Patch v1.7.3

One More Island

As the Queen's latest governor, build a colonial empire in Her name. Claim islands, collect their natural resources, build production chains, and turn a derelict outpost into a rebellious, bustling metropolis at the heart of a New World commercial empire!

Hi all! Well, this is one of the patches that cost us the most blood, sweat and tears! Over the course of the past six months we've received a dozen or so reports of an issue where workers seemed to be starving because the market "somehow didn't work". We quickly figured out the issue didn't occur after reloading the game, but since we never observed the issue ourselves, it was hard to confirm whether there was actually a bug - or whether players jumped to incorrect conclusions while they simply overlooked something on their islands. After spending a day or two on figuring it out, we stumbled upon a very obscure bug that prevented the market from being supplied (fix planned for 1.8.0 mid-May). Basically: if you had a lot of build jobs for which you didn't have the materials, the job-queue could get stuck, and the market wouldn't be supplied anymore. That led us to the preliminary conclusion there was no 'consumption' bug - this supply issue simply had to be it. And then it happened. While playing an 1.8.0-preview build we encountered the 'consumption' bug ourselves. Workers somehow didn't visit the market, while it was full and all. When did this happen? Oh, somewhere after 5 hours of playing. So definitely no reproduction recipe yet! We added tons of debug info in the game and after another 7 hours of playtime we observed the issue again. With more info we got closer to the root cause, but it was still a big mystery. As reproducing cost our tester so much time, we wanted to ensure we had all the debug info in place for the next time the issue happened. And that's the point where we finally figured it out. Instead of copying a list somewhere we directly referenced it, which basically meant we changed the wrong list somewhere, leading the game to believe the market didn't exist anymore. Whoops.. So, in hindsight, how was this bug reproducable for players? 1. Play on a game where maintenance is unlocked (so on Tier 2 and up) 2. Wait until an earthquake happens. There is like a 1/6 chance for an earthquake to happen, every 60-90 days or something (based on difficulty). 3. The earthquake should randomly select a Market zone to be affected 4. At this point the market would become dysfunctional As steps 2 and 3 are huge random factors with waiting times, you can understand how this was extremely annoying to reproduce/find. At this point we also figured out that not only Markets were affected, but Harbors/Farms/Mines (all zones that aren't affected by Maintenance) could break, which explains some mysterious other signals we received from players as well. Phew, it's done. It's fixed! Enjoy 1.7.3 and stay tuned for the 1.8.0 anniversary patch mid-May! Happy gaming! - Tom [h3]Bugs:[/h3] [list] [*] Earthquakes can no longer trigger an invalid code path, causing Markets (and some other zones) to break without explaining the player why that happened [/list]