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※ Please do not mix bugs reports with feedbacks/ideas/suggestions, to post one of them please go to Suggestions & Feedback forum.
※ Every new bug reported should have its own, separated thread on this forum, please don't report them in this thread.
※ Every new bug reported should have its own, separated thread on this forum, please don't report them in this thread.
Remember that this a very early Alpha version, and therefore there are some issues and incomplete stuff in the game at the moment.
More reports needed

※ Issues that may be related to only one person, impossible to reproduce. There's need to confirm them by others to change reported here issues status.
- 0.11.5 BT - Knights Aren't Spawning With The Rogues - When the wave of enemies spawn from the portals, Knights are not being spawned.
- v0.11.16 - Analytics - Assert warning - Entities::Cart::AbortedJobReport - Line: 399 - For the last day I've been getting 20 reports about this: Assert warning - File: Source\Entities\Cart.cpp - Function: Entities::Cart::AbortedJobReport - Line: 399
Not solved yet

※ Every unsolved bug/issue or crash that will be solved in next game version.
- 0.11.4 BT - Missplaced selection for decoration blueprints - Many of decoration blueprints (and only blueprints, because after you built a decoration the selection works properly for them) have misplaced selection point
- 0.9f-3 - Bats Flock to Portals - All the bats on the map flocked to this one portal and stayed there.
- 0.11.17 - Selecting uncovered multileveled terrain tiles cause "overselection" - You'll finally get to the point of selection that selects much larger amount of tiles like on the picture below.
- 0.11.18 - Additional armour appears when creature switches armour + drop on floor bug - Basically when creature was ordered to change it's armour for another type - it firstly drop already wore armour on the floor, than go...
- 0.11.19 - Enemies have pathfinding issues with hydraulic pads - It seems that if the only way to my dungeon leads through hydraulic pads enemies don't move, wander around, etc.
- 0.11.19.4 - Imps gets hickup when going to Storage Room with item - Imps are behaving like they were trying to do something else than returning to Storage Room to put there held item.
- 0.11.19.4 - Imps status changes to Idle at random even if there are many tasks to do - Something weird is happening with Imps when a task is done...
- 0.12.0.0 - 3 Treasure Chest bugs - Enemy can't destroy a tile of your room if there is a Treasure Chest placed...
- 0.12.0.0 - List of missing things in editor - 1. There are no description for resources in "Add resources" menu...
- 0.11.18 - Creature's patwhay portal-to-portal loop - basically wherever I place my rally flag close to portals creatures instead going there in this particular terrain decides to walk from one portal to another.
- 0.11.15 - Can't Render PrtScr in Full Screen Mode - The Return - Maybe this has something to do with changes to the fog of war, but now my Alt+PrtScr render as just a black bitmap like how it was white before.
- 0.12.0.0 - After won battle creatures ordered to dig tiles keep being in fight - Fortunately after they dug out tiles their battle status changes disappeared, changed to proper one.
- 0.12.0.0 - Tile beneath the statue brakes if it is attacked and dug simultaneously - I'm not 100% if that was because only digging the statue or attacking it with weapon only, but when I saw my Orc and Impanzee attacking the statue I wanted to help them with destroying it by marking it to dig. An Imp came out and started to dig this statue while the Impanzee and Orc continued to brake the statue. After Impanzee Statue was destroyed I saw a broken tile beneath the place where statue was standing.
Will be solved in a future version

※ Every not game-breaking issues, that for some reason have to wait to be solved in further development stage.
- 0.9b - Graphical flashing/glitching/etc issues - This issue is directly related to having dual graphic cards.
- 0.8g - See Through DM - Was testing Possession on Piggeh, walked to the DM, and noticed I can see through the back of her head.
- 0.6c - Wall barrels and wall painting - The wall barrels can't be turned and the wall paintings are partly rendered inside the wall.
Solved with the next version

※ All bugs listed here will not appear in the next version... at least they shouldn't.
- 0.11.19 - One portal is divided into two - Game counts one portal as two - one in dungeon and one on the surface.
- 0.11.19.4 - Reinforced Walls Not Visible in Top Down View - When you tab to the top down view, all the walls appear not to be reinforced.
- 0.11.19.4 - Can see dig markings of trees behind the fog of war - I know that issue is related to that nothing limits from seeing lower or higher levels in the game when you select tiles to dig, but something I could be done to hide any objects like trees on surfaces behind FoW if area is not yet uncovered.
- 0.11.19.4 - Can build sarcophagus in not claimed Catacombs behind uncovered terrain - It's not only about Catacombs, because whenever behind covered area there's a tile on which you can put anything on...
- 0.12.0.0 - "Make Plain Level" marked in editor cause map gen. stuck in loading screen - If I choose "Make Plain Level" in editor than if I click on generate the map it will endlessly stuck in loading screen loop.
- 0.12.0.0 - Selling a room under Cave-in causes it to appear - Load the save file from here and than sell the Impanzee Room that was earlier claimed by my workers.
- 0.12.0.0 - V-sync & Windowed Mode always checked when restarting game launcher - Launcher wasn't able to save my previous setting.
- 0.12.0.0 - Big roots strikes again in dungeon - Download and open this map and go to the north to spot it.
- 0.12.0.0 - Unable to see more creatures of a kind in Creature Menu if game speed is 0 - I decreased game speed to x0 imps don't scroll, they froze in time.
- 0.12.0.0 - Natural objects have a hostile structure description - I noticed that Campfire in contrary has a normal visible to player description that shows it's name and heath.
- 0.12.0.0 - Imp Rally Flag doesn't call Imps to that flag - Imps are not being called by Imp Rally Flag.
- 0.12.0.0 - Can't see keys in Set Keys option menu - The actual keys are nowhere to be seen in options.
- 0.12.0.0 - Game Start Building Under Attack - I've loaded several different maps where each time I start I have a notification that a building is under attack.
- 0.12.0.0 - Map seed doesn't change when leaving and entering to Sanbox Mode again - It won't change like before where whenever I entered Sandbox Mode map seed changed.
- 0.12.0.0 - Wave Timer Disappears After 2nd Wave - I've ran several maps, and each time the Wave Timer is visible during the 1st and 2nd Wave, but disappears so the 3rd and subsequent Waves don't show up
Solved, but need confirmation (from players)

※ If you could reproduce any of these and confirm they're solved or not you'll help us developing this game faster!
- 0.11.19.4 - Piggehs as Guards - This is really more of an issue than a bug. With the speed Piggehs move this could potentially cause some serious issues if a Guard Room is placed a good distance away from the area your Piggehs work and sleep in.
- 0.11.16 - Performance drop during massive battles - I get down to about 9 frames or even lower but the game will still play.
Solved & Confirmed

The fruit of players work on finding these and Devs on solving listed below. Thank you very much for help!

- 0.11.18 - Infinite Mines Trick - I rebuilt the mine in the same spot, and now I get a new counter and get to mine it all over again.
- 0.11.18 - Selling Constructions Under Ladders - If a construction exists at the base of a ladder, you can't sell it until the ladder is sold.
- 0.11.18 - Ladders Obscure Mine Progress - If your ladder is on top of a mine tile, it removes the counter so you only see the resource in the tile, but not how much it's been mined.
- 0.11.18 - Crash - Source\GameLevel.cpp - Function: GameLevel::RemoveStorageBuilding - Line: 5294 - I wasn't doing anything in particular that I can think of which may have caused the crash.
- 0.11.18 - No trades route selected message is still in game - "No trades route selected" message (along with minimap pinging) is still in game which is not used any more due to changes made in trading system since this version.
- 0.11.16 - Analytics - Changing texture quality causes error - Texture has incorrect dimensions error - This is reproducible by changing the texture quality in the launcher to the lowest.
- 0.11.12 - Performance drops drastically when build bigger than 4x4 construction sites - As you can see in the picture below from 12-16 fps that I normally have performance dropped to 2-3 when all of tiles on the picture below I marked together and got 3-5 fps when I divided both constructions sites on two.
- 0.11.1 - Lava should light up a bigger part of the dungeon - Looking at this screenshot the lava should light up a bigger part of the dungeon.
- 0.11.11 BT - Evil Meter's timer goes to the next row if numbers are too wide - I think that was present in many previous versions, but it seems that if timer counter is too wide it than goes to the next line.
- 0.11.11 BT - Crash - Failed creating window "Warning!" - This error is not the real error. What is happening here is that the game is casting an error which is to be shown in a dialog window. But the dialog window is failed being created and therefore throws another error overriding the real one.
- 0.11.2 BT - Game seems to lose some tasks since map generation, loading game fixes it - It's very hard to reconstruct that issue unless you're playing the game since map generation and you never
- 0.11.7 BT - Rally Flags Ignored While In Combat To Chase The Enemy - This is really more of an issue, but it becomes troublesome when your rally flag doesn't keep your troops rallied around it and they go charging off across the map.
- 0.11.7 BT - Feeding Priorities - I've had a situation where my food production wasn't keeping up with demand, and while I added the necessary structures to increase capacity for my food chain, Imps keep getting in the way of my other creatures from eating.
- 0.10 - Mouse Trap Rotation - When you have a trap placed as in the top image, even though it looks like it's accessible, since it is rotated the wrong way you can't load the trap.
- 0.11.4 BT - Productions All Come to a Halt - I have an instance where I've dug out a large portion of the map. Occasionally this means that some of my creatures may get stuck in places they can't path out of. After quite a while of playing I noticed my creatures were going ballistic with fights erupting everywhere.
- 0.11.4 BT - Reinforced Wall Shows Both Textures - When you look at the image below you'll see what I mean. You see the wall texture below the Impanzee Room on the left with the texture that goes under reinforced walls and rooms.
- 0.11.7 BT - Enemy Bridges Are Permanent - There should be a way to clear enemy bridges as long as there is a room tile, road, or another bridge adjacent to it.
- 0.11.5 BT - Can't Place Mines At The Top Layer - If you want to build a mine on a mineral deposit on the top layer of the underworld, the blueprint can't be placed. The only option is to dig.
- 0.11.5 BT - Newly Built Mines Gathering Timer Glitch - When a mine is constructed, the timer is immediately at 100% (not seeing that as the issue) and then after mining the resource, the timer goes to 85%, then after mining again it went back to 0%...
- 0.11.4 BT - Creatures Attempt To Attack Maze Door That's Out Of Reach - I noticed this strange behavior as I was molding my dungeon around the maze. I intentionally left 2 tile heights below the door so my creatures wouldn't attack it yet, however it looks like a Piggeh and Rogue are trying to reach it anyways.
- 0.11.11 BT - Rotating room object blueprint can cause game to crash - Game crash whenever trying to rotate a blueprint of room object game. It always crashes when I rotate a tomb in Catacomb room, but sometimes I've got a crash when rotating Orc bed for example.
- 0.11.10 BT - Creature Rally Flag issue with small corridor in Cyclotaur Maze - Cyclotaurs attacked and my Orcs didn't respond.
- 0.9g-2 - Room Wall Unfortified - Sometimes when building a room, not all of the wall tiles get marked to be fortified.
- 0.11.2 BT - Lighting affects tile selection for digging multileveled terrain - Sometimes when you do some tile selection to dig some rocks and behind these selection there is an area that contains different terrain levels game selects much more tile to dig than your mouse during selection could mark.
- 0.11.7 BT - Blue frames of Selling selection goes too far from selected tiles - To the left you can see blue frames of selection, maybe it's because terrain to the left is multilevelled?
- 0.11.4 BT - Water is Visible Through Unexplored Fog - I had noticed this on another game in a previous BT, but it was well into the game so I was uncertain. Started a new game and saw through the fog to all the water on the map; not just what was close to the starting point.
- 0.11.3 BT - Direction issues during object rotation - Some room devices contains arrows when rotated tells the player where workers will operate them.
- 0.11.4 BT - Load option in main menu disappears - I haven't found how to reproduce that issue, but when I switched few times between underworld and surface and than entered main menu or even after leaving this level I had Load Game option blocked.
- 0.11.4 BT - Mood text in creature menu doesn't reflect it's mood faces - Because a creature is not satiated it says it's angry and no message it's angry had been showed, however creature's face is smiling on green, shouldn't this creature become angry if at least one of it's needs cannot be fulfilled?
- 0.10 - Rally Flag Hang Ups - I haven't figured out the exact cause of this, but I think that it has to do with the limit creatures will fight away from the flag. When the flag is far away from the enemies it is causing the effect I believe.
- 0.11.7 BT - Traps In Mazes Hinder Pathing - While I had the rally flag placed, even though an enemy was nearby it looks like these guys don't know where to go.
- 0.11.6 BT - Bone Armor Is Barely Visible - I noticed after getting all 3 species of my main attack squad upgraded to Bone Armor that the only way to tell they are wearing it is that you see the backbone of the armor.
- 0.9f-3 - Out of memory error - Out of memory error.
- 0.11.7 BT - Infinite Wood Mines - Mines built on wood never deplete and go away. While I would love for it to stay this way because wood can be troublesome to keep in stock depending on your play style, I don't think it's supposed to be this way.
- 0.11.7 BT - Fishman Beds Show Lair Floor - This has been around a bit, and I wonder if it was a tad bit taller if the floor wouldn't show through the bottom.
- 0.11.7 BT - Orc icon in the Prison room goes out of the window frame - It's the first time that happened, in earlier versions Orcs were placed correctly
- 0.11.7 BT - Game turns into windowed mode at the launch and after doing Alt+Tab - As the issue in Alt+Tab "throws flashbangs" at your face and runs the game in windowed mode now is solved, something that is related to switching between game and desktop and still shows a white plane for a short time.
- 0.11.2 BT - Resolution Mismatch - In order to take screen shots I've disabled full screen mode, and when in windowed moed I typically step it down from my 1600x1200 native desktop resolution to 1024x768. The problem is that the resolution is not actually 1024x768 in this mode, but 1040x806 instead.
- 0.11.2 BT - Can't Render PrtScr in Full Screen Mode - When I try to take a print screen while the game is in full screen, what is pasted from my clipboard is just a blank white background. I can capture screens when in windowed mode however.
- 0.11.7 BT - Screen Tips Distort Full Screen Mode - I accidentally hit my Caps Lock key, and while Windows wanted to show me on the screen that Caps Lock had been enabled, it did this to my screen
- 0.11.5 BT - Can't launch the game: Error saving texture to file - I got this message after I click launch the game in Dwelvers launcher. The only option is to terminate the game.
- 0.11.2 BT - Can build a trap on a road, but cannot build a road on a trap - You can build any road and than put on it any hydraulic pad or dynamite etc. but you cannot do that otherwise (road on tile occupied by a trap / stone fence), however can't tell if it's not intended.
- 0.11.2 BT - Some icons in the Storage Rooms / DM can't fit into the room info window - There are actually three things I would like to report, let's take look on this picture...
- 0.10 - Enemy Wave Shows Through Fog - Whenever a wave is released from the portal, they are visible on the minimap through the fog.
- 0.11.1 - Checking info on unclaimed portal cause some world map bug - you click on unclaimed portal info you'll see something like this...
- 0.11.3 BT - Can put bridges at border of un/covered lava/water as blocks everywhere - I checked if now resolved in 0.11.3 BT this bug also apply to the blocks and bridges - it does, as you can see on the picture below, however as blocks can be placed everywhere as bridges only in the border between covered and uncovered lava pool (one tile from uncovered).
- 0.11.2 BT - Can't fetch lava / water from certain places - Is it done intentionally? I noticed that all flat lava or water tiles can be fetched.
- 0.11.2 BT - Previously reinforced walls or Cyclotaur Maze have visible claim markings - I though it was removed, but if you dug out to Impanzee or Catacomb Room that have walls around reinforced and than you fill up that hole with rock you may see this.
- 0.11.2 BT - Pathfinding issue on surface world with many portals close to each other - If there are too many portals close to each other that may "confuse" creatures to go to a certain place on surface world.
- 0.11.2 BT - Displaying issue with more than 4 trade routes set - So I had 4 trade routes enabled and one in which iron balls were traded for weapon as there was 6th added.
- 0.11.4 BT - Imps Sometimes Fill In Lava On Top Of Their Heads - A couple of my Imps stepped inside the trench and pored lava right on top of themselves
- 0.11.2 BT - Error: 3D Polygons num vertices out of bounds - This error occurred when I clicked in radial menu on chain connection of the 1x4 Trade Room located near portal not very far from my dungeon.
- 0.11.4 BT - Lacking needs bubbles are still visible after death of angry creature - Bubbles of unhappiness are visible after death.
- 0.11.2 BT - Assert failed Source\GameLevel.cpp:332 - I had this error more than 5 times during one play today, all of them happened when my creatures were moving through portals, after they had problem with path finding.
- 0.11.1 - Attacking one of my creatures triggers all of my creatures to attack enemy - Each
time any of my creature is being attacked by enemy unit that attack triggers all my creatures to move towards this enemy, even if the enemy is half of the map away from my Dungeon and I didn't order (i.e. by sending there a Rally Flag) anyone to attack this enemy.
- 0.11.3 BT - Enemy bridge tiles issues - If you uncover bridges made by enemy Rogues or generated by map you have option from radial menu to build a road or to upgrade a road - however there were no roads placed there.
- 0.11.2 BT - Few easy to fix bugs spotted on surface in one screenshot - I really won't to post 4 different threads if I could describe all of these simple bugs on 1 picture, as I also can't tell if some weren't done intentionally, so here it is:
- 0.11.2 BT - Lighiting still visible after selling thing - If you sell an Impanzee Room, trap, road, actually any room or any construction - shouldn't Fog of War cover this place after that?
- 0.11.3 - Resources not loaded on Loading Docks in Trade Routes & connection issues - It seems since 0.11.3 version I can't load resources onto Loading Docks even if I have enough resources and linked Storage Rooms properly.
- 0.11.2 BT - Resource miners or rallying to the Flag don't react being attacked - Creatures that are for example cutting trees or mining rocks don't react to enemy attacks.
- 0.11.2 BT - Cyclotaur ghost reversed texture behind FoW revealed with Reveal spell - I
decided to look for a good place to dig with Reveal spell than I've found a Catacomb that contained some ghosts, one of them was a Cyclotaur Ghost.
- 0.11.4 BT - No blueprint view for bridges - Usually when you're going to place a room or trap some kind of blueprint view is displayed along with hammer and blue lines that marks a square, however in case of bridges only a hammer appears, without the actual bridge blueprint or blue lines. You can see bridge blueprint only after you place bridge on a fluid.
- 0.10 - Only 3 portals, attack waves stopped - Time left until next wave (7 / 12): 00:00 (no change, no new waves anymore)
- 0.11.1 - OpenAL error after closing the game & not hidden system cursor after start - Then nothing strange happened except that system mouse cursor is still visible as well as game cursor as in main menu as in the game.
- 0.11.6 BT - Crash: Error unqueueing OpenAL buffers! Function: SoundManager:_PlaySound - This time game is crashing few seconds after I start any game.
- 0.11.2 BT - Bed Blueprints Facing the Wrong Way - So even though it shows the right direction once you complete the construction or as you're setting the blueprint, the bed's blueprint faces the wrong way.
- 0.11.4 BT - Can't Craft Items - I've tried crafting in 2 separate games, but items are never being worked on. I am able to make ingots though.
- 0.11.2 BT - Dark Mother Won't Export Resources - I have my DM set to export all resources to the storage room yet she still retains items. Been stuck at 62% for quite a while and only decreased by 2% after running the game at 9x for 5 minutes.
- 0.11.2 BT - Mine Status - Production timers are missing from mines.
- 0.11.2 BT - Room Constructions Against Walls Won't Complete - I saw this in a previous game on this version, and didn't notice it again in this second one until all my creatures were complaining about food.
- 0.10 - Alt+Tab "throws flashbangs" at your face and runs the game in windowed mode - After doing Alt+Tab the game screen turns into white plane and than screen blinks 2-3 times between game screen.
- 0.10 - Assert failed Source\GameLevelWork.cpp:1093 - Actions before crash: not specific, moving view by mouse border movements, stopping starting time (-,+), creating rock tile.
- 0.11.2 BT - Incomplete Statues - Statues cannot be completed because workers refuse to bring wood to finish the construction
- 0.11.1 - Missing info of resource in certain places - With the new update I cannot see the cost of each construction any more. I can check it only when I place their blueprint.
- 0.11.3 BT - Who called a Magician to flood that Portal? - Map seed: 7384, go to the easter-north from DM, not very far away from her there's an interesting portal.
- 0.10 - Cannot mark walls to dig under reinfored wall that does not contain a resource - As you can see in the picture below some walls cannot be marked to be dug if they not contain a resource and that are placed below a reinforced wall.
- 0.11.2 BT - No highlight for fetching lava - When you try to select lava to be fetched a highlight / a mark of selection doesn't appear.
- 0.9g-2 - Creature Flag Ignored - Many of the creatures rallied with a creature flag ignore it completely. Only some respond to it.
- 0.10 - Squad Flag Bug - When you generate a squad with your minions the hotkey for that squad will then be linked to that key. Meaning that using that hotkey with the intent to build something will simply select that squad flag.
- 0.9f-3 - Lava/water cannot build on - I have noticed that in the latest build, there are some water and lava tiles that I cannot build blocks on.
- 0.10 - Really Hot Lava - This doesn't affect the room tile itself, but the construction that is on it will burn if it is directly beside a lava tile.
- 0.9g-2 - Incomplete Building Projects - For some reason constructions don't always get finished before the worker leaves to go somewhere else.
- 0.10 - Mice are a Production Item - So first off I really like the aesthetic look of being able to place a Mouse Trap on a room tile, but I noticed that when it's done in a Cookery Mice are showing up in production.
- 0.11.1 - Can't sell road blueprints except those palced on Solid Rocks - You can sell any road on any terrain tile, but you cannot sell road blueprints that were placed on every kind of terrain except Solid Rocks.
- 0.11.2 BT - Shrunken Name Tags - I tested this in both full screen and windowed mode. This one Piggeh has a health bar that is shrunken, but reverts to the proper size once the cursor hovers over them.
- 0.11.2 BT - Keyboard Shortcuts - These keyboard shortcuts are still listed in the Options Menu, but no longer work with the new UI.
- 0.11.2 BT - Can fetch lava from uncovered lava tiles - It's interesting that still I can fetch lava on tiles that you can usually place a rock block...
- 0.7c - Skipping tutorial steps, can be confusing for new players? - I've noticed that if you already know what the dark mother will ask you to do in the tutorial and do it before hand, you'll get the congratulations message anyway, even if he didn't get to ask you to do it before hand.
- 0.9g-2 - Toolbar Duplicate Hot Key - The Repair icon also has an 'M' like the Sell icon. 'M' still only sells as it is supposed to.
- 0.11.1 - Program Can't Start (Missing DLL) - When I go to open Dwelvers I get this message regarding the api-ms-win-shcore-scaling-|1-1-1.dll
- 0.9f-3 - Game crashes when trying to delete save games - Game crashes when trying to delete save games.
- 0.10 - The nameplates are affected by lightning - Nameplates are affected by lighting, they go darker more you zoom out, till black rectangles.
- 0.11.1 - Can't start the game, Failed loading XML: .\Dwelvers\localizationOptions.xml - I couldn't find a file named "localizationOptions.xml" anywhere on my disk anyway, maybe it was forgotten to be uploaded with game files?
- 0.11.1 - Crash on resuming the game - Resuming the game, no matter if you do that after saving the game or via Alt+Tab cause game to crash.
- 0.10 - Dwelvers crash - Screen Settings news feed text Failed!
- 0.10 - Reinforce walls: Next to all player owned territory - marks also surface walls - Whenever in Production menu you select in Options "Reinforce walls: Next to all player owned territory" all adjacent to your territory walls on surface will also be marked with reinforce blueprints.
- 0.10 - Room prop texture that goes higher than a wall partially covers a tooltip - A Forge and Anvil in Metalworks Room is room prop that texture goes higher than a single wall.
- 0.9f-3 - World Generation Bug: Inaccessible Buildings on the Surface - Well, I've managed to seal off every portal in the underground, and destroy every building on the surface... except for a single graveyard that was made inaccessible due to a combination of faulty map generation.
- 0.9f - Not possible to re-enable creature production - So if a creature gets locked, then die out, the icon for this creature goes away and it is no way to unlock it.
- 0.8j-2 - Some walls don't fit with each other - I noticed that some walls are not always fit to each other.
- 0.9f-3 - Surface Pathing - I haven't looked to see if this affects regular pathing, but when using the Rally Flag on the surface creatures prefer to path on the surface rather than use underground pathways which are safer. Right now this causes creatures to aggro enemies which are away from the Rally Point since they are surfacing in unclaimed areas to get across the map faster.
- 0.9g-2 - Equipping Priorities - Despite having equipment available, creatures will train before they equip the gear they are supposed to have.
- 0.9g-2 - Rally Flag Moved & Some Ignore - I've noticed when I move the Rally Flag around not all the creatures that were following it respond immediately to the new location.
- 0.9g-2 - Clickable messages steal focus - I noticed that when I bring up the crafting/trading/option window, that it appears right over the status messages. The messages themselves steal click focus making it hard or impossible to select options in the crafting window.
- 0.9g-2 - Training Creatures Show Idle - Creatures that are training show an Idle status. Saw it on one of my many Orcs that were training without gear equipped that was available, and clicked around and saw a Rouge and Fishman who were also 'idly training'.
- 0.9g-2 - Can't Cancel Rally Flag (Room Info Window) - You can't cancel a Rally Flag while the Room Information Window is open.
- 0.9g-2 - Can't Possess Creatures - Possession spell isn't working.
- 0.9f-3 - Fog of War on Water - Fog of War on water is behaving like Fog of War on walls. For the image below, this really should have opened up fully instead of only clearing where the bridge is.
- 0.9g-2 - Can't Stop BBQ - When you stop production of barbecue on either Fish or Mice, they continue to cook anyways. Other productions in the Cookery do halt properly (Bread & Beer).
- 0.8k-2 - Fog of War on Walls - You'll notice in the before and after look at the wall that there is a fog on the wall face that isn't directly adjacent to a wall tile that has the fog removed on the same axis.
- 0.9g-2 - Creature Flag Causes Cowardice - When creatures are rallied with the Creature Flag, they refuse to fight back.
- 0.9e-5 - New Crash - Seems related to when a triangle was going to be drawn.
- 0.9c - Game freezes - Game freezes and regular windows pointer appears on screen or ingame display becomes black.
- 0.9c - Crash on Game Load (D3DText) - Happens when the font type-face is loaded into the game.
- 0.9f-3 - External FHD Monitor Flickering - Laptop is set to use GTX 860M on default for all applications & is running without any issues on other games.
- 0.9g - Rally Flags Locked on Surface - Any and all rally flags are locked on the surface. The Rally flag, Creature flag, and Squad flag all are grayed out and are padlocked. They work find underground.
- 0.9g - Cannot Replace Destroyed Roads - If a road section is destroyed during a raid, I am not able to place a new road to replace it.
- 0.9g - Guard rooms causing crashes - Often case happened when replacing guard rooms.
- 0.9g - Roads not Upgradable & Mislabled - Placed a road between rooms as I normally do, but it won't allow me to upgrade them. It's also labeled as 'Rock Road' when it's just planks.
- 0.9e - Fullscreen Failed - Got this today when I tried to load a game.
- 0.9e-5 - 4K alt tab locks cursor in wrong bounding box - When playing in 4K and tabbing out then back, the mouse cursor appears it's incorrectly captured by the code using the wrong coordinates or bounding.
- 0.9e-5 - Minor knight bug - I noticed when i was equipping the knights that i could give them both a 2handed hammer and another weapon in the off hand or a shield. and saw them training with both equipped.