ok so we have our thread where people whine about it
lets have a thread for what we are going to do while they fix the bug
the bug
when a camp is being attacked any general entering the zone of that camp speeds up
when they leave the zone or enter the zone of the camp they are to attack they go back to regular speed
the effect
blocks where the blocking general spends less time in the zone then the attacking general will fail because the attacker is early
blocks where the blocking general spends more time in the zone then the attacking general may fail because the attacker is late
blocks where both generals spend the same time in the zone should still work properly but look funny on screen
with this in mind we need a list of what is and isn't safe
adventures
bandit nest
- all blocks can fail
- had to delay all the attacking generals 5+ seconds to make the blocks work
black knights
- works with cannons
dark brotherhood
dark priests
gunpowder
horseback
Island of the pirates
- both doubles work
- triple doesn't work (works with cannons?)
mother love
old friends
outlaws
- long starting block and central block don't work
roaring bull
secluded experiments
- some don't work
sons of the veld
stealing from the rich
- double block in northeast doesn't work
surprise attack
the Nords
- no doubles
traitors
- central double works
- castle double doesn't
Victor the vicious
- some ? don't work ( first 3 at least)
wild mary
witch of the swamp
- no doubles
will update as people add to the list - would like to add which blocks didn't work as well
also if you come up with any new blocks as a result of the bug feel free to post them
edit: this is also occurring on the test server


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Ran an Outlaws yesterday using the guide by Lesson. Even tho my generals skipped around, all blocks worked flawlessly. 