of us can reproduce a problem with this feature right now.

Wow you revealed an even bigger issue.
In fact all defence blueprints were actually immortal after being loaded from a save game, in case they had at least one part installed already.
And then they remained until fully built.
We did totally overlook this problem and because defences are build quickly normally we did not realize for a long time.

Thank you a lot for pointing us to this.
The problem will be fixed in next Patch :)

It was an issue with conflicting names for abilities of Aureate Monolith and Colossus which made the Colossus reload with the Monoliths Steal Gold ability.
This ability was then usable for by the Colossus fighting system and was triggered endlessly without any restrictions ot cooldown which made the Colossus stuck instead of him doing any other actions.

This problem will be fixed in next Patch.
Thanks for pointing us to this issue! :)

I was meanwhile able to reproduce an issue here.
To trigger the problem you need to very quickly grab potions of one type and create potions of a different type.
This can cause that the host does not remove the potion references on cauldrons and thus they are occupied on host, while free on client.
When the client chooses a free cauldron to brew a new potion, while this one is occupied on server, the host will deny the attempt and the potion won't be brewed.
This issue was caused by the grab event arriving delayed on the server and if you were faster in grabbing and building a new potion the issue popped.
But now we explicitly tell the server to remove the potion right when the client grabs it from the cauldron.
This does not only theoretically fix it, but I can not trigger it again now in the way I was able before fixing it.

So long story short: It's fixed in next patch :)

Lee Moon as a quick solution we could show just a little * or simply nothing where the XP level goes on UI for all units which do not have leveling mechanics.