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Hi Scott,


I'm sorry to hear that it seems our sacrifice to the dark gods of networking has failed and the port remains stubbornly closed. At this point I'm somewhat at a loss, there shouldn't be any reason from our perspective why that isn't working, my only thought comes to Windows Firewall right now. Although you don't have a third-party firewall it is possible that for some reason WFTO is not allowed through your Windows Firewall and if that is running it could be the cause of the problem.




Could you make sure that both the WFTO.exe (Appearing as War for the Overworld in the list) and WFTOGame.exe are added as programs which are allowed to pass data through Windows Firewall? You could also check the advanced settings to see the actual Inbound rules for WFTOGame.exe and WFTO.exe as well if we want to be thorough.


You'll see multiple instances of WFTOGame and War for the Overworld depending on a number of factors (install instances in my case, but also for each protocol used).


After this I'm starting to run out of ideas, I have no reason to doubt that the setup is fine but one option would be doing a quick Teamviewer session at some point so I can check the configuration of things directly (Timezones would make this difficult of course) or perhaps it would be better to look into using something like Hamachi to create a tunnel as a workaround, though I'm not sure how well that works in the context of WFTO.


Let me know how you get on, also just so you know we're currently on leave at the moment for Christmas so my responses will be more delayed as and when I find time to offer further support. I apologise for this inconvenience.


Best of luck,


Lee

I gave this a try with an Empire Bombard and Gnarlings but didn't see anything out of the ordinary. Were you using a specific type of unit? If I'm not mistaken Bombards are liable to miss a unit moving too fast.


Did notice a couple of unusual issues while testing though, for some reason the Bombard's VFX has become unsynced in the latest hotfix and they also occasionally have a delay before roughly 1 shot in every 20. I'll pass these through but welcome further replication steps for the ticketed issue.

It's a little confusing I agree but unfortunately we can't adjust the tooltip dynamically for this. The line is there to add flavour from a lore perspective.

Unfortunately I've not been able to cause this in any of my generic test environments. I don't suppose you have a screenshot of your Dungeon in this level or a save file that we could use to try a replication?

No problem, good to hear it sounds like it could have just been an intermittent issue on Steam's side.


Enjoy!

Hi DL,


What's happening here is the game is for some reason unable to communicate to the Steam servers, it's part of the blackbox that is the Steamworks API and isn't part of WFTOs codebase, we're simply returning the error message.


This issue is usually resolved simply by restarting Steam and logging in again, so give that a go first. It seems odd it would have persisted through reinstalling your OS and Steam entirely but it shouldn't be limited to Linux, we know there are currently players with no issue on SteamOS and Ubuntu.


Beyond that I could only imagine that something is preventing the game from communicating outwards but I wouldn't be able to guess as to what might be happening there. 


Let me know how you get on,


Lee

Unknown as to whether this is as designed, it is intended that feral ghouls can be captured by Necromancers but whether it is intended that they'd be able to do it through walls is another question.


I'll stick this as Under Review until I can confirm with the designer in the new year.

This is happening in other modes and is a general issue with targeting units and click through from certain angles.

Fixed in Patch 1.6.66f6 which is live now.