Thanks for the feedback!
Yep, My Pet Dungeon should be listed as false for Custom Map, we will try to make a change for this as soon as we can.
I've tried to reproduce it a few times and cannot see this happening. Are there any specific actions that you may be taking to cause this?
The first example, when minions do not leave one task to fulfil a need, is that the UI display is not exact for this. When the need for money or food goes down, you might see the UI icon appear, because their need status has changed by one level, but this change might not have reached the threshold to trigger the new task. Lets say for example that there are five levels of hunger (0=starving, 5=full). If the trigger to go get food is based on level 2, the UI will still display a hunger increase when moving from 5 to 4.
The second example, cultists continue to research after all the sins are unlocked, is a tutorialisation condition conflicting with a global rule. When all sins are researched & the sin number is five (the number to recruit a Titan - a late game super unit), the cultist will stop researching and move to other tasks (rituals or training in the barracks). In the tutorial, not all sins can be researched as the sins are restricted to create an on-boarding flow. Therefore, this restricted content will mean the cultist will never have their task 'complete' and the rule to send them for training will never be triggered.
If you have more examples, you're welcome to send them over and we'll look into them.
Thanks for spotting this.
There are two issues here: workers not being applied to the worker pool after creation and gnarlings getting stuck in rocks.
I have made a separate report for the worker issue, although I feel the gnarling issue is more important. Are you able to supply a save-game where the workers are stuck like this?
How to: Locate your save files
Thanks for this, yeah it is a bit of a weird one.
We believe the functionality for both should be the same and that there is a bug on the Immediate: Yes flag.
We will take a look at this as soon as we can.
Thanks for the feedback on this, it was actually a design decision - a play off between a better flow for the level and whether the player would be frustrated with the inconsistency. At the moment it's likely to stay how it is, but if we receive further feedback we may reopen the discussion for the next patch.
Thanks for reporting this, it does look like there is an issue here. We are going to take a look at the status of rebelling units, and see if blood money's functionality should change.
We haven't been able to reproduce it internally, but if you bump into it again and are able to grab a save-game then send it over and we can take a look.
Thanks for this, I have created a bug for this and we'll take a look as soon as we can.
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