Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The best solution I can recommend is to have a sanctuary with avarice unlocked so you can gather gold back even if you load with 0 coins.
Another alternative is to move your gold from vault and drop it on the ground somewhere, maybe it's vault that gets bugged, in this case you can pick up the gold from ground upon load and deposit it back to vault.
I'd suggest experimenting here, maybe there is a way to save gold from loss.
Added additional measures to prevent Units or Bosses from leaving.
Fixed odd bug that was causing Core Shards to be prematurely destroyed when player selected to play Solo or vs AI with less than 3 of them. Now Core Shards are protected by Shield, which is tied to level 10 Sapper, who is waiting inside the Core Shard area. Killing him will result into shield removal.
I rechecked scripts and shield removal system works as intended. However, if Boss was to leave the dungeon map, let's say through portal, the system would not detect that as death properly and as the result, shield would remain. I added a small fix for now. If it doesn't work, I'll consider doing a more of hard-type of fixing. Hope there won't be the need for that.