Blight Beta: Known Issues and Bugs

I’ve got a group of zombies currently following a Bridge Witch’s “Strange Siren” in the NE corner of this game here. They have reached an empty village, and they’ve been sitting stationary for the better part of an hour, at least. I would have expected them to continue on with no delay – is there a required delay if they’re changing an unblighted settlement to Blighted? It feels non-intuitive that they would be stopped this long in a village with no living residents and no graveyard, and with a time-limited power applied to them, it makes a player antsy. :slight_smile:

They might be waiting for another nearby group of zombies to catch up to them. Zeds will wait for their buddies even under movement compulsion.

1 Like

There were a couple of disappearing armies in this game here today:

I had a 600 strength goblin group escorting a Master of Coin to a troll settlement in the northwest. I checked in 45 minutes later (while they were still on the same path as before) and the 600 strength army was simply gone. There was nothing in the event log to indicate anybody picked him off with a High Elf or Blind Justice (if there are even any of those on the map). I mentioned it in chat and nobody claimed to have killed it, but one person did report that a 2600 strength group escorting a boss near him disappeared after attacking a settlement (that obviously wouldn’t have killed the group). That left the boss isolated (like with me) so he cleaned the boss up before he could reinforce.

Thats a bit of a worry. There is nothing in the logs.

Do you think there is an event that might be triggering the loss. Blighting a settlement or a combat?

Apparently the python random number generator is the mersenne twister which I think is good for this sort of thing, my question would be how is it being seeded and does that bias things.

Or of course the documentation I’m reading could be wrong.

I’m not specifying a seed so it should just be using system time. Don’t ask me what the server is running. Its in the cloud!

Recently in a game I used the Serpent Charmer’s ability in a 6 player normal game (50 gold for each settlement within 2 leagues). While there were 8 settlements, and 8 targets after i selected the spell, but I only received 300 gold

were any of the target’s mana wells?

I’ve also had the moving not showing up bug.

I just pushed out a new release and any Queen of Lies, Master of Coin, or Lich Kings should be automatically deleted to make way for new versions of these bosses.

In the other player’s case, there was an event of a settlement being blighted involved. In my case, the unit was just continuing its movement from one vertex to the next, no event on that unit happened. I don’t think there was an event on anything within a few league radius during that time (but it might have had similar timing to the even of the other player on the opposite side of the map).

We’ve had a handful of bugs in the past 24 hours.

  • Crone power activated but didn’t remove buff from zombie humans or zombie giants.

  • Dragon nowhere near a settlement had “spiked palisade” buff listed in the card details. Buff not being applied.

  • Several dragons refusing to move. No buffs. Movement orders in place, but they don’t change location over time, and the details say “not moving”. Changing orders, stopping and restarting etc has no effect.

[quote=“rc_pinchey, post:367, topic:4499, full:true”]* Several dragons refusing to move. No buffs. Movement orders in place, but they don’t change location over time, and the details say “not moving”. Changing orders, stopping and restarting etc has no effect.
[/quote]

I was just about to report this one as well.

Game number 6444855785947136

Here’s what I did, to the extent that I’m remembering correctly:

  • Two Gryphons, A and B, in a group (B following A), moving.
  • I decide to send B elsewhere.
  • About halfway from waypoint x to waypoint y, B unfollows A.
  • Set new movement orders for B; it should now diverge from A at waypoint y.
  • Check in hours later to find that A has moved, but B has not.
  • Begin troubleshooting:
  • Correct movement orders are shown on the map, but B’s status is “Not Moving”.
  • Refreshing the page and resubmitting the orders have no effect.
  • Eventually tell B to move to waypoint x (back to its most recent waypoint). This works; B’s status updates to “Moving”.
  • Resubmit B’s actual orders.
  • B arrives at its intended destination.

In this case there weren’t any ill effects for the game as it’s just an experimental run at Marshhammer, but this is an insidious bug. It’s very easy to miss entirely since the movement orders still show up on the map. If I’d encountered this in a more difficult mode it could easily have cost me.


Edit: Just got it again, same game. Apparently my Artillery sat in the middle of the river all night instead of going somewhere useful. :frowning:

Same bug here. I issue an order to my assassins and they’re all like “Yup. Staying right here!”

Obviously this wouldn’t make a difference with the dragons refusing to move, but i did drop him from a beacon if that helps.

edit

Was able to get the guy to trying to combine him with other units. I couldn’t because there were no other units, but it allowed him to move again.

Sorry All,

The day before yesterday, while I was testing the new heroes, I noticed that if you give a unit a new move order while they were halfway through a step, they would lose the few minutes they had already moved, even if the first node on their path was the same. This was bad in SP because I kept noticing my unit ended up 5 minutes short of where they were supposed to be.

I fixed it, but I introduced a bug where if a unit is not moving at all, and you give it a move order where the first path node in the same as where they were heading when they stopped, they would not restart the move.

The workaround is to give the unit a move order back to where they were coming from, for a step, then back again.

Apologies, will try and get a fix out soon, but it will be mixed in with all the new zombie bosses so we need to do some really good testing first.

Thanks for looking these bugs. A few folks have reported this crone one over the last few days so I think there is probably something there.

The other ones will be fixed soon!

I noticed today that this was fixed! Huge thanks for that! No longer do I have to hope I check in at the end of a step if I want to change a unit’s future orders without losing twenty minutes of mountain climbing! :smiley:

2 Likes

The updated Queen of Lies causes errors in the Event log: I just claimed a town for its doubled price (4), but the Event log shows the base price (2).

Just got what feels a lot like a compulsion bug in this game. My Hound Master is trying to clear graves, but the stack he targeted (at [[182]] Staunchridge) isn’t moving. It has the buff, just no movement to go along with it.

Edit: and again with a Dragonhelm on a stack of zombie Giants.

Did the units just recently blight a town?