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Jotok

114
Posts
27
Topics
A member registered Apr 02, 2020

Recent community posts

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.

The event happens in a Bandit Den instead of a Bandit Fort now.

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?

(1 edit)

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.

In prior builds such problems could be caused by or accompanied by a plethora of error messages being generated.  If you run the game from the command line, maybe you can see if that is the case in the Windows build now.

Resurrect still doesn't work in 0.11.0c, same error.  I saw an NPC apply burn status from a firebolt to one of my characters, though.

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 :/

Because you are not of age in your region.

You can lie to Google or porn sites or whoever, but you ain't fooling no Pastry.

When Jade said she 'knew people', that image there is not what came to mind.

Jesus, girl.

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?

(1 edit)

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.

(1 edit)

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.

Kick ass and take names.

Or at least, that used to be the answer.  Do bounties from the courthouse that you can handle, whoop bandits you can handle, whip as many as you can get away with into submission instead of killing them (unless doing that lets them do too much damage to your team) and sell their sorry asses into servitude.  Over time, taking other investment opportunities like investing into a shop may generate more wealth faster, but could set you back in the short term as to hitting 150k sooner.

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

Jean is now a character of Act III.  Apparently her earlier introduction from Myr was a stopgap before the story progressed.

I acquired a fairy character in a dungeon who had the succubus class, but I used an oblivion potion and now she has only Scholar and Caster.  But in a dungeon just now she was listed with 1 Wisdom and Persuasion charges and I was able to use the Persuasion charge.  Body memory I guess. :P

I thought this worked in previous game versions, but it isn't now.

The game crashed while trying to fulfill a slave request from the mission board (the worker's guild wanted two slaves of any kind).  

I think I was in transit back from the Mines (story mission) when I tried to complete the assignment.  

I've done plenty of such things before without a crash, and it worked without crashing after loading a save, so I don't see the cause.  Still, the log for the whole game session looks like this:

Godot Engine v3.3.stable.official - https://godotengine.org

OpenGL ES 3.0 Renderer: AMD Radeon RX 6700 (radeonsi, navi22, LLVM 19.1.6, DRM 3.61, 6.12.19-315.current)

OpenGL ES Batching: ON

Game Version: 0.10.3b

OS: X11

Generating portrait attribute cache took 0 minutes and 0 seconds.

Mod Loader: 4.0

WARNING: set_enabled_focus_mode: BaseButton's Enabled Focus Mode property has been deprecated due to redundancy and will be removed in Godot 4.0. Please use Control.set_focus_mode instead.

   At: scene/gui/base_button.cpp:329.

warning - force clean action queue

warning - force clean action queue

warning - force clean action queue

no stat - base_expmax

no stat - base_expmax

effect eid2950891907 is removed as applied to no one

SCRIPT ERROR: Item.tooltiptext_light: Invalid operands 'String' and 'int' in operator '!='.

   At: res://src/classes/ItemClass.gd:511.

SCRIPT ERROR: gear_tooltip: Invalid set index 'bbcode_text' (on base: 'RichTextLabel') with value of type 'Nil'.

   At: res://gui_modules/Exploration/Scripts/DisassembleModule.gd:257.

SCRIPT ERROR: add_relationship_value: Invalid operands 'float' and 'Nil' in operator '+'.

   At: res://src/core/game_party.gd:48.

SCRIPT ERROR: add_relationship_value: Invalid operands 'float' and 'Nil' in operator '+'.

   At: res://src/core/game_party.gd:48.

SCRIPT ERROR: add_relationship_value: Invalid operands 'float' and 'Nil' in operator '+'.

   At: res://src/core/game_party.gd:48.

SCRIPT ERROR: add_relationship_value: Invalid operands 'float' and 'Nil' in operator '+'.

   At: res://src/core/game_party.gd:48.

SCRIPT ERROR: add_relationship_value: Invalid operands 'float' and 'Nil' in operator '+'.

   At: res://src/core/game_party.gd:48.

SCRIPT ERROR: add_relationship_value: Invalid operands 'float' and 'Nil' in operator '+'.

   At: res://src/core/game_party.gd:48.

SCRIPT ERROR: add_relationship_value: Invalid operands 'float' and 'Nil' in operator '+'.

   At: res://src/core/game_party.gd:48.

SCRIPT ERROR: add_relationship_value: Invalid operands 'float' and 'Nil' in operator '+'.

   At: res://src/core/game_party.gd:48.

warning - force clean action queue

warning - force clean action queue

warning - force clean action queue

warning - force clean action queue

warning - force clean action queue

warning - force clean action queue

warning - force clean action queue

warning - force clean action queue

There is a critical error - attempting to stop travelling a wrong way. Please try to remember and report chain of actions that can be its cause. All saves after this may (or may not) be broken.

Segmentation fault (core dumped)

(1 edit)

In version 0.10.3a, Ginny's sprite is not displayed during the entire conversation about Divine Influence after the battle at Millford.  That might have been the case in 0.10.3 base as well, I didn't get far enough to see it.


Also missing when you bring the symbol back for divine influencing.

If it means not having to remember the build number and see if it changed to mark a new release, that would be helpful.  Patch notes are also nice, even if they are in game as well not all players may realise that.

Ah, Porphyric Hemophilia.  It may sound strange, but if you eat some hawk feathers you should recover soon.

Greetings.  This is a fun game, and I'm surprised how much is in a version labeled .2, but I also ran into some ignorable errors fighting foxes in the forest in the rain.  I don't know which parts of this are relevant, so it will just be a long post. :/

Cheers.


Event fired! battle_use_ability {'current_unit_id': 'rin', 'ability': 'FIREBOLT_ABILITY', 'is_hit': True, 'targets': ['fox'], 'weakness_exploited': True, 'stunned': True, 'is_crit': False, 'is_hostile': True, 'unit': <store.Hero object at 0x7f6facdba130>, 'target_objs': [<store.Monster object at 0x7f6fad1389d0>], 'ability_obj': <store.Ability object at 0x7f6facf14c40>}

Full traceback:

  File "game/scripts/adventuring/battle.rpy", line 2371, in script call

    $ adventure.battle.next_unit_turn_start()

  File "game/scripts/adventuring/battle.rpy", line 2371, in script call

    $ adventure.battle.next_unit_turn_start()

  File "game/scripts/adventuring/battle.rpy", line 2374, in script call

    call screen adventure_screen(adventure)

  File "game/scripts/adventuring/battle.rpy", line 2371, in script call

    $ adventure.battle.next_unit_turn_start()

  File "game/scripts/adventuring/battle.rpy", line 2374, in script call

    call screen adventure_screen(adventure)

  File "game/scripts/adventuring/battle.rpy", line 2374, in script call

    call screen adventure_screen(adventure)

  File "game/scripts/adventuring/battle.rpy", line 2374, in script call

    call screen adventure_screen(adventure)

  [Previous line repeated 1 more time]

  File "game/scripts/adventuring/battle.rpy", line 2371, in script call

    $ adventure.battle.next_unit_turn_start()

  File "game/scripts/adventuring/battle.rpy", line 2374, in script call

    call screen adventure_screen(adventure)

  File "game/scripts/adventuring/battle.rpy", line 2371, in script call

    $ adventure.battle.next_unit_turn_start()

  File "game/scripts/adventuring/battle.rpy", line 2374, in script call

    call screen adventure_screen(adventure)

  File "game/scripts/adventuring/battle.rpy", line 2374, in script call

    call screen adventure_screen(adventure)

  File "game/scripts/adventuring/battle.rpy", line 2472, in script

    $ msg_num = adventure.battle.on_unit_turn_end()

  File "/run/media/computer/drive/Games/Itch/adventurer_trainer.0.2.0a-0.2.0a-pc/renpy/ast.py", line 1138, in execute

    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)

  File "/run/media/computer/drive/Games/Itch/adventurer_trainer.0.2.0a-0.2.0a-pc/renpy/python.py", line 1130, in py_exec_bytecode

    exec(bytecode, globals, locals)

  File "game/scripts/adventuring/battle.rpy", line 2472, in <module>

    $ msg_num = adventure.battle.on_unit_turn_end()

  File "game/scripts/adventuring/battle.rpy", line 176, in on_unit_turn_end

    modifier.on_unit_turn_end(self.current_unit)

  File "game/scripts/adventuring/weather.rpy", line 66, in on_unit_turn_end

    message = AbilityEffectApplyStatusEffect({"effect_class_name": "StatusEffectWet"}).apply(monster, monster, 0, False, 0)

  File "game/scripts/adventuring/ability.rpy", line 2098, in apply

    effect_args = {"duration": self.duration + boost, "unit": target}

TypeError: unsupported operand type(s) for +: 'NoneType' and 'int'

While running game code:

  File "game/scripts/adventuring/battle.rpy", line 2371, in script call

    $ adventure.battle.next_unit_turn_start()

  File "game/scripts/adventuring/battle.rpy", line 2371, in script call

    $ adventure.battle.next_unit_turn_start()

  File "game/scripts/adventuring/battle.rpy", line 2374, in script call

    call screen adventure_screen(adventure)

  File "game/scripts/adventuring/battle.rpy", line 2371, in script call

    $ adventure.battle.next_unit_turn_start()

  File "game/scripts/adventuring/battle.rpy", line 2374, in script call

    call screen adventure_screen(adventure)

  File "game/scripts/adventuring/battle.rpy", line 2374, in script call

    call screen adventure_screen(adventure)

  File "game/scripts/adventuring/battle.rpy", line 2374, in script call

    call screen adventure_screen(adventure)

  [Previous line repeated 1 more time]

  File "game/scripts/adventuring/battle.rpy", line 2371, in script call

    $ adventure.battle.next_unit_turn_start()

  File "game/scripts/adventuring/battle.rpy", line 2374, in script call

    call screen adventure_screen(adventure)

  File "game/scripts/adventuring/battle.rpy", line 2371, in script call

    $ adventure.battle.next_unit_turn_start()

  File "game/scripts/adventuring/battle.rpy", line 2374, in script call

    call screen adventure_screen(adventure)

  File "game/scripts/adventuring/battle.rpy", line 2374, in script call

    call screen adventure_screen(adventure)

  File "game/scripts/adventuring/battle.rpy", line 2472, in script

    $ msg_num = adventure.battle.on_unit_turn_end()

  File "game/scripts/adventuring/battle.rpy", line 2472, in <module>

    $ msg_num = adventure.battle.on_unit_turn_end()

  File "game/scripts/adventuring/battle.rpy", line 176, in on_unit_turn_end

    modifier.on_unit_turn_end(self.current_unit)

  File "game/scripts/adventuring/weather.rpy", line 66, in on_unit_turn_end

    message = AbilityEffectApplyStatusEffect({"effect_class_name": "StatusEffectWet"}).apply(monster, monster, 0, False, 0)

  File "game/scripts/adventuring/ability.rpy", line 2098, in apply

    effect_args = {"duration": self.duration + boost, "unit": target}

TypeError: unsupported operand type(s) for +: 'NoneType' and 'int'

Event fired! battle_next_unit {'id': 'fox'}

DEBUG: Using ability FOX_ABILITY, targets: [<store.Hero object at 0x7f6f978615b0>], party: <store.Party object at 0x7f6fac6e92e0>

Effect AbilityEffectDamage conditions satisfied

Effect AbilityEffectBuff conditions satisfied

Event fired! battle_use_ability {'current_unit_id': 'fox', 'ability': 'FOX_ABILITY', 'targets': ['aqua'], 'is_hostile': True, 'unit': <store.Monster object at 0x7f6f97dc81c0>, 'target_objs': [<store.Hero object at 0x7f6f978615b0>], 'ability_obj': <store.Ability object at 0x7f6f97dc87f0>}

Event fired! battle_bot_attack {'current_unit_id': 'fox', 'target_id': 'aqua', 'ability': 'FOX_ABILITY', 'is_hit': True, 'target_health': 91, 'is_hostile': True, 'unit': <store.Monster object at 0x7f6f97dc81c0>, 'target_objs': [<store.Hero object at 0x7f6f978615b0>], 'ability_obj': <store.Ability object at 0x7f6f97dc87f0>}

Full traceback:

  File "game/scripts/adventuring/battle.rpy", line 2371, in script call

    $ adventure.battle.next_unit_turn_start()

  File "game/scripts/adventuring/battle.rpy", line 2371, in script call

    $ adventure.battle.next_unit_turn_start()

  File "game/scripts/adventuring/battle.rpy", line 2374, in script call

    call screen adventure_screen(adventure)

  File "game/scripts/adventuring/battle.rpy", line 2371, in script call

    $ adventure.battle.next_unit_turn_start()

  File "game/scripts/adventuring/battle.rpy", line 2374, in script call

    call screen adventure_screen(adventure)

  File "game/scripts/adventuring/battle.rpy", line 2374, in script call

    call screen adventure_screen(adventure)

  File "game/scripts/adventuring/battle.rpy", line 2374, in script call

    call screen adventure_screen(adventure)

  [Previous line repeated 1 more time]

  File "game/scripts/adventuring/battle.rpy", line 2371, in script call

    $ adventure.battle.next_unit_turn_start()

  File "game/scripts/adventuring/battle.rpy", line 2374, in script call

    call screen adventure_screen(adventure)

  File "game/scripts/adventuring/battle.rpy", line 2371, in script call

    $ adventure.battle.next_unit_turn_start()

  File "game/scripts/adventuring/battle.rpy", line 2374, in script call

    call screen adventure_screen(adventure)

  File "game/scripts/adventuring/battle.rpy", line 2374, in script call

    call screen adventure_screen(adventure)

  File "game/scripts/adventuring/battle.rpy", line 2371, in script call

    $ adventure.battle.next_unit_turn_start()

  File "game/scripts/adventuring/battle.rpy", line 2472, in script

    $ msg_num = adventure.battle.on_unit_turn_end()

  File "/run/media/computer/drive/Games/Itch/adventurer_trainer.0.2.0a-0.2.0a-pc/renpy/ast.py", line 1138, in execute

    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)

  File "/run/media/computer/drive/Games/Itch/adventurer_trainer.0.2.0a-0.2.0a-pc/renpy/python.py", line 1130, in py_exec_bytecode

    exec(bytecode, globals, locals)

  File "game/scripts/adventuring/battle.rpy", line 2472, in <module>

    $ msg_num = adventure.battle.on_unit_turn_end()

  File "game/scripts/adventuring/battle.rpy", line 176, in on_unit_turn_end

    modifier.on_unit_turn_end(self.current_unit)

  File "game/scripts/adventuring/weather.rpy", line 66, in on_unit_turn_end

    message = AbilityEffectApplyStatusEffect({"effect_class_name": "StatusEffectWet"}).apply(monster, monster, 0, False, 0)

  File "game/scripts/adventuring/ability.rpy", line 2098, in apply

    effect_args = {"duration": self.duration + boost, "unit": target}

TypeError: unsupported operand type(s) for +: 'NoneType' and 'int'

While running game code:

  File "game/scripts/adventuring/battle.rpy", line 2371, in script call

    $ adventure.battle.next_unit_turn_start()

  File "game/scripts/adventuring/battle.rpy", line 2371, in script call

    $ adventure.battle.next_unit_turn_start()

  File "game/scripts/adventuring/battle.rpy", line 2374, in script call

    call screen adventure_screen(adventure)

  File "game/scripts/adventuring/battle.rpy", line 2371, in script call

    $ adventure.battle.next_unit_turn_start()

  File "game/scripts/adventuring/battle.rpy", line 2374, in script call

    call screen adventure_screen(adventure)

  File "game/scripts/adventuring/battle.rpy", line 2374, in script call

    call screen adventure_screen(adventure)

  File "game/scripts/adventuring/battle.rpy", line 2374, in script call

    call screen adventure_screen(adventure)

  [Previous line repeated 1 more time]

  File "game/scripts/adventuring/battle.rpy", line 2371, in script call

    $ adventure.battle.next_unit_turn_start()

  File "game/scripts/adventuring/battle.rpy", line 2374, in script call

    call screen adventure_screen(adventure)

  File "game/scripts/adventuring/battle.rpy", line 2371, in script call

    $ adventure.battle.next_unit_turn_start()

  File "game/scripts/adventuring/battle.rpy", line 2374, in script call

    call screen adventure_screen(adventure)

  File "game/scripts/adventuring/battle.rpy", line 2374, in script call

    call screen adventure_screen(adventure)

  File "game/scripts/adventuring/battle.rpy", line 2371, in script call

    $ adventure.battle.next_unit_turn_start()

  File "game/scripts/adventuring/battle.rpy", line 2472, in script

    $ msg_num = adventure.battle.on_unit_turn_end()

  File "game/scripts/adventuring/battle.rpy", line 2472, in <module>

    $ msg_num = adventure.battle.on_unit_turn_end()

  File "game/scripts/adventuring/battle.rpy", line 176, in on_unit_turn_end

    modifier.on_unit_turn_end(self.current_unit)

  File "game/scripts/adventuring/weather.rpy", line 66, in on_unit_turn_end

    message = AbilityEffectApplyStatusEffect({"effect_class_name": "StatusEffectWet"}).apply(monster, monster, 0, False, 0)

  File "game/scripts/adventuring/ability.rpy", line 2098, in apply

    effect_args = {"duration": self.duration + boost, "unit": target}

TypeError: unsupported operand type(s) for +: 'NoneType' and 'int'

Greetings.

I asked for a Seed Bench from Billy, but he gave me an Alchemy Bench instead.  

Sometimes early on I was able to make seeds on the Basic workbench next to the tent in the Hideout, but later I wasn't.  I don't know if was doing something differently each time.

I don't know if it matters, but the synopsis after the first year where my character chose to leave the island said she hadn't made any friends, but the construction screens were showing Friends: 1.  That would be Suong (60.0) I suspect.  (I also don't know what it means to have a friend when you are constructing something in the first place.)

One time when speaking to an NPC my character gave her surname as Volkova instead of what I entered at the start, but she gave the correct given name.  I don't remember which NPC she was speaking to, sorry.

Looking through the thead here I see people being exact about the bugs, so I'll try to be more helpful if I post again.

So we can expect a character who looks remarkably like Gabe Newell to appear in Projekt: Passion, and be ruthlessly slaughtered?  

My, what would the neighbours think?

(1 edit)

I've run across a few crashes during combat.  Unfortunately, they aren't reproduceable.  There was one against the Thicc Azz Thieves I think, but I didn't record it.  I also had one fighting the Orc Guards in Waikokipia:

Full traceback:

  File "map.rpyc", line 874, in script call

  File "quests/01 blazeer oryeonguk.rpyc", line 2141, in script call

  File "map.rpyc", line 874, in script call

  File "map.rpyc", line 874, in script call

  File "quests/07 waikokipia - shek.rpyc", line 3596, in script call

  File "game_battle_game_1.rpyc", line 233, in script

  File "/run/media/Computer/Drivename/Games/Itch/Khan-0.12.5-market/renpy/ast.py", line 1138, in execute

    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)

  File "/run/media/Computer/Drivename/Games/Itch/Khan-0.12.5-market/renpy/python.py", line 1122, in py_exec_bytecode

    exec(bytecode, globals, locals)

  File "game/game_battle_game_1.rpy", line 233, in <module>

TypeError: can only concatenate tuple (not "unicode") to tuple

While running game code:

  File "game/game_battle_game_1.rpy", line 233, in <module>

TypeError: can only concatenate tuple (not "unicode") to tuple

And then two crashes when fighting Black Alana that gave the same error:

Full traceback:

  File "map.rpyc", line 874, in script call

  File "quests/01 blazeer oryeonguk.rpyc", line 2141, in script call

  File "map.rpyc", line 874, in script call

  File "map.rpyc", line 874, in script call

  File "combat_mk1.rpyc", line 125, in script call

  File "combat_mk1.rpyc", line 159, in script call

  File "game_battle_game_1.rpyc", line 233, in script

  File "/run/media/Computer/Drivename/Games/Itch/Khan-0.12.5-market/renpy/ast.py", line 1138, in execute

    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)

  File "/run/media/Computer/Drivename/Games/Itch/Khan-0.12.5-market/renpy/python.py", line 1122, in py_exec_bytecode

    exec(bytecode, globals, locals)

  File "game/game_battle_game_1.rpy", line 233, in <module>

TypeError: can only concatenate tuple (not "unicode") to tuple

While running game code:

  File "game/game_battle_game_1.rpy", line 233, in <module>

TypeError: can only concatenate tuple (not "unicode") to tuple


I hope it's helpful.

And then you don't show it to us.  

Eh, I guess we'll take your word for it, you fruit.

Yes, it did.  Rebel Hideout's Backrooms spawned with really tiny name text, but it did work.

(1 edit)

After clearing the Rebels from the mine and capturing Aire, then telling Duncan I wanted to 'get right into it', I went to speak to Myr.  The second dialog option with her was LOOKING_FOR_PRINCESS_OPTION_19_1 in yellow.  None of the dialog options worked though, effectively locking the game up because:

SCRIPT ERROR: Invalid get index 'looking_for_princess_mages_pre_bracelet' (on base: 'Dictionary').

          at: start_event (res://src/core/input_handler.gd:968)

This is maybe an improvement from previous .9 versions where the quest was broken at this point but I couldn't see any errors in the console.


Cheers.

If there are any interesting error messages when you launch the game from the command line, it might help someone narrow down the cause.  Also I suggest you could download the original Strive 4 Power and see if that Godot game also crashes.