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Hey again. I was able to find a quick solution and I’ve pushed an update to all platforms with a fix for the crash. The other scenario would be slightly trickier, but you should be able to just end your turn normally as the remaining team and the game will check for a winner before the next player starts their turn. Thanks again.

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Hey there. Got 2 more bugs to report.

The 1st bug shown off concerns the Pugilist; when she uses Flow Strike while having the +1 BLK buff from the Paladin's Intervention, that buff isn't applied.

I don't know if I can recreate the 2nd bug, since that was my 1st time encountering it, and it's unnatural for Creeps to bug out when they can't fulfill their routines. That Orc originally had a Treasure Hunter routine, and he wasn't able to fulfill it, but for whatever reason he switched to Wander Routine and the game let me control him... or more accurately, let me select a Creep to control. (Creeps don't just change to Wander Routine when they can't fulfill their original routine, right? They just... wander, IIRC?) I was only able to manipulate 1 Creep, then the other Creeps played out their own turns like normal.


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Thanks for reporting these bugs! I will take a look tonight to see what I can do about these.

I haven’t looked at the Sol Standard code for a while so my memory might be off, but I believe under the hood it changes to the Wander routine if they can’t fulfill it, but it should then trigger immediately so it effectively just makes them wander. Getting control over the creeps is a weird scenario. It might not be a quick fix since it may be tricky to reproduce. I very much appreciate the video you included and the detailed report!

I’ll let you know when I have fixes for these.

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Hello again! I have pushed a new version of the game that should fix both of these issues. Thanks again for the detailed bug reports!

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Thanks for the bug fix. I can confirm it works... and not too long after I found another bug. It looks like destroying breakable terrain can sometimes crash the game. I've recreated it several times but can't find a pattern or reason why this happens.

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Thanks again for reporting! This one’s pretty bad, but it was a quick fix. A new build has been published that fixes this. Frankly I’m surprised this wasn’t discovered a while ago, since it’s been an issue from the start as far as I can tell and the steps to reproduce aren’t an uncommon scenario.

The problem was that a dead unit was being selected by default when nothing else was being hovered. In your video you can see the slime as the other hovered unit when you attack the obstacle. The game tries to start combat with the unit that’s already dead and finds that it doesn’t exist, so it blows up. This might have been undiscovered for a while since it doesn’t seem to crash when targeting other units, only non-unit targets. This shouldn’t occur anymore with the newest version.

Thank you again! Your videos are extremely helpful in debugging these issues! :)

Glad I'm able to help with finding these bugs... I think I may have found another. (These finds have all been accidental, mind you.) Dusk Temple's fire traps aren't turning on. Is it because they're incorrectly named/the targets for their switches are incorrectly named?

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If I find anything else I think I'm just going to join the Discord, but here's another possible bug where the Pugilist can't use Stem The Tide if she has full armor. I don't know if this was intended or not since the game tries to claim she doesn't have any Flow stacks to remove when she clearly does in this example.


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I’ll look at this too. It might be trying to error because you can’t regen armour when you’re full and it’s showing the wrong notification, but you should be able to do it anyway to reset your flow counter, so I’ll update this when I get the chance tonight.

Feel free to join the Discord whenever you want! I post more updates on current projects there and I can reply to things faster when I’m not at my computer. Your feedback is greatly appreciated.

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Both of these issues are fixed in v1.6.0. As always, thanks for reporting these bugs! Stem the Tide should now be usable even when armour is full so that you can reset the turn timer on the Flow Strike skill, and the switch ids have been fixed for the fire traps on Dusk Temple.

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I’ll check this one out tonight. You may be right; I’ll have to confirm.