Bug report : Worker related bugs
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July 21, 2012, 5:55 pm
Posts: 92

Here a few things I thought after trying out the workers:

- when you set fields for the workers to work (like ones where they should grow wheat etc.) and you build something on top of these fields, the mark doesn't disappear.
- You should implement a way to remove every mark from one category (like planting wheat) with one click, atm it's too much work.
- It would be better if you made a popup window where you can see everything worker related, after talking to him, I must say I hate it to browse through felt 10 windows until you have tamed, and programmed the worker.

My resumee:
after day 18 I couldn't programm even one worker the right way, everyone died after a few nights, mostly because they ran outside the fort because they feared the enemy, it would be nice if there was a way to tell them where they should stay, even when they could be attacked.


July 21, 2012, 6:02 pm
Posts: 92
Night 20 (the one with the 2 worm bosses) lags like Alpha 0.2, in the later nights (where I reached night 30 or something)
July 21, 2012, 6:18 pm
Posts: 346

For the night 20 log, I might have an idea why this is starting to lag. I'll take a look.

For the worker, you can define the "area" without having to talk to workers : Just open your inventory and press right several times. You will see the jobs of all the workers and you will be able to configure all the areas.

However, you can't change the jobs of the workers like that. I agree that would be very handy. I'll add something like that in the new version.

In order to save them from running outside by night you have three solutions:

- If a worker is a solder, it will just follow you --> If you are in the fortress, it will be in the fortress too.
- If a worker is a guard, it will go in "patrol" areas --> just define the patrol area to be inside your fortress.
- With any other job (farmer, woodcutter, wood planter or no job), when the night comes the workers will go to "safe" areas. If they can do their job in safe places, they will do it (for example, by night, a farmer will harvest a spot of wheat situated in a safe place). So, if you have a field of crop inside your fortress, you want the field to be define as "saw wheat", "harvest wheat" and "safe".

I hope this is not too messy.

Ps: I will have to write a proper tutorial at some point.
July 21, 2012, 6:21 pm
Posts: 92
yes that is helpfull, I found a bug with the dog, looks like he can't drown, he is underwater for let's say 4 days and doesn't go out (I put stairs in the water), and he's still alive and get's 9 damage every few seconds.
July 21, 2012, 6:29 pm
Posts: 346
True. The dog actually regenerates its life quite fast. I'll reduce it a little.
July 21, 2012, 6:32 pm
Posts: 92
congratulation you've fixed the bug where you couldn't return from hell, I'M BACK WORLD!!!
July 21, 2012, 6:52 pm
Posts: 92
July 21, 2012, 6:56 pm
Posts: 92
Azebu it's your turn^^
July 21, 2012, 7:52 pm
Posts: 117
Still only me who thinks the Red Blobs spawn a bit too much? :c
July 21, 2012, 7:58 pm
Posts: 346
Okay, actually, I really love having plenty of monsters of the screen.
So I will reduce the power (i.e. heal and speed) of the bosses (and also of the bosss' babies).

Let's see how this is doing...

July 21, 2012, 8:02 pm
Posts: 117
Great :)
I also like tons of monsters on the screen, but the small ones have way too much health, atm .__.'

(Happy 100'th post! :D)
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