V141.14 Hotfix

Autonauts vs Piratebots

Create, automate and defend an impenetrable base. Assemble and command a Bot army to combat an entire Piratebot invasion. Build, program and battle your way through five different zones.

Nothing too exciting this week, just some icky bugs fixed Fixed - User receives "Badge Get!" pop up after killing each tower boss with the overclocked game mode on. Fixed - Destroying a Defence Bot right after its creation before a ceremony begins caused a crash. Fixed - Walls built up against the edge of the exposed map would prevent raiders from attacking. Fixed - Any converter with an object on its output tile couldn't be repaired. Fixed - Bots wouldn't trigger Exit On Fail when searching for damaged buildings to repair and they'd come across a Milking Shed with cows in it. Fixed - Damaged or destroyed Stationary Steam Engines couldn't be repaired. Fixed - A Sign's linked area could be dragged off the edge of the map and made 0 tiles wide or high, making it impossible to grab/move. Fixed - Trebuchet and Cannon hordes could cause lots of lag spikes. Fixed - The "Clouds" option wasn't remembered between game sessions. Fixed - Speculative fix to prevent crash when multiple bots in the same plot are destroyed while moving. Fixed - Speculative fix for converter rollover not having valid ingredients/requirements arrays. Fixed - Speculative fix for crashing inside TargetPointer.UpdateFlashing function