Game aborts due to attacking Rampart Town

Opening StupidAI
Loaded Stupid AI 0.1
CStupidAI [0x7f2e0d319630]: created
CStupidAI [0x7f2e0d319630]: init called, saving ptr to IBattleCallback
First Aid Tent doesn't have a base stack!
Catapult doesn't have a base stack!
Arrow Tower doesn't have a base stack!
Arrow Tower doesn't have a base stack!
Arrow Tower doesn't have a base stack!
terminate called after throwing an instance of 'std::runtime_error'
  what():  Resource with name SPRITES/ and type ANIMATION wasn't found.
Abgebrochen (Speicherabzug geschrieben)
mic-xep@micxep-GT60:~$ vcmiserver: /usr/include/boost/thread/pthread/condition_variable_fwd.hpp:46: boost::condition_variable::~condition_variable(): Assertion `!pthread_mutex_destroy(&internal_mutex)' failed.
Aborted (core dumped)

Game aborts when i try to attack a Rampart Town.
After adding “projectile_defname”: “SMBALX.DEF”, to section “ArrowTower” in creatures.json I’m getting the error message above. Maybe somebody can provide help, please?

regards

This fix most likely won’t work for saved game - try starting a new one.

Don’t know any other way to fix this.

maybe implement a debug feature - reload data from mods into savegame?
ERA already have this to counter a problem that in WoG scripts are stored into savegame which is not always good (it’s bad for mods still in development but mostly good elsewhere so the workaround).

This data should not be part of save game to begin with. So this should be fixed instead of workaround like in WoG.

Thank you for your support Ivan. I’ll try to start a new game. Keep up the good work. VCMI is a nice project. :slight_smile: