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one thing i noticed in my play -spoiler ahead is that if you claim the bridge's to the ai underlord she is then stuck in that boxed area as they cannot be sold or unclaimed and the ai doesn't seem to us outpost's and at least for me her ai broke and only managed to build a extremely small arena, a couple mana pool's and a few ember demon constructs. she didn't even build in the areas above her that i unclaimed and she claimed and just remained relatively stagnant only sending her titan her one beast master and a few ember demons to attack
not meant to be a criticism just a bug i ran into
It could be netered in the obsession mode, but right after the door theres a brimstone wall, that should be blasted away by the bomb.
Crackpot didn't helped :(
Well I guess the game think you are that good and you needed some additional challenge. :D
That seems to be on the engine end of things. I can't fix it since it's seems to be to much data in this map, and game engine or map engine is unable to handle it.
This might be completly wrong, but when I see scripts that works with no changes gets broken with no changes done to them from one version to the next in editor, it sure looks like it being the case.
Anyway I gave it a good try to fix this map, but in the end there are waves that work previously stopped to do so, but rest of the map I was able to play without any issues.
Anyway I will try work on this map until I get it working properly. Or if I run out of patience with the editor. Expect one more version soon.
By the way, what changes have you made to the Icey Peak today?
Steam will now check if any files are missing or not behaving correctly, then download those files.
Maybe different if you don't have steam in English language as default.
Given that 2.07 fixed the memory leak I decided to give it a try, but I noticed that unlike before, there were no waves of enemies attacking. Just a couple in the beginning consisting of level 3 and 5, after that... nothing. I remember this to be different, with hored spawning up to level 10. Can anyone confirm this?
It would bother me considerbly more if there was very few maps available for this game.
But its probably related to what I outlined at the end of the last post of the bug-thread in Brightrocks forum/tracker, Mighty Script breaking when saving a game that has leaks. Haven't had a look at your level, but guessing you're doing something fancy with a script that drags WFTO down with it when it fails to execute properly.
https://brightrockgames.userecho.com/communities/1/topics/4992-large-collection-of-issues-suspect-memory-leaksgc
In output.log, i have many lines like:
"SpiritWorker_0(21290) failed to find a save drop location for carried object Warden_0(25483)
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Unable to find save item drop location after 64 randomized attempts!"
I don't know if this is the cause or just some warnings.
Saving and restarting game, to reload did not change the behaviour in your saves. If anything the map broke further upon saving and reloading, such as Prison blocks got unbreakable wall tiles in it all of sudden on reload and prisoners stuck into next to them was one. This I tried to see if could slowly progress past the breaking point happening, but if anything around 3-4 minutes it crashed regardless. One question though, did people experiencing crashes use quicksaves, as in load from one? Because I tend to manually save and use autosave every 12 min and I noticed using quicksaves to test the saves made it worse vs the normal saves.
@Tyrion Lannister:
Unfortunately it sounds like your save have got something of the same as thee. got then, because he was also around that point.
Never experienced any problems during the normal campaigns, but then, I think those maps where considerably smaller.
Very nice map anyway, will return to it once I have a newer PC.
Another thing is that Empire on this map is going to field fairly large army on eastern side from gateways, so it could in theory lag it up. However in my test game I had no problems over 3 hour session and I converted almost everything, to the point I had problem getting the paydays done and frames did fall some in combat.
Its visible before reloading for the treasury by gold not being placed on that tile, food on table not getting refilled, minion pathing start messing up etc.
PS: Had it on a lot of older imported levels(Green Sliche's especially, since they take a while to finish), but never resulted in a hardcrash. Granted you might be doing some unique things behind the scenes.
However your army was tiny, because you used traps instead so it confuses me even more. If anything your savegame had higher frames vs my saves in comparison.
I tried crushing the inhibitor to complete the quest, but other then that the game crashed like clockwork after maybe 3 minutes or so after load. 5 times on row I saw this, going try once more selling of traps and reloading.
Edit: Nope selling traps didn't work, taking over east island section didn't work, if anything trying to save before crashes caused the actual map blocks to change lol upon reload, perhaps the strangest bug I have seen in this game.