Send me the savefile if this is reproductible !
It's in c:/users/FOO/t-engine/4.0/tome/save/BAR/
I need "game.teag" and "desc.lua"
Also you need to run with the flush option for the log to matter :/ Yeah it's slow taht's why it'sn ot on by default
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
Well I did the rerun with the flush option :p I also noticed there's more log files around than just the one I mentioned.
Anyway, I just tweaked and save scummed around and I got what looks like a 100% repro save file. Just press autoexplore and crash.
Here's how I made it work. There's that small vault with a door on both sides, a bulwark skel in the middle, 4 doors and 3 skels in each little room. To reproduce the crash I entered the vault through the south door, cleared and looted it while never stepping foot in the tile just south of the north door. I then place myself on the tile south of the south door and autoexplore.
darkgod wrote:Send me the savefile if this is reproductible !
It's in c:/users/FOO/t-engine/4.0/tome/save/BAR/
I need "game.teag" and "desc.lua"
Also you need to run with the flush option for the log to matter :/ Yeah it's slow taht's why it'sn ot on by default
I have exactly the same issue - and a .7z file containing a save right at the point where you can hit 'z' to cause the crash. How do you prefer to have these files made available to you?
So I wanted to continue my game, sidestepped the crash, aaaannnnd. I have the exact same type of vault (only horizontal) on the level and got the crash again there :p
Found & fixed for next beta; to sidetep, dont autoexplore when there are vault doors not open nearby
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
New issue: after autoexplore stops, the first action won't register. For example, if I try to move my character, it won't do anything (but enemies get one move). Or if I'm sitting on a stair, the game will tell me "there is no way out of this level here". After one failed action things work normally again. A workaround is to use a skill that requires you to target something and cancel it.
edit: Actually nevermind the targeting trick. Enemies still get a free move.
Hum strange, anybody else gets it ?
Also, using no addons ?
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
I can confirm the bug too. A short test on the beta 2 for seem seems to point with the bug only happening for a short time after entering a new level. Or maybe after any level change at all but I can't be sure.
As for the symptoms themselves, it's rather weird. It's not that the game uses one of our turns really, it's more like the game eats any input event and plays one monster turn. I got the bug to happen that way :
- auto explore
- autostop cause a mob is around
- move the mouse on top of the minimap cause I wanted to move the view around
- monsters took one action while I didn't even clic a mouse button or pressed a key
Edit : no it can happen anytime. But it doesn't feel like it's any lost actions at all. I have it on an empty map with a golem behind me. Autoexplore between two exits and often the game stops with my golem one tile late but we have exactly the same speed. When that happens, any key press or mouse move and the golem wakes up and catches that missed movement. It's as if the autoexplore sometimes stops while the player is all out of energy and it isn't your turn to play anyway.
B4nk5y wrote:Quick update - I worked around it by archiving my user folder, allowing the game to recreate it, and copying across *just* the profile data (omitting saves).
Fixed, probably, next beta please try to put those back in and see if it works please
Yep, b2 seems to start new / load existing games just fine with my original user folder in place.
Mordy wrote:I can confirm the bug too. A short test on the beta 2 for seem seems to point with the bug only happening for a short time after entering a new level. Or maybe after any level change at all but I can't be sure.
As for the symptoms themselves, it's rather weird. It's not that the game uses one of our turns really, it's more like the game eats any input event and plays one monster turn. I got the bug to happen that way :
- auto explore
- autostop cause a mob is around
- move the mouse on top of the minimap cause I wanted to move the view around
- monsters took one action while I didn't even clic a mouse button or pressed a key
Edit : no it can happen anytime. But it doesn't feel like it's any lost actions at all. I have it on an empty map with a golem behind me. Autoexplore between two exits and often the game stops with my golem one tile late but we have exactly the same speed. When that happens, any key press or mouse move and the golem wakes up and catches that missed movement. It's as if the autoexplore sometimes stops while the player is all out of energy and it isn't your turn to play anyway.
Not sure if it's intended or not, but in insane new characters start off at level 2 with 250g. Madness starts at level 3 with 500g. Didn't notice anything different in nightmare, and I didn't try normal.
Also, something I'd really like is being able to see how many combo points we have as a brawler on the icon itself while in classic HUD style. Much like how it is in minimalist HUD style. Maybe the same thing for Fungal Blood, but that isn't as necessary, and it doesn't behave that way in minimalist either.