Glad to hear there wasn't actually a hack. Good luck.
Jotok
Recent community posts
Quarantine? What the hell does Itch think they are doing outing where a dev connects to their account from? Other users don't need to know that in any way even if an account was compromised. What good can it do us? (Oh, look, the account was connected to from France. *Obviously* shady. No one trusts the frogs! *roll eyes*)
Also, Europeans travel across borders on the regular. If that's what tripped the alert and Itch starts smacking every dev who connects on the go, they are about to have a big problem. Idiots.
To avoid spoilers, let's say I crafted the item, found the place, went there with Kuro in the party, but did not find the entity in question. Instead there was the usual Balrog in the boss room, which my party beat like a red-headed stepchild. Also cleared all other rooms in the dungeon, but nothing happened, and there are no ! search actions available to them, and Kuro will say nothing about it. I spent a few days with the party in the dungeon, then went back to Aliron for a few days. It looks like something did not work correctly, or there is some action needed that is not obvious.
0.13.1 of course
edit: I went through the quest again, with the same result except Erebus Stones were the boss. The only error message apart from the usual bunch of:
SCRIPT ERROR: Invalid get index 'L315L3 24' (on base: 'Dictionary').
at: update (res://gui_modules/Exploration/Scripts/room.gd:24)
was this after the boss fight:
warning: make_slave_statreq_text() used 'is_at_location' code!
I had another game crash that I can't explain. I don't know enough about these things to say if it's a game bug, Godot bug, a bug in libgallium or libc (god help someone in that case) or something else. For that reason, I have no expectation of a fix, but since it did crash, I report.
It was in a game session of over an hour when I was fighting the White Stag. It's buddy Centipede went to attack and the game froze, with that crash message in the console. I don't think what I was doing in the game was a trigger though, and I did restart the game, reload, and blow through that encounter with no issue. I also didn't notice any system weirdness before that and this is the only program that crashed any time lately for me.
Cheers.
Relevent system info:
Godot Engine v3.5.1.stable.official.6fed1ffa3 - https://godotengine.org
OpenGL ES 3.0 Renderer: AMD Radeon RX 6700 (radeonsi, navi22, LLVM 19.1.6, DRM 3.61, 6.14.6-319.current)
Async. shader compilation: OFF
Game Version: 0.11.1c
OS: X11
Generating portrait attribute cache took 0 minutes and 0 seconds.
Mod Loader: 4.0
The crash itself:
================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v3.5.1.stable.official (6fed1ffa313c6760fa88b368ae580378daaef0f0)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /usr/lib/glibc-hwcaps/x86-64-v3/libc.so.6(+0x47460) [0x7fc56ca47460] ()
[2] /usr/lib/libgallium-25.1.3.so(+0x1a2f7b5) [0x7fc56ae2f7b5] ()
[3] /usr/lib/libgallium-25.1.3.so(+0x15779ce) [0x7fc56a9779ce] ()
[4] /usr/lib/libgallium-25.1.3.so(+0x1344bd2) [0x7fc56a744bd2] ()
[5] /usr/lib/libgallium-25.1.3.so(+0x137e1fa) [0x7fc56a77e1fa] ()
[6] /usr/lib/glibc-hwcaps/x86-64-v3/libc.so.6(+0xa67ae) [0x7fc56caa67ae] ()
[7] /usr/lib/glibc-hwcaps/x86-64-v3/libc.so.6(+0x13778c) [0x7fc56cb3778c] ()
-- END OF BACKTRACE --
================================================================
Aborted (core dumped)
Aurial, your complaint is valid (especially if you gave money for the game). I don't think Maverik was saying your problem doesn't exist, but that what you said does not help him fix it. You can be sure that if this happened on the dev systems, it would be solved before a build was ever pushed. Since it does exist, the devs aren't seeing it in person.
I'm getting a general sense at this point that the game is overloading older hardware in some way. What looks like a two-second delay in saving after playing a while on a desktop gaming PC manifests as lockups and crashes and minutes-long save issues on 10 year old laptops. The former is no big deal, the latter isn't something anyone wants. For that reason, Maverik needs to know what hardware you are using, what you do in the game before it happens (if it's as simple as 'I start a game and in five minutes it crashes', that's perfectly fine to say), and what errors might have been in the log. It's because this is a small dev team that users have to help out with these things. Big publishers have all kinds of test hardware and QA rats to find bugs, but independent devs do not.
If you can say what you are playing on and what actions produce the crash, I think it will help. Finding the log file is more 'advanced' knowledge to some people, but scattered around the threads here is how to do that on any of the OSs, and if you are willing to use SpyDiscord the link is on the game's page here and you can just drop the file in the game's bug section with a short note as to why (literally drag the log file icon from your desktop into the Discord window, that part is easy :P).
If you don't want to do those things, I get it. You just want a working product and you shouldn't have to bug hunt. I don't disagree with that.
The patch notes for 0.11.0e list Lizard skin collection as fixed, but my characters still cannot collect it. Lizard skin does have a Progress Required and Task Efficiency Modifier: Hunt set now, but for every character that tries to collect it:
SCRIPT ERROR: Invalid get index 'workstat' (on base: 'Dictionary').
at: work_tick (res://src/character/ch_leveling.gd:778)
and nothing is collected. Also, when Lizard Skin is the only type of item to be collected, there is no
hammer icon in the Available Resources area. Party members may only be assigned to gather it then by going to the mansion screen and changing their task. If other resources are present that is not the case.
Blessing of the Forest's Hunting bonus and Dexterity challenge grant are working, but a character with 100+35 Physics stayed at 100+35 Physics. I'm not sure if the maximum should have been raised by 15.
Also, the Steath Mastery grant is bugged. If you look in the mastery chart, the next tier higher is highlighted correctly, but the related ability is not actually granted. For example, this took my character from Stealth 2 to 3, and Back Kick was supposed to be available. Back Kick was not on the ability bar or in the list of abilities to put there. If I then manually upgraded Stealth mastery with 1 point of my own, Tier IV lit up and Assassinate was supposed to be available. But Back Kick showed up in the combat ability bar instead and Assassinate could not be added (was not in the list).
This was not accompanied by any message in the console.
Cheers.
I used Rally a few times, and the cooldown reset function appears to work. No hit points were restored to the target character, though.
SCRIPT ERROR: Invalid get index 'restore_hp' (on base: 'Dictionary').
at: get_stat (res://src/character/CharacterClass.gd:165)
SCRIPT ERROR: Invalid get index 'restore_hp' (on base: 'Dictionary').
at: add_stat (res://src/character/CharacterClass.gd:219)
SCRIPT ERROR: Invalid get index 'restore_hp' (on base: 'Dictionary').
at: get_stat (res://src/character/CharacterClass.gd:165)
SCRIPT ERROR: a number is required in operator '%'.
at: execute (res://src/combat/short_skill_value_combat.gd:221)
SCRIPT ERROR: Invalid operands 'String' and 'Nil' in operator '+'.
at: execute_skill (res://src/combat/combat_skill_instance_handler.gd:256)
During a long play session, I saw the game screen go grey for a split second while switching to the mansion. When I looked in the console I saw this error listed last:
error - hid3204169282 is not in it's worktask's workers
I don't actually know if the error was logged at the same time as the screen oddity, but I thought I'd mention it since I did have that outright crash yesterday, and this is the only hid error in the whole 10000 line log. I also understand 'hid' generally to refer to 'Human Interface Device' which would be probably mouse or keyboard.
Neither mouse or keyboard were doing anything odd at that point or have been giving me any problems in nearly two years in service.
Cheers.
My party was fighting some Fire Ifrits in a Fire Depths when:
================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v3.5.1.stable.official (6fed1ffa313c6760fa88b368ae580378daaef0f0)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /usr/lib/glibc-hwcaps/x86-64-v3/libc.so.6(+0x47460) [0x7f1dedc47460] ()
[2] /usr/lib/libgallium-25.1.1.so(+0x1a2f065) [0x7f1dec02f065] ()
[3] /usr/lib/libgallium-25.1.1.so(+0x157749e) [0x7f1debb7749e] ()
[4] /usr/lib/libgallium-25.1.1.so(+0x13448c2) [0x7f1deb9448c2] ()
[5] /usr/lib/libgallium-25.1.1.so(+0x137defa) [0x7f1deb97defa] ()
[6] /usr/lib/glibc-hwcaps/x86-64-v3/libc.so.6(+0xa67ae) [0x7f1dedca67ae] ()
[7] /usr/lib/glibc-hwcaps/x86-64-v3/libc.so.6(+0x13778c) [0x7f1dedd3778c] ()
-- END OF BACKTRACE --
================================================================
Aborted (core dumped)
I didn't see any new errors or unusual behaviour before that occurred. The last error in the console before that was this:
SCRIPT ERROR: Invalid get index 'burn_new' (on base: 'Dictionary').
at: triggered_effect.e_apply (res://src/classes/triggered_effect.gd:108)
But that was probably one of my characters throwing Fire Bombs at Rockbiters in a previous fight and is a known bug.
It could be from the Ifrits I suppose, but their Fire Bolt can apply Burn status correctly, as other mobs do.
Cheers.
I see the same thing.
It can make sense to me in that the guild leaders know Aire's attitude towards the rebellion (I assume they learned that when discussing Anastasia). Also Aire just isn't that important a figure.
They wouldn't accept freeing Anastasia, as the elves wouldn't accept freeing Heleviel, but if the Mayor wants to free some random elven servant... meh.
I don't have any hovercraft full of eels, but I have saves where Kurdan goes on killstreaks.
It just occurred to me that this is also a save that was brought forward from at least 0.11.0c though, if that matters?
I don't like using Discord, but is that how you would want the save delivered, and both .dat and .sav files?
I am in a dungeon where Lizard Scales are present as a resource, but only one party member is able to collect them.
The only difference that comes to mind is that character is a Seraph, but I'm not sure why that would matter.
All the members including her are able to gather Iron Wood as normal.
The error message seems to be:
SCRIPT ERROR: Invalid get index 'workmod' (on base: 'Dictionary').
at: get_progress_resource (res://src/character/ch_leveling.gd:919)
SCRIPT ERROR: Invalid operands 'Nil' and 'int' in operator '/'.
at: show_resources_info (res://gui_modules/Mansion/Scripts/MansionTaskInfoModule.gd:221)
Edit: The character can be assigned, but when I advance time, no Scale is collected. Also no stat or tool are shown to be associated with the collection action for Scale. Even the word 'Collection' and its icon do not appear.
I haven't used the current Windows versions much, so this could be wrong, but I think if you go to the folder where Strive is installed, where the Strive for Power 2.exe file is, and right click on an open space, you will get an option to open the Command Line. It will open a window with a black background and look like this:
C:\Program Files\Strive for Power 2\
Or something like that. Then at the flashing prompt you type 'Strive for Power 2.exe' without the quotes and the game will launch. But in the window it launched from, which you can tab to, the game will display some information at start, and as you play it will include any errors that occur. If you take an action in the game and see an error generated, that could be a bug that you can report, for instance.
If there are a whole crapload of errors, in the thousands, that can cause slowdowns, but if there are not, the issue is somewhere else.
Launching a program that way is actually how it works when you double click an icon, just it has been automated for you and happens out of sight, maybe with some modifiers added as well so the program runs a certain way.
I have Kurdan speced as a warrior/monk. With the Berserker class, he is able to kill again and again, as long as each strike is a deathblow, instead of just once as the ability states. Only a non-fatal blow will end his rage.
In D&D terms, this is Great Cleave instead of regular Cleave. :P
No errors show in the console. This also happened in 0.11.0c, not sure earlier versions.
This also brings a certain Monty Python skit to mind.
Zephyra tried to Resurrect Kurdan during a fight:
SCRIPT ERROR: Invalid get index 'a_res' (on base: 'Dictionary').
at: atomic_effect._init (res://src/classes/atomic_effect.gd:10)
SCRIPT ERROR: Invalid get index 'type' (on base: 'Dictionary').
at: apply_atomic (res://src/character/CharacterClass.gd:1664)
Kurdan remained dead. A second attempt at the spell had the same result.
During a fight with Fire Bombs thrown by my side and an enemy mage throwing Fire Bolts:
SCRIPT ERROR: Invalid get index 'burn_new' (on base: 'Dictionary').
at: triggered_effect.e_apply (res://src/classes/triggered_effect.gd:108)
SCRIPT ERROR: Invalid get index 'burn_new' (on base: 'Dictionary').
at: triggered_effect.e_apply (res://src/classes/triggered_effect.gd:108)
SCRIPT ERROR: Invalid get index 'burn_new' (on base: 'Dictionary').
at: triggered_effect.e_apply (res://src/classes/triggered_effect.gd:108)
SCRIPT ERROR: Invalid get index 'scriptedevents' (on base: 'Dictionary').
at: check_events (res://src/core/globals.gd:1264)
SCRIPT ERROR: Invalid get index 'burn_new' (on base: 'Dictionary').
at: triggered_effect.e_apply (res://src/classes/triggered_effect.gd:108)
SCRIPT ERROR: Invalid get index 'burn_new' (on base: 'Dictionary').
at: triggered_effect.e_apply (res://src/classes/triggered_effect.gd:108)
No one had burn status applied. At other times, the Fire Bomb was used, but there was no error message and no burn status applied. Another time burn status *did* appear, when a Warlock in a Bandit Fort used Incinerate.
I have a few errors nailed down, and one not. In 0.11.0b:
Daisy sent for maid training causes:
SCRIPT ERROR: Invalid call. Nonexistent function 'set_combat_position' in base 'Reference (CharacterClass.gd)'.
at: make_unavaliable (res://src/character/ch_leveling.gd:362)
While I was in The Black Cavern, which was a location I had been to, left, and then came back to. I had been through two rooms I think before this happened.
SCRIPT ERROR: Invalid get index 'L32L1 12' (on base: 'Dictionary').
at: update (res://gui_modules/Exploration/Scripts/room.gd:24)
SCRIPT ERROR: Invalid get index 'L32L1 13' (on base: 'Dictionary').
at: update (res://gui_modules/Exploration/Scripts/room.gd:24)
SCRIPT ERROR: Invalid get index 'L32L1 14' (on base: 'Dictionary').
at: update (res://gui_modules/Exploration/Scripts/room.gd:24)
SCRIPT ERROR: Invalid get index 'L32L1 17' (on base: 'Dictionary').
at: update (res://gui_modules/Exploration/Scripts/room.gd:24)
SCRIPT ERROR: Invalid get index 'L32L1 18' (on base: 'Dictionary').
at: update (res://gui_modules/Exploration/Scripts/room.gd:24)
SCRIPT ERROR: Invalid get index 'L32L1 19' (on base: 'Dictionary').
at: update (res://gui_modules/Exploration/Scripts/room.gd:24)
SCRIPT ERROR: Invalid get index 'L32L1 22' (on base: 'Dictionary').
at: update (res://gui_modules/Exploration/Scripts/room.gd:24)
SCRIPT ERROR: Invalid get index 'L32L1 23' (on base: 'Dictionary').
at: update (res://gui_modules/Exploration/Scripts/room.gd:24)
SCRIPT ERROR: Invalid get index 'L32L1 24' (on base: 'Dictionary').
at: update (res://gui_modules/Exploration/Scripts/room.gd:24)
SCRIPT ERROR: Invalid get index 'L32L1 12' (on base: 'Dictionary').
at: update (res://gui_modules/Exploration/Scripts/room.gd:24)
SCRIPT ERROR: Invalid get index 'L32L1 13' (on base: 'Dictionary').
at: update (res://gui_modules/Exploration/Scripts/room.gd:24)
SCRIPT ERROR: Invalid get index 'L32L1 14' (on base: 'Dictionary').
at: update (res://gui_modules/Exploration/Scripts/room.gd:24)
SCRIPT ERROR: Invalid get index 'L32L1 17' (on base: 'Dictionary').
at: update (res://gui_modules/Exploration/Scripts/room.gd:24)
SCRIPT ERROR: Invalid get index 'L32L1 18' (on base: 'Dictionary').
at: update (res://gui_modules/Exploration/Scripts/room.gd:24)
SCRIPT ERROR: Invalid get index 'L32L1 19' (on base: 'Dictionary').
at: update (res://gui_modules/Exploration/Scripts/room.gd:24)
SCRIPT ERROR: Invalid get index 'L32L1 22' (on base: 'Dictionary').
at: update (res://gui_modules/Exploration/Scripts/room.gd:24)
SCRIPT ERROR: Invalid get index 'L32L1 23' (on base: 'Dictionary').
at: update (res://gui_modules/Exploration/Scripts/room.gd:24)
SCRIPT ERROR: Invalid get index 'L32L1 24' (on base: 'Dictionary').
at: update (res://gui_modules/Exploration/Scripts/room.gd:24)
During battles with Liches:
ERROR IN AI TEMPLATE
Went into inventory after a battle and put a looted Magic Tome in a character's hand:
SCRIPT ERROR: Invalid get index 'is_stored' (on base: 'Nil').
at: eff_stack.clear_nonstored_effs (res://src/classes/eff_stack.gd:134)
And the big one, which I can't assign a reason for. At the mansion, advance time and:
SCRIPT ERROR: Invalid get index 'sid1630480949' (on base: 'Dictionary').
at: clone_stack (res://src/core/effects_pool.gd:84)
SCRIPT ERROR: Invalid get index 'sid2562762970' (on base: 'Dictionary').
at: clone_stack (res://src/core/effects_pool.gd:84)
SCRIPT ERROR: Invalid call. Nonexistent function 'get_active_effects' in base 'Nil'.
at: process_effects_expand (res://src/character/ch_dyn_stats.gd:162)
SCRIPT ERROR: Invalid call. Nonexistent function 'get_active_effects' in base 'Nil'.
at: generate_data (res://src/character/ch_dyn_stats.gd:145)
SCRIPT ERROR: Invalid call. Nonexistent function 'clear_nonstored_effs' in base 'Nil'.
at: clear_nonstored_effs (res://src/character/ch_dyn_stats.gd:108)
shows up. 47 times in a row. All at once out of the blue.
SCRIPT ERROR: Invalid call. Nonexistent function 'get_active_effects' in base 'Nil'.
at: has_status (res://src/character/ch_dyn_stats.gd:200)
showed up once between the third and fourth lines on the 27th iteration, and then four times in a row between the fourth and fifth lines on the 31st iteration, then again between the fourth and fifth lines on the 39th iteration. I hope that is clear enough to spare you and itch from me simply posting all those lines.
I have no idea what causes that. I have seen it in the mansion, I have seen it while travelling, and I have seen it while in a dungeon. I can't tie it to a specific action. I also can't tell if anything is actually broken in the user experience after it happens.
Good luck :/
Eh, now the same error showed up when I went out to Threat - Wild Wolves. But only the second time I went out there, because I reloaded trying to figure out what
effect eid3939004809 is removed as applied to no one
is exactly. So I have no idea what
SCRIPT ERROR: Invalid get index 'id' (on base: 'Nil').
at: build_location_group (res://gui_modules/Exploration/Scripts/ExplorationModule.gd:530) - Invalid get index 'id' (on base: 'Nil').
is at all. I can't make a link to what I am doing in game when it shows up.
I'm looking into it. For example, I can tell you that I had four characters total, all in the mansion, one upgrading to the first level of Tailoring module, one fishing, one smithing an axe with a hunting knife queued, and one cooking meat soups with a single unit of bread queued. I advance time, and this happens:
SCRIPT ERROR: Invalid get index 'id' (on base: 'Nil').
at: build_location_group (res://gui_modules/Exploration/Scripts/ExplorationModule.gd:530) - Invalid get index 'id' (on base: 'Nil').
Ok, I reload, advance time again, and the same thing happens. During that turn, the Tailor upgrade was not completed. The fishing continued. The axe was made, but the hunting knife was not. The cook finished meat soups and the bread and was left with nothing to do.
It says 'Exploration module', but I'm not out exploring, so maybe it's the cook running out of work? I reload again, same thing happens, three times I reload, same error.
But then I exit the game, reload to the same save, advance time, and there is no error. That isn't the only time I've 'lost' an error that way.
I will keep looking, but I can say for certain that some errors do not appear in the log from a fresh game start that would if you had been playing through.
I am happy to report that the Linux build for 0.11.0b runs normally. Saving and loading is fast. While there were 3200 lines of errors in godot.log after one hour of gaming, that's better than 1.5 million.
SCRIPT ERROR: Invalid call. Nonexistent function 'get_active_effects' in base 'Nil'.
at: process_effects_expand (res://src/character/ch_dyn_stats.gd:162) - Invalid call. Nonexistent function 'get_active_effects' in base 'Nil'.
and
SCRIPT ERROR: Invalid get index 'sid3840352285' (on base: 'Dictionary').
at: clone_stack (res://src/core/effects_pool.gd:84) - Invalid get index 'sid3840352285' (on base: 'Dictionary').
and
SCRIPT ERROR: Invalid call. Nonexistent function 'keys' in base 'Nil'.
at: has_status (res://src/character/ch_dyn_stats.gd:200) - Invalid call. Nonexistent function 'keys' in base 'Nil'.
and suchlike are repeated many times, but they are not breaking the game as far as I can tell.
Cheers.
I pulled the Windows build and ran it in Wine, there are no save/load issues and the only error message so far is
effect eid2584480108 is removed as applied to no one
which popped up when I tried to save.
I also see several people listing 0.11.1, but the Itch builds are 0.11.0a. Are people getting that from Spycord?
I made no modification to the game at all. I resurrected the 0.10.3b version of the game to make sure nothing was wrong on my system, and that was just as snappy as ever with getting in a game after character creation, saving, and loading a file, so I ended the experiment.
As an additional point, I looked at godot.2025-5-13_16.59.58.log. That file is 128MB in size and contains 1444049 lines of text, which I believe was from me gaming for a while in 0.11.0. Almost all of the log is the following three lines:
stack sid4115958980 not found
SCRIPT ERROR: Invalid call. Nonexistent function 'remove_effect' in base 'Nil'.
at: remove_effect (res://src/character/ch_dyn_stats.gd:266) - Invalid call. Nonexistent function 'remove_effect' in base 'Nil'.
although some were this:
stack sid2441563634 not found
SCRIPT ERROR: Invalid call. Nonexistent function 'remove_effect' in base 'Nil'.
at: remove_effect (res://src/character/ch_dyn_stats.gd:266) - Invalid call. Nonexistent function 'remove_effect' in base 'Nil'.
And earlier in the file a lot of this:
SCRIPT ERROR: Invalid get index 'sid4115958980' (on base: 'Dictionary').
at: clone_stack (res://src/core/effects_pool.gd:84) - Invalid get index 'sid4115958980' (on base: 'Dictionary').
SCRIPT ERROR: Invalid get index 'sid3522193546' (on base: 'Dictionary').
at: clone_stack (res://src/core/effects_pool.gd:84) - Invalid get index 'sid3522193546' (on base: 'Dictionary').
SCRIPT ERROR: Invalid get index 'sid4241686955' (on base: 'Dictionary').
at: clone_stack (res://src/core/effects_pool.gd:84) - Invalid get index 'sid4241686955' (on base: 'Dictionary').
Wintel? Bleh. You are correct about cross platform, because I use Linux, but since other people seem to be posting other bugs, I guess the Windows build doesn't have the save issue. There is no way the performance changes are intentional, because I use a Zen 4/RDNA 2 PC that would probably run any game, but Strive:Conquest used to run on ~2012 era equipment in its earlier versions a few years ago.
It's just bugs. :/
I can run the latest build, create a character and begin playing, but I didn't get far to see about bug fixes, because when I tried to save, the game sent a thread to 100% on the CPU, and it has stayed there for ~ eight minutes now. Also system RAM usage was at 8.5GB with just the game, the console I launched it from, System Monitor to see CPU usage, and amdgpu_top to see GPU usage in memory, and that number was slowly climbing. I could test the game without saving, but that's a big enough issue I will wait for a fix. The console is just filled with:
stack sid2441563634 not found
SCRIPT ERROR: Invalid call. Nonexistent function 'remove_effect' in base 'Nil'.
at: remove_effect (res://src/character/ch_dyn_stats.gd:279)
over and over again, as with the previous build.
Cheers.
Yes, the new version has memory leaks, buff/debuff issues for some characters, and a CPU intensive save process. The leaks and saving get more acute as you play longer. I posted about it in the version announcement, but maybe I should have used the Bug section.
edit: Itch, on the other hand, has word-wrap issues.
Nice to see the game moving forward. There are some issues with this release though.
The game now seems to have memory leaks in System RAM and VRAM. I noticed also takes over 2.5GB of VRAM when first loaded. I suppose 2GB graphics cards are not in wide use any more, so it might not be a large issue, but it seems high for a 2D game.
Saving will send a thread to 100% utilisation on the CPU, and will take longer and longer as a play session goes on (maybe related to memory leaks).
Buffs don't seem to apply properly to the player character or the character you get near game start. Mentor will not apply to that first character from the guilds, or even show its icon, even though a charge is expended. Both my player character and the first minion from the guilds now have a burn debuff icon they picked up in combat and a Hymn icon which did not show up until a combat *after* the one it was applied in now permanently displayed, and persisting through shutting down and reloading the game.
Daisy, Cali, and a random slave were getting buffs and debuffs displayed correctly and seemed to work correctly. Switching party positions did not seem to have an effect.
I like the new character events at the mansion, though, and they seem to work correctly.
Cheers.
I had a flight plan set to Unknown Object (I think it was called), because I supposed that must be the satellite I was supposed to repair. I could be wrong about where I was supposed to go, I didn't see anything else but other stations in the destination list. Aside from that, the flight plan was generated and locked in just like in the first mission. I haven't played the game since, but I remember the crash happened as I tried to actually launch, not during planning.
Greetings. I had a brief look into your game, partly because I ran into a crash on the first launch after the tutorial cargo mission (the first mission completes correctly, launching from the new station again crashes). This happened on two separate games. The contact I found on both was into Salvage and only good at finding Retrieve Object missions, so I took one of those on both games. The '... 12 more' part is what's in the console and the log, I didn't truncate it. Good luck.
ERROR [main] (Lwjgl3Launcher.kt:20) - Fatal Error!
java.lang.RuntimeException: Actor: KTextButton: SET FLT
at com.badlogic.gdx.scenes.scene2d.Actor.notify(Actor.java:192)
at com.badlogic.gdx.scenes.scene2d.Actor.fire(Actor.java:152)
at com.badlogic.gdx.scenes.scene2d.ui.Button.setChecked(Button.java:125)
at com.badlogic.gdx.scenes.scene2d.ui.Button$1.clicked(Button.java:93)
at com.badlogic.gdx.scenes.scene2d.utils.ClickListener.touchUp(ClickListener.java:88)
at com.badlogic.gdx.scenes.scene2d.InputListener.handle(InputListener.java:71)
at com.badlogic.gdx.scenes.scene2d.Stage.touchUp(Stage.java:354)
at com.badlogic.gdx.InputEventQueue.drain(InputEventQueue.java:70)
at com.badlogic.gdx.backends.lwjgl3.DefaultLwjgl3Input.update(DefaultLwjgl3Input.java:189)
at com.badlogic.gdx.backends.lwjgl3.Lwjgl3Window.update(Lwjgl3Window.java:378)
at com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application.loop(Lwjgl3Application.java:193)
at com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application.<init>(Lwjgl3Application.java:167)
at ch.raoc.orbitrucker.lwjgl3.Lwjgl3Launcher.main(Lwjgl3Launcher.kt:14)
Caused by: java.util.NoSuchElementException: List is empty.
at kotlin.collections.CollectionsKt___CollectionsKt.first(_Collections.kt:214)
at ch.raoc.orbitrucker.ui.navigation.CelestialNavigationUiComponent$setFlightPlanButton$1$invoke$$inlined$onChange$1.changed(events.kt:639)
at com.badlogic.gdx.scenes.scene2d.utils.ChangeListener.handle(ChangeListener.java:28)
at com.badlogic.gdx.scenes.scene2d.Actor.notify(Actor.java:188)
... 12 more
Exception in thread "main" java.lang.RuntimeException: Actor: KTextButton: SET FLT
at com.badlogic.gdx.scenes.scene2d.Actor.notify(Actor.java:192)
at com.badlogic.gdx.scenes.scene2d.Actor.fire(Actor.java:152)
at com.badlogic.gdx.scenes.scene2d.ui.Button.setChecked(Button.java:125)
at com.badlogic.gdx.scenes.scene2d.ui.Button$1.clicked(Button.java:93)
at com.badlogic.gdx.scenes.scene2d.utils.ClickListener.touchUp(ClickListener.java:88)
at com.badlogic.gdx.scenes.scene2d.InputListener.handle(InputListener.java:71)
at com.badlogic.gdx.scenes.scene2d.Stage.touchUp(Stage.java:354)
at com.badlogic.gdx.InputEventQueue.drain(InputEventQueue.java:70)
at com.badlogic.gdx.backends.lwjgl3.DefaultLwjgl3Input.update(DefaultLwjgl3Input.java:189)
at com.badlogic.gdx.backends.lwjgl3.Lwjgl3Window.update(Lwjgl3Window.java:378)
at com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application.loop(Lwjgl3Application.java:193)
at com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application.<init>(Lwjgl3Application.java:167)
at ch.raoc.orbitrucker.lwjgl3.Lwjgl3Launcher.main(Lwjgl3Launcher.kt:14)
Caused by: java.util.NoSuchElementException: List is empty.
at kotlin.collections.CollectionsKt___CollectionsKt.first(_Collections.kt:214)
at ch.raoc.orbitrucker.ui.navigation.CelestialNavigationUiComponent$setFlightPlanButton$1$invoke$$inlined$onChange$1.changed(events.kt:639)
at com.badlogic.gdx.scenes.scene2d.utils.ChangeListener.handle(ChangeListener.java:28)
at com.badlogic.gdx.scenes.scene2d.Actor.notify(Actor.java:188)
... 12 more