Living Settlements to be temporarily disabled on Official servers

Okay, nice try. I posted new Thralls after the Funcom disaster.
But it seems to be continuing like this…possibly a bigger problem and turning off LS is obviously not enough.
The worker Thralls are actually all still in their place, but now other Thralls are disappearing.
I can only confirm what others have written…
What a shame…

Oh he knows :laughing:. He was addressing to the automated responses we have from times to times, that’s all.

In my single player i always start new sessions in each update, after age of sorcery landed and we couldn’t log in on our single player session.
My first crash was on unnamed city, low lvl not much belongings or knowledge. So the crash had literally no reason of overload from my side, i wasn’t even playing more than one and a half hour. So i confirm the situation brother about single player crashing.

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En mode solo/coop les ouvriers continuent de disparaitre : je n’en ai plus un seul !
Quel gâchis cette mise à jour, comment récupérer mes 23 nommés ?

In a word, no.

We lost the barkeeps because bars have no inventory slot and noone tested it.

If you have a thrall in a box you really like, keep it there until the game is proven stable and realize that, with any update or hotfix, it might reintroduce a game breaking bug.

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That’s not the reason barkeeps went poof. Barkeepers are not crafters and tavern counters are not crafting stations.

A coder changed the database designation for barkeepers and this change was transported by unknown means to the exiled lands with out proper testing.

That has supposedly been fixed.

They turned it off on the public servers, you should be safe on them. I’ve been in and out today dressing dollies. They are at their stations… well, I found the 2 missing ones, in my personal chambers talking with my bed warmer. I have proof the carpenter was taking notes.

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So, let me get this straight.

You don’t know why barkeeps were deleted, but you know it was not my perfectly logical explanation of:

  1. All crafters moved to bench inventory
  2. When no bench inventory, delete crafter

And you also know that some unknown method of code publication was used.

How about we just disagree on this?

At risk of getting involved in other people’s argument - I’m pretty sure the ‘transported by unknown means to the exiled lands’ was a joke about the game intro (‘prisoner, transported by unknown means’ etc).

My understanding of the bartender issue (not claiming knowledge, just what more knowledgeable people have said - and at least one has shown a fix based on this info) - some minor coding error meant that all new barkeepers (post patch) were a slightly different table entry to the pre patch ones, with the result that the game just couldn’t find the old ones because the change in code meant the game is looking in the wrong place.

Whether or not your suggestion also applies, I have no idea, but I think that was what Thurgond was referencing.

Edit: Found a post that gives better detail of what I’m trying to say - see here

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Mine are still wandering off or missing from the map entirely.

Many times, like today, they end up in G9 south of the two wolves, but many just don’t show up on the map at all.

In G9 they tend to stack on top of a single spot and they all can’t fit. So if you look up you will see a verticle column of thralls. And that was today about one hour ago on Official Server 1823.

Yes, with those straws in G9 what I did on my private servers is built a pillar up to them. Now they’re all spread out and anyone on my server can recover their missing thralls.

I believe the Green Ghost positions create no “Home” position when you place them there. Most people placed their crafters in the Green Ghost positions at workstations instinctively, but they write no “Home” guarding position for the thrall to Return to. So, as soon as they started moving around, they’d invariably get stuck somewhere, and the normal protocol of “Returning Home” in that contingent took them to a default “Home” position which was 0,0,0 up in the air somewhere. The workaround solution was simply to NEVER place them in any Green Ghost position. Just place them on any solid floor or walkable area away from workstation or any Green Ghost spot. They’d start moving around and if they had to “Return Home” they’d return to that solid space you originally placed them. (This is what I was doing without knowing and so I wasn’t losing any thralls at all and was wondering why everyone else was freaking out.)
Anyway, I hope this helps if you hadn’t already figured it out, and you guys can just fix those Green Ghosts positions so they set a “Home” position for the thrall. I’d love to see the Living Settlements turned back on soon.
Thanks.

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I believe funcom stated there was a file renaming issue. And the old bartenders file path was never changed leading to them disappearing.

This is true, and I can confirm the fix posted by @learuis here helped me fix it:

I believe the Green Ghost positions create no “Home” position when you place them there.

I placed most of my thralls on the floor. I did not use green ghost positions and I still lost most of my thralls before they turned off living settlements. So, I feel fairly confident that placing thralls in the green ghosts is not the primary cause of the problem.

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Yes

Don’t be ridiculous. There’s no PR.

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Ril? :slight_smile:

I don’t like sh’ting on other people’s work, but not doing the update at all apparently would have been better.

Dream big, but keep your feet on the ground, guys and gals. Making settlements more lively could have been done with cosmetic NPCs as gathered by the tavern. All the same greatness, but less risk for the system f’ing everything up.

Or even just implement something that has been missing for years, such as the missing corrupted attributes or Telith’s ghost, who is still, if this hasn’t been mentioned yet, missing.

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Why not fix settling and living first, and then try living settlements ? :rofl:

Seriously though …

Why not try new things “on new things” first. Get a single artisan type, a single spawn entry, etc, and be sure the system does work in production and is well established, and then just flip the switch.

Changing to one day “sock puppet on the placeable” to the other day “fully grown character” is bound to cause problems.

And someone might point out: Barkeepers.

Well, Barkeepers were NOT working fine, they still dont. So they are indicators that replacing every artisan now would not be that efficient.