Did something break? Please tell me about it.
Bug Reports Sticky
I can confirm the same thing happens to the coastline, removing the road turns it to grass
Roads need a little rework, currently placing a road erases whatever was beneath it, hence why everything turns to grass.
Not building roads on mountains makes sense, maybe with a different type of work designation that could flatten the mountain (to make a pass, or allow for building a mine)
I saw a crash in 1.2.4 around fighting masklings, still trying to chase it down.
Migrants idle when they reach the settlement's influence range (the distance at which you can construct buildings). That influence range is based on population, and can get pretty big. Those idle migrants will stop idling as soon as they're assigned a task.
the migrant groups were outside the settlement range, they were idling in the masklings camp where they spawn (unless they overlapped)
Also sometimes migrants will get stuck travelling to a structure that is just on the other side of something ex: carry bricks to a wall but they walk up to the tower just in front of it instead of going around through the gate
Does that make sense? I often have to delete the structure, and retry but it can happen again, it's almost like I'm guessing if this can be built or not in this place E. Happens almost always with walls in corners that sorta thing
It's possible that a settlement's influence range expanded to a maskling camp, there's no cap on it currently.
As a performance optimization citizens will "give up" if they can't reach a destination or get closer to a destination after a thousand calculations or so. What's happening there is the citizens are getting "stuck" in a spot too far from a door.
Huh, I've never heard of that before. What would be an improvement? Lighter? Darker?
I also saw that when the game is minimized and I right click in another program, that the game turns into inspection mode
I'll see what I can do with that.
Edit: though the game is still running when minimized, muting the game would remove audio cues that you're under attack.
They could be trying to travel to a different farm, but are unable to reach it. Citizens cannot walk over farms at present.
The Trade wagon displays as a 3x3 tiles, but in actuallity it only occuplies a 1 tile space. What you're seeing is probably the wagon overlapping onto the water.
There's an issue in 1.2.5 where pathing can ignore structures in some edge cases. I have a fix in 1.3, but I could release it early if it really bugs you.
Edit: Masklings shouldn't ignore the walls, so don't worry about your defenses being useless.
That's unfortunate, are you on the latest version? There have been several world load fixes since 1.2.0
Yes I'm on the latest Version.
I don't think the problem is necessarily the world load since it crashed before that. Would providing you with the save help you with fixing this bug?
Thanks to that save file I've got a fix. An odd little edge case around training warriors and me being sloppy when cleaning up after training is complete.
Fix will be in1.2.6, which will be out within the hour.
There's a known issue around pathing calculations sometimes missing structures. It's fixed for 1.3. I can put out the fix early if it's epecially bothersome. Importantly, it wont affect Masklings, they'll still stop to attack instead of walking through walls.
Oh don't worry about it, it's not bothersome at all, just wanted to let you know in case no one reported it before.
Also, I've seen a group of migrants getting stuck for some reason since my last post, but I haven't been able to replicate it yet
Savefile fix is in 1.2.7 Looks like world generation was running during the saving process, resulting in a corrupted world. A preventative measure will be in 1.3. The would should load correctly, now though. On a side note, that world will be great for my performance profiling work. Thanks!
That graphics glitch is already fixed in 1.3
I'm not seeing any problems loading in 1.2.7 (brand new this morning). Could be that this world had the same problem asTwonky's world. If it doesn't load for you in 1.2.7 please let me know.
Immigrants are attracted to the settlement with the highest Wealth Per Capita value.
My first settlement has the least welth per captia value of 5 compared to my other 2 which are 7 and 11
What version are you on? Prior to 1.2.5 I think there was a bug where the priority was backwards.
I had that problem too with a wealth of 32 and a wealth of 11 and they choose the 11 wealth settlement although those settlements were founded at a later date and the 32 wealth one was the second.
Curious, I'll take another look at the logic.
Edit: Do all of the settlements have 0% homelessness? Immigrants will only travel to settlements with sufficient housing. Or sufficient housing under construction.
Yes it did. It had enough for around 70-100 people I built the whole settlement with the starting 17 people.
I even send in a second migrant wave from the capital after a few Years and started importing food from other settlements because the 17/34 people couldn't support all the houses I had built. It took 3-4 Years for the first real migrants to show up.
You should actually still have the save with that settlement it was the last I uploaded the settlement between the 2 mountain areas. Btw. you said you wanted to use it for performance test. Were you able to fix some of the crashes happening every few minutes?
I've made a note of them, thanks.
Are the masklings just sitting outside your settlement in shallow water (light blue)? Sounds like they're waiting for buddies to show up.
Yes they are! But its like directly beside my settlement, literally a couple pixels out of tower range.
I did settle directly next to fetile soil near the shallow water though so it may be coincidence
I was just not sure if the interaction was on purpose, since i lose a few villargers to continually alert mode.
Manned walls was something I was going to suggest!
It's a side effect of the way citizens interact with buildings. I'd like to change how repairs are done generally, which would avoid the issue.
Why can't you download a newer version?
I download it I start the game and when it starts is the version 1.2.0 but until then I did not see problem that version was cool the problem is that When I started to get better more houses large population I click to see the information and gets fatal error, i already tried download again but of the same says that it will be corrected in the next update but I can, every time that I download is the 1.2.0 help
1.2.0 has some bug and some performance problems. The current version is 1.3.2.
If you click the "Download Now" button, you should see a popup with payment options, right above the payment amount box there is a link: "No thanks, just take me to the downloads". Click that, download "bronze-age-windows.zip", and find where it was saved. Unzip and play.
Alternatively you can use the itch.io app which makes installing really easy.
ok my fault, I need to order copper throught the settlement info window, got it ^^
I'll take a look
I loaded the save and played for several minutes without crashes. It could be that whatever the problem was it has been fixed by the patch I'm working on. If the problem persists in 1.3.3 (due out today or tomorrow) let me known and I'll take another look.
Made a note of it, thanks.
Edit: The pigs mostly got re-gathered eventually, but one dude got stuck on a peninsula while gathering pigs (again), which seemingly stopped all pig-gathering business altogether, despite half a dozen empty pastures.
1.3 has an overallocation bug around pigs and tradehouses. When a group of pigs reaches the tradehouse, another batch of pigs is sent out. That's been fixed in 1.4.
There is currently a limit of 1 shepherd per settlement as well, which is why the stuck guy is preventing any other pig gathering. Could you send me the world so I could see how he's getting stuck?
Made a note of it, thanks!
The crash happens when the image export is running?
Is Bronze Age "installed" in a directory that needs special permissions (such as Program Files)?
Yes, I click "export image", it sometimes run for a second or two, and then it gives me the regular "fatal error, bronze age has crashed menu/quit" message. It is in a subfolder of Documents, not Program Files. I'll try running it with admin, see if it changes anything.
PS: Nope, admin doesn't change anything. It creates a folder for it in the export folder ("Eror the plane of chopping turn 76858", number varies a bit), but it's empty.
Same problem here.
In the map preview is everything blue, but there i can see some black hexagons ...
Yeah same for me
I use a laptop with Intel HD graphics 520 btw, 2.80 GHz Intel i7 processor, 8 Gb RAM, with Windows 7 64-bit
It outright crashes on me.
So Twonky made a temporary fix for those of us eager to try stuff out! Check the comments here: https://commodoreshawn.itch.io/bronze-age/devlog/14251/20-new-era-update
a) It's awesome that someone was able to put out a fix for the game while I was sleeping.
b) I think the bug is due to different cultures when loading the mod data. Do you use commas for decimal places where you live? That might explain why "0.75" is being interpreted as 75.
Here we use commas for decimal places, but that's only an issue with some microsoft software
Okay, found a better fix than using Twonky's mod. This is for people who live in regions where commas are used for decimal place. Instructions are for Windows 7 but probably apply to different Windows.
Go to Control Panel -> Region and Language.
Change the Format to some type of English, or else it probably also works if you go to Additional Settings and change the Decimal symbol to "."
Same over here, and I have Windows 7 Home Premium (32-bit OS)
UPDATE: I tried moving the files around and I managed to find out that I made the most progress with the Komma's fix beacuse with the normal file in the game the fatal error occured but with the Komma's fix I could get trough the loading without any fatal errors but once I was in the starting point choosing menu I couldnt press the [Start] button, it just didnt allowed me to.
Look for grey speckled ground. It will be in some of the biomes that have scattered mountains and trees.
I see it, but there is no way to interact with it to create limestone mines. Possibly a bug?
It looks like that the limestone may be in a different region. Try creating a settler and founding a new settlement next to the limestone.
That's strange. I've taken a look through the reported errors and don't see anything that looks like what you describe. If you could send me the save file I'll take a look and see what's going on.
Thanks, I think I found the problem. Looks like a weird corner case around saving right as a unit died. I'll have a fix in 2.0.3, as a temporary workaround try changing (or disabling) the autosave interval from Settings in the main menu.
Settlers are spawned at the Administration Center (those tents near the left side), there's no empty space for them to spawn. If you remove one of the structures (like that brickworks) then you should be able to create settlers.
Capturing Maskling settlements is coming in the Conquest Update.
Happens to me too. first time the Auto save actually saved before world crash. next few times, not so much. Doesn't happen on old worlds that I migrate into 2.1 though. Strange.
Found the problem, it looks like it's due to the "Not enough housing for migrants" notification being present when saving the world. I'll have a fix in the next patch, in the mean-time you should be able to avoid the problem by adjusting the autosave interval, dismissing any notifications, and/or building more housing.