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V 1.2.2 c (and b)

Some more fixes for very edge cases, thank you for the reports and enjoy the weekend!

V 1.2.2 c
Bugfixes
  • Fixed "Bad Joke" soft-locking the game if you had exactly one Pip, as he would tell the joke to himself, start crying, and then refuse to do anything else.
  • Fixed bug with some warnings not disappearing at pass turn, or a reset
  • Fixed nullreference when trying to untrain a Pip that was working while nobody else was available
  • Fixed Boon: Terraforming not correctly giving outputs for wood and ice
  • Fixed a pesky bug where using multi-Pip buildings would replace existing Pips without removing them first, creating clumps of Pips working in the same spot
  • Fixed new fields animating while disabled
  • Fixed production order of Tea Field when Herbs are exactly at zero generating ghost herbs on load
  • Fixed multi-Pip buildings force-removing from other buildings even without replacements


V 1.2.2 b
Balance
  • Refreshing Rain: Increased Threat range from 1-7 to 3-7 to avoid it appearing too early and messing with the initial Heat buildings
  • Reduced maximum number of hit pips for losing high-threat events very badly (to avoid hitting
  • all* Pips when that was not intended)