Faction Warfare: Hotpatch 1
Here is a small hot-patch fixing issues you've been reporting in the last few weeks.
Firstly, the problem where a settler would disappear when given orders while they are using a stair should be fixed for good. As it's a very elusive bug, I added a fail-safe just in case: if the bug is still present (and I really doubt it), the game will automatically fix it when you save or switch to combat mode and leave a note telling you it did. Please, make sure to still report it when it happens.
Secondly, settlers should be much better at selecting which "need" they need to satisfy first. Hunger and Thirst when very high will take the priority over sleep and other "non lethal" needs. Assuming a settler has all their needs maxed, or close to, it will eat / drink before going to sleep now. This should prevent settlers from dying of hunger during their sleep and make, on average, recovery from a bad situation a tad easier.
There are a few more balance and fixes in the change-log below.
Note:
My internet connection has been very unreliable in the last few days. To a point that I am currently forced to use my (capped) mobile internet to upload this build and write this very post. I suspect it somehow has something to do with everyone in my country using way more internet than usual due to the Covid-19 outbreak. Point is, I might not be as responsive to threads and queries as I usually am. Don't worry, I'll still address any problem, question or suggestion, it just might take a bit more time.
[h2]Changelog[/h2]
Firstly, the problem where a settler would disappear when given orders while they are using a stair should be fixed for good. As it's a very elusive bug, I added a fail-safe just in case: if the bug is still present (and I really doubt it), the game will automatically fix it when you save or switch to combat mode and leave a note telling you it did. Please, make sure to still report it when it happens.
Secondly, settlers should be much better at selecting which "need" they need to satisfy first. Hunger and Thirst when very high will take the priority over sleep and other "non lethal" needs. Assuming a settler has all their needs maxed, or close to, it will eat / drink before going to sleep now. This should prevent settlers from dying of hunger during their sleep and make, on average, recovery from a bad situation a tad easier.
There are a few more balance and fixes in the change-log below.
Note:
My internet connection has been very unreliable in the last few days. To a point that I am currently forced to use my (capped) mobile internet to upload this build and write this very post. I suspect it somehow has something to do with everyone in my country using way more internet than usual due to the Covid-19 outbreak. Point is, I might not be as responsive to threads and queries as I usually am. Don't worry, I'll still address any problem, question or suggestion, it just might take a bit more time.
[h2]Changelog[/h2]
- AI: Settlers are better at selecting which need to satisfy first (hunger & thirst now take the priority over fun, sleep and sickness)
- Balance: People who are sleeping have their hunger and thirst needs grow a bit more slowly
- Balance: Farms take less time to get ready (divided time needed to "build a tile" by 2)
- Fixed: AI logic issue which could prevent a farmer from building a farm tile as he keeps getting interrupted by needs
- Fixed: By night, sleep would override other needs even when those are more urgent to deal with
- Fixed: Giving orders from the one map layer to the other was unreliable (it was checking collisions for the wrong layer)
- Fixed: A case where loading an old savegame, under specific conditions and from the start menu, could crash the game (couldn't reproduce, but got a report)
- Fixed: Rare issue where a settler could disappear while using stairs if they get interrupted by another order
- Fixed: Rare issue where a settler could duplicate itself (this bug and the one above are technically the same and trigger under the same set of conditions)