Just had a 2nd crash fairly late into a game... No error was shown, my pc (and I've just recently got it, so not too shabby) just crashed. Had to restart. Nonetheless, I'll keep on playing (haven't restarted since).
That's probably because you're playing on High RAM mode. You can toggle it off in options, but for some users and some maps, it leads to lower stability.
I absolutely love the game. Really, really well done. Very ambitious project. I can see myself playing this for a long time. Couple of things: it's frustrating when you start a session and the enemy AI gets hung up on their turn. The "loading bar" with the matching color of the team gets stuck at the first two ticks, it seems. Also I just had my first stack overflow - I tried to bless the Decay "Ultimate" Unit -> Lifebane. The game got noticably slower from there (on the battlefield) and crashed soon after. Again, thanks for making the game and I'd purchase it again.
This was an issue fixed in v 1.5.3 and v 1.5.5. I hope at least.
Also, thank you for the info about the spell cast slowing things down. I wonder what that could be. I'm getting reports of 1 gig of data sometimes being allocated and I have no clue what causes it. I WANT TO KNOW :(
Is there a way to split units on the reservation panel before the battle starts? Say I have 40 archers and I want to take 20 to put them on the frontline.
If I buy the game here, will I get a steam key when it releases on steam? I want to support it but I'm scared the updates will happen on steam and I won't have that version
The developer stated that he wants to try to get everyone a steam key once it releases there. Click through the development log here a bit. I think he even has written this in one of the recent ones. Otherwise, get on the developer's official discord channel with the rest of us, we are a welcoming bunch and the developer is quite active there.
Loving the game so far, my biggest issue is sometimes a ton of the units in my army just disappear, not from losing them in the fight, they just go poof. Haven't found a pattern yet, but it has happened 3 times so far.
Love this game, great work. Played for a few hours and had some comments/questions.
1. It seems a bit hard.. i lost playing the tutorial, that's never a good sign. (1.5.4)
1a. I had some crashes and switched to 1.5.7 which hasn't crashed for me yet.
2. I think you are using the old Warcraft I/II RTS style of unit generation where the AI just generates units rather than building them up like the player? From my understanding this means the player has to use a strategy of rushing the enemy because the enemy will keep generating units to attack which wears the player down. I'd prefer a slower approach but it seems like on week 7 the AI always sends down a hero with a doom stack with the rating of "near impossible".
2a. If your main army is say 2 "steps" away from your castle, the enemy army can just go around your army and seize it. This is a bit annoying.
2b. I'm not sure what the strategy for garrisoning a castle should be.. if i leave a hero there, they don't get experience and then don't seem useful to defend when the AI comes calling.
2c. Perhaps to change the player experience, you can have the AI prioritize attacking the players armies rather than seizing castles and buildings even though this is suboptimal for the AI it will be far less annoying to the player.
2d. I had perhaps an odd bug? I had two hero units with armies standing next to my castle, one hero was like level 4 with small number of units, the other hero was level 12 and had a sizeable army (like 3-4x). The enemy AI attacked my weaker hero was engaged and died quickly. Then immediate my other hero had to fight but he had no army at all, just him? So it seems my major army just disappeared.
3. I don't understand the combat "sizing"... I think some guide or explanation in the tutorial is needed. It seems to be some kind of power rating? Like if i fight a trivial enemy, i might only be allowed to field a single unit and the rest in reserves. However, in the "near impossible" fights, I still seem to be forced to put half my army in reserve? if the fight is hopeless, i'm not understanding why i can't field my whole army? Like should i put only high level units in my army so if forced to only field half they are really powerful?
3a. Maybe some general guidance on fielding armies is needed. I have no idea if i should go for as many units as i can, remove weaker units to field only elite units, etc.
I can give you an answer on 3, straight from the FAQ section on the developer's discord:
"How does the reserve system work?
You can field X gold value of units at any given time. At the start of combat, you can bring X, and when you've lost half of X, you can bring in half of X as reinforcements. X is 10k gold value as base. On top of this, X is increased by 10% of the gold value of YOUR army and 10% of the gold value of the ENEMY army. So if you both have 15k gold value armies, the reserve limit is 13k (10k + 10% of 30k). This number is SYMMETRICAL for both armies. Finally, Tactics and Oligarchy can increase or decrease this number ASSYMETRICALLY."
That might explain why you can't field more units, even when facing a "near impossible" army. You can counter that as stated with "Tactics". And, of course, your hero's stats determine the stats of your troops if I am not mistaken. So if a Lvl 5 hero faces a Lvl 15 hero with gear, that might be the reason why it is still "near impossible".
Edit: Join the discord, the developer is a cool guy. He tends to respond pretty quickly to your feedback and/or bug reports there.
Error (probably a rounding error) shown here, depicts 130/130 unit value in field, but I am still forced to <SEND BACK TO RESERVES> to return 1 point back.
for some reason the button can show up if the enemy army got placed with wrong rounding ending up with one too much, you might notice your lineup not changing while the enemy loses a unit
Been playing a lot and enjoying the game could easily see myself putting in hundreds to thousands of hours into it. a few questions for you though: 1. Is there ever a plan to add a multiplayer mode that is not hotseat before the steam release? I feel like that could make or break the games initial hype. 2. Do you plan to keep making more tribes even after a full release? or just balancing out the existing ones? both?
Really liking the game so far and looking forward to where youe are taking it!
Some minor requests regarding map generation: Would it be possible to add an option to adjust the amount of water on maps? Secondly, it doesn't seem to be possible to add portal connections when creating node maps. That would be neat too. It would also be nice if nodes could be defined as being completely walled off, mainly from the sea to say, only allow access via a portal.
I get that you have a lot on the table and that the map generator takes low priority, but just some things that came to mind that would be nice.
there are few bugs: on towns if you buy a 2nd stronghold and you doesnot have any other squad to recruit the town simply shows the screen to select but not let you get out of that screen,
when you close the game it keeps open and sucks ram like hell (2 gb of ram occuped with no reason),
custom maps crash the game,
and in balance, Wild overnumbering ability is to strong (i fighted a wild hero with more units than him, the game also said "easy",he doesnot even casted a spell but he spawned Spirit, one and another again, from their falled units even from the same Spirits)
In two different maps, when fighting two different factions, I've encountered the same "death wave" of goblins.
A few weeks in (e.g. 6) into the campaign, an enemy hero will have hundreds of goblins, and then they'll either have the ability that boosts damage when an ally dies around them (my penultimate game) or they will have the ability that makes clones of your troops (my very last game).
This results in unbeatable odds where the goblins hit like trucks (the former scenario), or that you will die through an unceasing wave of clones, even if the real goblins themselves died.
The AI seems to privilege this strategy. My latest game was against an Order faction, and they still had hundreds of goblins. I also wonder how they can have so many of them a few weeks in (I assume the AI gets to recruit more troops than the player through inherent bonuses?).
The only real counter I've found is ultimate spells that deal tons of damage on the battlefield, preferably to all enemy and allies (aka all characters on the map), but these spells are rare, even at higher level, and depend on how a hero was skilled/what faction they are.
For what it's worth, I am currently playing the latest patch: 1.5.4. This did not seem to be that much of an issue (although it could just be sheer luck) in my prior games on the prior versions.
Loving the game so far, the diversity of factions, units, spells, etc. is truly impressive.
The only bug/problem I would like to point out is this : There seems to be a combination of effects/passives that make it so certain types of unit have a 100% chance of being reborn in the first aid tent. It makes it so the AI can't lose. It becomes problematic when the AI also can't win, because we have to make the same battle 6 times per turn, where the AI keeps losing but keeping it's 24 units and retrying. It tries again and again because the battle seems to register as Impossible (for the player), even when the opposing army is very weak, because it has essentially infinite units.
I would suggest that units that don't have time to respawn before the end of a battle don't respawn at all or make it so the odds of respawn can't reach 100%.
I am having some major issues with the end turn button and the resolution the game runs in.
I have noticed that on higher resolutions, the graphic for the end turn button doesn't reflect where the end turn button actually is. I have tried change from full screen to windowed but It still aligns it to another area.
I can't get past turn one on any of my games, unfortunately.
I did some further testing on this, it seems that if I load the game on windowed then increase the size it works. but If I increase the size of the window just horizontally after maxing out vertical resolution it throws the button out of sync with the graphic and break it.
Hey! I'm having the same issue (also ultra wide monitor). The hitbox is actually on top/right corner of the "clue button". That way we can end our turn! I hope it helps you out :D
im just wondering if one does buy this game here on itch, will one get a steamkey for the steam release once out or will you keep updating it here aswell?
This may be a small bug. It looks like the hero ability that automatically turns enemy units into frogs may flag those enemies as allies in regards to hero stat buffs. At the end of each battle I am just wacking these frogs back and forth like a tennis ball for like a minute before they finally die.
Great game! Nice to see a bit of competition in this area of games. Found a bug for you guys: During a sea battle, after I summoned anima when I tried using raise dead the game crashed. I closed the log before saving the data, I hope you guys can recreate it and figure it out.
hi, the animate dead spell should be fixed in v 1.5.3+, but I did get another report it might not be. I'd like to figure this out, esp if you could check if you've updated to v 1.5.3+
Very entertaining game so far. I have been experimenting with the NODEMAP custom maps feature and have an issue with generating maps. When I attempt to generate a map with a large number of unowned towns (5 or more towns from my testing), the game freezes on Step 5 of generating the map. I tried waiting upto an hour, thinking it just needed more time to process, however, nothing changed and it stayed frozen on step 5. I have to use Task Manager to kill the game. This is the fourth map I've tried and each time it hangs on step 5.
hi, I don't think I've received this bug report before? Any additional info you can give? If you can reproduce it, I'd like to get in touch about a save file.
Super stoked. Great game dev(s) keep up the good work. :)
I've come across two main bugs.
One, The game (freezes?) during the AI turn while its loading ( like while the AI bar is on screen showing the move process.)
Second, Is the game has been randomly crashing while playing.
Keep up the good and hard work. I understand I've gotten this before it was released to steam. I will gladly follow its updates and keep trying and spreading the word of the game. I will be happy to see things get flushed out as time goes. Cheers
One, I should have fixed this problem with v 1.5.4. If you can check you're playing this version, and it still occurs, I'd love to get in touch about the save files so I can fix this.
Two, is this a crash without or with crash log? In the prior case, fix will be up later today. Otherwise, I'd love to get in touch about the bug report.
Such a stellar game. After the updates a few issues seemed resolved. Am not having random crashes. played through a few games. Will keep you updated. I did however have a freeze but this time it came with a report. I'll paste it here but please drop a line if you'd prefer me to hit you up via e-mail.
I'm wondering if you unzipped the file? Something is preventing the game from reading files it should have access to. Did you move the exe outside of its folder?
No, but I did extract to a differently-named folder. I deleted the extracted folder, and re-extracted using the default folder naming and it... seems to be getting past the startup screen now! Sorry and thank you for the swift reply!
# Might be related to the above, if your city doesn't have but one unit time (in my save the leeches) and you upgrade other buildings and get prompted to increase spawn for a unit you don't have an option or a way to put the upgrade on hold until you get other buildings built/more unit options.
Is this from loading an old save file? I'm really uncertain about this situation.
About the latter, are you saying you built the Stronghold without buying other dwellings? I know this kinda locks the game. You can save and reload. It's just so rare for that to happen in normal play, and it's difficult to get around.
No, the error was not from loading an old save file. Yes, that's what happened but it wouldn't let me do anything further with that city and eventually would crash the game.
This should be fixed in v 1.5.5 available later today! It's sort of two related bugs in one, the infinite army glitch and this glitch. As least as I saw in my bug fix efforts.
Great game but yeah a few bugs: 1. Playing the horde seems to CTD the most. 2. Bug where AI just freezes and turn does not progress. 3. Memory leak - uses lots of RAM 4. Sometimes saving or loading takes a long time - 30 seconds +
I'd love to see a save file on this. I don't know what causes it. I've had some super sparing contact with this bug ever since v01. But if you have any ideas, go ahead!
So, weird bug. I was just playing a game and was wiped out, Lost my hero, lost my town. I was then first awarded a victory pop up, followed by then a defeat pop up...
Really well done. I really like this game however I will invest in it when the bugs are fixed. With that, I wish you the best of luck! and a bug report ^^
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Lovely game. Having a ton of fun exploring it, and will be following its progress closely!
Amazing game!
Why isn't there a kickstarter campaign for it to further expand the game? I'll donate! :)
There's more than enough money atm, but thank you for your concern! Really, it's time more than money that's a limit.
Just had a 2nd crash fairly late into a game... No error was shown, my pc (and I've just recently got it, so not too shabby) just crashed. Had to restart. Nonetheless, I'll keep on playing (haven't restarted since).
That's probably because you're playing on High RAM mode. You can toggle it off in options, but for some users and some maps, it leads to lower stability.
I absolutely love the game. Really, really well done. Very ambitious project. I can see myself playing this for a long time. Couple of things: it's frustrating when you start a session and the enemy AI gets hung up on their turn. The "loading bar" with the matching color of the team gets stuck at the first two ticks, it seems. Also I just had my first stack overflow - I tried to bless the Decay "Ultimate" Unit -> Lifebane. The game got noticably slower from there (on the battlefield) and crashed soon after. Again, thanks for making the game and I'd purchase it again.
This was an issue fixed in v 1.5.3 and v 1.5.5. I hope at least.
Also, thank you for the info about the spell cast slowing things down. I wonder what that could be. I'm getting reports of 1 gig of data sometimes being allocated and I have no clue what causes it. I WANT TO KNOW :(
Is there a way to split units on the reservation panel before the battle starts? Say I have 40 archers and I want to take 20 to put them on the frontline.
"SHIFT" click splits stacks and "CTRL" click takes one unit of the stack
thank you for helping out!
No problem dude, its an amazing game and I cant get enough of it! Keep up the great work.
Hey hey! Game keeps crashing straight after startup. Here is the log:
___________________________________________
############################################################################################
ERROR in
action number 1
of Step Event0
for object obj_unit:
DoAdd :: Execution Error
at gml_Script_play_actionsound
############################################################################################
gml_Script_play_actionsound (line -1)
gml_Script_play_actionsound
gml_Script_play_unitsound
gml_Object_obj_unit_Step_0
have you extracted the game correctly from the zip? Or have you maybe removed the exe from its folder?
I thought I had, so I extracted it again and it now works. Thanks!
If I buy the game here, will I get a steam key when it releases on steam? I want to support it but I'm scared the updates will happen on steam and I won't have that version
The developer stated that he wants to try to get everyone a steam key once it releases there. Click through the development log here a bit. I think he even has written this in one of the recent ones. Otherwise, get on the developer's official discord channel with the rest of us, we are a welcoming bunch and the developer is quite active there.
thank you for helping spread the word!!
Loving the game so far, my biggest issue is sometimes a ton of the units in my army just disappear, not from losing them in the fight, they just go poof. Haven't found a pattern yet, but it has happened 3 times so far.
wat
Do let me know if you can reproduce this with saving/loading or similar. I want to know!
Love this game, great work. Played for a few hours and had some comments/questions.
1. It seems a bit hard.. i lost playing the tutorial, that's never a good sign. (1.5.4)
1a. I had some crashes and switched to 1.5.7 which hasn't crashed for me yet.
2. I think you are using the old Warcraft I/II RTS style of unit generation where the AI just generates units rather than building them up like the player? From my understanding this means the player has to use a strategy of rushing the enemy because the enemy will keep generating units to attack which wears the player down. I'd prefer a slower approach but it seems like on week 7 the AI always sends down a hero with a doom stack with the rating of "near impossible".
2a. If your main army is say 2 "steps" away from your castle, the enemy army can just go around your army and seize it. This is a bit annoying.
2b. I'm not sure what the strategy for garrisoning a castle should be.. if i leave a hero there, they don't get experience and then don't seem useful to defend when the AI comes calling.
2c. Perhaps to change the player experience, you can have the AI prioritize attacking the players armies rather than seizing castles and buildings even though this is suboptimal for the AI it will be far less annoying to the player.
2d. I had perhaps an odd bug? I had two hero units with armies standing next to my castle, one hero was like level 4 with small number of units, the other hero was level 12 and had a sizeable army (like 3-4x). The enemy AI attacked my weaker hero was engaged and died quickly. Then immediate my other hero had to fight but he had no army at all, just him? So it seems my major army just disappeared.
3. I don't understand the combat "sizing"... I think some guide or explanation in the tutorial is needed. It seems to be some kind of power rating? Like if i fight a trivial enemy, i might only be allowed to field a single unit and the rest in reserves. However, in the "near impossible" fights, I still seem to be forced to put half my army in reserve? if the fight is hopeless, i'm not understanding why i can't field my whole army? Like should i put only high level units in my army so if forced to only field half they are really powerful?
3a. Maybe some general guidance on fielding armies is needed. I have no idea if i should go for as many units as i can, remove weaker units to field only elite units, etc.
My current is to somehow make it past week 7.
I can give you an answer on 3, straight from the FAQ section on the developer's discord:
"How does the reserve system work?
You can field X gold value of units at any given time. At the start of combat, you can bring X, and when you've lost half of X, you can bring in half of X as reinforcements. X is 10k gold value as base. On top of this, X is increased by 10% of the gold value of YOUR army and 10% of the gold value of the ENEMY army. So if you both have 15k gold value armies, the reserve limit is 13k (10k + 10% of 30k). This number is SYMMETRICAL for both armies. Finally, Tactics and Oligarchy can increase or decrease this number ASSYMETRICALLY."
That might explain why you can't field more units, even when facing a "near impossible" army. You can counter that as stated with "Tactics". And, of course, your hero's stats determine the stats of your troops if I am not mistaken. So if a Lvl 5 hero faces a Lvl 15 hero with gear, that might be the reason why it is still "near impossible".
Edit: Join the discord, the developer is a cool guy. He tends to respond pretty quickly to your feedback and/or bug reports there.
Error (probably a rounding error) shown here, depicts 130/130 unit value in field, but I am still forced to <SEND BACK TO RESERVES> to return 1 point back.
for some reason the button can show up if the enemy army got placed with wrong rounding ending up with one too much, you might notice your lineup not changing while the enemy loses a unit
In this instance it removed one of my units taking me to 129
Been playing a lot and enjoying the game could easily see myself putting in hundreds to thousands of hours into it.
a few questions for you though:
1. Is there ever a plan to add a multiplayer mode that is not hotseat before the steam release? I feel like that could make or break the games initial hype.
2. Do you plan to keep making more tribes even after a full release? or just balancing out the existing ones? both?
Really liking the game so far and looking forward to where youe are taking it!
Some minor requests regarding map generation: Would it be possible to add an option to adjust the amount of water on maps? Secondly, it doesn't seem to be possible to add portal connections when creating node maps. That would be neat too. It would also be nice if nodes could be defined as being completely walled off, mainly from the sea to say, only allow access via a portal.
I get that you have a lot on the table and that the map generator takes low priority, but just some things that came to mind that would be nice.
there are few bugs: on towns if you buy a 2nd stronghold and you doesnot have any other squad to recruit the town simply shows the screen to select but not let you get out of that screen,
when you close the game it keeps open and sucks ram like hell (2 gb of ram occuped with no reason),
custom maps crash the game,
and in balance, Wild overnumbering ability is to strong (i fighted a wild hero with more units than him, the game also said "easy",he doesnot even casted a spell but he spawned Spirit, one and another again, from their falled units even from the same Spirits)
however good game
this is not a bug, but rather a balancing issue:
In two different maps, when fighting two different factions, I've encountered the same "death wave" of goblins.
A few weeks in (e.g. 6) into the campaign, an enemy hero will have hundreds of goblins, and then they'll either have the ability that boosts damage when an ally dies around them (my penultimate game) or they will have the ability that makes clones of your troops (my very last game).
This results in unbeatable odds where the goblins hit like trucks (the former scenario), or that you will die through an unceasing wave of clones, even if the real goblins themselves died.
The AI seems to privilege this strategy. My latest game was against an Order faction, and they still had hundreds of goblins. I also wonder how they can have so many of them a few weeks in (I assume the AI gets to recruit more troops than the player through inherent bonuses?).
The only real counter I've found is ultimate spells that deal tons of damage on the battlefield, preferably to all enemy and allies (aka all characters on the map), but these spells are rare, even at higher level, and depend on how a hero was skilled/what faction they are.
For what it's worth, I am currently playing the latest patch: 1.5.4. This did not seem to be that much of an issue (although it could just be sheer luck) in my prior games on the prior versions.
I'm loving this game so far! I can't wait for the final version on steam! :D
why does the game takes 6.6gb of ram that's quite suspicous
Hey man,
Loving the game so far, the diversity of factions, units, spells, etc. is truly impressive.
The only bug/problem I would like to point out is this : There seems to be a combination of effects/passives that make it so certain types of unit have a 100% chance of being reborn in the first aid tent. It makes it so the AI can't lose. It becomes problematic when the AI also can't win, because we have to make the same battle 6 times per turn, where the AI keeps losing but keeping it's 24 units and retrying. It tries again and again because the battle seems to register as Impossible (for the player), even when the opposing army is very weak, because it has essentially infinite units.
I would suggest that units that don't have time to respawn before the end of a battle don't respawn at all or make it so the odds of respawn can't reach 100%.
Regards
I am having some major issues with the end turn button and the resolution the game runs in.
I have noticed that on higher resolutions, the graphic for the end turn button doesn't reflect where the end turn button actually is. I have tried change from full screen to windowed but It still aligns it to another area.
I can't get past turn one on any of my games, unfortunately.
I did some further testing on this, it seems that if I load the game on windowed then increase the size it works. but If I increase the size of the window just horizontally after maxing out vertical resolution it throws the button out of sync with the graphic and break it.
I am using an ultrawide monitor
Full screen just wont work.
Hey!
I'm having the same issue (also ultra wide monitor). The hitbox is actually on top/right corner of the "clue button". That way we can end our turn! I hope it helps you out :D
Town convert bug
___________________________________________
############################################################################################
ERROR in
action number 1
of Draw Event
for object obj_con:
Variable Index [7] out of range [7]
at gml_Script_dobuild
############################################################################################
gml_Script_dobuild (line -1)
gml_Script_convert_town
gml_Script_castlescreen
gml_Object_obj_con_Draw_64
Tried taking over town and winning game crash
############################################################################################
ERROR in
action number 1
of Draw Event
for object obj_con:
Variable Index [7] out of range [7]
at gml_Script_dobuild
############################################################################################
gml_Script_dobuild (line -1)
gml_Script_convert_town
gml_Script_castlescreen
gml_Object_obj_con_Draw_64
im just wondering if one does buy this game here on itch, will one get a steamkey for the steam release once out or will you keep updating it here aswell?
This may be a small bug.
It looks like the hero ability that automatically turns enemy units into frogs may flag those enemies as allies in regards to hero stat buffs. At the end of each battle I am just wacking these frogs back and forth like a tennis ball for like a minute before they finally die.
I've become addicted... I played for like 7 hours last night...
Am encountering an issue though. I decided to try out the Custom Map feature and use the preloaded Europe map...
However I keep CTD and getting this error dump. I really want to play an all order Europe map now haha.
___________________________________________
############################################################################################
ERROR in
action number 1
of Create Event
for object obj_worldgen:
Variable Index [7] out of range [0]
at gml_Script_unit_cost
############################################################################################
gml_Script_unit_cost (line -1)
gml_Script_army_value
gml_Script_army_value_corrected
gml_Script_M_interactgrid
gml_Script_scan_world
gml_Script_load_postprocessing
gml_Script_load_game_standard
gml_Object_obj_worldgen_Create_0
Great game! Nice to see a bit of competition in this area of games.
Found a bug for you guys:
During a sea battle, after I summoned anima when I tried using raise dead the game crashed. I closed the log before saving the data, I hope you guys can recreate it and figure it out.
hi, the animate dead spell should be fixed in v 1.5.3+, but I did get another report it might not be. I'd like to figure this out, esp if you could check if you've updated to v 1.5.3+
Just checked the version now. It's still happening on 1.5.4
I love it, the only problem is that it is buggy and hang/freeze or crashes sometimes. And saves don't always load.
getting these worked out bit by bit! Did two patches this week and expect to do another today
Great! It isn't stopping me from trying to run the game though. I love the game, it is fun. Glad I bought it.
Very entertaining game so far. I have been experimenting with the NODEMAP custom maps feature and have an issue with generating maps. When I attempt to generate a map with a large number of unowned towns (5 or more towns from my testing), the game freezes on Step 5 of generating the map. I tried waiting upto an hour, thinking it just needed more time to process, however, nothing changed and it stayed frozen on step 5. I have to use Task Manager to kill the game. This is the fourth map I've tried and each time it hangs on step 5.
huh, this is interesting. I'll have to see if I can figure out what this is
Hey man, fun game but keeps crashing. heres the log.
___________________________________________
############################################################################################
ERROR in
action number 1
of Draw Event
for object obj_warorder:
Push :: Execution Error - Variable Index [32] out of range [12] - -5.MOBID(100109,32)
at gml_Object_obj_warorder_Draw_0
############################################################################################
gml_Object_obj_warorder_Draw_0 (line -1)
hi, I don't think I've received this bug report before? Any additional info you can give? If you can reproduce it, I'd like to get in touch about a save file.
Absolutely amazing game! As a novice game developer I would like to say: you made a dream.
thank you <3
I also made my own child-hood dream, so I'm glad we can share it
Super stoked. Great game dev(s) keep up the good work. :)
I've come across two main bugs.
One, The game (freezes?) during the AI turn while its loading ( like while the AI bar is on screen showing the move process.)
Second, Is the game has been randomly crashing while playing.
Keep up the good and hard work. I understand I've gotten this before it was released to steam. I will gladly follow its updates and keep trying and spreading the word of the game. I will be happy to see things get flushed out as time goes. Cheers
One, I should have fixed this problem with v 1.5.4. If you can check you're playing this version, and it still occurs, I'd love to get in touch about the save files so I can fix this.
Two, is this a crash without or with crash log? In the prior case, fix will be up later today. Otherwise, I'd love to get in touch about the bug report.
Such a stellar game. After the updates a few issues seemed resolved. Am not having random crashes. played through a few games. Will keep you updated. I did however have a freeze but this time it came with a report. I'll paste it here but please drop a line if you'd prefer me to hit you up via e-mail.
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ERROR in
action number 1
of Draw Event
for object obj_wall:
Push :: Execution Error - Variable Index [10] out of range [10] - -7.px(101567,10)
at gml_Object_obj_wall_Draw_0
############################################################################################
gml_Object_obj_wall_Draw_0 (line -1)
Enemy's army is not dying. I have attacked it for ~8 times and it is always survives with 40 knights. And after last attack game just crashes.
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ERROR in
action number 1
of Draw Event
for object obj_placeholder:
Push :: Execution Error - Variable Index [24] out of range [22] - -5.mobdata(100438,24)
at gml_Script_init_mob
############################################################################################
gml_Script_init_mob (line -1)
gml_Object_obj_placeholder_Draw_64
I've fixed this today. I still don't know how this bug started, but I've figured out a way to fix it. Expect the v 1.5.5 update tonight
Crashing on launch (technically several seconds after launch, while it's still rendering the start menu buttons) for me, sadly :(
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ERROR in
action number 1
of Step Event0
for object obj_unit:
DoAdd :: Execution Error
at gml_Script_play_actionsound
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gml_Script_play_actionsound (line -1)
gml_Script_play_actionsound
gml_Script_play_unitsound
gml_Object_obj_unit_Step_0
I'm wondering if you unzipped the file? Something is preventing the game from reading files it should have access to. Did you move the exe outside of its folder?
No, but I did extract to a differently-named folder. I deleted the extracted folder, and re-extracted using the default folder naming and it... seems to be getting past the startup screen now! Sorry and thank you for the swift reply!
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ERROR in
action number 1
of Other Event: User Defined 0
for object obj_mapinteract:
Variable <unknown_object>.y(1, -2147483648) cannot be resolved.
at gml_Object_obj_mapinteract_Other_10
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gml_Object_obj_mapinteract_Other_10 (line -1)
gml_Object_obj_army_Draw_0 (line -1)
Any additional info you can share? If you can reproduce it via a save-file, I'd love to get in touch about the save-file.
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ERROR in
action number 1
of Create Event
for object obj_worldgen:
instance_create_depth argument 3 incorrect type (string) expecting a Number (YYGI32)
at gml_Script_load_game
############################################################################################
gml_Script_load_game (line -1)
gml_Object_obj_worldgen_Create_0
# Might be related to the above, if your city doesn't have but one unit time (in my save the leeches) and you upgrade other buildings and get prompted to increase spawn for a unit you don't have an option or a way to put the upgrade on hold until you get other buildings built/more unit options.
Is this from loading an old save file? I'm really uncertain about this situation.
About the latter, are you saying you built the Stronghold without buying other dwellings? I know this kinda locks the game. You can save and reload. It's just so rare for that to happen in normal play, and it's difficult to get around.
No, the error was not from loading an old save file. Yes, that's what happened but it wouldn't let me do anything further with that city and eventually would crash the game.
I did have this exact error trying to load a save file from a couple days ago. Do you know how I can fix it?
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ERROR in
action number 1
of Draw Event
for object obj_placeholder:
Push :: Execution Error - Variable Index [24] out of range [22] - -5.mobdata(100438,24)
at gml_Script_init_mob
############################################################################################
gml_Script_init_mob (line -1)
gml_Object_obj_placeholder_Draw_64
This should be fixed in v 1.5.5 available later today!
Some AI character won't disappear
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ERROR in
action number 1
of Draw Event
for object obj_placeholder:
Push :: Execution Error - Variable Index [29] out of range [22] - -5.mobdata(100438,29)
at gml_Script_init_mob
############################################################################################
gml_Script_init_mob (line -1)
gml_Object_obj_placeholder_Draw_64
This should be fixed in v 1.5.5 available later today! It's sort of two related bugs in one, the infinite army glitch and this glitch. As least as I saw in my bug fix efforts.
Portal spawned on a map that doesn't take you anywhere. The map name is Halo and the portal is on a south-eastern snowy island (blue with cross)
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ERROR in
action number 1
of Other Event: User Defined 0
for object obj_mapinteract:
Variable <unknown_object>.y(1, -2147483648) cannot be resolved.
at gml_Object_obj_mapinteract_Other_10
############################################################################################
gml_Object_obj_mapinteract_Other_10 (line -1)
gml_Object_obj_army_Draw_0 (line -1)
Huh, interesting. Was the map very tight with space? Otherwise, I have no idea what could cause this.
Great game but yeah a few bugs:
1. Playing the horde seems to CTD the most.
2. Bug where AI just freezes and turn does not progress.
3. Memory leak - uses lots of RAM
4. Sometimes saving or loading takes a long time - 30 seconds +
Love what's been done so far! Keep at it :)
the ai bug should be fixed, the game updates very often so make sure you have the most recent one (its save compatible)
Just got a bug where the enemy's goblin keep multiplying... It display "nan" (not a number) instead of having a number for the quantity of monsters.
I'd love to see a save file on this. I don't know what causes it. I've had some super sparing contact with this bug ever since v01. But if you have any ideas, go ahead!
So, weird bug. I was just playing a game and was wiped out, Lost my hero, lost my town. I was then first awarded a victory pop up, followed by then a defeat pop up...
Really well done. I really like this game however I will invest in it when the bugs are fixed. With that, I wish you the best of luck! and a bug report ^^
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ERROR in
action number 1
of Draw Event
for object obj_con:
Unable to find instance for object index 102773
at gml_Script_AI_filter_vlist_to_ailist
############################################################################################
gml_Script_AI_filter_vlist_to_ailist (line -1)
gml_Script_AI_fill_goal_list
gml_Script_do_AIturn
gml_Object_obj_con_Draw_64