Black Forest

Black Forest

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Glitch - Monsters Not Stopped
1. I'm watching both rats & kobolds come right through both wooden fences and stone walls.

2. The burning pyre doesn't deter or stop any creatures like it's supposed to. They just run right around it and attack anyway.
Last edited by Kenpoleon Bonaparte; Jul 19, 2024 @ 6:37am
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Showing 1-15 of 19 comments
I remember monsters coming through the fences was a bug from the end of 2021. Why is this still happening in the middle of 2024?
Last edited by Kenpoleon Bonaparte; Jul 19, 2024 @ 6:39am
Tom  [developer] Jul 19, 2024 @ 6:42am 
I've been trying to fix this multiple times, because it's very hard for me to reproduce. Is there a constant that seems to be related? Are you on normal speed or faster? (higher speeds might lead to glitches in the collision detection, maybe)
Originally posted by Tom:
1. Is there a constant that seems to be related?

2.Are you on normal speed or faster? (higher speeds might lead to glitches in the collision detection, maybe)
1. Nothing I've noticed. There are some monsters who DO get stopped by the fence, but offhand I don't remember which ones. I'll have to try to look closer next time I play. I only know rats and kobolds are coming through BECAUSE when they came through it startled me so I took a closer look at that time.

2. Fastest speed. At night, there's nothing to do, so I speed through it. At dawn, I change speed to slowest while I assign jobs and build stuff, then at night switch to fasted speed again. If it helps you, I can test it on normal speed at night and see what happens.
Last edited by Kenpoleon Bonaparte; Jul 19, 2024 @ 6:53am
Tom  [developer] Jul 20, 2024 @ 1:20am 
Yes, please. If you can reliably reproduce this on your machine (I can't on mine) then knowing if it happens at all speeds would help me.
I finally had a big chunk of time to test this today. However, maybe all the other bugs I'm experiencing today are superseding this one, because this one has not been happening today. I ran 18 nights at normal speed (nights #37 to #54), then 12 nights at the fastest speed (nights #55 to #66), and not a single monster has magically phased through a fence/wall today.

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Edit on 7/31/24: I've started a second playthrough of Kroburg, and the monsters are phasing through the fence/wall again. This time it's goblins & kobolds, AND on normal speed, which made me realize something that may be a clue.

Both now, and in my original post, the similarities are...
1. Early in game (less than 20 days), and
2. Small monsters (rats, kobolds, & goblins).

When nothing happened in my testing yesterday, it was...
1. Late in game (over 35 days), and
2. Medium monsters (wolves & bears), & large monsters (werewolves, griffins, and hydras).

I will continue to test as I play to see if this possible clue leads anywhere.
Last edited by Kenpoleon Bonaparte; Jul 30, 2024 @ 10:42pm
Tom  [developer] Aug 4, 2024 @ 1:01am 
I've been trying to fix this multiple times, because it's very hard for me to reproduce. Is there a constant that seems to be related? Are you on normal speed or faster? (higher speeds might lead to glitches in the collision detection, maybe)
Tom  [developer] Aug 4, 2024 @ 1:37am 
I'll be including a crude workaround in the next version that might also fix the issue of people missing monsters: Game speed can be max x4 (faster) instead of x8 (fastest) while there are monsters on the map.
Originally posted by Tom:
I've been trying to fix this multiple times, because it's very hard for me to reproduce. Is there a constant that seems to be related? Are you on normal speed or faster? (higher speeds might lead to glitches in the collision detection, maybe)
Lol. You just copy-&-paste stuff now? That's the exact same thing you said a couple of posts ago.

As I said in my last post, it was happening on normal speed last time I played.
Tom  [developer] Aug 6, 2024 @ 12:12am 
To similar issues I rarely do copy the same response, yes.

Thanks for the info. I'll look at it again. It's a weird bug that for all I am seing should not happen. That makes it difficult to fix. In general, once you found what's causing the bug it's an easy fix. Figuring out what goes wrong is the hard part.
Originally posted by Tom:
In general, once you found what's causing the bug it's an easy fix. Figuring out what goes wrong is the hard part.
Yes, I know. I've done some programming in my lifetime. Usually something like five hours to find the damn bug, but only 5 minutes to fix it. It can be very frustrating.

Tonight I finished my 1st Schramberg (Story) and my 2nd Kroburg (Story). It's still looking to me like the magically phasing monsters are only the small ones (rats, kobolds, & goblins), and the phasing seems to stop somewhere between nights #20 to #25. Game speed seems to have nothing to do with it, as they phase through even when letting the night go by on "slow".
Last edited by Kenpoleon Bonaparte; Aug 6, 2024 @ 3:32am
You're enlargement of the hitboxes with the update a few days ago has almost fixed this problem. Neither rats nor goblins phased through on me last night while playing 3 different scenarios. However, kobolds still do. I was only building stone defenses, and I did notice that the kobolds seemed to like phasing through the stone gates more than the stone walls.
Last edited by Kenpoleon Bonaparte; Aug 12, 2024 @ 4:44pm
Originally posted by Kenpoleon Bonaparte:
You're enlargement of the hitboxes with the update a few days ago has almost fixed this problem. Neither rats nor goblins phased through on me last night while playing 3 different scenarios. However, kobolds still do. I was only building stone defenses, and I did notice that the kobolds seemed to like phasing through the stone gates more than the stone walls.
Tom, I still got kobolds phasing through stone gates in Friedmarkt (easy). KInd of hard to see this one. It's possible they are damaging the gate and then coming through before the damage icon pops up on my screen. I tried various speeds, as usual. Sent you the Player Log on this one to look at. If it helps, it's my eastern gate they are attacking.
Last edited by Kenpoleon Bonaparte; Aug 30, 2024 @ 4:34pm
Nordil(Hun) Sep 24, 2024 @ 8:27pm 
Originally posted by Kenpoleon Bonaparte:
You're enlargement of the hitboxes with the update a few days ago has almost fixed this problem. Neither rats nor goblins phased through on me last night while playing 3 different scenarios. However, kobolds still do. I was only building stone defenses, and I did notice that the kobolds seemed to like phasing through the stone gates more than the stone walls.

Not just kobolds.
Playing in Schramberg.

Day 24 night:)
Wolf just phased through a stone wall, and attacked the pallisade behind it. Luckily it was stopped by it.
A bear went through the pallisade after destroying it and then damageing an onion field and a market.

Meanwhile also a walking tree came that destroyed 2 sections (neighbouring) of stone wall, 2 sections of neighbouring pallisades damaged a wheat field, destroyed a cabbage field and finally damaged an onion field again.
Last edited by Nordil(Hun); Sep 24, 2024 @ 8:31pm
Originally posted by Nordil(Hun):
A bear went through the pallisade after destroying it and then ... damageing an onion field and a market.

Meanwhile also a walking tree came that destroyed 2 sections (neighbouring) of stone wall, 2 sections of neighbouring pallisades damaged a wheat field, destroyed a cabbage field and finally damaged an onion field again.
Monsters continuing their rampage AFTER destroying a wall is how it should be.


Originally posted by Nordil(Hun):
Wolf just phased through a stone wall, and attacked the pallisade behind it. Luckily it was stopped by it.
Phasing through an undamaged solid wall... now THAT is a problem.
Last edited by Kenpoleon Bonaparte; Sep 24, 2024 @ 8:54pm
Nordil(Hun) Sep 24, 2024 @ 9:57pm 
Originally posted by Kenpoleon Bonaparte:
Originally posted by Nordil(Hun):
A bear went through the pallisade after destroying it and then ... damageing an onion field and a market.

Meanwhile also a walking tree came that destroyed 2 sections (neighbouring) of stone wall, 2 sections of neighbouring pallisades damaged a wheat field, destroyed a cabbage field and finally damaged an onion field again.
Monsters continuing their rampage AFTER destroying a wall is how it should be.


Originally posted by Nordil(Hun):
Wolf just phased through a stone wall, and attacked the pallisade behind it. Luckily it was stopped by it.
Phasing through an undamaged solid wall... now THAT is a problem.

The problem with the rampage was and still is, that it depends which way they leave. Because in previous builds they often made more destruction once they were leaving.
Especially the monsters that can navigate, since they will move away from their line, they will return to the forest via an alternative path, and will destroy EVERYTHING in their path.
(I only noticed this once, so still have to test it out correctly. Is why i did not mention it in the bug reports yet.)

Phasing through doors has been an issue last time i played too, before the huge update in the spring. (And those thereafter.)
At one time the hydra phased through all my walls. (2 line of strongest walls 1 line of stone and 1 line of pallisade)
Rampaged through the village, destroying about 6 buildings, and then on the way back it destroyed all those walls it phased through.
Similar things also happened with wolves that time as well, i lost like 10 villagers on average due to wolves that phase through. And in the build i last played they even occasionally destroyed stone walls. (If 2 wolves spawned next to each other and hit the same spot, they destroyed the stone wall. Usually one turned around the other continued and either phased through the pallisade or was able to destroy it.)

Now the bear seems to be also a bit overpowered. But at least the kobolds did not manage to eat anyone, but they still seem a bit too powerful.
Though it was the griffons who were the most troublesome as what they target is a hit or miss. And at one time they went for houses only. Lost a lot of folks cuz of that.

But i'll keep testing and I'll see how it is with the current build.

edit: what intrigues me is that i recall that there used to be a way to notice how many folks need a house.(tents, even though their placement was terribly random, and caused a lot of folks to die at least i could keep track how many houses i needed.)
Is there a way to check how many are unhoused? Cuz i checked the UI but i did not find it, but it might be my oversight. (Having 138 folks in the first map seems a bit too much though:D)
Last edited by Nordil(Hun); Sep 24, 2024 @ 9:59pm
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