Here’s a third minor update with a bunch of bugfixes and small improvements:
- Fixed a crash when ordering to attack an already demolished house under FOW
- Minor naming changes (lance > pike, pike > halberd, house > building)
- Smooth scrolling for lists
- Fixed a bug when a keypress would leak from reassignment of a hotkey into a players name editbox in Options menu
- Fixed crash on loading a savegame with fences being built or attacked
- Fixed small memory leak on hotkeys resave
- Fixed harmless junk text getting written into settings on hotkeys resave
- Fixed crash on reopening Highscores after GFX reinit
HOORAY FOR ALL THE FIXES AND CHANGES, now you’ll be thinking on something new to modify in the game for Alpha 11.9.
Hey, nice job, its really looking good, brings back memories.
One suggestion i would have, if i remember this was also an issue in the original game. Builders will leave a building unfinished if there is a demand in another place. It would be nice that if a building is started then at least one will stay and finish, especially if the materials are on the site. From what i saw they prioritize roads and will stay there forever if there is a stone shortage, but without at least one builder available you cant build a new stone cutter or cottage to get more free people to train a builder, and if you do then he will also go to build roads.
Or maybe a priority button. It appearss only during building and if checked builders and serfs will focus to finish it before anything else.
i vote for priority buttons in builders. The option for, for example, to choose (individually) between Hauling, Building, Roads
Better would be an individual button for each tast that can be clicked when selecting it. Then this task can be prioritised as next one to be done.
Wrote that down, thanks! (https://github.com/Kromster80/knights_province/issues/293)
Oh and the Cow Farm lacks the flag!
And if you relocate a troop, you should use the troops current direction as default, not the last one used. The way it is currently you have to each time set the direction manually if you want to move troops looking into different directions one after another, e.g. just moving all soldiers a step forward.
Thanks, will be fixing that (https://github.com/Kromster80/knights_province/issues/294)
Settlers II had a really nice and useful feature:
Observation windows! You could enlarge a specific part of the map in a movable window so e.g. you can work on your town and show a bridge towards the enemy in a screen corner to immediately detect attacks.
That would be really useful!
This is an interesting one )
Why stables not produce a horsers when grain is delivered?
One horse is produced after it gets 5 grain. UI needs improvement, agreed.
thx a lot for info.
How watchtower can shoot?
Watchtowers need to be stocked with soldiers. Then they will shoot.
When i wanted to make screenshot, game crashed with error that it can create screenshot file (maybe some antivirus problem because i used portable version, but no antivirus alarm), also it crashed so hard that i can’t send eror report.
And main isue why i wanted take screensho,t was bad “loading” of texture of mountain, i could see through
Thanks for report!
It is likely, that antivirus got upset about game trying to create a PNG file in its folder.
Was it the “bad” mountain on some stock map?