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Post by Jacob on Feb 20, 2015 15:48:03 GMT -5
Heyo, I'd like to welcome to the stage... The lyrically acclaimed... New bug report. (Biggie Reference there) When I want to check my Kennel for hunds without my knight ever actually having one, I crash. (This one despises hunds, so getting one is the last thing he'll do.). This bug is easily repeatable, but I haven't had the time to check anywhere else but the Los V Hunder store. CK 2.9.5 Android 4.2.2 Catlog: greenlightserver.de/trese/kennelcheck-ctd-jacob.txt
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Post by grävling on Feb 20, 2015 16:38:26 GMT -5
I have 2 dogs. They are both with me. When I go to St Paddy's Pups and check the kennel for my dog, I get a forceclose too.
I released one dog. It should show up at a breeders. But if I check St Paddy's for my hund, I get a fc as well.
send 2 reports.
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Post by fallen on Feb 21, 2015 0:19:44 GMT -5
Thanks, will investigate under #CK-2999.
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Post by grävling on Feb 21, 2015 16:47:03 GMT -5
The hund kennels at the breeders all seem broken. The game crashes when I try to use them whether or not I have dogs in them. If you put a kennel in your safehouse, though, that is working fine. Except. When you release a dog, it says '.... will go to a kennel at a breeders' but I am not sure if that happens. What _does_ happen is that it goes to any kennel you have in your safehouse, and if you have more than one kennel (in 2 or more different safehouses) then the dog will show up both places. Indeed, if you install a kennel in a safehouse you buy, *poof*, it automatically has all your dogs in it. Which saves you the bother of remembering which safehouse is the one where you left your dog, and must make feeding them a whole lot easier.
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Post by Brutus Aurelius on Feb 21, 2015 17:26:46 GMT -5
Damn Narvidian Transdimensional technology messing with our Safehouses and Kennels!
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Post by fallen on Feb 21, 2015 20:40:22 GMT -5
Thanks, will investigate under #CK-2999.
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Post by fallen on Feb 27, 2015 10:59:39 GMT -5
As Jacob and grävling pointed out, all normal Pit Breeder's kennels were broken. Fixed for next.
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Post by ntsheep on Feb 27, 2015 11:16:14 GMT -5
But the teleporters still work right
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