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Temporal Hounds bugged

Posted: Tue Mar 31, 2015 7:28 pm
by RaspberryPhoenix
No temporal hounds are being spawned any longer, and I cannot deactivate the talent (see image)

I'm unsure of what caused this, however suddenly once my dogs died, they stopped respawning

as my build is heavenly dependent on these, I hope there's a way to fix it :(

Image

Re: Temporal Hounds bugged

Posted: Sat Apr 18, 2015 7:35 pm
by CySlider
Hi,
maybe its too late for you, but I came across the same bug and so maybe will others.
Since this bug is quite old and was not fixed, here is my quick patch (all hail to open source!!)

WARNING: As Stuntofthelitter pointed out below, this fix might under certain circumstances cause your save game to be flagged as malicious. So only use this if you don't care so much about the online part of the game.

And here is how it is done:

1) Go to the modules folder. There should be a tome.team file. If you can not find it, simply search your whole system for this file.

2) Make a backup of this file in case something goes wrong

2) extract it. (its a normal zip file. If necessary rename it to tome.zip if you have troubles extracting it)

3) edit the data/talents/chronomancy/temporal-hounds.lua file (the one from the error report)

Change line 200 in this file from

Code: Select all

if e.summoner and e.summoner == self and e.name == "temporal hound" then
to

Code: Select all

if e ~= nil and e.summoner and e.summoner == self and e.name == "temporal hound" then
note that this is a tilde equals (~=), not a minus equals (-=).

4) Zip everything back together with lowest compression mode into a new tome.team file that replaces the old one. (Lowest compression mode is normally called "store" or "0" and does not really compress but instead glues the files together. You can check if you did it right by opening the zipped file in an simple editor. You should still be able to read the content of the files. If you only see jibberish, this was not the right compression mode.)

Now when you restart the game, you should be able to successfully dispell your hounds. Afterwards you could also replace it with the original tome.team file if you want to be safe. But I personally will keep it that way for now. Might get overwritten by the next update though, so if this bug apears again, check if your modification is still in place.

Greetings,
CySlider

PS: One downside: You will loose immortality, as it seems that the game crashes with this bug in place on death successfully preventing it from becoming reality *G*

Re: Temporal Hounds bugged

Posted: Sat Apr 18, 2015 9:02 pm
by Stuntofthelitter
Editing the game file like that will create an invalid module hash situation, which will invalidate saves. If you don't care about that then it isn't a problem.

I can fix your character for you if you. Open a ticket, send me a copy of your save: http://tome.gatheringspot.org/hesk/

Re: Temporal Hounds bugged

Posted: Sat Apr 18, 2015 9:08 pm
by CySlider
Hm, how does this show? Because I was able to load the save game as well as save and load again. Is there a bug in the hash validation as well?

I now replaced it with the original file again, after all my hounds are fixed now. Loading the save game again succeeded.

Re: Temporal Hounds bugged

Posted: Sat Apr 18, 2015 9:10 pm
by Stuntofthelitter
You can play perfectly fine with an invalid module hash. It will just disable online profile stuff. Character vault, item vault, unlocks/achievements, pretty much anything related to the online aspect of the game won't be tracked.

Re: Temporal Hounds bugged

Posted: Sat Apr 18, 2015 9:12 pm
by CySlider
Cool. Not being tracked sounds good in these times ;) I think I can live with that. Maybe fix this bug though :)

Re: Temporal Hounds bugged

Posted: Sat Apr 18, 2015 9:20 pm
by Stuntofthelitter
Just tested myself and it looks like loading a character up with an invalid module hash DOESN'T flag it like I thought, so if you properly restore things then it should go back to being fine. Obviously do at your own risk. Also, I believe hounds bugs have been fixed by edge already in git, but he'd have to chime in for this case to say for sure.

Re: Temporal Hounds bugged

Posted: Sat Apr 18, 2015 9:23 pm
by CySlider
Ok, thank you for this info. Btw, great game. haven't had so much fun since original X-Com.

Re: Temporal Hounds bugged

Posted: Mon Apr 20, 2015 10:21 pm
by chronomancer
I have the same issue. Tried applying the fix, but no success. (I copy and pasted the text into the lua to make sure it was exact.)

Around the same time (but possibly caused by other attempts to fix, such as unlearning the skill?) the error went from a single pop-up to a continuous stream of them. Oddly, turns appear to be passing during the "stream of errors", as messages appear in the log about an orc oozemancer taking actions, although there are no enemies visible on screen.

Re: Temporal Hounds bugged

Posted: Mon Apr 20, 2015 10:30 pm
by CySlider
Hmm, worked fine for me twice already. Only if I did not repack the file correctly I could not load my save game.
Maybe you have a different version? But if the line you replaced was present...
Strange...

Was the error still the same afterwards?

Re: Temporal Hounds bugged

Posted: Fri Jun 26, 2015 8:25 pm
by Ephialtis
chronomancer wrote:I have the same issue. Tried applying the fix, but no success. (I copy and pasted the text into the lua to make sure it was exact.)

Around the same time (but possibly caused by other attempts to fix, such as unlearning the skill?) the error went from a single pop-up to a continuous stream of them. Oddly, turns appear to be passing during the "stream of errors", as messages appear in the log about an orc oozemancer taking actions, although there are no enemies visible on screen.

The same thing is happening to me...

Re: Temporal Hounds bugged

Posted: Fri Jun 26, 2015 8:35 pm
by Stuntofthelitter
For anyone with broken hounds, I can fix it for you. Open a ticket, send me a copy of your save: http://tome.gatheringspot.org/hesk/