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Are you playing on Insane? We have several similar issues reported and will QA test all of them on Monday.
Cheers!
No, I'm currently playing normal difficulty and everything I tried so far to heal that creature failed.
The only thing that worked was to use the exact creature's mutagen.
Sure, I have a save right after I experienced the issue at first, just before trying to test it with all my stock of substances, so you'll have some materials to work with if you need
I loaded the save I was about to send to you and checked if it was the right one by checking my creature's stats. It was the right save, I double checked, but the creature I tried to heal that was at 68 HP ( on the sreenshot above ) is now at 138 HP.
And the other tank creature ( I tried on both when I started this thread ) also got healed.
So I tried to nourish it with one of my elixir I had left ( the same on the screenshot above ) and it worked just fine... It went to 84 HP to 114... And I did nothing...
I just return to a previous saved game ( thing that I didn't try before starting this thread ) and it fixed it...
It does not tell how this bug occurred so if you still want the saved game I'll send it to you, but I think it's fixed.
If you can, please send it. May help to find the glitch you've experienced.
For the second creature, at least it works with the mutagen I used to create it (different recipe than the first creature). I didn't test it with an elexir right now cause it was fully healed by feeding it with his original mutagen.
Hi,
As in the previous case, could you sen us your save files: C:\Users\ USER NAME \AppData\Local\CreatureLab\Saved\SaveGames - you may use marek@imagepower.pl email.
Cheers!
Received the saves, working on it. Thank you!
Hi,
It's rather not possible that one of the activators didn't spawn at all. Could you sen us your save files: C:\Users\ USER NAME \AppData\Local\CreatureLab\Saved\SaveGames - you may use marek@imagepower.pl email.
Cheers!
We have located the issue. The game does a redundant activator compatibility check and doesn't allow for activators different than the one used when making the mutant. That should happen only on Insane difficulty, but somehow it happens also on lower difficulties.
We will remove the check in the next patch, for now the activator in the elixir have to be the same as activator used for mutant to nourish.