View Issue Details

IDProjectCategoryLast Update
0017602Stars Beyond ReachBug - GameplayOct 2, 2015 11:43 am
ReporterPeons Assigned Tokeith.lamothe  
Status resolvedResolutionfixed 
Product Version0.913 (Hotfix) 
Fixed in Version0.914 (The Diseased, The Unemployed, And The Balanced) 
Summary0017602: Temporary event that modifies fire protection x3 is permanent
DescriptionSee attached save. I had to go smash some furries because they got all uppity on me, and of course the planet got mad :)

I decided to spend a resource to shut down the effect early since the fireprot penalty was pretty high, it looks like everything else except the fire modifier got shut off. Effects list is empty as well.
TagsNo tags attached.

Relationships

related to 0017613 new Entertainment Event does not end 
related to 0017603 new Act 2 to 3 progression could be too difficult OR Field Camp Studies are bugged 

Activities

Peons

Oct 1, 2015 8:28 pm

reporter  

fireprot bug.save (371,477 bytes)

Peons

Oct 1, 2015 8:34 pm

reporter   ~0043198

Note: I did leave the event up in the event log in-game.

gnosis

Oct 1, 2015 10:04 pm

reporter   ~0043204

I have that issue also. I wasn't asked to spend a resourc though. How do you do that?

The fire hazard penalty in indeed permanenet for all buildigns of the selected types. In my save that was warehouses, local athority, and construction crews.

30 turns later the hazard is still on. I even demolished the buildings and rebuilt them (except local athority). The curse is on even for newly built buildings of that type.

On my save check the fire hazard (155K)

gnosis

Oct 1, 2015 10:05 pm

reporter  

Peons

Oct 2, 2015 11:02 am

reporter   ~0043209

There's a circular icon over the building that generated the event, you can open it and it'll ask you to spend a resource to remove it if you desire.

keith.lamothe

Oct 2, 2015 11:43 am

administrator   ~0043216

For 0.914:

* Fixed a bug where the city/territory/building multipliers to building service/need from event persisting effects were never cleared before recomputation, causing them to re-multiply across multi-turn effects, and for the last multiplier to remain in place after the last persisting effect went away.
** If you load an old save with this problem it won't go away immediately, but it will clear out across the next interturn.

Thanks :)

Issue History

Date Modified Username Field Change
Oct 1, 2015 8:28 pm Peons New Issue
Oct 1, 2015 8:28 pm Peons File Added: fireprot bug.save
Oct 1, 2015 8:33 pm Peons Relationship added related to 0017603
Oct 1, 2015 8:34 pm Peons Note Added: 0043198
Oct 1, 2015 8:42 pm Chris_McElligottPark Assigned To => keith.lamothe
Oct 1, 2015 8:42 pm Chris_McElligottPark Status new => assigned
Oct 1, 2015 10:04 pm gnosis Note Added: 0043204
Oct 1, 2015 10:05 pm gnosis File Added: Zenith outplay 3 fire hazzard.save
Oct 2, 2015 10:01 am nas1m Relationship added related to 0017613
Oct 2, 2015 11:02 am Peons Note Added: 0043209
Oct 2, 2015 11:43 am keith.lamothe Note Added: 0043216
Oct 2, 2015 11:43 am keith.lamothe Status assigned => resolved
Oct 2, 2015 11:43 am keith.lamothe Fixed in Version => 0.914 (The Diseased, The Unemployed, And The Balanced)
Oct 2, 2015 11:43 am keith.lamothe Resolution open => fixed