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Also I paid more attention to the bug and noticed the following:
- It only happens to employees of the 'rogue' businesses (as you mentioned) AND the thugs you hire from your home.
- It appears to only happen to employees you manually hire. The first employee that comes with the building itself and those that are hired by the AI (through 'manage building') do not seem to be affected by the bug.
It would be too early to assume it has something to do with the AI-control and it wouldn't make much sense then why the 'thugs' hired from a house (no AI-control there) have the same issue. However, as I mentioned earlier, it sometimes does happen when you send your employee to a medic, which is what I did to some of my thugs whenever they're hurt.
Someone mentioned the bug doesn't affect employees recruited at the apprentice level. That would concur with your 2nd observation.
- Not manually hiring any employees in the rogue businesses, while the building is on AI-mode with automatic hiring on.
- Not changing ANY of the default settings of the AI hiring options
- When manually hiring, avoiding Master level
- avoiding the patrol mechanic for thugs and mercs (acts dodgy when command is given)
- sending employees to the doctor seems to work constantly without the bug occuring (not even sure if this was really triggering it or if it was a coinsidence)
I know it's not too helpful to mention the way where it all goes fine when actually trying to pinpoint the bug, but I'm trying to enjoy the game in the meantime as well, since I just bought it.
My guess would be that part of the problem lies in these lines in std_idle.lua (from 15):
Considering the hardcoded time check it goes with my observation that sometimes hospital workers leave work early as well.
This is an old topic, but the bug still exists and it kind of makes the game unplayable for anyone who would like to dabble with the thieves guild.
The suggested workaround of "don't hire workers manually" does not work. In the current build hiring pulldowns for this building and the robber's nest are all disabled, even after you switch on the AI management.
I am realistic - I don't think this will be fixed, but it helps others decide if they want to play.
my solution : fire the guys which are not controllable, hire new ones, but ONLY apprentice
not higher
that fixed it for me
(playing rogue )
It happens for me in 2 cases:
When guards engage them while attacking a building, 20% of them will go perma idle. So with 30, about 6 will be broken.
When having pickpocketed for a while and I try to take them out, about 20% will go perma idle.
Regarding hiring, my behavior is to pick the highest possible. Master was never available. Lv1 house hired characters are also affected, not just thief workers (main char profession is thief, though).
Tried to remove all disables from all states, but didn't notice any effect, nor a fix. Not sure whether any lua changes I attempt have any effect, though, expected the game to break.
I can't say if that's the reason of your problem, though.
Then I tried firing and auto rehiring 10 workers, same issues.
It might be caused by a change of actions. I wonder whether while pickpocketing, they can be persecuted by guards in any way, which would be a similar case. For pickpockets it happens when I get them out of the pickpocketing action, but I don't know whether they had already stopped during the long pickpocketing time. For waylays only if they are waylaying too close to guards, so if they can get into fights.
Another suspicion I have is the annoying listen around action (looking for proof) (dunno what it's named in English) which keeps talking to about 20% of the employees, disturbing group control. Couldn't find it in the lua/db files at all to try to disable it.
Family chars may be immune (maybe because they don't assist in fights?), or it is because I never send them in first, so they don't die and because I mainly use them for crafting, rarely pickpocketing. I never saw an employee become unconscious. If they are supposed to from fights, that may be the bugged part.
Now what I've read yesterday is that chars only die in duels if their max hp is low enough for the last strike to kill them. Here the apprentice level you guys have experienced may come into play, causing them to die instead of going unconscious more often due to low constitution (and the low gear). But then again, my last employees it happened to: 95% hp, 100%, 0%->100%?, 0%. 30%, 70%, 100%
Test regarding time dependance: can happen both just before and after 6:00.