The Sinister Design Forums

Games => Telepath Tactics => Telepath Tactics Bugs => Topic started by: CraigStern on February 18, 2013, 09:39:47 PM

Title: The early access bug reporting thread
Post by: CraigStern on February 18, 2013, 09:39:47 PM
Henceforth, this shall be the official thread in which bugs present in pre-release Telepath Tactics builds are reported.

And the people rejoiced.

EDIT: The game is released! Retiring this thread now. :)
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on February 18, 2013, 10:33:49 PM
When uninstalling the game, the game directory is left intact after the process is complete. Not sure if this is merely how Windows decides to uninstall software, but the TT Public Demo Installer makes a fuss over it when you go to re-install the game. It required me to open up Command Prompt and manually remove the directory before the installer would work again.
Title: Re: The alpha demo bug reporting thread
Post by: Ertxiem on February 19, 2013, 01:57:30 PM
[...]
And the people rejoiced.
Yeaaaaaaaah! :)
And finally, a place for the TT bugs... look: one just arrived! :P

(OK, from now on I'll stick to the topic.)
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on February 21, 2013, 07:43:42 AM
I'm afraid it's an AI bug this time. I decided to start recording, albeit in a little low quality and FPS, when I play around. Caught this one in "Local Match".

After a while into the game, the AI will stop moving, stop using items, and just hang. The only way out is to force the game closed. Here (https://dl.dropbox.com/u/43455493/TT-BUG-AI%20hangups.avi) is the last minute of 15 minutes of gameplay, if you'd like to see what I mean.


(Note: As of posting, the video clip is still processing through Dropbox. The link will be broken until it's done. Sorry.)
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on February 21, 2013, 08:33:26 AM
Thanks. In the video, the AI stopped taking its turn after using Steel Plate. Does this ever happen when the AI isn't using items?
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on February 21, 2013, 09:23:33 AM
Yes, this has happened when the AI isn't using items. It's always been when I'm more than one turn's worth of movement away as well.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on February 21, 2013, 09:29:48 AM
Ah, okay. This reminds of a bug I fixed a few weeks ago, but I can't remember if I fixed it before uploading the most recent version of the alpha demo. I'll look into it!
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on February 21, 2013, 10:36:24 PM
If it isn't the same bug, I have a bit of an update. Turns out that this bug can happen near the start of the game as well, and yes it was right after the AI decided to use an item. Two turns in it decided to hang. Didn't get this one on tape, however.
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on February 23, 2013, 10:29:37 PM
After a while into the game, the player loses all ability to move or use actions. The movement selection field doesn't appear, the action bar doesn't appear, and this lasts for the rest of the battle. It is possible to trigger unit movement by using rally.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on February 24, 2013, 10:10:32 AM
After a while into the game, the player loses all ability to move or use actions. The movement selection field doesn't appear, the action bar doesn't appear, and this lasts for the rest of the battle. It is possible to trigger unit movement by using rally.

Ah, yes. This one, I've fixed; I just haven't updated the demo yet.
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on March 10, 2013, 01:24:13 PM
Teaching a character "Explode" with a modded-in item (I called it a chest bomb) and then using it causes the game to become unresponsive.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on March 10, 2013, 05:26:42 PM
Interesting; I'll look into that. Thanks!
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on March 11, 2013, 09:38:43 PM
Teaching a character "Explode" with a modded-in item (I called it a chest bomb) and then using it causes the game to become unresponsive.

It only stopped responding the first time, every other time it worked fine. Not sure if I can replicate the bug.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on March 12, 2013, 04:58:39 AM
Hm, okay. Do you know what was different the first time? Did the attacker die while using the attack? Was the attacker on top of a bridge?
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on March 12, 2013, 05:13:04 AM
I'm trying to remember. The attacker didn't die, and the attacker wasn't on top of a bridge. It's worked in a lot of other circumstances, just not that first time.
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on March 13, 2013, 08:08:44 PM
Three bugs I discovered today (Latest patch that I know of and everything)


In game-freeze.png, my stone golem at the bottom of the map had just used Smash (If I remember correctly: The golem damages and knocks back the target). After that, the game refused to respond to clicks and keys.


healthbar.png is more of a graphical glitch than anything. I had just had a healer use static shield on the unit in the image. The bar doesn't act oddly when maxHP is changed by an item, only Static Shield. (That I've seen.)


In movementbug.png, my swordsman had just swam out of lava, when he lost all of his movement points. This lasted throughout multiple turns.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on March 13, 2013, 08:34:29 PM
Thanks! I just fixed the third one the other day, actually. It won't happen when I upload the updated demo tomorrow morning. :)

In the first one: did the game freeze as soon as the Swordsman was pushed back a space and took damage? Or did it freeze before that?
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on March 14, 2013, 09:44:58 PM
It froze immediately afterward. Then it stopped responding to the keyboard and mouse.


Spoiler
Sorry for the delay. Been busy.
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on March 15, 2013, 03:13:30 PM
Another bug. Got curious and tried using Adrenaline pills when I only had two HP left on a character. The attachment shows that the character was left with -1 HP, and was fully functional.


~Edit~
Afterward, I attempted to use "Hover" with a recently found Steamthropter. The Shield move killed the character. I'm guessing that it updated the variable, and made the game realize that my character had less than 0 health.


~~Edit~~
Interestingly enough, the game acted as if my character hadn't died. It presented me with the generic buttons such as Done, Rally, and End Turn. Pressing End Turn caused the game to realize that I lost.


----------------------------------------------------------------------------------------------------
Using Levitate after grabbing an item sack doesn't allow a mentalist to walk over hazardous tiles: i.e. lava. Screenshot of the bug in the attachments.


~Edit~
This lasted for multiple turns. Used Levitate the turn after, and the same happened. Another screenshot below.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on March 15, 2013, 03:59:52 PM
Thanks! I think I've got that fixed for the next update. ;)
Title: Re: The alpha demo bug reporting thread
Post by: auhsan on March 15, 2013, 04:04:43 PM
Hi!
First of all, I backed your kickstart project yesterday, I hope you reach the goal!

I was trying the alpha and discovered this bug:
(http://i.imgur.com/VMpodN7.png)
The health bar parameter seems to overflow when doing the following: clicking on an enemy to attack then while the animation is going hit ESC and click again (I know is a bit silly thing to do, but I was trying to cancel my action :P).
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on March 16, 2013, 07:06:19 AM
Thanks for the report! I'll look into that ASAP. :)
Title: Re: The alpha demo bug reporting thread
Post by: JeenLeen on March 22, 2013, 10:52:25 AM
I'm not sure if this is a bug or not, but in the weapon depot battle (the one pictured two posts above), at one point the enemy soldiers starting attacking bridge tiles I had made that had no use to me instead of pursuing me.

I had cleared out all the enemies on the map except for the two archers on the far left elevated region and the enemies that show up with the leader.  I had moved my units into the base in the middle of the map, and was setting up to really hit them hard once they came inside while also looting the barrels.  Two enemy swordsmen were ahead of the rest of their party, and they just started attacking the bridge tiles.  These tiles just extended 1 square into the water; they did not even reach the other side.  The swordsmen could have come around the base to attack me instead, but it was like they got distracted by the bridge tiles and decided to ignore pursuing me.  (I didn't know of these forums at the time, so it didn't occur to me to take a screenshot.)

Again, not sure if it's technically a bug, but the AI seemed screwy.  I guess it could have made sense if they were waiting for the rest of their party to catch up them and decided to just do that instead of standing there, but it didn't seem that way.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on March 25, 2013, 07:57:24 PM
Yeah, that's a side effect of the code I used to make the AI go after your barricades if it can't reach your characters. It's still a work in progress. :)
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on March 27, 2013, 01:29:26 PM
Found these in school a couple days ago. A little bit of a list, so here we go:
A few links to screenshots below, named in a self-explanitory way.

Bottom row damage (https://dl.dropbox.com/u/43455493/bottom-row-damage-glitch.PNG)
Spiked Barricade Failure (https://dl.dropbox.com/u/43455493/spiked-barricade-failure.PNG)

And a bit of a complaint: The "cancel" button covers the bottom right space when selecting a 3x3 area centered around a character.

Covered damage value (https://dl.dropbox.com/u/43455493/covered-damage-value.PNG)
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on March 27, 2013, 08:43:15 PM
Hey bfb, are you sure you're running the latest version of the demo? I'm pretty sure I've fixed some of these; try updating and see if some of these go away.
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on March 27, 2013, 10:27:11 PM
Indeed, I was outdated. More like you had fixed all of them.
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on March 28, 2013, 11:27:32 PM
Looks like I spoke too soon. The damage value still refuses to display over a character on the bottom row of Little Lava Cave. Not consistently, however.
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on March 30, 2013, 12:15:23 AM
The Spiked Barricade can still receive back-stab damage.

Characters created during the game don't get an info box. Nothing when hovering over it with the mouse, and nothing appears when right clicking.

Code: [Select]
<Char charname="Undead Swordsman" spriteType="UndeadSwordsman" race="Human" sex="None" classname="Undead Swordsman" move="land" hurtParticle="Smoke" shadowType="Small" shadowY="32" ctr="None" onDeath="None" defaultAtkAnim="Rest" atk1="Sword" atk2="Shove" atk3="Pull" atk4="" atk5="" atk6="" atk7="" atk8="" hp="40" en="0" spd="4" ctrLimit="0" dodge="0" str="4" per="2" psyP="0" psyD="0" prcRes="0" slshRes="10" crshRes="20" mnRes="-10" htRes="0" cdRes="0" ltRes="0" shRes="0" poiRes="100" acc="100" lvl="1" exp="0" pushable="true"></Char>

Creating a character on a hazardous tile, such as lava, causes the game to place the character somewhere else, and prevents that character from being able to do anything. Other characters lose the ability to attack, although attacks and targets can still be selected. The game refuses to allow you to attack. Right clicking and ending the turn skips over the CPU's turn, regenerates energy for your units, and keeps everything else the same.


The unit that was created is circled, with an arrow pointing towards its intended spawn point.
Title: Re: The alpha demo bug reporting thread
Post by: bum_199 on April 03, 2013, 09:14:04 PM
last time i played the demo (the 2nd version i think) there was a time when there was some orange sqaures on the screen and i clicked undo to make them disappear but i found myelf undoing the enemies last move and in control of them. Also destructicble objects can be healed. i dont know if thats intentional.
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on April 22, 2013, 08:17:19 PM
Lava kills any land based unit that starts a turn on it, rather than simply hurting it. Example: A bronze golem with full health gets pulled onto a lava tile, and dies immediately the next turn.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on April 23, 2013, 07:47:23 PM
Whoa! That shouldn't be happening. I'll look into that.
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on April 23, 2013, 07:51:49 PM
Graphically, the health bar drops the normal amount before vanishing completely. It's as if the game removes the character before checking it's health.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on April 23, 2013, 08:19:47 PM
Hm. Well, whatever was causing that, I think I inadvertently fixed it, because it only happens in the version of the public demo that's online; I can't get it to happen in the latest build. So, uh, you know, I guess I'll update the demo. :D
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on April 26, 2013, 09:58:27 PM
That bug should now be fixed, along with a few others I caught. Try updating your demo. :)
Title: Re: The alpha demo bug reporting thread
Post by: Nendrel on April 29, 2013, 02:09:42 PM
Some bugs:

At third map (the river), the game hangs when i pull some units into water. Also in that map, after my turn, i could control one enemy unit and my units were like enemy units. I downloaded the demo at the kickstarter website.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on April 29, 2013, 05:04:06 PM
Thanks for the report! When did you download the demo? Was it within the last two days?
Title: Re: The alpha demo bug reporting thread
Post by: Nendrel on April 30, 2013, 02:52:46 AM
Thanks for the report! When did you download the demo? Was it within the last two days?

I downloaded it yesterday at kickstarter. Is there any updated version?
By the way I'll play it to make some screenshots (if i can reproduce the bug).
Title: Re: The alpha demo bug reporting thread
Post by: Nendrel on April 30, 2013, 03:21:01 AM
Here is the bug. I pulled a soldier into water, then I ended turn. The character dissapeared and only remains his directional white arrow. I marked it at the screenshoot. After this, the game crashes.

Edited: As the application.xml reads, I'm playing 1.14 version.
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on April 30, 2013, 04:28:47 AM
Thanks for the report! When did you download the demo? Was it within the last two days?

I downloaded it yesterday at kickstarter. Is there any updated version?
By the way I'll play it to make some screenshots (if i can reproduce the bug).
That sounds like the most recent version to me.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on April 30, 2013, 08:45:35 AM
Crap. Okay, I'll look into it!
Title: Re: The alpha demo bug reporting thread
Post by: StromIV on April 30, 2013, 07:08:43 PM
Don't really know how to classify this, and I might have missed if someone reported it.  This is from the KS version that was just released.  Got some weird bar that sort of cuts the characters to show the floor tile.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on April 30, 2013, 07:24:05 PM
Whoa! Looks like somebody was screwing around with Emma's strength values. ;) I'll check into that.

Okay, never mind--apparently that's just a thing that's suddenly happening? Looking into it now.

EDIT: found it and fixed it. Ugh; I don't know how that one passed me by! I'll post again when an updated build is up--it should be in just a few minutes.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on April 30, 2013, 07:48:21 PM
Aaaaaand the fixed installers are up; just download and Replace your install. Sorry for the inconvenience!
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on April 30, 2013, 08:54:36 PM
A new bug and an old one.

New: Enemy AI is extremely abusive. At one point, the game skipped my turn twice in a row, allowing an enemy stone golem to push two of my units into lava before giving me my turn.


Old: It is possible to achieve a negative health value through the use of items (Such as adrenaline pills).
Title: Re: The alpha demo bug reporting thread
Post by: FauxShizzle on April 30, 2013, 09:30:25 PM
Downloaded fixed alpha build.

Going to "Campaign" > "Load Campaign" gets me locked on a blank black screen with no way back (but music does not discontinue).
Title: Re: The alpha demo bug reporting thread
Post by: Ankios on April 30, 2013, 10:07:47 PM
I downloaded the alpha tonight, and when I got to the battle with "The Impaler" I got inside the castle. I hit the top right barrel and then tried to destroy it with my bowman. As soon as he "destroyed" it, the barrel exploded and all graphics within 4 squares of it got glitchy and then the game hung. It looked like a dirt explosion where the barrel had been, and there was clipping behind it. I had to force close the game.
Title: Re: The alpha demo bug reporting thread
Post by: frazazel on April 30, 2013, 10:26:35 PM
I just ran into the same problem the previous poster mentioned. I downloaded the Alpha tonight, installed and ran it. In the battle at Dawbry, my bowman destroyed a barrel, which proceeded to explode. A lot. Many many times. I couldn't do anything else, and the game got slower and slower, and eventually seemed to hang entirely. I've attached a screenshot.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on May 01, 2013, 04:51:28 AM
At one point, the game skipped my turn twice in a row

What preceded this?
Title: My
Post by: bugfartboy on May 01, 2013, 05:17:02 AM
I had eliminated both of the stone golem's companions, and had both of my units near lava. Other than that, I wouldn't say I'd done anything strange. I'll try to replicate it, and catch it on video.




~~~Edit~~~

I downloaded the alpha tonight, and when I got to the battle with "The Impaler" I got inside the castle. I hit the top right barrel and then tried to destroy it with my bowman. As soon as he "destroyed" it, the barrel exploded and all graphics within 4 squares of it got glitchy and then the game hung. It looked like a dirt explosion where the barrel had been, and there was clipping behind it. I had to force close the game.



I just ran into a similar situation with wooden bridges. My red spriggat had just back-stabbed the enemy's general on the Hotfoot Cavern map, only to have the wooden bridges explode. This slowed down my game to an unplayable level, at which point I was forced to close it.
Title: Re: The alpha demo bug reporting thread
Post by: hydrakiko on May 01, 2013, 11:58:08 AM
i have had the exploding barrels a couple times, i have not successfully destoryed any barrel with making the game hang, this was on the dawby map and the impaler map
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on May 01, 2013, 12:37:41 PM
Hm, okay--I'll figure out the problem. Thanks for the bug reports!
Title: Re: The alpha demo bug reporting thread
Post by: mirromaru on May 01, 2013, 12:46:40 PM
The game also slows down for me when destroying barrels in the impaler mission, also a graphic bug occurs.
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on May 01, 2013, 04:09:01 PM
Bugs, bugs, and more bugs! (Refer to attached images where applicable)

Negative Health
     I believe I've reported this before. I don't know if you've been too busy to look at it, but here's another couple instances.

     In NegativeHealth3.PNG the two swordsmen to the North and West of the indicated Psy Healer had attacked said Healer.The next turn the Healer walked away and brought it's health back up to above 0.
     In negativehealth4.PNG (Gosh there are getting to be a lot of instances of this bug) the indicated Photokineticist had been attacked from the West and backstabbed from the East. (I have the Eastern Swordsman circled for some important reason, but I've already forgotten what it was.) When my turn rolled around, I attacked the same Photokinecist and had no real effect, but to lower it's health even more.

     Conditions for this battle (With comments to the side):
          FFA/Teams: 2-versus-2 (Nice having the devil on your side sometimes.)
          Game Type: Capture the Flag (AI does a terrible job of protecting it's flag or it's generals by the way. Please fix at some point)
          Army Constraints: Random+Identical
          Ally Pass-Through: On
          Fog of War: Off (For obvious reasons.)
          Turn Time Limit: 5 Minutes
          Respawn Rate: 2 Turns (Still trying to figure out if this actually works the way I think.)

     I personally think that the Respawn Rate may have some hand in this bug.

     While I find it interesting that this is becoming so frequent, I find it irritating that my enemies get immortal units. I also find it irritating that the Computer's AI will have units use Adrenaline Pills, just to have sit there and not move. It's just bad sport.

Vanishing Attack

And now a very strange bug indeed. I'm calling it the "Vanishing Attack":

     In VanishingAttack.PNG, a Swordsman had attacked the Healer to the North of my crudely drawn in circle. I believe the attack landed, as the appropriate damage counter popped up. At one point in this process, the Swordsman simply vanished completely, never to reappear. I blame aliens for this, although I'm not too concerned: It wasn't my swordsman. XD

     Conditions for this battle:
          Refer to previous bug

     First and only time I've seen this. It did give me a few ideas for a custom unit, but that's another topic.

Object Abductions

     As if stealing swordsmen wasn't enough, the aliens have started targeting objects on the battlefield. As you coded them, I think it goes without saying that the AI didn't have units attack a boulder or bridge across to an item sack.

     In DisappearingUnits.PNG, an Item Sack on an untouched island vanished after the Swordsman (Crudely circled red) attacked the Photokineticist (Crudely circled blue) to it's West. When the Photokineticist's turn rolled around, the Boulder that should have been to it's South vanished.

     Conditions for this battle:
          Same as previous bugs

     This is potentially problematic, as it seems your game engine is stealing things that don't belong to it. Should it go on that television show, Hoarders?

The River Styx

     I think the River Styx is flowing backwards in the Dundar Archipelago. I don't have any screenshots to prove it, but here it goes:

     When killed by drowning or burning through lava, Units aren't removed from the board. Their sprites vanish, and their directional arrows move as though they had clambered out of the water or lava. Their class changes to "null", and all of their Health, PsP, and Counter Attacks change to 0/0 and their resistances change to 0%. While a player can remain relatively unaffected when it happens to their units, this bug locks up the AI. The game selects the ownerless arrow, and stops everything but particle effects.

     Conditions for this battle:
          Unspecific. I've seen it every gamemode, and the campaign as well.

     Not much to say about this one. I'm not at my wit's end for the day, but my wit has reached an end.


Hope I helped to some degree,
Buggy

(Sorry about the lack of attachments. My browser doesn't want to upload them, although I'm inside the size limit for attachments. Working on that now.)


Screenshots here! (https://dl.dropboxusercontent.com/u/43455493/TT%20Bug%20Report%205-1-2013.zip)
I'll probably leave them there for about a week.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on May 01, 2013, 07:30:55 PM
I've fixed another bug in the Telepath Tactics alpha! Destroyed objects no longer glitch out the game. Download and Replace as needed. :)
Title: Re: The alpha demo bug reporting thread
Post by: JeenLeen on May 01, 2013, 09:15:54 PM
I downloaded the version around 11:30 EST on May 1.

Two bugs I noticed:
1. On the Archipedigo stage, an enemy crossbowman destroyed a wooden barricade I made.  I could then control their units instead of mine.  After moving one of their units, the game glitched so I could control nothing.  The music kept playing, but I couldn't control any units.  I Ctrl-Alt-Del to get out.

2. On the Donut Tower, I killed the last unit by drowning (shoved them into the hole in the middle.)  It then went to my turn, but did not declare me the winner.  When I end turn, it goes to the enemy turn, and one enemy cursor shows up (facing north).  After a few seconds, it goes back to my turn like the enemy ended turn.  I eventually Surrendered to end the match.

Sorry for no screenshots.  I had pushed the unit into the rightmost part of the hole.  The cursor showed up one more space to the right (on the normal ground tile I pushed it off of.)
Title: Re: The alpha demo bug reporting thread
Post by: blueflame451 on May 01, 2013, 11:23:02 PM
Game stopping bug. Breaking barrels in fortress for supplies causing weird graphic glitch and game to lag/stutter and eventually become unresponsive.

This is happening to me on the first mission with the general. I believe it's battle #3, My first time with an engineer to cross the river and enter the fort and the dialogue mentions breaking barrels for supplies to use. I can break the barricades just fine, but when breaking barrels it becomes unresponsive. I've duplicated the bug. First time my engineer broke the barrel second time a swordsman broke the barrel. Both time multiple characters had damaged the barrel.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on May 02, 2013, 04:32:00 AM
Thanks for the reports, guys! I'll look into this stuff ASAP.

Blueflame, try updating your install: I just fixed a bug with destructible objects last night, so I think that might have been addressed?

Oh, also: I just fixed the bug that was causing the game to default to 3-second turn timers in local multiplayer matches. Download, run and replace as needed. :)
Title: Re: The alpha demo bug reporting thread
Post by: JeenLeen on May 02, 2013, 05:53:07 AM
2. On the Donut Tower, I killed the last unit by drowning (shoved them into the hole in the middle.)  It then went to my turn, but did not declare me the winner.  When I end turn, it goes to the enemy turn, and one enemy cursor shows up (facing north).  After a few seconds, it goes back to my turn like the enemy ended turn.  I eventually Surrendered to end the match.

I had a similar incident to the above one happen later on last night, but with lava instead of water.  In the really small lava room (it gave me an army of 3 soldiers--sorry; away from game so not having the name), the enemy turn started with them having 1 guy in the lava and a 2nd out of it.  (The third had been killed.)  When the turn started, I think I saw it start to move the guy out of the lava as he died (i.e., the death/smoke animation happened in the lava, but he started moving to a ground tile before vanishing.)  The directional cursors on the enemy units remained, but I couldn't do anything and had to Ctrl-Alt-Del to get out.

Also, sometimes when the enemy army acts, it seems like more than one unit acts at once.  One starts, but as they end their turn (are attacking/are being counter-attacked by who they attacked), another enemy unit starts to move.  This isn't necessarily problematic, but the game slows down a tad when that happens.  If the last enemy unit attacks someone who can counter, sometimes the next player's turn starts before the counter-attack damage is dealt.  (I believe I saw this in the downloadable trial version from Kickstarter as well, but I was using a version about a month old.)
Title: Re: The alpha demo bug reporting thread
Post by: Jito463 on May 02, 2013, 06:08:55 AM
I wasn't able to see what exactly preceded the event, but I just had the AI lock up on the Impaler mission.  The only option I had was to right-click and end-game.  If not for that, I would have assumed the whole game had frozen.  Latest build that I just downloaded.  Should we be completely uninstalling the old alphas before reinstalling?  I just replaced the install using the new download.

*EDIT*
Also, just a heads up.  When I look under Program in the Control Panel (to uninstall the game), it lists the Publisher as unknown.

*EDIT 2*
I removed the game and did a clean install.  Was unable to replicate the bug.
Title: Re: The alpha demo bug reporting thread
Post by: Mason Wheeler on May 02, 2013, 07:51:44 AM
I run at a high resolution, and I have to lean way in to read the text.  The text needs to either be a lot bigger, or have an option somewhere to make it bigger.

On a related note, there needs to be some way to access configuration settings (and a Save command!) from within the game.

Awesome game so far, BTW.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on May 02, 2013, 07:58:26 AM
Thanks for the reports, guys. ;)

Right now, all saving is auto-saving. So if you quit playing midway through, you'll be able to pick back up by hitting Load Campaign on the Campaign menu.
Title: Re: The alpha demo bug reporting thread
Post by: Joresh on May 02, 2013, 11:21:28 AM
Ooooh, my first bug report.

In the campaign, in the battle at the supply depot (where you have an engineer who needs to build a bridge across a river), my engineer got killed (I believe by the ongoing burn from the bandit pyrokineticist? He had a tiny sliver of health left and then died at the start of my turn) and produced a little pop-up text message saying he was leaving the battle. After this, however, there was a little white arrow in his former space, and hovering over it gave the engineer's name and a "level 0 (null)" status, wih 0 hit points. When I was using my healer, I accidentally clicked on this null unit to heal (trying to heal the unit above it). This caused the game to freeze and be entirely unresponsive. Clicking on units did nothing and keyboard shortcuts also didn't have any visible effect.

Edit: this is with the most recent alpha build, I downloaded it earlier today.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on May 02, 2013, 11:27:16 AM
Thanks! I'll look into that and figure out the problem.
Title: Re: The alpha demo bug reporting thread
Post by: mirromaru on May 02, 2013, 11:39:27 AM
Not a bug per se, but it would be cool to have any option to access the menu in-game somehow, because I accidentally clicked "load campaign" after having it finished, resulting in a blank screen with music,  and had to kill the game to get out.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on May 02, 2013, 11:43:26 AM
F1. :)
Title: Re: The alpha demo bug reporting thread
Post by: Mason Wheeler on May 02, 2013, 02:08:01 PM
If you move a character, don't use up all the move points, and then click Done for him, he turns gray, as expected.

If you then use the Rally command, the character who you set to Done will move towards the rally point.  This is not expected behavior.

BTW speaking of movement behavior, it really ought to be possible for characters to move through squares occupied by other friendly characters.  (Especially if you're going to compare TT with Disgaea in the Kickstarter campaign!)  It saves a lot of hassle getting people positioned right.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on May 02, 2013, 02:18:04 PM
it really ought to be possible for characters to move through squares occupied by other friendly characters.

It is possible, but I have it turned off because I like the challenge of positioning characters who actually occupy space. If you want that on, you can stick Condition tags in the battles setting Ally Pass-Through to true. (See page 18 of the manual.)
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on May 02, 2013, 08:01:01 PM
Bug fixes!


The installers have now been updated with the fixes.
Title: Re: The alpha demo bug reporting thread
Post by: Nendrel on May 03, 2013, 05:42:09 AM
Bug fixes!

  • the game no longer spawns blank phantom units after characters drown / burn to death in water / lava
  • the game no longer moves "Done" characters when you use Rally
  • in cut scenes, the game no longer treats a character who plays an attack animation as the attacker when a second character subsequently dies (e.g. the game was previously awarding Alvin experience points in the cut scene after the Battle at Dawbry upon the death of the Wounded Bandit)
  • fixed a bug with the SpawnChar dialog script action

The installers have now been updated with the fixes.

Is this fixed simultaneously at the alpha (early access)? Will be another subforum for the alpha bugs?
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on May 03, 2013, 07:26:10 AM
If I post about the installers being updated, I'm talking about the installers for the alpha (early access) installers. If you have early access, you can redownload the installer, run it, and hit Replace to fix your install.
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on May 03, 2013, 11:57:01 AM
Did you forget to change the nextbattle after the Ploutos Weapons Depot map? It says "ENDDEMO".
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on May 03, 2013, 02:01:13 PM
Ah. I suppose so. It's not bugging out the game, is it?
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on May 03, 2013, 02:55:32 PM
No, it just ends the game after that battle. An unhappy surprise for me after spending a few hours figuring out an efficient way to win the battle.
Title: Re: The alpha demo bug reporting thread
Post by: blueflame451 on May 03, 2013, 03:38:33 PM
Blueflame, try updating your install: I just fixed a bug with destructible objects last night, so I think that might have been addressed?

That was it... I am able to loot the fort now.
Title: Re: The alpha demo bug reporting thread
Post by: Joresh on May 03, 2013, 05:13:09 PM
Exploding objects crashing the game is not fixed in Local Matches. I just had the same issue with killing a tree crashing my game.

Also, certain types of attack appear not to actually *kill* a character, at least in Local Matches. I've had several instances of units reduced to -10 or -20 hit points, with a green bar extending off to the left of their health bar, still moving around and fighting no matter how many arrows they took, who suddenly went pop when hit with a mental-type attack. This is a human vs human Local Match with the most recent alpha update.
Title: Re: The alpha demo bug reporting thread
Post by: FauxShizzle on May 03, 2013, 08:39:38 PM
I was running the exe file through Steam, but apparently taking a screencap with the Steam client locks you out of the game.

The executable for Telepath Tactics doesn't seem to hang, but it doesn't seem to know what to make of an interruption by an external client, either.
Title: Re: The alpha demo bug reporting thread
Post by: FauxShizzle on May 04, 2013, 12:56:11 AM
I purchased a golem for use in the battle with Garrett the Impaler. I used the golem to throw Garrett into the stream, but I had to quit the rest of my turn with the escape key because the mouse input stopped working.
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on May 04, 2013, 04:39:10 AM
In the dialogue editor, you cannot type in the "Speaker Name" box. You can type "/" and backspace, but not type.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on May 04, 2013, 06:35:44 AM
Hm, okay. I'll look into these. Thanks for the heads-up!

FauxShizzle: you can use F10 and F12 to take screenshots internally (F10 for the area that would be displayed if the game were windowed, F12 for the entire battlefield). I recommend using those.
Title: Re: The alpha demo bug reporting thread
Post by: Mason Wheeler on May 04, 2013, 11:17:28 AM
No, it just ends the game after that battle. An unhappy surprise for me after spending a few hours figuring out an efficient way to win the battle.

Same here. I can't continue past this point.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on May 04, 2013, 12:56:47 PM
There isn't anything past that point just yet, so you're not missing out! I'm going to start making the real campaign soon.
Title: Re: The alpha demo bug reporting thread
Post by: Mason Wheeler on May 04, 2013, 01:03:56 PM
Oh.  I saw in the map editor that there were other maps that I haven't played yet, I just figured you'd forgotten to link them up.
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on May 04, 2013, 01:24:46 PM
Oh.  I saw in the map editor that there were other maps that I haven't played yet, I just figured you'd forgotten to link them up.
Same, although I should have guessed that they weren't ready, seeing as most of them were incomplete.
Title: Re: The alpha demo bug reporting thread
Post by: Nendrel on May 05, 2013, 06:19:00 AM
If I post about the installers being updated, I'm talking about the installers for the alpha (early access) installers. If you have early access, you can redownload the installer, run it, and hit Replace to fix your install.

Ok, thanks Craig. So right now this is the alpha bug reporting thread (not the demo). Downloading and replaying ;)

Edited: I didn't find bugs now so i ended the campaign. Thanks Craig. Only a matter: After the campaign ends, music doesn't sound at the main menu.
Title: Re: The alpha demo bug reporting thread
Post by: Ankios on May 05, 2013, 09:34:24 AM
Ok ran the newest build. Found bug in Impaler mission again. The first bowman got trapped on the side of the river that I start on. Upon happening, he didn't end his turn, but instead, I was able to click on him and his full range of options was available. I ended his turn, and that ended the bug, the game continued normally.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on May 05, 2013, 10:33:51 AM
The first bowman got trapped on the side of the river that I start on.

I'm not sure what this means. Did you pull the bowman into the water, and he swam to your side? Did you build a bridge and he walked across it to your side? How was he trapped?
Title: Re: The alpha demo bug reporting thread
Post by: Mason Wheeler on May 05, 2013, 10:50:30 AM
Here's one for you: It's possible to use Pull on a square that does not contain a character or other object. This results in the animation playing, and your character moving back one square, essentially wasting their action.
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on May 05, 2013, 11:19:35 AM
Here's one for you: It's possible to use Pull on a square that does not contain a character or other object. This results in the animation playing, and your character moving back one square, essentially wasting their action.
I don't think that should be fixed. If used properly, you could essentially use it to extend the movement range of said character by one space. Keep it!
Title: Re: The alpha demo bug reporting thread
Post by: Mason Wheeler on May 05, 2013, 11:31:39 AM
Here's one for you: It's possible to use Pull on a square that does not contain a character or other object. This results in the animation playing, and your character moving back one square, essentially wasting their action.
I don't think that should be fixed. If used properly, you could essentially use it to extend the movement range of said character by one space. Keep it!
...which turns it from a simple bug to an exploit.  Depending on the creator's philosophy, that could be even worse. :P
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on May 05, 2013, 11:50:53 AM
A player could set up their units so that they could pull each other along caterpillar or centipede style. It could be exploited whether it was fixed or not.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on May 05, 2013, 05:01:33 PM
Yeah, I'm aware of that exploit. I'm planning to fix it sooner or later.
Title: Game crashing after Outpost
Post by: Daethanil on May 05, 2013, 06:04:35 PM
Hello all, recently got my link for early access.

So far I've been enjoying the game, but the map immediately after you get Sophia and her friends - I finish the map successfully and everything goes black... nothing happens. This is after the map where you need the engineer to build a bridge, then the spearman leader shows up and there are a number of barrels inside the keep.

Is anyone else having this issue? Should I just re-install?
Title: Re: Game crashing after Outpost
Post by: SmartyPants on May 05, 2013, 06:27:51 PM
I also only got that far.  As of right now, I think the demo only goes up to that mission .  We probably have to wait for a update in order to play more.
Title: Re: The alpha demo bug reporting thread
Post by: Ertxiem on May 05, 2013, 06:33:15 PM
Hello all, recently got my link for early access.

So far I've been enjoying the game, but the map immediately after you get Sophia and her friends - I finish the map successfully and everything goes black... nothing happens. This is after the map where you need the engineer to build a bridge, then the spearman leader shows up and there are a number of barrels inside the keep.

Is anyone else having this issue? Should I just re-install?

I just moved this topic here to be easier for Craig to spot it.
Title: Re: The alpha demo bug reporting thread
Post by: SmartyPants on May 05, 2013, 06:34:42 PM
My swordsman had bandages, and I had her use one of them.  One was used to heal the swordsman, while the other one automatically dropped.  This was only a minor inconvenience, because it was easily picked up after it was dropped.
Title: Re: The alpha demo bug reporting thread
Post by: JeenLeen on May 05, 2013, 07:03:54 PM
I found one through the Donut Tower map.

If I push a unit off the tower such that they fall down the tiles that represent height in the tower, normally they fall to the water and take the appropriate falling damage.  However, if a flying unit is between the pushed unit and the tile they should land in, the game freezes.  (The music continues, but even the rain stops moving, and I have to Ctrl-Alt-Del to get out.) 

I just tested it again and it was a spearman pushing a healer down.  Below the healer was an empty 'height' tile, and below that was a shadowling (between the healer and the water.)

---

Also, and I'm not sure if this is intentional or not, but if a object that existed as part of the scene (in this case a wooden bridge in the Archipedigo map) gets hit with the fire power and gets the burning status, it doesn't ever take burning damage.  When I click on it, I don't see the status listed as a status ailment.
The same thing happens if I create something (I used a wooden barricade) and hit it with fire.

I can see why most status ailments would not apply to objects, but burning (and perhaps Soften--it lowers defense, right?) seem exceptions.
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on May 05, 2013, 07:22:41 PM
Objects on the battle field don't take burning damage because they don't have a turn to take damage at the start of. Methinks it would be difficult to find a time for them to take damage at the start of.
Title: Re: The alpha demo bug reporting thread
Post by: JeenLeen on May 05, 2013, 08:43:13 PM
Another thing, this time with a screenshot.  It was a 4-way battle (the white is my army, the other 3 CPU).  The party with the stone golem in the screenshot started, the golem used the + all physical defenses item, and then then did nothing else.  (Music and snow kept on like normal; the AI just wasn't doing anything.)  Eventually, I found out that if I hit F1 to bring up the options, then Xed out of it, I could control the army with the golem.  I just did 'End Turn', and the next army did nothing.  F1 let me control one of them and end it, too.  For the third, I told the unit to attack something or move (don't remember; sorry), and it rotated to do the action, but didn't actually do anything.  The snow kept moving for a while, but eventually stopped.

Title: Re: The alpha demo bug reporting thread
Post by: Ankios on May 06, 2013, 06:12:19 AM
The first bowman got trapped on the side of the river that I start on.

I'm not sure what this means. Did you pull the bowman into the water, and he swam to your side? Did you build a bridge and he walked across it to your side? How was he trapped?

Ok. So the AI attacked the bridge that I originally crossed on. The bowman had crossed and been attacking the bridge from that side. Once he destroyed that last piece, that is when he didn't auto end his turn and instead I was forced to do it.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on May 06, 2013, 11:19:00 AM
Thanks for the reports, guys! I'm having some trouble duplicating most of these bugs, but I'm going to keep at it until I do!
Title: Re: The alpha demo bug reporting thread
Post by: Mason Wheeler on May 06, 2013, 11:26:43 AM
Thanks for the reports, guys! I'm having some trouble duplicating most of these bugs, but I'm going to keep at it until I do!

This is where a save-on-demand function would really come in handy.  Ask the user to find a way to reproduce the problem, then save immediately beforehand and send it to you.  :)
Title: Re: The alpha demo bug reporting thread
Post by: Ankios on May 06, 2013, 05:03:53 PM
Is there any way that we can load a specific mission in the SP campaign? It would help so I can try and duplicate my bugs without having to go back and restart everything to play a single mission.

I wouldn't expect it in the real game, but it would help in the alpha and beta.
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on May 06, 2013, 05:17:57 PM
You can open up Introduction.xml and change "nextbattle" in the top line of the file to the map-name you want. This will allow you to determine which battle loads after the beginning cutscreen. You can find it in "Data/Campaigns/Kovit/Maps" of your install folder.
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on May 06, 2013, 05:37:30 PM
I'm having some trouble with the dialog box. I can see the first two reply options, albeit somewhat awkwardly, and can't see the third.
I wasn't sure whether to classify it as a bug or not.
It does the same in full screen, windowed mode was the only way I could get a screenshot that would include the dialog box.
Title: Re: The alpha demo bug reporting thread
Post by: JeenLeen on May 06, 2013, 08:20:34 PM
I was checking the bug I found about shoving on Donut Tower and found another interesting one.

If I push a person down the tower, such that they would land where another unit already is, they 'fell' back up to the end.  In the attached screenshot, I pushed a soldier from the spot marked with an X.  They fell to where the spirit was, then continued to 'fall' to the next square.  (I circled the unit.)  It turn falling damage and was stunned; the spirit was also stunned, but I forget if it actually took damage or just a 0 showed up.  (See Push.jpg).

I tested another example later, where the square behind the unit (i.e., where the guy 'fell' to in the above example) was occupied.  In this case, the person fell to the side.  In every case, the person it fell on took 0 damage but was stunned.  After the archer drowned, I tried it with the golem and it fell to the other side, landing on the ground instead of the water.  See Push_2.jpg for a screenshot when just the archer had fallen.

I then tried pushing someone such that the path they fell had a flying unit in the way, and it froze again.  (I tried this to make sure the bug I mentioned earlier wasn't fixed in a more recent installer.)
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on May 06, 2013, 10:24:35 PM
I'm having some trouble with the dialog box. I can see the first two reply options, albeit somewhat awkwardly, and can't see the third.
I wasn't sure whether to classify it as a bug or not.
It does the same in full screen, windowed mode was the only way I could get a screenshot that would include the dialog box.

A little update: It seems selecting a reply will cause it to reposition itself.
Title: Re: The alpha demo bug reporting thread
Post by: jhocking on May 07, 2013, 07:58:56 PM
There is a white bit between the legs of all the character sprites. Presumably that is supposed to be transparent. (I'm playing the game sent to backers, I don't know if this problem was in the demo but I probably would have noticed it.)

EDIT: oh I just realized that's the arrow showing which way they are facing. hm I'm not a fan of that arrow, do people really have trouble seeing which way a character is facing?

come to think of it, it might be nice for the characters to start facing down so the player can see their faces, rather than starting with them facing up. That's just personal preference though, not a bug.
Title: Re: The alpha demo bug reporting thread
Post by: jhocking on May 07, 2013, 08:31:45 PM
I just had the game freeze on me. I was in the middle of a battle; specifically, it was the enemy's turn and they had all gone so it looked like it was about to become my turn again. In the screenshot you'll notice there is an orphaned white arrow on the ground, I don't know if that is any clue.
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on May 07, 2013, 08:42:44 PM
I notice it's next to a water tile. Most likely, the glitch that seems to pseudo-remove units that die in a liquid is still around.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on May 08, 2013, 04:39:34 AM
I just had the game freeze on me. I was in the middle of a battle; specifically, it was the enemy's turn and they had all gone so it looked like it was about to become my turn again. In the screenshot you'll notice there is an orphaned white arrow on the ground, I don't know if that is any clue.

That sounds like a bug I fixed a few days ago. Have you updated your install recently?
Title: Re: The alpha demo bug reporting thread
Post by: jhocking on May 08, 2013, 07:09:39 PM
Not within the last few days, I'll reinstall.
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on May 10, 2013, 05:18:19 AM
This works with all of my units:
     When a unit attacks, the actions bar at the bottom still has "Done" "Rotate" and "Move" on it. This allows me to move a character that has technically finished its turn.
Title: Re: The alpha demo bug reporting thread
Post by: hockidy on May 11, 2013, 06:28:15 PM
Armies which have been saved empty while setting up a local match can not be opened by clicking 'view army'.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on May 12, 2013, 08:12:05 AM
Thanks for the reports, guys!
Title: Re: The alpha demo bug reporting thread
Post by: JeenLeen on May 21, 2013, 09:50:34 AM
I mentioned something like this a while ago, but I think I figured it out a bit more.  A couple times the game has glitched after a computer-controlled unit, as the first action of its turn, uses an item.  At first I can do nothing but click on things to see movement ranges, stats, etc, but if I hit F1 to open the options menu, then I can click on an enemy unit (any unit in that army, not just the one that used the item) and control it.  Last time I got it to move, but then the enemy AI took back over.  The enemy unit I moved did not take an action (it was in position to attack another CPU unit of an opposed army).
In case it matters, I think the item adjusted resistances and was one of the elements (light/dark?).  Last time this happened, it was the slash/pierce/crush item.

This was not on the latest install, but I mention it now because I cannot easily replicate it (can't force a CPU-controlled unit to use an item).
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on May 21, 2013, 05:38:37 PM
Thanks! I'll see if I can figure it out. In the meantime, if you want to try testing it out, you could make a backup of Items.xml in the Multiplayer folder, then remove all the items in there except for Steel Plate, Thermal Paste and Lead Ointment to see if it's the resistance changes that are causing it. :)
Title: Re: The alpha demo bug reporting thread
Post by: JeenLeen on May 24, 2013, 08:31:51 PM
I haven't checked the item bug again, but I found something new (and just downloaded and upgraded with the new installer about 11 PM EST May 24).

I put in a battle using the specs in the attached screenshot.  When the battle started, it said Player 2 won.  The banner for winning has 0 in all its attributes (damage dealt, items grabbed, etc.), but 150 points.  I tried another time and it was player 1 that won.
EDIT: It hit me that only the normal 3 units per army appeared each time I tried this.  Maybe due to the small map it didn't generate a general?

This is the only time I tried another battle (4-players, 1 human, rest CPU, on the Stonebridge) and this did not happen.  I tried 2 players on Stonebridge, and it error did not occur.  It also occurred if I set the respawn rate to none (not sure what that does, so I was experimenting by setting it a value).

I did notice a few interesting things, though.
1. I could damage my general and it would take him to negative HP instead of killing him.

2. If I exit a battle screen while the points are still tallying (making the sound effect as the points accumulate 'ching-ching-ching'), the sound effect persists.  The sound continues even if I start a new battle, but it does end if I let the new battle's ending 'ching-ching-ching' sound stop.  (EDIT: same also happens during Campaign mode, and has it persist through the next battle.  Persists also if you Surrender or Quit Game while it's continuing, even through the 'defeat music' Surrender causes.)

3. In Campaign Mode.  I choose Surrender, and the defeat music plays.  But nothing happens.  I click to bring up the menu, and choose Quit Game.  The battle results.  (Same happens if I choose Quit Game first.)  There was no way (that I could see) for me to quit to the title screen.  (Also it didn't ask me "Are you sure?"  I know that was a feature you are planning on adding, but I mention this in case it was supposed to be in already.)

4. In the 4-way battle on Stonebridge, when I choose to 'Surrender' in hopes of ending the battle, the other enemies (all CPU) kept fighting.  Is there a way to cause the battle to end early?  I thought there was, but I didn't see it when I looked at the menu.  Ended up Ctrl-Alt-Del to get out.
Title: Re: The alpha demo bug reporting thread
Post by: Nendrel on May 25, 2013, 03:53:09 AM
Hi Craig.
I have the next issue on version 0.455.337 (i think it is the last one). When i try to quit the battle/game, the battle is reloaded instead. If I choose to surrender, victory music is played and the game is crashed.
Title: Re: The alpha demo bug reporting thread
Post by: JeenLeen on May 25, 2013, 09:32:34 AM
Another from campaign mode in the 1st scene (Training): if I destroy a barrel, Grant's dialog starts and the battle ends.  This happens whether I destroy one on the 2nd or 3rd turn, and happens immediately after the barrel is destroyed.

(As a side question, do barrels always have items, % chance of having items, or when designing the map you code what barrels have items?  Likewise, if items, are they randomly determined or coded beforehand?)

Hi Craig.
I have the next issue on version 0.455.337 (i think it is the last one). When i try to quit the battle/game, the battle is reloaded instead. If I choose to surrender, victory music is played and the game is crashed.

That sounds like what I was seeing (#3 in my post above), although I read it as 'defeat' music instead of victory music.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on May 25, 2013, 12:56:36 PM
Thanks for the reports, guys!

2. If I exit a battle screen while the points are still tallying (making the sound effect as the points accumulate 'ching-ching-ching'), the sound effect persists.  The sound continues even if I start a new battle, but it does end if I let the new battle's ending 'ching-ching-ching' sound stop.  (EDIT: same also happens during Campaign mode, and has it persist through the next battle.  Persists also if you Surrender or Quit Game while it's continuing, even through the 'defeat music' Surrender causes.)

I just fixed that this morning; that'll be in the next update. :)

4. In the 4-way battle on Stonebridge, when I choose to 'Surrender' in hopes of ending the battle, the other enemies (all CPU) kept fighting.  Is there a way to cause the battle to end early?  I thought there was, but I didn't see it when I looked at the menu.  Ended up Ctrl-Alt-Del to get out.

You can't quit in multiplayer unless and until all players are CPU players, just to keep human players from killing the game out of pique. Once it's all CPU players, though, Ctrl + Shift + Q will quit the game.
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on May 25, 2013, 01:35:43 PM
(As a side question, do barrels always have items, % chance of having items, or when designing the map you code what barrels have items?  Likewise, if items, are they randomly determined or coded beforehand?)
If you look at the map file, you can see the coordinates of every battlefield object on the map, and what items they're "carrying".
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on May 25, 2013, 01:47:50 PM
Yup: it's determined ahead of time, not random.
Title: Re: The alpha demo bug reporting thread
Post by: JeenLeen on June 11, 2013, 03:13:02 PM
The 'Feedback' attack always states that it does the maximum damage, even if it actually does less (because the character has less than that amount of HP missing.)

Also, if a cyrokineticist is pushed into lava and swims out, he uses the 'casting' action before moving onto land.

If I use an item (seen this with Focus Pills and Bandages), after the text for the points restored, the words "null 0" pop up on the character in the same font.  The same thing happens if I use the item a second time while fully healed (just no text for the amount healed shows up.)

Lastly with items, it seems that whenever an enemy picks up an item sack, it ends its turn.  I've also seen them do this after using an item (including a caster using Focus Pills).  In all times I remember, the enemy was not in attacking range of me, but they did have move left and it seemed like they would come after me. 
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on June 11, 2013, 04:54:19 PM
Quote from: JeenLeen
Also, if a cyrokineticist is pushed into lava and swims out, he uses the 'casting' action before moving onto land.
I haven't look at the game-code for the Cryokineticist recently, but this is probably just due to the fact that not all of the animations are finished yet, including the one for swimming. The "Cast" animation is probably just the default for the whole unit right now.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on June 13, 2013, 06:24:20 PM
The 'Feedback' attack always states that it does the maximum damage, even if it actually does less (because the character has less than that amount of HP missing.)

Where? In the tooltip, or in the targeting reticle?
Title: Re: The alpha demo bug reporting thread
Post by: JeenLeen on June 14, 2013, 07:48:00 AM
The 'Feedback' attack always states that it does the maximum damage, even if it actually does less (because the character has less than that amount of HP missing.)

Where? In the tooltip, or in the targeting reticle?

After I select the attack, when I put my cursor over the enemy I want to target and it gives the little preview of how much damage I will do after the attack, the same number (16, I think) shows up regardless of how much damage the attack will actually deal.
(Sorry, but I'm 100% sure which of the terms you used describe this.  I can get a screenshot over the weekend if needed.)
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on June 14, 2013, 11:31:03 AM
That tells me what I need to know. (You're talking about the targeting reticle.) Thanks!
Title: Re: The alpha demo bug reporting thread
Post by: JeenLeen on June 29, 2013, 12:48:37 PM
Just downloaded the installer and reinstalled.  In one fight, when attacking a certain unit in a certain location (it got frozen on the first attack and died after 1 or 2 more, still frozen) the targeting reticle did not appear.  It did appear for other enemies.  Screenshot attached.
Edit: the number of damage-to-be-dealt did not appear when I put the cursor over the unit, either.  I realized in the screenshot that my mouse is not on the guy, so I wanted to make that clear.

Also, on odd item usage (still haven't tested it well), one unit started its turn (or maybe moved to get an item bag then started its turn, but I think started its turn) using Runner's Cleats, then the word "Sprint" appeared on them (not sure if that means they used Spring or it meant it unlocked the power for them), then they ended their turn.  There's been a few times when an enemy uses an item then doesn't move towards me or attack, despite being able to.
Edit 2: after using Caffine Pills, the Engineer in the screenshot ended his action.  Then the enemy psychic moved, roughly as shown in the screenshot, before ending turn.  Just to give some context to an enemy acting odd after using an item.  (Engineer used it as starting action of that turn.)

Lastly, I noticed that sometimes when my turn begins, it seems to automatically end.  I think what is actually happening is that the menu that pops up when I start my turn pops up where my mouse is (not always, but sometimes) and I click 'End Turn' without realizing it.  While this is carelessness on my part, it is frustrating.  Maybe add a "Are you sure?" if a player Ends Turn while they have characters that can still act?
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on June 30, 2013, 02:17:51 PM
Thanks for the heads-up.

Maybe add a "Are you sure?" if a player Ends Turn while they have characters that can still act?

That's been on The List for a while; it's coming, sooner or later. :)
Title: Re: The alpha demo bug reporting thread
Post by: JeenLeen on July 02, 2013, 06:12:48 PM
On the installer as of my last post (June 29):

1. When using Feedback (by a Mentalist this time against a Stone Golem, she at full health), it said it would do 3 damage and did none (0 appeared).  Later, with the same targeting, no number came up as the reticle (just nothing popped up).  When I tried targeting others, still nothing.  When I did the attack, she did her action, but no number or anything happened, not even a 0 as it did when I hit the golem earlier.

2. In contrast to my earlier posts about odd item use, a golem used 2 items at once, then proceeded to punch someone next to it.  Maybe 2 items is read differently than just 1, or using items makes enemy AI think it has 0 move?

3. Odd freeze, but I got a screenshot of it. (attached.  Also, this is the battle setup #1 and 2 above happened in)
1. That enemy turn started and a few enemies acted.  The stone golem started to act.  It used Thermal Paste.
2. The game 'froze' in the sense that nothing new happened.  Snow kept falling; music kept on.
3. I hit F1 then Resume.
4. Game resumed with the enemy golem's action bar popped up.  I could look at its items (but I didn't do anything with any), exit its menu bar, and re-enter its menu bar.  (Screenshot is here.)
5. I had the golem move down 1 space.
6. AI resumed control.  It grabbed an item bag on that space, then ended turn.  (It couldn't hit or reach any of my units, but it had the move left to keep moving towards them, so it seemed odd it ended turn.)

4. Also in this stage, an enemy unit used Focus Pills, then ended its actions without moving.

--

On an unrelated note, I've noticed (as I reckon you have) that the AI do not think as a group.  Enemy teams split up in different directions, units that go earlier in the turn end without moving because other units are blocking them, etc.  Also, spirits will transfer energy to a 'caster' that has already acted and ended its turn, while it could have really helped the enemy team if it transferred first.
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on July 09, 2013, 12:27:14 PM
I created a very basic map with the map editor earlier today. I saved it, and exited. Now when I attempt to load it with the map editor, the map dimensions adjust, but the map remains white.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on July 09, 2013, 01:12:30 PM
Off the top of my head: that's a strange URL the map has listed for the Cave tileset. What OS are you using? Are the Telepath Tactics and Telepath Tactics Map Editor folders in the same parent directory (e.g. Applications or Program Files x86)?
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on July 09, 2013, 01:16:28 PM
I'm using Windows 7, and they are indeed in the same directory. I did have them install to my desktop, however.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on July 09, 2013, 02:44:21 PM
I did have them install to my desktop, however.

I think that might be the issue. Try reinstalling them both in the default (Program Files) directory and see if that fixes it.
Title: Re: The alpha demo bug reporting thread
Post by: JeenLeen on July 09, 2013, 03:14:29 PM
Just downloaded the installer.

I did a battle, and whenever I tried to attack, the game stopped, and I had to hit F1 then Resume to get back.  I would select who to hit with what power, and then it would go like it was about to activate, but instead of an animation or damage, nothing happened.  This happened with a few different powers, though I was able to hit my own unit with an Archer's arrow.  I ended turn, and the enemy had the same problem.  When I hit F1, then Surrender, I made the enemy surrender.

I tried it again on a separate map, and the same thing happened.  Also, the enemy went first, game paused after it tried to Claw, and when I hit F1 + Resume, I was controlling the enemy.

On an unrelated note, I learned that if you try to use a ranged attack (like Frost Breath) to hit a foe, but the square you select if off the battle map, you cannot attack in that direction.  (The screenshot is both the Frost Breath limit I'm talking about in this paragraph, as well as what happened earlier.  This is the enemy Frost Spiggat I'm controlling.)

Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on July 09, 2013, 10:02:15 PM
I did as you suggested, and uninstalled both Telepath Tactics and the Map Editor. I installed both to their default locations, and even remade the map to make sure that it was fresh. Sadly, this didn't work and the map still loads blank.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on July 10, 2013, 08:12:10 AM
I did a battle, and whenever I tried to attack, the game stopped, and I had to hit F1 then Resume to get back.  I would select who to hit with what power, and then it would go like it was about to activate, but instead of an animation or damage, nothing happened.  This happened with a few different powers, though I was able to hit my own unit with an Archer's arrow.  I ended turn, and the enemy had the same problem.  When I hit F1, then Surrender, I made the enemy surrender.

I tried it again on a separate map, and the same thing happened.  Also, the enemy went first, game paused after it tried to Claw, and when I hit F1 + Resume, I was controlling the enemy.

Ah! Crud; I know what's causing this. I'll have that fixed in a second.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on July 10, 2013, 08:47:21 AM
Aaaaand it's fixed! Redownload recommended.
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on July 10, 2013, 07:46:22 PM
After reinstalling the Map Editor, I made a map and compared the file with a map I know works (from the Kovit campaign). The new map has the same URL that it did before:

file:///C:/Program%20Files%20(x86)/Telepath%20Tactics/Data/Tiles/Cave

while the map from Kovit had:

app:/Tiles/Castle


This issue prevents the game itself from loading the map as well. Manually correcting the URL fixes the loading issue.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on July 15, 2013, 10:01:50 AM
I've updated the map editor.  Try it now.
Title: Re: The alpha demo bug reporting thread
Post by: JeenLeen on July 20, 2013, 12:54:27 PM
Downloaded installer earlier today.

At least once, when an enemy who had items died, the items popped to the an adjacent square (right, in the case I remember) instead of on the square the enemy was on.

Also, while the enemies are being a lot smarter using items, one used both Thermal Paste and Bandages, even though they weren't hurt.  Another one started their turn using Adrenaline Pills, then ended without doing anything; it couldn't have reached any of my units, but it could have advanced.  (Others used items and moved afterwards, though.)
Also, one time an enemy came to attack one of my units, and it passed over an item bag without picking it up.  Didn't seem to make sense; was like the unit didn't think about picking up items if it could attack one of mine.

Despite these remaining aspects, I like the improved AI a lot!  Battles flow a lot smoother and with better challenge.

---

Also, if during a battle, I hit F1 to go to Settings and lower the music (in my case, to 0 for both), when I hit the 'X' icon to close out of the menu, it goes back to the initial settings.  (This happened in the Donut Tower map.)  Oddly, when I exited the game and re-entered, it remembered my music settings both at 0.  (I don't recall if music played after I exited the map, before exiting the game in its entirety.)
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on July 20, 2013, 03:21:05 PM
Thanks for the feedback! I'll look into that stuff for sure. ;)
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on July 21, 2013, 09:35:04 PM
Downloaded the latest version of TT just a few minutes ago. Upon launching the game multiple times, the Main Menu is missing the version number that the Dev Log says should be there.


I downloaded the latest version of the Map Editor a few minutes ago as well. I made something to see how well it was working, and encountered the same issue I had before. This was a fresh made xml file, that the Map Editor created.
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on July 22, 2013, 01:21:49 AM
I have a script set in Persistent Dialogue that, in theory, lets all of the player's characters start out with full energy. Trouble is, it only works on the first character in the list. I have both characters set up the same way, except Hero is first in the list and Fighter is second.


When I load the map, and call the script at the beginning of the battle, Hero get's his energy boosted while Fighter doesn't. When I remove Hero's line from the script, Fighter's energy gets boosted. I don't know for sure, but it seems like a timing(?) issue.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on July 22, 2013, 07:37:19 AM
Hm! That shouldn't be happening. I'll look into that.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on July 22, 2013, 12:01:44 PM
I've fixed (http://sinisterdesign.net/forum/index.php?topic=1224.msg46125#msg46125) a few issues surrounding the use of scripts, including the one you mentioned. ;)

Now working on fixing the map editor.
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on July 22, 2013, 02:45:44 PM
Just downloaded the installer. I'm getting an error message. "Telepath Tactics.exe is not a valid Win32 application."
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on July 22, 2013, 03:12:27 PM
I just downloaded and ran the game's installer and it worked fine. It sounds like your copy might have been corrupted. I'd try downloading it again.

On the map editor front: I just fixed (http://sinisterdesign.net/forum/index.php?topic=1224.msg46129#msg46129) a ton of problems with the map editor. ;)
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on July 22, 2013, 03:13:31 PM
I've been trying. Deleted the installer download, and redownloaded. Same error.
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on July 22, 2013, 11:30:26 PM
You can't use underscores or periods(decimals) in the parameters box in the Map Editor.
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on July 23, 2013, 12:38:05 PM
When placing objects in the map editor, the editor has a habit of visually shifting the object sprite to the right. This bug has been around for a while, but it's more of a nuisance than operation-impeding bug. (IMO)
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on July 23, 2013, 03:46:34 PM
You can't use underscores or periods(decimals) in the parameters box in the Map Editor.

Which parameters box? The one for dialog actions, you mean?

EDIT: doesn't matter; I added those characters in for all of them.
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on July 24, 2013, 12:26:11 PM
I seem to be having some trouble setting up a system that teaches a character a certain set of attacks at the start of a level. I've tried setting this code in both PersistentDialog.xml and inside a map itself.


You can ignore that the rest of the map is empty, it was just what I used to get the dialog formatted correctly.


~Edit~
I forgot to explain what was happening. *facepalm*


When it's in PersistentDialog, any map after Introduction won't load, and when it's in a map the map will load, but freeze up.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on July 25, 2013, 07:15:45 AM
Most likely, your problem stems from the fact that Hero is not actually on the battlefield. All of those Actions require a character to actually be present before they'll work.
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on July 25, 2013, 09:45:25 AM
So Persistent Dialog loads before the map does? Or at least before the characters are placed on it?

~Edit~
The GiveItem action works fine, when run on turn 0.
That puzzles me because the setup dialog runs on turn 0 as well.

~Edit: Part 2~
The file I uploaded wasn't the map I was trying to load. It's just where I wrote the dialog to.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on July 25, 2013, 02:11:49 PM
So Persistent Dialog loads before the map does? Or at least before the characters are placed on it?

This should work all right if used in PersistentDialog.xml, provided the named character is actually on the battlefield on turn 0. I'll test it out and see what the issue is.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on July 25, 2013, 02:24:32 PM
You spelled Pyro Hail "Pryo Hail," and used "Hero" without any spaces on that action (on all the the others, you used spaces afterwards). After fixing these typos, it works fine.

That said, I've made a small change to the game so it won't crash like that the next time someone does this; it'll just fail to teach the character the attack.
Title: Re: The alpha demo bug reporting thread
Post by: jhocking on July 25, 2013, 08:25:02 PM
I just completed the second battle in Dawbry and got through all the dialogue after that, and then the next scene didn't load. the screen turned black and I could see the mouse cursor, but that's it

(how do I know which version of the software I'm running? is there a version number anywhere)
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on July 25, 2013, 09:10:15 PM
I accept that I made some spelling errors. Attached is a map made using "TeachAttackTemp". (Although I have indeed tried it with "TeachAttack")


The only reply that works is "No" which ends the conversation. "Yes" directs to another branch to actually teach the attack. Trying to select "Yes" results in the reply lighting up as if selected, but the dialog doesn't change branches. If you substitute another action, such as "GiveItem", the dialog runs fine.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on July 26, 2013, 09:06:59 AM
(how do I know which version of the software I'm running? is there a version number anywhere)

Well, you're definitely not running the most recent version, or else you'd see the version number on the title screen. :)
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on July 26, 2013, 09:20:09 AM
The only reply that works is "No" which ends the conversation. "Yes" directs to another branch to actually teach the attack. Trying to select "Yes" results in the reply lighting up as if selected, but the dialog doesn't change branches.

I just stuck this conversation in the Kovit campaign with Emma Strider in place of The Hero and her teammates removed; hitting Yes works perfectly for me. I don't know what you've done wrong, but I suspect I'll need your whole campaign folder to figure out the problem.
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on July 29, 2013, 07:00:48 PM
Item sprites go past the boundary of the inventory box.
Title: Re: The alpha demo bug reporting thread
Post by: Nendrel on August 02, 2013, 05:13:00 PM
Hi, I'm testing the latest update (0.455.354 at the file application.xml). I don't see the version number at the main menu as you showed at the screenshot.

At the Frozen Hearts campaign, when Ambuur Sang dissapears, the game crashes.
Title: Re: The alpha demo bug reporting thread
Post by: jhocking on August 02, 2013, 09:19:13 PM
(how do I know which version of the software I'm running? is there a version number anywhere)

Well, you're definitely not running the most recent version, or else you'd see the version number on the title screen. :)

No fair, you hadn't announced the latest version yet! Anyway do you have any idea what caused my issue? Is that something you fixed in the latest version?

EDIT: hm I just downloaded the game again and no version number is appearing. Maybe you didn't update the Mac download?

Also, the "click to speed up" label on the scrolling text page is gone. hm perhaps some text labels, including the version number and the "click to speed up", aren't working in the Mac version?

Anyway I've played through the Kovit campaign and the issue I hit was "fixed" in the sense that after Dawbry the campaign ends. I hope this is just a temporary removal while you fix issues in the last section, because that battle was cool!

I also noticed there's a new Frozen Heart campaign so I tried that; the game froze after I clicked through the initial dialogue. As in once I was on the screen of the guy saying "It will be as you wish" nothing further happened when I clicked, although I could still move the mouse cursor around.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on August 05, 2013, 10:46:39 AM
Within the install directory, look for application.xml; it might be in the subdirectory META-INF > AIR. That should have the version number in it. I'll look into this other stuff. :)

EDIT: Aha! I found the causes of all of these bugs and fixed them. The installers have been updated online, if you wanna give it another try!
Title: Re: The alpha demo bug reporting thread
Post by: Nendrel on August 06, 2013, 02:49:40 PM
Within the install directory, look for application.xml; it might be in the subdirectory META-INF > AIR. That should have the version number in it. I'll look into this other stuff. :)

EDIT: Aha! I found the causes of all of these bugs and fixed them. The installers have been updated online, if you wanna give it another try!

It works! I'm watching the version number on the main menu. The Frozen Heart campaign is fixed too. Good Job!
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on August 06, 2013, 03:36:31 PM
Sweet, thanks! ;)
Title: Re: The alpha demo bug reporting thread
Post by: jhocking on August 06, 2013, 05:12:05 PM
EDIT: Aha! I found the causes of all of these bugs and fixed them. The installers have been updated online, if you wanna give it another try!

Version number is visible and Frozen Heart is working, was it something general like bad formatting in xml files or something? I hate when that happens.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on August 06, 2013, 09:02:10 PM
Something weirder: AIR apparently takes the XML file containing your application info and renames it, then sticks it in a totally different directory after you install the program. (With everything else, it just duplicates the directory structure you use when building the game, so i had no idea it was doing this with the application XML file.)
Title: Re: The alpha demo bug reporting thread
Post by: JeenLeen on August 09, 2013, 09:01:54 PM
Just installed and tried a game in the Tavern map (3 players: 1 human as player 1, 2 and 3 as CPU).

When it started, the map was around my units (player 1), but it wasn't my turn.  The pop-up showing whose turn it is didn't happen.  But, when I clicked on one of player 3's character, I could move it (but not use actions.)  If I hit F1 + Resume, nothing happened, while in similar bugs that usually got the CPU to start working again.  But if I hit F1 + Surrender, one unit on player 3's team vanished.  I eventually got the entire team to go away like this, and it went to player 2 (which acted normally), then to player 1 (me.)  I hit F1 + Surrender (worked normally) and player 2 won.

Edit: I tried it again and this time player 2 (still CPU) went first.  Also, the map started out centered on that unit... maybe I misremembered and it start out centered on player 3.  But I realized I could only move 1 unit and then do nothing else.  But if I hit F1 + Resume, I could then move a second unit of player 2's.  I imagine the same thing was happening earlier, but I just didn't realize it.


Edit 2 (new topic): on the Frozen Hearts campaign, if I go to the square that triggers whether or not to leave the camp and choose to not leave, the option doesn't come up again if I go back to the same square.  Seems it should.
Also, if I have the lizardman shove, it ends his turn (he grays out and cannot move).  Not sure if that's intentional or not, but seemed like a bug.

Lastly, it just went to a black screen showing 'Loading' and nothing else (waited a few minutes).  I imagine it's just still in the works, but I wanted to mention it.
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on August 09, 2013, 09:49:48 PM
Quote
on the Frozen Hearts campaign, if I go to the square that triggers whether or not to leave the camp and choose to not leave, the option doesn't come up again if I go back to the same square.  Seems it should.
I don't think that's a bug. Last I knew, the game doesn't support specific dialog being triggered more than once per battle at the moment.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on August 11, 2013, 10:50:37 AM
When it started, the map was around my units (player 1), but it wasn't my turn.  The pop-up showing whose turn it is didn't happen.  But, when I clicked on one of player 3's character, I could move it (but not use actions.)  If I hit F1 + Resume, nothing happened, while in similar bugs that usually got the CPU to start working again.  But if I hit F1 + Surrender, one unit on player 3's team vanished.  I eventually got the entire team to go away like this, and it went to player 2 (which acted normally), then to player 1 (me.)  I hit F1 + Surrender (worked normally) and player 2 won.

Ah, sorry--I just realized, I uploaded an old build. I've just updated, if you want to try again.

if I have the lizardman shove, it ends his turn (he grays out and cannot move).  Not sure if that's intentional or not, but seemed like a bug.

Ah; that shouldn't be happening. I'll fix that.

Lastly, it just went to a black screen showing 'Loading' and nothing else (waited a few minutes).  I imagine it's just still in the works, but I wanted to mention it.

Yup, it's still in the works. :)
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on August 11, 2013, 12:12:44 PM
I copied and pasted "Shadowport" from the Multiplayer Attacks.xml into my campagin Attacks.xml. When in my campaign, it doesn't work.


What happens is that my shadowling does it's "cast" animation, and does 0 damage to an invincible boulder on my map.

Video Demonstration (http://www.youtube.com/watch?v=qgILranqSdA&feature=youtu.be)
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on August 12, 2013, 10:48:03 AM
Well, you changed the name of the attack; since there's no corresponding animation by that name, it's instead using the default animation for that character ("Cast"). You need to copy-paste the Data > Characters > Attacks > Shadowport folder, rename it to Shadowport3, and rename the animation to Shadowling_Shadowport3.png if you want to use the teleport animation for that attack.

In turn, something about the fact that it's using the Cast animation is causing the problem where it behaves like a non-Move attack; I think it might be that it's not enough frames. I'll see if I can figure it out.
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on August 12, 2013, 11:03:47 AM
It doesn't seem that "IfGoneGoTo" is working correctly for me.
Code: [Select]
  <Dialog branch="1">
    OnTurn/0/The Game/Checking Azure Orb
    <Action>IfGoneGoTo/Azure Orb,2</Action>
    <Action>GiveItem/The Hero,Azure Orb</Action>
    <Action>IfValGoTo/Dialog,=,1,2</Action>
    <Reply>.../EndConv/</Reply>
  </Dialog>
The above is a sample of how I'm using it. It's supposed to determine if the character I named "Azure Orb" is present. When it is present, it's intended to give The Hero, the item "Azure Orb". The trouble is, I noticed it hasn't been giving The Hero the item.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on August 12, 2013, 11:47:47 AM
Azure Orb is the actual name of a character?
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on August 12, 2013, 11:54:50 AM
Yes. I even created Resting Sprites for it to use.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on August 12, 2013, 02:51:32 PM
Is it on Team 99?
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on August 12, 2013, 03:31:01 PM
It shouldn't be. I designated it as being part of the player's team (Team 0).
Title: Re: The alpha demo bug reporting thread
Post by: SmartyPants on August 25, 2013, 01:53:35 PM
While make a page for Items (http://telepath.wikia.com/wiki/Items) on the wiki, I found a couple bugs with the ItemClasses notepads:
*There are two items named "Chain Mail".  One has "Armor Leather" as its image, while the other has "Armor Chain Mail" as an image.
*The "Partial Plate"'s image doesn't correspond to anything.  It names the image as "Armor Steel Plate B", while I guessing the proper image is named "Armor Light Plate".
*The "Whet Stone" lists its image as "Whet Stone", while the image in the Item Icon folder is named "Whetstone.png".
Title: Re: The alpha demo bug reporting thread
Post by: Herodite on August 26, 2013, 12:31:47 AM
I was playing the alpha and I got the third mission in the first campaign (not Frozen Hearts or whatever it's called) where I get to select reinforcements for the first time...at least the menu comes up but I have no actual reinforcements to pick so yeah...anyways, all the characters turn into item bags on the first turn. I picked the fire guy when given the option. Sorry this is a bad bug report but it's late and I'm getting tired.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on August 26, 2013, 10:21:22 AM
Thanks guys; I'll look into this stuff.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on August 26, 2013, 01:24:03 PM
All right; fixed it! ;)
Title: Re: The alpha demo bug reporting thread
Post by: Lord Mu on August 29, 2013, 05:37:09 PM
Bugs Encountered:
In the campaign Frozen Hearts, there is no response when the choice of weapon is made, turns do not end normally, and when the choice is made to leave camp, it turns into a loading screen that does not lead anywhere.

In the campaign Kovit, the assault on the fortress is very problematic. The assassin and the crossbow woman lack weapons and thus cannot attack anybody, leaving the whole scenario unbalanced.
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on August 29, 2013, 06:50:24 PM
Quote
In the campaign Frozen Hearts, there is no response when the choice of weapon is made, turns do not end normally, and when the choice is made to leave camp, it turns into a loading screen that does not lead anywhere.
This is less of a bug, and more of an incomplete part of the campaign. It's not bugged, just not completed.

Quote
In the campaign Kovit, the assault on the fortress is very problematic. The assassin and the crossbow woman lack weapons and thus cannot attack anybody, leaving the whole scenario unbalanced.
I would assume the same about this.
Title: Re: The alpha demo bug reporting thread
Post by: JeenLeen on August 30, 2013, 08:39:37 PM
Bug found (just downloaded the installer) playing a random battle.

I had my caster (sorry; I forget which type, but you can see from the screenshot) use the 2-space elemental blast against an enemy soldier.  The soldier dodged the attack.  I checked their stats (showing in the screenshot) and they have 0% Dodge.

The unit with the arrow pointing at it is my unit that did the blast.  The soldier is circled.

Also, when their stats are displayed, it is not in any sort of window, but just on top of the normal background.  I don't know if this is on purpose or not.  (Makes it a little hard to see.)

Edit: happened again as a Cyroblast on a Skiakinetcist (sp).  The enemy, with 0 Dodge, dodged the attack.  I was not blinded either time.

Also, unrelated: later on in the fight, I attacked a frozen Lizardman, and it dodged.  Again, don't know if this is a bug or not, but it makes sense that frozen units cannot dodge attacks.
Title: Re: The alpha demo bug reporting thread
Post by: JeenLeen on August 31, 2013, 06:02:22 PM
Another bug... well, sorta. 

In the third Kovit map (see screenshot), I destroyed one of the barrels, but there is no way to get to the item bag that popped after destroying it.  Should it be possible to grab it from the stairs above it or to walk up to it?

In the screenshot, I'm trying to get Grant to reach it, but I also tried moving the soldier (Sabrina), and she cannot move forward to step on the item bag.

Even if not a bug per se, it's an annoying design to have an item be unreachable on a map, so something to consider changing or for future maps.

Tangent: is it bad protocol to post a second thread with another bug?  Let me know if I should have just edited the above post.

Edit: at the end of the mission, Emma and Sabrina lost the ability to use Pull and Shove after a few uses.  For one, I did one Shove then couldn't do anything other actions (could still move, but Pull and Shove were removed from their options).  For the other, I did several Pulls, then it vanished.   I don't remember if the last thing I tried was a Shove or not.
Also, the game then froze on a Loading screen.  Screenshot attached.  I was in partial view (Ctrl + F) and moving the screen around, so maybe that did something?

Hitting F1 did nothing, so I Xed out of the program.  When I restarted Telepath Tactics and choose to Load Campaign, the music stayed unchanged (stayed the music that comes up when you start TT) and a similar frozen loading screen came up.  I had it in full screen, so I hit Ctrl + F to go to non-full screen and Xed out of the program.
Title: Re: The alpha demo bug reporting thread
Post by: Lord Mu on September 01, 2013, 09:29:17 AM
Whenever I try to run the installer to update it, the following message appears: This application cannot be installed because this installer has been misconfigured.
Title: Re: The alpha demo bug reporting thread
Post by: JeenLeen on September 03, 2013, 01:57:47 PM
Not sure if this counts as a bug or not, but I notice the Lizardmen I fight never use their status-affliction powers.  They just their basic attack.  (Or maybe they used it sometimes and I forgot, but in the last few battles I've fought, I haven't seen it and there's no real tactical reason not to besides saving energy... which they don't have another use for.)  Similarly, the Assassins do not use Leap to reach/backstab their enemies.  (I haven't been in a situation where they would need to Leap to simply reach an enemy, such as jumping over an obstacle, so I don't know if they'd use it in that case.)

Another thing I noticed was that the enemy AI seems to factor its own people into determing where to move.  Generally, this works okay, but in the Kovit campaign battle at the town (third battle), the enemies in the far north of the map starting moving towards me, but once the first ones blocked the fastest route to my team, the others started going sideways.  They would reach me faster if they followed their allies, instead of counting them as obstacles.
(Of course, in other situations, such as if those allies were in melee and thus precluded those units from reaching me, it would make sense to move around and flank me...  I can see how programming that AI is probably rather difficult.)

So, not really bugs, but comments on the AI.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on September 04, 2013, 07:24:33 AM
JeenLeen: those dodges happened because the attacker was standing on Ice; Ice tiles lower an attacker's accuracy by 20 points. Not a bug. :)

Edit: at the end of the mission, Emma and Sabrina lost the ability to use Pull and Shove after a few uses.

When you say "at the end," do you mean this happened during the loot collection mode?

Whenever I try to run the installer to update it, the following message appears: This application cannot be installed because this installer has been misconfigured.

Uninstall the game, then try installing again. That should fix it.
Title: Re: The alpha demo bug reporting thread
Post by: JeenLeen on September 04, 2013, 08:10:24 AM
JeenLeen: those dodges happened because the attacker was standing on Ice; Ice tiles lower an attacker's accuracy by 20 points. Not a bug. :)

Edit: at the end of the mission, Emma and Sabrina lost the ability to use Pull and Shove after a few uses.

When you say "at the end," do you mean this happened during the loot collection mode?

Ah; did not know ice did that.  That explains it  :)

Yes, I mean during the loot collection mode.  I forget exactly what I did, but one of them was only able to use it once (I think a Shove), while the other could Pull a few times.  I'm pretty sure I never used Shove with the other one, only used Pull, but maybe I misclicked and hit Shove by mistake.  It seems odd that I could Pull a few times, but then it goes away.
While I'm typing and thinking, if you can pull an item bag (I haven't tried), that would allow one to get that item bag that was stuck under the stairs.
Title: Re: The alpha demo bug reporting thread
Post by: JeenLeen on September 09, 2013, 07:46:06 PM
Version 0.455.361

On a random battle on Donut Tower, I used Kinetic Gust to blow an enemy lizardman off the tower.  When it came to the Lizardman's turn (i.e., turning enemy AI turn, the map centered on the lizardman), the game froze.  Hitting F1+Resume didn't help, but eventually (maybe because of hitting it again; not sure) I got control of the enemy Skiakineticist (sp).  Trying to hit the Action button did nothing, but after I moved him, the enemy AI took over.  (Interestingly, the enemy unit moved towards my team.  It wasn't close enough to attack me, though, so I don't know if it would have or not.)

On the next enemy turn, the Lizardman was the last enemy unit to go, so I couldn't get it to go to my turn like before (by moving another unit, I guess).  I hit F1 + Surrender, and Team 2 (enemy AI) surrendered, making my team the winner.

Have other folk run into bugs like this?  I hope it's not something just with my machine, but I haven't seen anyone else post a similar bug.  Also, I know some I've posted have been variations of the same thing, so I hope it's not redundant or annoying; they seem different aspects or slightly different versions.  (Like this compared to the enemy AI freezing up after using items, in the past.)

Screenshot: enemy Skiakinetcist is being controlled by me, and I'm trying to hit the Actions.  You can see the lizardman the game glitched on in the lower-left.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on September 09, 2013, 10:32:22 PM
Thanks for the report--that's fixed for whenever I update the build (most likely sometime tomorrow).
Title: Re: The alpha demo bug reporting thread
Post by: Tunnel-Master on September 13, 2013, 12:13:39 PM
Hello there. I'm running version 0.455.362 and noticed a couple of things that didn't pop up in the public alpha demo. First off, in the final battle of the Kovit campaign (when you're retaking the weapons depot), there are no longer splash effects when my engineer is building his bridge across the water. I remember there being a little splash animation in the demo whenever Bartleby set down a new segment of bridge, which I thought was a nice touch. The only other thing I've observed so far is that in the same mission, if you choose Siripent for a mercenary, he doesn't have any attacks besides shove. I thought it might be because he didn't have a weapon equipped, but I *think* I checked his inventory and saw that he had a mace in his weapon hand. (This was also several days ago and now I'm playing the mission over with the golem mercenary instead, so I'm afraid I can't verify that right now.)

Also, this may not be so much a bug and it certainly hasn't affected my gameplay, but is Lakshmi supposed to have two crossbows? Because she does in my game.

That's it for now. I'll probably download the latest version later this month, and if I run across anything else as I play, I'll let you know!
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on September 16, 2013, 04:03:28 PM
Thanks for the report! I'll fix that stuff soon. :)
Title: Re: The alpha demo bug reporting thread
Post by: JeenLeen on September 21, 2013, 05:37:20 PM
My spriggat equipped the item to get the Grapple Pull ability, and used it as pictured in the screenshot on the enemy Lizardman.  Game froze... I reckon because the enemy had to fall through my unit to hit the water.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on September 23, 2013, 05:19:29 PM
Thanks for the heads-up; I'll look into this soon. ;)
Title: Re: The alpha demo bug reporting thread
Post by: 31steelsquid on September 29, 2013, 10:46:15 AM
Hey, I just downloaded the public alpha demo (windows) today, but when playing through the campaign on the weapon depot level, I get stuck on the deploy phase (screenshot attached), as while I can move my characters about to deploy them, there seems to be no way to continue onwards. Is this a bug, or is there something I am missing? Thanks in advance

Edit: realised the screenshot doesn't show everything, I have a deploy and arrange troops banner at the top, but nothing seems to indicate a way to move on
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on September 29, 2013, 04:05:53 PM
There should be a button in the deployment window at the top that lets you continue--I believe it has a green check mark on it.
Title: Re: The alpha demo bug reporting thread
Post by: 31steelsquid on September 30, 2013, 12:45:53 AM
For some reason, that check button isn't showing up for me, is there anything you think of that would cause this?
Title: Re: The alpha demo bug reporting thread
Post by: JeenLeen on September 30, 2013, 08:20:51 AM
I found a bug where, if a Lizardman swims out of lava, two things:
1) he uses a 'spell casting' motion, which I imagine is just because he doesn't have a 'swim' action yet
2) after he moves, a black after-image of him appears near the square he was on.  The game could continue normally, but later on the afterimage vanished.

This happened on the large local match map where it's mostly wooden tiles with lava underneath.  (Sorry, but I'm away from my main computer and so I don't recall the name nor do I have a screenshot.)
Title: Re: The alpha demo bug reporting thread
Post by: carlosfan666 on September 30, 2013, 11:08:59 PM
I have the same issue as 31steelsquid. I have version 0.455.364.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on October 01, 2013, 07:00:33 PM
For some reason, that check button isn't showing up for me, is there anything you think of that would cause this?

I have the same issue as 31steelsquid. I have version 0.455.364.

I believe I fixed this earlier today; try updating to version 0.455.366 and see if that does it.
Title: Re: The alpha demo bug reporting thread
Post by: carlosfan666 on October 01, 2013, 08:49:00 PM
yes, it is fixed. Thanks!  :)
Title: Re: The alpha demo bug reporting thread
Post by: JeenLeen on October 03, 2013, 03:02:51 PM
Really odd bug.  Just downloaded and installed new version.

On a local match, an enemy Spirit used Transfer on a Bowman.  Then, another enemy Spirit also used Transfer.  Not sure if any actually transferred, but it killed the Bowman, the screen shook, and several others had damage numbers appear on them.  The 'killing' Spirit did not get damaged, but 2 other Spirits on the map took 1 damage and a Stone Golem took 7.

I guess transferring to a person with full Energy causes a glitch?  Not sure why they were using it on a Bowman in the first place, either.

In the attached, I circled where I think the killed Bowman was as well as the injured Spirits.  I have the injured Stone Golem's HP showing.  (The others were not hurt, but I'm not sure if they were showing on the screen when the Bowman died.  It was around the middle of the enemy's turn.)

Edit: to clarify, no other units got injured.  None of my were on the screen when the Spirit transferred, though.  I'm not sure if uninjured enemy units were or weren't on the screen.

Edit 2: later, an enemy Swordsman used sword on one of my unit, and it also damaged one of the enemy units and an item bag (the number appeared on it, but nothing happened to the bag.)  Screen shook again.
Title: Re: The alpha demo bug reporting thread
Post by: JeenLeen on October 03, 2013, 03:32:29 PM
Another example of the above: the stone golem did one of its attacks (didn't catch which) and every unit was damaged which I circled.  The ground that is unoccupied had damage numbers appear, but I didn't check to see if it was actually hit.
(I would have just modified the above, but I couldn't seem to upload a picture when editing a former post.)

Also, unrelated: that golem stuck in the moving animation stayed in that moving animation, even after the turn ended.  Also, it happened again that a couple units, upon moving out of lava, left an afterimage.  The afterimage vanished when a new turn began.

Thirdly, and perhaps not a bug: a few tiles 'died' due to the Burning status, including the one the Bowman who is in the lava was on.  When his tile died due to burning, he suffers no ill effects; i.e., he didn't take the 20 fire damage from lava until the next turn began.

Edit: both were on v0.455.367

Edit 2: Happened again on Donut Tower, but with an extra find.  An enemy Stone Golem punched a charge my Engineer had made.  Damaged the charge, but also damaged the two or three units past the charge (like in 'another example.jpg'). 
Also, when I had my unit destroy the charge on the next round, it did 20 damage to the units around it and 100 to the ground (which I assume is normal), but then the game froze.  The unit that destroyed it (a Spearman) was still glowing like he was active.  I hit F1 then Resume, and could still move the Spearman, but if I tried to use an item it said I could not because I already attacked... so something about that let me move after attacking to destroy the charge.
Title: Re: The alpha demo bug reporting thread
Post by: JeenLeen on October 06, 2013, 08:30:48 PM
v0.455.367

Two things.
Counter-attacks: it seems that if I miss on hitting someone (they Dodge), the person I was trying to hit does not counterattack.  I attacked a Lizardman (first attack against it that round), it Dodged, but it did not counterattack.
Also, and I forget if I mentioned this before, but if a Spiked Barricade is destroyed, it does not get to damage the person who destroyed it.  Seems like it should.
(It is correct that a Bowman cannot counterattack when hit by someone in the square next to them due to his attack being 2+ spaces, right?)

Pushing bug: the screenshot isn't the best.
The Pyro was originally where the Skia now is.  I pushed it down to where the red circle is.  A Frost Spriggat was there at the time.  The Pyro got moved to the side and landed where the green circle is.  He did not fall to the water below.
(I don't recall if either took damage or was stunned from the fall or collision.)
On his turn, he moved as the green arrow shows and proceeded to attack.

Also, I think there was some glitch going on with his Energy that let him use the expensive power (Pyro Hail?) twice in a row without using items, but I saw Focus Pills in his inventory, so maybe I just missed his grabbing the item bag or using the item.
Title: Re: The alpha demo bug reporting thread
Post by: JeenLeen on October 09, 2013, 06:48:19 PM
v0.455.368 (new download)

I'm not sure if this is a bug or not, but it's something interesting with building bridges.  I was curious what would happen if I connected two bridges starting from different elevations.

In Donut Tower, I started making a bridge from the top of the tower downward.  (There were two enemy units in the two middle parts of the water at the time, where bridges are currently in the screenshot.  (The enemies were not there when I made bridges.)  As a note, I was able to hit the one that was where the item bag is with a Wrench from the bridge tile north of it.  Not sure if that matters or not.)

Anyway, I built the bridge by going down, as shown by the yellow arrow from the top down.  Then, I created a bridge from the bottom of the map, as shown by the second yellow arrow pointing up.  But I cannot move onto that bridge from the bottom.
Title: Re: The alpha demo bug reporting thread
Post by: JeenLeen on November 02, 2013, 08:13:30 PM
v 0.455.374

Sometimes, if an enemy unit moves, the game freezes.  Hitting F1 + Resume lets it unfreeze, but the enemy doesn't act.  I have to choose an enemy and move it.  (No choice to use actions.)  Sometimes the AI takes over at that point, another time I had to move a couple enemy units.  This seems to happen only when lizardmen or stone golems act (I haven't seen all unit types to know it doesn't happen with others, but this bug only seems to trigger when one of those moves.  The stone golems moved, but the game froze before they turns gray.  The lizardman turned gray before the game froze.)

Unlike past times an error like this came up, enemy units I moved would move if they had move left over.  Also, the bug never occurred past the first round the enemy AI acted (whether it was player 1 or 2.)  I tested this in Donut Tower and the Tavern (one human vs one AI).
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on November 03, 2013, 11:51:23 PM
I think I fixed that one; try updating to v 0.455.375. :)
Title: Re: The alpha demo bug reporting thread
Post by: JeenLeen on November 04, 2013, 06:46:26 PM
That problem did go away.  I'm now on 0.455.376.

Two odd bugs.
1. With my Spearman, I targeted one of my allies with his spear attack.  When the warning about hitting an ally came up, I choose to not attack the ally, but afterward clicking the 'cancel' button to cancel the attack wouldn't work either.  I selected an enemy to continue the battle.

2. At the end of the battle, just the spearman was left.  He moved and killed the last enemy, but it stayed his turn.  When I clicked on him, the 'cannot act after attacking' text came up.  If I choose 'end turn' from the menu, nothing happened.  Also, if I clicked 'Surrender', nothing happened.  Had to Ctrl-Alt-Del to get out.

Edit: in another fight, the battle ended normally when I won.  Maybe it had to do with just having one character left on the map?
Title: Re: The alpha demo bug reporting thread
Post by: JeenLeen on November 08, 2013, 07:05:40 PM
v 0.455.376

In a battle at Stonebridge, I was moving one of my units (an Archer), then hitting the button to undo it, then moving him, fairly rapidly.  For some reason, I could move through one of my allies (Crossbow, who had not acted yet), and I ended my  move on the same space as the ally.

I think this happened after the archer shot but had move left over, but I'm not 100% sure.  It didn't occur to me that it was odd to move through friendly units until after everything was done.

Once the Archer was on top of the other unit, only the Archer showed up if I clicked there.  (I had not chosen to end its action, but it had attacked and was out of move.)  I had another unit Shove, and that moved the archer such that the other unit could act.

Sorry for no screenshot; I copied some text afterwards without thinking and thus lost it from the Copy & Paste.
Title: Re: The alpha demo bug reporting thread
Post by: JeenLeen on November 15, 2013, 07:32:55 PM
v0.455.376

I played through the Kovit campaign (up until the weapon depot battle), and I'm pretty sure it wasn't collecting the item bags after combat ended.  The reason for this is that I manually collected 125 money, and that's all I had when meeting Mad Aziz (sp?).
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on November 15, 2013, 11:17:21 PM
Yeah, that's a known issue. I need to fix that. :)
Title: Re: The alpha demo bug reporting thread
Post by: bum_199 on December 01, 2013, 03:20:11 AM
I don't know if this is the right place to post this but the link to download the map editor sent to backers is down. I cant download the map editor.
Title: Re: The alpha demo bug reporting thread
Post by: Tunnel-Master on December 04, 2013, 05:28:41 PM
Hello. I downloaded 0.455.376 a couple of days ago, but sadly, whenever I reach the part where Lakshmi says, "I bet that depot is filled with supplies," the game hangs and I can't continue my turn. It's acting as if it isn't hearing my mouse clicks; I try clicking in the dialogue box to close it, but nothing happens.

EDIT: Sorry, that could have been clearer. The mission where the hangup occurs is the one in which you retake the weapons depot, but that was probably self-evident to you.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on December 11, 2013, 03:23:32 PM
Thanks for the report; I'll look into this.
Title: Re: The alpha demo bug reporting thread
Post by: JeenLeen on January 04, 2014, 08:18:34 PM
v 0.455.379

At Donut Tower, an enemy spriggat was off the tower (at the upper-right corner).  I moved my assassin next to it, and the assassin could not target it with a melee attack. 
Perhaps this is intentional due to elevation, but it seemed like a bug.

EDIT: I know a melee attack shouldn't be able to hit someone who had fallen in the water, but it seems a flyer (who could use their breath attack) should be able to be hit.  I haven't seen if a flyer could use its melee attack against someone who cannot melee against them.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on January 04, 2014, 11:11:11 PM
Your intuition is correct. This isn't a bug, but rather a basic limitation imposed on non-flyers who attempt to use melee attacks across large elevation differences. Flyers can overcome this limitation because--well, you know--they fly. ;)
Title: Re: The alpha demo bug reporting thread
Post by: JeenLeen on January 06, 2014, 10:52:32 AM
Your intuition is correct. This isn't a bug, but rather a basic limitation imposed on non-flyers who attempt to use melee attacks across large elevation differences. Flyers can overcome this limitation because--well, you know--they fly. ;)

I haven't tested this yet, but in such a situation, can (and it is intended for) if a spriggat uses Claw on a Swordsman, that the Swordsman can counter-attack?  I imagine the flyer is still at a far lower elevation according to the mechanics of the game system, but it is in-game flying 'up' to claw at the swordsman so it seems the swordsman should be able to counter?
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on February 08, 2014, 06:24:32 PM
I've noticed a bug where in Kovit the player can end their turn, and have all of their units refreshed.  It seems that the enemy skips its turn.  So far I've noticed this the most during Ploutos Weapons Depot.
Title: Re: The alpha demo bug reporting thread
Post by: Tunnel-Master on May 27, 2014, 05:41:12 PM
Hello. Just a couple of things about version 0.455.430. First of all, it appears that if you convince Scarlet or Lakshmi to join you during the caravan mission and subsequently lose the battle and retry, you will still have Scarlet/Lakshmi on your team in addition to the Scarlet/Lakshmi in the caravan guards. But even though it's possible to have two Scarlets and two Lakshmis by doing this, it doesn't seem possible to get past the load screen at the end of that mission.

Also, in the little shop section following the caravan mission, I kept getting stuck if I bought anything or if I had Emma look at her inventory.
Title: Re: The alpha demo bug reporting thread
Post by: ArtDrake on July 15, 2014, 04:55:13 AM
Did a recent update break the Tutorial of the Public Demo? I'm getting no sprites, just black silhouettes; the characters only have movement range of one; and a few other things are broken as well. This is probably not top priority, and it might be only happening for me.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on July 16, 2014, 03:44:07 PM
That's an old bug, actually; try updating your build.
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on August 08, 2014, 08:09:31 PM
The KillCharAt action in the manual is numbered 2, between 39 and 40.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on August 09, 2014, 10:53:38 AM
Got it; thanks!
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on August 10, 2014, 10:21:58 PM
The manual doesn't list the portrait property under Characters and Destructable Objects.

When creating a character with an attack, the spawned character doesn't have it's name listed on the details panel.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on August 11, 2014, 04:24:05 PM
Thanks! I've updated the documentation on portrait, sex and spritetype.

Can you elaborate about the second bug--maybe with a screenshot?
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on August 11, 2014, 10:27:48 PM
Relevant lines of xml:
Code: [Select]
<Atk elem="Create" name="Manifest Brutus" d="0" cst="0" minRng="1" maxRng="5" shkMag="0" shkTim="0" strD="0" powD="0" defD="0" backstabFactor="1" sidestabFactor="1" selfHealFactor="0" selfFocusFactor="0" accMod="0" statFX="None" affects="None" afterAtk="EndTurn" AOE="single" particles="Terrain" targeting="free" moveType="CharPlacement" knockback="0" creates="Brutus/" createdOnTeam="MyTeam" dependsUpon="Draw Strength" impactFrame="-15" soundAndFX="SFX[Finger Snap:0],SFX[Punch Stone Golem:0],VFX[EarthBreak1:OnCenter:0],VFX[EarthBreak2:OnCenter:30],VFX[EarthBreak3:OnCenter:60],VFX[EarthBreak4:OnCenter:90]" desc="Command The Thing Brutus to manifest"></Atk>
Code: [Select]
<Char charname="Brutus/" spritetype="StoneGolem" portrait="" race="Golem" sex="None" classname="The Thing" move="land" hurtParticle="Stone" shadowType="Small" shadowY="32" charY="16" lighting="" ctr="None" onDeath="None" defaultAtkAnim="Smash" atk1="Bite" atk2="" atk3="" atk4="" atk5="" atk6="" atk7="" atk8="" hp="75" en="10" spd="3" ctrLimit="0" dodge="0" str="25" per="3" psyP="0" psyD="0" prcRes="90" slshRes="90" crshRes="50" mnRes="100" htRes="30" cdRes="10" ltRes="75" shRes="75" poiRes="100" acc="100" lvl="30" exp="0" pushable="false" tags=""></Char>

I did check a few things. The created unit gets the correct attacks (In this case "Bite". I'm working on something and Brutus there will have a different texture at some point.) added to it, but the name seems to be the only thing that doesn't load.




This is something I noticed quite a while ago when I was playing around with the free demo (I had fun trying to figure stuff out without any documentation.) over a year ago. I had kind of forgotten it until I started playing around with attacks designed to create characters again.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on August 15, 2014, 12:33:42 PM
Okay, I think I've figured that bug out!

I believe the code was written before I'd finalized the way that characters are loaded by name. It was attempting to generate random names for every character by class regardless of whether one used a unique name for the creates attribute or not. Because the "class" supplied was a name and not a class in these instances, the game was failing to find the necessary data to generate name and gender, thereby leaving the character nameless.

This ought to be fixed in the next build. ;)
Title: Re: The alpha demo bug reporting thread
Post by: bum_199 on August 22, 2014, 06:52:32 PM
i got this error when trying to update telepath tactics.

The application cannot be installed due to a certificate problem.  The certificate does not match the installed application certificate, does not support application upgrades, or is invalid.  Please contact the application author.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on August 23, 2014, 09:11:47 AM
Yes--unfortunately, the publication certificate expired, which means that it won't let me update installs from the old certificate anymore.

Really, all this means is that you have to uninstall the game, delete the install folder, and then install it fresh with the new installer instead of merely replacing the existing install.

You'll only have to do this once, thankfully--at that point, you'll have the version with the new certificate installed, and you can go back to downloading and replacing, as per usual. (Also, your saved game data should be safe!)
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on October 10, 2014, 06:38:28 AM

The ModDmgForAttack Tag doesn't seem to want to cooperate.  What I'm trying to use:
Code: [Select]
  <Dialog branch="0">
    OnLoad/0/Speaker Name/Setting stats for Gaze
    <Action>AddTag/Test Subject,ModDmgForAttack,+:-STAT:Test Subject,Perception-:Gaze</Action>
    <Reply>.../EndConv/</Reply>
  </Dialog>
However I have tried switching out "-STAT:Test Subject,Perception-" out with a simple "9".
Code: [Select]
  <Dialog branch="0">
    OnLoad/0/Speaker Name/Setting stats for Gaze
    <Action>AddTag/Test Subject,ModDmgForAttack,+:9:Gaze</Action>
    <Reply>.../EndConv/</Reply>
  </Dialog>
This doesn't seem to work either.  It's entirely possible that I'm doing something wrong, but I'm not sure what it would be.
I also tried the top variant with the OnTurn/0 dialog trigger as well.
Code: [Select]
  <Dialog branch="0">
    OnTurn/0/Speaker Name/Setting stats for Gaze
    <Action>AddTag/Test Subject,ModDmgForAttack,+:9:Gaze</Action>
    <Reply>.../EndConv/</Reply>
  </Dialog>

EDIT: I just attempted to place the ModDmgForAttack tag in the Character entry in the CharClasses.xml file itself, to no avail.
Code: [Select]
<Char charname="Test/Subject" spritetype="Photokineticist_F" portrait="Photokineticist_F" race="Human" sex="Female" classname="Photokineticist" move="flying" hurtParticle="Sparks" shadowType="Small" shadowY="32" charY="16" lighting="" ctr="None" onDeath="None" defaultAtkAnim="Cast" atk1="Blink" atk2="Gaze" atk3="Summon Llama" atk4="" atk5="" atk6="" atk7="" atk8="" hp="50" en="40" spd="5" ctrLimit="0" dodge="0" str="20" per="9" psyP="20" psyD="20" prcRes="0" slshRes="0" crshRes="0" mnRes="0" htRes="0" cdRes="0" shRes="0" ltRes="0" poiRes="0" acc="100" lvl="10" exp="0" pushable="true" tags="ModRngForAttack,=:-STAT:Test Subject,Perception-:Gaze/ModDmgForAttack,=:-STAT:Test Subject,Perception-:Gaze"></Char>
Because I realize that -STAT:- only works in dialog, I did try it with numbers in it's place.  In this case I replaced all -STAT:- calls with "9".  The range modifier now works, but the damage modifier still does not.
Code: [Select]
<Char charname="Test/Subject" spritetype="Photokineticist_F" portrait="Photokineticist_F" race="Human" sex="Female" classname="Photokineticist" move="flying" hurtParticle="Sparks" shadowType="Small" shadowY="32" charY="16" lighting="" ctr="None" onDeath="None" defaultAtkAnim="Cast" atk1="Blink" atk2="Gaze" atk3="Summon Llama" atk4="" atk5="" atk6="" atk7="" atk8="" hp="50" en="40" spd="5" ctrLimit="0" dodge="0" str="20" per="9" psyP="20" psyD="20" prcRes="0" slshRes="0" crshRes="0" mnRes="0" htRes="0" cdRes="0" shRes="0" ltRes="0" poiRes="0" acc="100" lvl="10" exp="0" pushable="true" tags="ModRngForAttack,=:9:Gaze/ModDmgForAttack,=:9:Gaze"></Char>

When you hover over a target that is right in front of you, it does indicate that it should do 9 points of damage to health.  When you launch the attack, however, it does 0 points.
This is the attack entry used accross all of the above tests:
Code: [Select]
<Atk elem="Mental" name="Gaze" d="0" cst="1" minRng="1" maxRng="1" shkMag="0" skhTim="0" strD="0" powD="0" defD="0" backstabFactor="0" sidestabFactor="0" selfHealFactor="0" selfFocusFactor="0" accMod="0" statFX="None" affects="Health" afterAtk="EndTurn" AOE="single" particles="Sparks" targeting="free" moveType="Normal" knockback="0" creates="" createdOnTeam="" dependsUpon="" impactFrame="-9" soundAndFX="SFX[Charge Up:0],SFX[Mind Blast:8],VFX[MentalEffect:OnTargets:12]" desc="Psych out your enemy"></Atk>



Unrelated:
The Actions box in any particular dialog branch in the Map Editor doesn't allow enough characters to fit "AssignSpeakerAtCoords".
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on October 12, 2014, 06:01:59 PM
Thanks for the report! I just updated the map editor with larger character limits in the actions bar; I'll look into the other stuff.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on October 12, 2014, 08:11:23 PM
I just tested ModDmgForAttack and it works fine in practice--the only thing is that it doesn't change the "base damage" displayed when you mouse over the attack's button in the Actions window. I'll fix that. ;)
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on October 12, 2014, 08:24:48 PM
I just tested ModDmgForAttack and it works fine in practice--the only thing is that it doesn't change the "base damage" displayed when you mouse over the attack's button in the Actions window. I'll fix that. ;)
Hmm.  When I was using it it wasn't actually doing anything.  It was displaying how much it would do, but pop up -0 when it actually hit.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on October 13, 2014, 05:55:02 AM
Are you sure it's not just counteracting the "negative damage" bug from before? I've just uploaded a new build that fixes the negative damage bug and displays the ModDmgForAttack bonus in the Actions window; I'd update and give that a try.
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on October 13, 2014, 10:19:18 AM
I just updated and tested it.  The attack reticle displays "-9" but the attack still does 0.  I'm currently adding the tags directly in CharClasses.xml.
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on October 13, 2014, 08:57:30 PM
The Character/Object editor in the Map Editor doesn't allow + or = in the Tags field.
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on October 17, 2014, 07:01:45 PM
Using SetStat to add 1000 Exp to a unit causes only the first 200 to register and cause a level-up, leaving the unit with 800/100 Exp remaining.  I looked for a log to attach, but wasn't able to find one that matched this particular run.

Using SetStat to change a character's name only changes the first name, leaving the last name the way it was before.  This was something I noticed on the same run I mentioned just a few lines up, so I don't have a log file to give you.
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on October 18, 2014, 02:47:42 PM
The game doesn't like it when you right click on a character that doesn't have a portait assigned to it.
Title: Re: The alpha demo bug reporting thread
Post by: Purplemandown on October 23, 2014, 11:38:17 PM
Hey, I was playing around with the campaign (after forgetting this exists for a long while), and the game froze on this screen, and hung just like in the screenshot(I eventually closed it out, it never resolved).  Just a hunch - the guy in the water was supposed to drown to death this turn, I feel like that may have something to do with it.

Not sure if you know about it, or if it's something on my end.  Either way, figure I'd let you know.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on October 24, 2014, 03:04:50 PM
Thanks for the tip! Do you have a game log you can post to help me figure out the cause of the freeze? (It'll be saved in Documents > My Games > Telepath Tactics > Logs, with the time the crash occurred in the filename.)
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on October 24, 2014, 10:38:40 PM
If Emma dies during the training scene with Silithis Predat the scene will reload, but the scripts that equip her with a training weapon do not run.  Exiting the game and reloading fixes this.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on October 25, 2014, 07:29:34 AM
If Emma dies during the training scene with Silithis Predat

That should actually not be possible. Were you messing with the scripts, by any chance?
Title: Re: The alpha demo bug reporting thread
Post by: Purplemandown on October 25, 2014, 10:27:40 AM
This looks like it, though the date on the log doesn't make any sense.  That said, based on what I can decipher from the contents, it looks like it's at the very least describing the right battle, so here you go:
Title: Re: The alpha demo bug reporting thread
Post by: carlosfan666 on October 25, 2014, 11:54:51 AM
she dies if you attack her sister.
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on October 25, 2014, 10:24:49 PM
she dies if you attack her sister.
Yes. I forgot to mention, I attacked Sabrina when Emma was almost dead.  Emma died and the aformentioned bug occured.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on October 26, 2014, 09:36:08 PM
Ohhhhhh. That makes sense. I'll see about fixing that.

This looks like it, though the date on the log doesn't make any sense.  That said, based on what I can decipher from the contents, it looks like it's at the very least describing the right battle, so here you go:

Thanks! I'll check into it when I get a moment.
Title: Re: The alpha demo bug reporting thread
Post by: SmartyPants on November 10, 2014, 06:57:46 PM
For whatever reason, I have a full roster of teammates, yet I'm stuck on a map with no enemies to fight.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on November 12, 2014, 10:04:48 AM
Ah, damn--just end the turn, it'll let you proceed.

I'll have a fixed build up tonight!
Title: Re: The alpha demo bug reporting thread
Post by: SmartyPants on November 19, 2014, 02:30:04 PM
During the mission with the captured dark spriggat:
*One of my swordsmen was struck by a pyro blast and started burning.
*The following attack on the swordsman from an axman cause the swordsman sprite to disappear. All that was left of the character was her shadow.
*When I had the invisible character attack, the game froze.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on November 20, 2014, 09:43:44 AM
Thanks! That's on my List of Things to Fix; I'll get to that ASAP.
Title: Re: The alpha demo bug reporting thread
Post by: Tunnel-Master on December 13, 2014, 08:37:15 PM
Hello. I've been playing the most recent version, 0.455.531, quite a bit and have a few comments. The most pressing concern for me right now is that I can't play any more of the game as soon as one of my characters advances to level 20: I continually get the "Promotion!" dialogue box, but none of the character-specific information populates. I keep seeing the box with "null" and "0" instead of the character's name and class, respectively, and if I click to make it go away enough times, the game eventually freezes. It also looks like there are fireworks going off in the top-left corner of the screen, for some reason.

Let's see. This isn't so much of a bug as just a problem if you're trying to buff Scarlet's stats: it doesn't look like you can buy new lances for her until you reach Coria, which basically means that I couldn't use her in any battles for a good chunk of the middle of the game. Not a huge deal for me, as I had other characters that I was more interested in playing, but it could be frustrating on later runthroughs.

Also not a bug, but a comment about leveling Emma and Sabrina: at this point in my game, Emma's counter is 7 - and of course, it's basically impossible for her to counterattack seven times unless she gets a ranged attack later in the game - while Sabrina's counter (at just a slightly lower level) is still 1. It'd be nice to have Sabrina fight back more than one time when attacked during an enemy's turn, considering I think she is level 12 now and Emma's counter was 2 when she advanced to level 3. Is the way that characters level in TT entirely random (new attacks aside), or is there something that I'm missing?

And on using the rapier: when I have tried using the thrust attack to do some initial damage to a unit who counterattacks, I've found that my character will also counterattack, ending the turn. The end result is probably not so different from my original goal, except that at this point, that character with the rapier is also unable to counterattack on the enemy's turn if their own counter is too low. (Perhaps this is where a counter of 7 might make some sense, as I think about it...)

Another item question: should swordsmen be able to use the kite shield? I tried giving it to Emma and she was unable to equip it.

Ah yes. And I wasn't able to complete the first mission in the Coria Dogs' hideout unless I killed the bartender, which of course got me some demerits and made me feel a little guilty. :) I tried pulling the lever in the lower-right corner and putting different players (including Emma) on the square leading down to the basement, but nothing short of murdering the civilian did the trick.

On earlier versions, I was able to begin playing the black spriggat character (I forget her name now) following her rescue mission, but on this version, I haven't been able to and I actually didn't have the option of chatting with her at the camp afterwards, either. Similarly, the cutscene implies that the cryokineticist and engineer that you meet will be joining your party after they've been reunited with Lord Dakarai, but I haven't been able to play either of them since the mission where Emma's escaping Bloodbeard's stronghold.

I've also seen a handful of typos in the game, but unfortunately, I wasn't writing any of them down while I was playing. I do remember seeing "litle" in the pre-battle dialogue of the Coria Dogs boss fight, and I think I saw a typo in the item menu for the steel spear. Sorry I can't be more specific, but if I see any more, I'll be sure to keep tabs on them.

Just a few last points: for players who are as money-oriented as I am, seeing the amount of gold you've collected during a battle would be a fun thing to have in the end-battle statistics - and much more informative to my mind than the number of items collected, for instance. It would also be nice to be able to check how much money the party has from somewhere inside the menu; as it is, I don't really know how rich or poor I am until I actually find myself in a shop. And lastly, I find it very frustrating when enemies pick up sacks of aura that are dropped by other fallen enemies: even though it looks as if that enemy is gaining the gold in the sack, it isn't actually added to their inventory and it is thus effectively gone from the game. If it's too difficult to have an enemy already carrying 25 gold gain 50 more gold from a sack that he picks up, then perhaps there's a way to stop enemies from picking up drops? (Of course, it's possible that you designed the game this way deliberately, but I'd be surprised if you're that sadistic!) :P

I think that's everything I've noticed. It's been really fun playing this version, as there's a LOT of new content since the last time I played back in September. I look forward to seeing even more!

Peace out,
Tunnel-Master

[Edit: Oops! Sorry, I somehow ended up modifying this post instead of replying; I've restored it now. My bad!]
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on December 14, 2014, 09:37:37 AM
Thanks for that comprehensive bug report! I think I fixed (http://sinisterdesign.net/forum/index.php?topic=1224.msg47284#msg47284) the merchant-related bugs in the last update, and I just fixed the issue with not getting Teresa and Phoebe last night. I haven't noticed any issue with Meridian (the spriggat) not getting recruited, though; are you sure you ended the battle by getting the character carrying her back to the escape point?

That issue with character promotions definitely still needs resolving.

Character stat leveling is indeed random, though the probabilities of improving in different areas are weighted differently for different characters. I should probably impose individual stat caps to avoid issues like someone getting 7 (!!!) counterattacks (which is super unlikely, by the way, but must be deeply annoying).

Kite shields are for spearmen and cavaliers; swordsmen are more lightly armored units.
Title: Re: The alpha demo bug reporting thread
Post by: Tunnel-Master on December 14, 2014, 04:48:14 PM
Ahhh, perhaps that's the reason Meridian hasn't been a playable character for me in this game: this time around, I decided to try winning the rescue mission by defeating all of the onscreen enemies, so I never actually did free Meridian from her cell and transport her to the escape point. And it actually hadn't occurred to me to try giving a kite shield to Scarlet, but it makes sense that only spearmen and cavaliers can use it.

I'll let you know if I notice anything else when I go back to playing.
Title: Re: The alpha demo bug reporting thread
Post by: bugfartboy on December 22, 2014, 08:19:55 PM
--the game now automatically closes itself when you decide to update it.
This has not and is not the case for me.  I'm using 64-bit Windows 7.  I'll click "Update" and the game will just open my browser while remaining open in the background.
Title: Re: The alpha demo bug reporting thread
Post by: CraigStern on December 23, 2014, 01:17:00 PM
Yeah, I ended up having to roll that back, as the game would close itself long before it could actually tell the browser where to nab the game update, thus preventing itself from actually updating.
Title: Re: The early access bug reporting thread
Post by: Thaliak on January 04, 2015, 09:03:28 PM
In version 0.455.542, I can't start the Emma's Revenge campaign mission where the players are supposed to rescue a spriggat. I can pick where units are deployed, but when I click done, the characters never appear. I still hear music, and I can move the mouse and get information about some of the tiles on the screen, but the mission never starts. I've attached a log file showing the error.
Title: Re: The early access bug reporting thread
Post by: CraigStern on January 06, 2015, 09:28:46 AM
Thanks for the report! :)

So, it looks like the game is trying to equip her with a wooden shield in her off hand, but it's using the wrong inventory slot number for it. The game thinks she has one more item in her inventory than she actually has, and it would help me find the problem if I knew what made her lose the item. Did you use the Give item function in the caravan battle? Did one of Emma's swords break? Did you use up some bandages? Did you have her drop an item?
Title: Re: The early access bug reporting thread
Post by: Thaliak on January 06, 2015, 03:49:34 PM
I had Emma drop several items, including the practice sword she started with and the bronze sword she gained in one of the early battles. I also tried to equip two shields. Not surprisingly, when I told the game to equip the second shield, the "E" symbol moved over to it rather than appearing on both shields. I assumed that meant the game was smart enough not to let me dual-wield shields and dropped one of them.
Title: Re: The early access bug reporting thread
Post by: kk6clope on January 15, 2015, 04:21:38 AM
Hi there, i saw your post on Steam and report bug. So now, it's ok, characters don't "auto-die" but..
After the mission when you save the gargoyle, a new bug appear. The lancer and crossbowman have weapons changed and
replaced by iron axed. Once more, the mission after, my bowman can't just use his weapon..
I post the log, the last one of 15/01/2015 at 11:13...

Spoiler
Version: 0.455.548   Date: 2015-0-15 (11 h 13 13' 208)

  0 |   number before resistance modifiers: 0.
  1 | running applyResistance(); element = Pierce, causesHeavy = false, targetMoveType = land
  2 |   number before resistance modifiers: 1.
  3 |    done calculating base dmg; eventualDmg = 9; thisUnitValue = 1
  4 |  -> calculated value of Bow from ( 29 , 10 ), which deals 9 damage and costs 0 out of 12, is -3
  5 | running determineDamage()
  6 | running calculateDamage() for Bow, from Zimmer Thrawn and against Emma Strider with elevationBonus of 0% and extraDistance of 1
  7 |    - base amount = 9; extraDistModifier = -0.15
  8 |    - amount modified by dist falloff = 7
  9 |   elevation bonus = 0
 10 |    - amount modified by dist falloff, elevation = 7
 11 |    - amount modified by dist falloff, elevation, tags = 7
 12 | running applyResistance(); element = Pierce, causesHeavy = false, targetMoveType = land
 13 |   number before resistance modifiers: 7.
 14 |    - amount modified by dist falloff, elevation, tags, and elem. resistance = 6
 15 |   - final damage amount = 6
 16 | running applyResistance(); element = , causesHeavy = false, targetMoveType =
 17 |   number before resistance modifiers: 0.
 18 | running applyResistance(); element = Pierce, causesHeavy = false, targetMoveType = land
 19 |   number before resistance modifiers: 1.
 20 |    done calculating base dmg; eventualDmg = 6; thisUnitValue = 0.9
 21 | running detectGoodCounter() for Emma Strider; char[69].Counter = Sword
 22 |    char[69].hasAttacked = 0; char[69].hasCountered = 0; char[69].counterLimit = 2
 23 | char69 has a counterattack to use: Sword
 24 | running addAttackTiles() in StartBattle class! mode = realAttackTilesCounter; dummyTiles.length = 0; targetingType = constrained
 25 | running determineDamage()
 26 | running calculateDamage() for Sword, from Emma Strider and against None with elevationBonus of 0% and extraDistance of 0
 27 |    - base amount = 10; extraDistModifier = 0
 28 |    - amount modified by dist falloff = 10
 29 |   elevation bonus = 0
 30 |    - amount modified by dist falloff, elevation = 10
 31 |    - amount modified by dist falloff, elevation, tags = 10
 32 | running applyResistance(); element = Slash, causesHeavy = false, targetMoveType = flying
 33 |   number before resistance modifiers: 10.
 34 |    - amount modified by dist falloff, elevation, tags, and elem. resistance = 10
 35 |   - final damage amount = 10
 36 | running determineDamage()
 37 | running calculateDamage() for Sword, from Emma Strider and against Bloodbeard's Bandit with elevationBonus of 0% and extraDistance of 0
 38 |    - base amount = 10; extraDistModifier = 0
 39 |    - amount modified by dist falloff = 10
 40 |   elevation bonus = 0
 41 |    - amount modified by dist falloff, elevation = 10
 42 |    - amount modified by dist falloff, elevation, tags = 10
 43 | running applyResistance(); element = Slash, causesHeavy = false, targetMoveType = land
 44 |   number before resistance modifiers: 10.
 45 |    - amount modified by dist falloff, elevation, tags, and elem. resistance = 10
 46 |   - final damage amount = 10
 47 | running determineDamage()
 48 | running calculateDamage() for Sword, from Emma Strider and against Farasat Hashmal with elevationBonus of 0% and extraDistance of 0
 49 |    - base amount = 10; extraDistModifier = 0
 50 |    - amount modified by dist falloff = 10
 51 |   elevation bonus = 0
 52 |    - amount modified by dist falloff, elevation = 10
 53 |    - amount modified by dist falloff, elevation, tags = 10
 54 | running applyResistance(); element = Slash, causesHeavy = false, targetMoveType = land
 55 |   number before resistance modifiers: 10.
 56 |    - amount modified by dist falloff, elevation, tags, and elem. resistance = 12
 57 |   - final damage amount = 12
 58 |  -> calculated value of Bow from ( 29 , 10 ), which deals 6 damage and costs 0 out of 12, is 2.435172413793104
 59 | running determineDamage()
 60 | running calculateDamage() for Bow, from Zimmer Thrawn and against Farasat Hashmal with elevationBonus of 0% and extraDistance of 2
 61 |    - base amount = 9; extraDistModifier = -0.3
 62 |    - amount modified by dist falloff = 6
 63 |   elevation bonus = 0
 64 |    - amount modified by dist falloff, elevation = 6
 65 |    - amount modified by dist falloff, elevation, tags = 6
 66 | running applyResistance(); element = Pierce, causesHeavy = false, targetMoveType = land
 67 |   number before resistance modifiers: 6.
 68 |    - amount modified by dist falloff, elevation, tags, and elem. resistance = 5
 69 |   - final damage amount = 5
 70 | running applyResistance(); element = , causesHeavy = false, targetMoveType =
 71 |   number before resistance modifiers: 0.
 72 | running applyResistance(); element = Pierce, causesHeavy = false, targetMoveType = land
 73 |   number before resistance modifiers: 1.
 74 |    done calculating base dmg; eventualDmg = 5; thisUnitValue = 0.95
 75 | running detectGoodCounter() for Farasat Hashmal; char[72].Counter = Mind Blast
 76 |    char[72].hasAttacked = 0; char[72].hasCountered = 0; char[72].counterLimit = 0
 77 |  -> calculated value of Bow from ( 29 , 10 ), which deals 5 damage and costs 0 out of 12, is 1.2
 78 | running determineDamage()
 79 | running calculateDamage() for Bow, from Zimmer Thrawn and against Emma Strider with elevationBonus of 0% and extraDistance of 0
 80 |    - base amount = 9; extraDistModifier = 0
 81 |    - amount modified by dist falloff = 9
 82 |   elevation bonus = 0
 83 |    - amount modified by dist falloff, elevation = 9
 84 |    - amount modified by dist falloff, elevation, tags = 9
 85 | running applyResistance(); element = Pierce, causesHeavy = false, targetMoveType = land
 86 |   number before resistance modifiers: 9.
 87 |    - amount modified by dist falloff, elevation, tags, and elem. resistance = 8
 88 |   - final damage amount = 8
 89 | running applyResistance(); element = , causesHeavy = false, targetMoveType =
 90 |   number before resistance modifiers: 0.
 91 | running applyResistance(); element = Pierce, causesHeavy = false, targetMoveType = land
 92 |   number before resistance modifiers: 1.
 93 |    done calculating base dmg; eventualDmg = 8; thisUnitValue = 0.9
 94 | running detectGoodCounter() for Emma Strider; char[69].Counter = Sword
 95 |    char[69].hasAttacked = 0; char[69].hasCountered = 0; char[69].counterLimit = 2
 96 | char69 has a counterattack to use: Sword
 97 | running addAttackTiles() in StartBattle class! mode = realAttackTilesCounter; dummyTiles.length = 0; targetingType = constrained
 98 | running determineDamage()
 99 | running calculateDamage() for Sword, from Emma Strider and against None with elevationBonus of 0% and extraDistance of 0
100 |    - base amount = 10; extraDistModifier = 0
101 |    - amount modified by dist falloff = 10
102 |   elevation bonus = 0
103 |    - amount modified by dist falloff, elevation = 10
104 |    - amount modified by dist falloff, elevation, tags = 10
105 | running applyResistance(); element = Slash, causesHeavy = false, targetMoveType = flying
106 |   number before resistance modifiers: 10.
107 |    - amount modified by dist falloff, elevation, tags, and elem. resistance = 10
108 |   - final damage amount = 10
109 | running determineDamage()
110 | running calculateDamage() for Sword, from Emma Strider and against Bloodbeard's Bandit with elevationBonus of 0% and extraDistance of 0
111 |    - base amount = 10; extraDistModifier = 0
112 |    - amount modified by dist falloff = 10
113 |   elevation bonus = 0
114 |    - amount modified by dist falloff, elevation = 10
115 |    - amount modified by dist falloff, elevation, tags = 10
116 | running applyResistance(); element = Slash, causesHeavy = false, targetMoveType = land
117 |   number before resistance modifiers: 10.
118 |    - amount modified by dist falloff, elevation, tags, and elem. resistance = 10
119 |   - final damage amount = 10
120 | running determineDamage()
121 | running calculateDamage() for Sword, from Emma Strider and against Farasat Hashmal with elevationBonus of 0% and extraDistance of 0
122 |    - base amount = 10; extraDistModifier = 0
123 |    - amount modified by dist falloff = 10
124 |   elevation bonus = 0
125 |    - amount modified by dist falloff, elevation = 10
126 |    - amount modified by dist falloff, elevation, tags = 10
127 | running applyResistance(); element = Slash, causesHeavy = false, targetMoveType = land
128 |   number before resistance modifiers: 10.
129 |    - amount modified by dist falloff, elevation, tags, and elem. resistance = 12
130 |   - final damage amount = 12
131 |  -> calculated value of Bow from ( 29 , 11 ), which deals 8 damage and costs 0 out of 12, is 2.5868965517241382
132 | running determineDamage()
133 | running calculateDamage() for Bow, from Zimmer Thrawn and against Farasat Hashmal with elevationBonus of 0% and extraDistance of 1
134 |    - base amount = 9; extraDistModifier = -0.15
135 |    - amount modified by dist falloff = 7
136 |   elevation bonus = 0
137 |    - amount modified by dist falloff, elevation = 7
138 |    - amount modified by dist falloff, elevation, tags = 7
139 | running applyResistance(); element = Pierce, causesHeavy = false, targetMoveType = land
140 |   number before resistance modifiers: 7.
141 |    - amount modified by dist falloff, elevation, tags, and elem. resistance = 6
142 |   - final damage amount = 6
143 | running applyResistance(); element = , causesHeavy = false, targetMoveType =
144 |   number before resistance modifiers: 0.
145 | running applyResistance(); element = Pierce, causesHeavy = false, targetMoveType = land
146 |   number before resistance modifiers: 1.
147 |    done calculating base dmg; eventualDmg = 6; thisUnitValue = 0.95
148 | running detectGoodCounter() for Farasat Hashmal; char[72].Counter = Mind Blast
149 |    char[72].hasAttacked = 0; char[72].hasCountered = 0; char[72].counterLimit = 0
150 |  -> calculated value of Bow from ( 29 , 11 ), which deals 6 damage and costs 0 out of 12, is 1.25
151 | done picking space! destination = 5,5; now getting walk directions
152 | No viable move destinations; selecting alternative action?
153 | running selectAction()
154 |  - grab item sack, or else grab / capture the flag?
155 |    running checkForGrabAction()
156 |  - use items?
157 | running useInventoryChar() for char 68, Zimmer Thrawn
158 |      found no items currently worth using
159 |  - attack?
160 |  - - - - - - - - - - - - - - - -
161 | running selectAttack()
162 | running determineDamage()
163 | running calculateDamage() for Bow, from Zimmer Thrawn and against Emma Strider with elevationBonus of 0% and extraDistance of 0
164 |    - base amount = 9; extraDistModifier = 0
165 |    - amount modified by dist falloff = 9
166 |   elevation bonus = 0
167 |    - amount modified by dist falloff, elevation = 9
168 |    - amount modified by dist falloff, elevation, tags = 9
169 | running applyResistance(); element = Pierce, causesHeavy = false, targetMoveType = land
170 |   number before resistance modifiers: 9.
171 |    - amount modified by dist falloff, elevation, tags, and elem. resistance = 8
172 |   - final damage amount = 8
173 | running applyResistance(); element = , causesHeavy = false, targetMoveType =
174 |   number before resistance modifiers: 0.
175 | running applyResistance(); element = Pierce, causesHeavy = false, targetMoveType = land
176 |   number before resistance modifiers: 1.
177 |    done calculating base dmg; eventualDmg = 8; thisUnitValue = 0.9
178 | running detectGoodCounter() for Emma Strider; char[69].Counter = Sword
179 |    char[69].hasAttacked = 0; char[69].hasCountered = 0; char[69].counterLimit = 2
180 | char69 has a counterattack to use: Sword
181 | running addAttackTiles() in StartBattle class! mode = realAttackTilesCounter; dummyTiles.length = 0; targetingType = constrained
182 | running determineDamage()
183 | running calculateDamage() for Sword, from Emma Strider and against None with elevationBonus of 0% and extraDistance of 0
184 |    - base amount = 10; extraDistModifier = 0
185 |    - amount modified by dist falloff = 10
186 |   elevation bonus = 0
187 |    - amount modified by dist falloff, elevation = 10
188 |    - amount modified by dist falloff, elevation, tags = 10
189 | running applyResistance(); element = Slash, causesHeavy = false, targetMoveType = flying
190 |   number before resistance modifiers: 10.
191 |    - amount modified by dist falloff, elevation, tags, and elem. resistance = 10
192 |   - final damage amount = 10
193 | running determineDamage()
194 | running calculateDamage() for Sword, from Emma Strider and against Bloodbeard's Bandit with elevationBonus of 0% and extraDistance of 0
195 |    - base amount = 10; extraDistModifier = 0
196 |    - amount modified by dist falloff = 10
197 |   elevation bonus = 0
198 |    - amount modified by dist falloff, elevation = 10
199 |    - amount modified by dist falloff, elevation, tags = 10
200 | running applyResistance(); element = Slash, causesHeavy = false, targetMoveType = land
201 |   number before resistance modifiers: 10.
202 |    - amount modified by dist falloff, elevation, tags, and elem. resistance = 10
203 |   - final damage amount = 10
204 | running determineDamage()
205 | running calculateDamage() for Sword, from Emma Strider and against Farasat Hashmal with elevationBonus of 0% and extraDistance of 0
206 |    - base amount = 10; extraDistModifier = 0
207 |    - amount modified by dist falloff = 10
208 |   elevation bonus = 0
209 |    - amount modified by dist falloff, elevation = 10
210 |    - amount modified by dist falloff, elevation, tags = 10
211 | running applyResistance(); element = Slash, causesHeavy = false, targetMoveType = land
212 |   number before resistance modifiers: 10.
213 |    - amount modified by dist falloff, elevation, tags, and elem. resistance = 12
214 |   - final damage amount = 12
215 |  -> calculated value of Bow from ( 29 , 11 ), which deals 8 damage and costs 0 out of 12, is 2.5868965517241382
216 | running determineDamage()
217 | running calculateDamage() for Bow, from Zimmer Thrawn and against Farasat Hashmal with elevationBonus of 0% and extraDistance of 1
218 |    - base amount = 9; extraDistModifier = -0.15
219 |    - amount modified by dist falloff = 7
220 |   elevation bonus = 0
221 |    - amount modified by dist falloff, elevation = 7
222 |    - amount modified by dist falloff, elevation, tags = 7
223 | running applyResistance(); element = Pierce, causesHeavy = false, targetMoveType = land
224 |   number before resistance modifiers: 7.
225 |    - amount modified by dist falloff, elevation, tags, and elem. resistance = 6
226 |   - final damage amount = 6
227 | running applyResistance(); element = , causesHeavy = false, targetMoveType =
228 |   number before resistance modifiers: 0.
229 | running applyResistance(); element = Pierce, causesHeavy = false, targetMoveType = land
230 |   number before resistance modifiers: 1.
231 |    done calculating base dmg; eventualDmg = 6; thisUnitValue = 0.95
232 | running detectGoodCounter() for Farasat Hashmal; char[72].Counter = Mind Blast
233 |    char[72].hasAttacked = 0; char[72].hasCountered = 0; char[72].counterLimit = 0
234 |  -> calculated value of Bow from ( 29 , 11 ), which deals 6 damage and costs 0 out of 12, is 1.25
235 |        attack chosen: Pierce,Bow,9,0,2,4,0,0,1,0,0,1.5,1,0,0,0,None,Health,CanMove,single,Sparks,constrained,Normal,0,,,,-15,SFX[Bow Nocking:0],SFX[Bow Hit:24],VFX[Pierce:OnTargets:27],VFX[Arrow:TowardTargets:24],Piercing attack that doesn't end the turn.,0,0,equipped
236 | running removeTextOverlay(); calledBy = addTextOverlay()
237 | running determineDamage()
238 | running calculateDamage() for Bow, from Zimmer Thrawn and against Emma Strider with elevationBonus of 0% and extraDistance of 0
239 |    - base amount = 9; extraDistModifier = 0
240 |    - amount modified by dist falloff = 9
241 |   elevation bonus = 0
242 |    - amount modified by dist falloff, elevation = 9
243 |    - amount modified by dist falloff, elevation, tags = 9
244 | running applyResistance(); element = Pierce, causesHeavy = false, targetMoveType = land
245 |   number before resistance modifiers: 9.
246 |    - amount modified by dist falloff, elevation, tags, and elem. resistance = 8
247 |   - final damage amount = 8
248 |  - - - - - -
249 | running prepAttack()! elevationBonus = 0
250 |      resetting endBattleDelay from 1 to 30
251 |      Bowman's Drain is 0
252 |      Bow's Cost is 0
253 |        char69 is on an attack space; char69 is the topmost char on space 29 , 13; char[69].Num = 69
254 | running checkCharAlliance(); alliancesType = Free-for-all; currChar = 68; potentialAlly = 69
255 | running readyLaunchAttack() for char 68, Zimmer the Bowman
256 | running checkForDialogTrigger(); triggerToCheckFor = OnCharAttacked, relatedData = Emma Strider,Hero,69,Zimmer Thrawn, triggeringCharNamesAndCoords =
257 |    triggererFullName = undefined
258 | running getString( CharToEscape )
259 |      varStr = Emma Strider
260 |    --- done checking currBattleDialog ---
261 |           foundDialogTrigger = false
262 |      done checking for OnCharAttacked and OnStat dialog; leftOverCharNames.length = 1; targetCharNames.length = 1
263 | running loadAttackAnims() for attack Bow
264 | running getVFXInfo() for attack Bow
265 |    checking SFX[Bow Nocking:0]; hasVFX? false
266 |    checking SFX[Bow Hit:24]; hasVFX? false
267 |    checking VFX[Pierce:OnTargets:27]; hasVFX? true
268 |    currVFX = Pierce,OnTargets,27
269 |    checking VFX[Arrow:TowardTargets:24]; hasVFX? true
270 |    currVFX = Arrow,TowardTargets,24
271 |       vfxInfo[0] = Pierce,OnTargets,27
272 |       vfxInfo[1] = Arrow,TowardTargets,24
273 | running loadVFX() for vfxToLoad = Pierce,OnTargets,27,Arrow,TowardTargets,24
274 |    vfxToLoad[0] = Pierce,OnTargets,27
275 |    vfxToLoad[1] = Arrow,TowardTargets,24
276 |       atkGraphicsToLoad = 2
277 | running newAnim( Bow ); currAnimType =
278 |    bmpDataURL = Data/Characters/Attacks/Bow/Bowman_M_Bow.png
279 | running loadSpriteSheet( Data/Characters/Attacks/Bow/Bowman_M_Bow.png )
280 | ....main loop paused while graphics load for char 68, Zimmer Thrawn the Bowman....
281 | app:/Data/Characters/Attacks/Bow/Bowman_M_Bow.png loaded within Char; maxFrames = 14; currAnimIsAttack = true; currAnimFrames = 42
282 | running addStatusIndicators( Blinded )
283 | called graphicsLoaded(); gotCharGraphics = 2140 / 190 (app:/Data/Characters/Attacks/Bow/Bowman_M_Bow.png)
284 |      currAction = Attack; canLaunchAttack = true
285 |      1 atkGraphicsLoaded / 3 atkGraphicsToLoad
286 | called graphicsLoaded(); gotCharGraphics = 2141 / 190 (Data/Characters/Attacks/_VFX/Arrow.png)
287 |      currAction = Attack; canLaunchAttack = true
288 |      2 atkGraphicsLoaded / 3 atkGraphicsToLoad
289 | called graphicsLoaded(); gotCharGraphics = 2142 / 190 (Data/Characters/Attacks/_VFX/Pierce.png)
290 |      currAction = Attack; canLaunchAttack = true
291 |      3 atkGraphicsLoaded / 3 atkGraphicsToLoad
292 |      LOADED EVERYTHING! char[ charAttacking ].currAnimIsAttack = true
293 |       go to launch attack!
294 | running launchAttack() for char 68, Zimmer the Bowman
295 | running removeTextOverlay(); calledBy = launchAttack()
296 | running removeTextOverlay(); calledBy = addTextOverlay()
297 | running getSFXInfo() for attack Bow
298 |       sfxInfo[0] = Bow Nocking,0
299 |       sfxInfo[1] = Bow Hit,24
300 | running moveCamera(); pre-existing camQueue.length = 0; targetY = 1952 , targetX = 1019 , framesMoving = 10 , animDelay = 0 , hitFrame = 0 , concludeFrame = 0 , sfxInfo =
301 | CREATING ATTACK MOVE CAM: totalFrames = 42; impactFrame = -15; concludeFrame = 1
302 | running moveCamera(); pre-existing camQueue.length = 1; targetY = 1951 , targetX = 1095 , framesMoving = 37 , animDelay = 5 , hitFrame = -15 , concludeFrame = 42 , sfxInfo = Bow Nocking,0,Bow Hit,24
303 | running placeVFX() for Bow
304 | running getVFXInfo() for attack Bow
305 |    checking SFX[Bow Nocking:0]; hasVFX? false
306 |    checking SFX[Bow Hit:24]; hasVFX? false
307 |    checking VFX[Pierce:OnTargets:27]; hasVFX? true
308 |    currVFX = Pierce,OnTargets,27
309 |    checking VFX[Arrow:TowardTargets:24]; hasVFX? true
310 |    currVFX = Arrow,TowardTargets,24
311 |       vfxInfo[0] = Pierce,OnTargets,27
312 |       vfxInfo[1] = Arrow,TowardTargets,24
313 |    placing atkFXLoaders[0]: currFxName = Pierce, currLoader = [object SpriteSheetLoader], currLoader.currSpriteSheet = [object BitmapData]
314 |      placing Pierce VFX with spriteSheetData [object BitmapData] at 29,13
315 |        Pierce is at 1808 , 800
316 |    placing atkFXLoaders[1]: currFxName = Arrow, currLoader = [object SpriteSheetLoader], currLoader.currSpriteSheet = [object BitmapData]
317 |      placing Arrow VFX with spriteSheetData [object BitmapData] at 29,11
318 |      vfxContainer.frameHeight = 32; vfxContainer.frameWidth = 32; fxY = 1856, fxX = 720
319 |        Arrow is at 1856 , 720
320 | ---------------------------running addDelay( 114 )--------------------------
321 | . . . . . . . . . . . . . . . . . . .
322 | char68, Zimmer the Bowman, facing Right, attacks with Bow!
323 |     The attack does 9 base damage.
324 |     The attack hits:
325 |         char69, Emma the Hero
326 |     Pre-existing damageQueue:
327 | running addStatusIndicators( Blinded )
328 | running addStatusIndicators( Blinded )
329 | running addStatusIndicators( Blinded )
330 | running addStatusIndicators( Blinded )
331 | running addStatusIndicators( Blinded )
332 | running addStatusIndicators( Blinded )
333 | running addStatusIndicators( Blinded )
334 | running addStatusIndicators( Blinded )
335 | running addStatusIndicators( Blinded )
336 | running addStatusIndicators( Blinded )
337 | running addStatusIndicators( Blinded )
338 |      - done moving camera; time to splice the last camQueue entry
339 | running addStatusIndicators( Blinded )
340 |              sfxArray[0] = Bow Nocking,0 -- PLAY!
341 | running addStatusIndicators( Blinded )
342 | running addStatusIndicators( Blinded )
343 | running addStatusIndicators( Blinded )
344 | running addStatusIndicators( Blinded )
345 | running addStatusIndicators( Blinded )
346 | running addStatusIndicators( Blinded )
347 | running addStatusIndicators( Blinded )
348 | running addStatusIndicators( Blinded )
349 | running addStatusIndicators( Blinded )
350 | running addStatusIndicators( Blinded )
351 | running addStatusIndicators( Blinded )
352 | running addStatusIndicators( Blinded )
353 | running addStatusIndicators( Blinded )
354 | running addStatusIndicators( Blinded )
355 | running addStatusIndicators( Blinded )
356 | running addStatusIndicators( Blinded )
357 | running addStatusIndicators( Blinded )
358 | running addStatusIndicators( Blinded )
359 | running addStatusIndicators( Blinded )
360 | running addStatusIndicators( Blinded )
361 | running addStatusIndicators( Blinded )
362 | running addStatusIndicators( Blinded )
363 | running addStatusIndicators( Blinded )
364 | running addStatusIndicators( Blinded )
365 |              sfxArray[1] = Bow Hit,0 -- PLAY!
366 | running addStatusIndicators( Blinded )
367 | running addStatusIndicators( Blinded )
368 | running addStatusIndicators( Blinded )
369 | attack 0, launched by char 68, Zimmer the Bowman, has reached the hit frame -15 in camQueue (attack hits BEFORE end of cam movement)
370 |      char[68].Attacks[0] = Pierce,Bow,9,0,2,4,0,0,1,0,0,1.5,1,0,0,0,None,Health,CanMove,single,Sparks,constrained,Normal,0,,,,-15,SFX[Bow Nocking:0],SFX[Bow Hit:24],VFX[Pierce:OnTargets:27],VFX[Arrow:TowardTargets:24],Piercing attack that doesn't end the turn.,0,0,equipped
371 | running checkForAttackHit()
372 | element = Pierce, atkName = Bow, atkEffect = None, afterAttack = CanMove, moveType = Normal, knockback = 0
373 | - - - - - - - - - - - - - - - target 0: char 69, Emma the Hero - - - - - - - - - - - - - - -
374 |     dieRoll = 6.281907728439324
375 |     Attacker is Blinded; modified die roll = -73.71809227156068
376 | running addFloatyDmgNumbers(); textArray = Blocked!,69,16776960
377 |     deferredDmg = false, movedTarget = false
378 | running checkEmptySpaceEffects()!
379 |       atkElement = Pierce, spaceType at 29 , 13 = Grass
380 | running dealDamage()
381 | running clearDeadChars()
382 | running packageCharNamesForDialog( 0 )    result: None,,None,18,4,Zimmer Thrawn
383 | running checkForDialogTrigger(); triggerToCheckFor = OnCharDeath, relatedData = , triggeringCharNamesAndCoords = None,,None,18,4,Zimmer Thrawn
384 |    triggererFullName = None
385 |   -------------------------------------------------
386 |   checking String(convertedParams) ( -1,Emma Strider ) against relatedData (  ) for line 0: OnCharDeath,-1,Emma Strider,Emma Strider,No!

Should have...trained harder. I'm sorry, Sabby...,ClearPortraits/,AddPortrait/Emma,Emma Strider,right,.../NewBranch/1,1,
387 |   -------------------------------------------------
388 |   checking String(convertedParams) ( -1,Emma Strider ) against relatedData (  ) for line 1: OnCharDeath,-1,Emma Strider,Emma Strider,[Player should not see this; CheckForMoreDialog is in the Actions.],KillChar/Emma Strider,CheckForMoreDialog/,.../EndConv,1,
389 |   -------------------------------------------------
390 |   checking String(convertedParams) ( -1,Sabrina Strider ) against relatedData (  ) for line 2: OnCharDeath,-1,Sabrina Strider,Sabrina Strider,Agh, no!...

...help me, Emma...,ClearPortraits/,AddPortrait/Sabrina,Sabrina Strider,right,.../NewBranch/1,1,
391 |   -------------------------------------------------
392 |   checking String(convertedParams) ( -1,Sabrina Strider ) against relatedData (  ) for line 3: OnCharDeath,-1,Sabrina Strider,Sabrina Strider,[Player should not see this; CheckForMoreDialog is in the Actions.],KillChar/Sabrina Strider,CheckForMoreDialog/,.../EndConv,1,
393 |   -------------------------------------------------
394 |   checking String(convertedParams) ( -1,Louise Legerdemain ) against relatedData (  ) for line 4: OnCharDeath,-1,Louise Legerdemain,Louise Legerdemain,Cu...curses...

...Madeleine...what did I hire you for...?,ClearPortraits/,AddPortrait/Louise,Louise Legerdemain,right,Blue,IfStringGoTo/DeathMode,Casual,1,.../NewBranch/1,1,
395 |   -------------------------------------------------
396 |   checking String(convertedParams) ( -1,Louise Legerdemain ) against relatedData (  ) for line 5: OnCharDeath,-1,Louise Legerdemain,Louise Legerdemain,[Player should not see this; CheckForMoreDialog is in the Actions.],SetString/DyingChar,Louise Legerdemain,SetString/DyingCharFirst,Louise,SetVal/DyingY,=,-Y-,SetVal/DyingX,=,-X-,Run/ApplyDeathMode,CheckForMoreDialog/,.../EndConv,1,
397 |   -------------------------------------------------
398 |   checking String(convertedParams) ( -1,Madeleine Strongarm ) against relatedData (  ) for line 6: OnCharDeath,-1,Madeleine Strongarm,Madeleine Strongarm,,ClearPortraits/,AddPortrait/Madeleine,Madeleine Strongarm,right,Blue,IfStringGoTo/DeathMode,Casual,4,IfValGoTo/LouiseDead,=,1,1,GoTo/2,.../NewBranch/1,1,
399 |   -------------------------------------------------
400 |   checking String(convertedParams) ( -1,Madeleine Strongarm ) against relatedData (  ) for line 7: OnCharDeath,-1,Madeleine Strongarm,Madeleine Strongarm,Shit...

...well, we've all gotta go sometime. It's been a fun ride...,,.../NewBranch/4,1,
401 |   -------------------------------------------------
402 |   checking String(convertedParams) ( -1,Madeleine Strongarm ) against relatedData (  ) for line 8: OnCharDeath,-1,Madeleine Strongarm,Madeleine Strongarm,Shit...

...well, we've all gotta go sometime. See you around, Louise; it's been fun...,,.../NewBranch/3,1,
403 |   -------------------------------------------------
404 |   checking String(convertedParams) ( -1,Madeleine Strongarm ) against relatedData (  ) for line 9: OnCharDeath,-1,Madeleine Strongarm,Louise Legerdemain,Madeleine? Madeleine?!,ClearPortraits/,AddPortrait/Louise,Louise Legerdemain,left,Blue,.../NewBranch/4,1,
405 |   -------------------------------------------------
406 |   checking String(convertedParams) ( -1,Madeleine Strongarm ) against relatedData (  ) for line 10: OnCharDeath,-1,Madeleine Strongarm,Madeleine Strongarm,[Player should not see this; CheckForMoreDialog is in the Actions.],SetString/DyingChar,Madeleine Strongarm,SetString/DyingCharFirst,Madeleine,SetVal/DyingY,=,-Y-,SetVal/DyingX,=,-X-,Run/ApplyDeathMode,CheckForMoreDialog/,.../EndConv,1,
407 |   -------------------------------------------------
408 |   checking String(convertedParams) ( -1,Farasat Hashmal ) against relatedData (  ) for line 11: OnCharDeath,-1,Farasat Hashmal,Farasat Hashmal,[Go to appropriate branch.],ClearPortraits/,AddPortrait/Farasat,Farasat Hashmal,right,Blue,IfStringGoTo/DeathMode,Casual,4,IfValGoTo/GavrielleDead,=,1,1,GoTo/2,.../NewBranch/1,1,
409 |   -------------------------------------------------
410 |   checking String(convertedParams) ( -1,Farasat Hashmal ) against relatedData (  ) for line 12: OnCharDeath,-1,Farasat Hashmal,Farasat Hashmal,We have...failed...

I never should have taken Gavrielle with me...,,.../NewBranch/4,1,
411 |   -------------------------------------------------
412 |   checking String(convertedParams) ( -1,Farasat Hashmal ) against relatedData (  ) for line 13: OnCharDeath,-1,Farasat Hashmal,Farasat Hashmal,I have failed...

But Gavrielle...yet lives...,,.../NewBranch/3,1,
413 |   -------------------------------------------------
414 |   checking String(convertedParams) ( -1,Farasat Hashmal ) against relatedData (  ) for line 14: OnCharDeath,-1,Farasat Hashmal,Gavrielle Hashmal,Brother! No!!!

Don't you dare die on me...,ClearPortraits/,AddPortrait/Gavrielle,Gavrielle Hashmal,left,Blue,.../NewBranch/4,1,
415 |   -------------------------------------------------
416 |   checking String(convertedParams) ( -1,Farasat Hashmal ) against relatedData (  ) for line 15: OnCharDeath,-1,Farasat Hashmal,Farasat Hashmal,[Player should not see this; CheckForMoreDialog is in the Actions.],SetString/DyingChar,Farasat Hashmal,SetString/DyingCharFirst,Farasat,SetVal/DyingY,=,-Y-,SetVal/DyingX,=,-X-,Run/ApplyDeathMode,CheckForMoreDialog/,.../EndConv,1,
417 |   -------------------------------------------------
418 |   checking String(convertedParams) ( -1,Gavrielle Hashmal ) against relatedData (  ) for line 16: OnCharDeath,-1,Gavrielle Hashmal,Gavrielle Hashmal,[Go to appropriate branch.],ClearPortraits/,AddPortrait/Gavrielle,Gavrielle Hashmal,right,Blue,IfStringGoTo/DeathMode,Casual,4,IfValGoTo/FarasatDead,=,1,1,GoTo/2,.../NewBranch/1,1,
419 |   -------------------------------------------------
420 |   checking String(convertedParams) ( -1,Gavrielle Hashmal ) against relatedData (  ) for line 17: OnCharDeath,-1,Gavrielle Hashmal,Gavrielle Hashmal,Oh, damn. Damn. Didn't see...that one coming...

...I'll be with you soon, brother...,,.../NewBranch/4,1,
421 |   -------------------------------------------------
422 |   checking String(convertedParams) ( -1,Gavrielle Hashmal ) against relatedData (  ) for line 18: OnCharDeath,-1,Gavrielle Hashmal,Gavrielle Hashmal,Oh, damn. Damn. Didn't see...that one coming...

I tried, Farasat...,,.../NewBranch/3,1,
423 |   -------------------------------------------------
424 |   checking String(convertedParams) ( -1,Gavrielle Hashmal ) against relatedData (  ) for line 19: OnCharDeath,-1,Gavrielle Hashmal,Farasat Hashmal,Gavrielle! Sister!!!

...sweet Yawah, no...,ClearPortraits/,AddPortrait/Gavrielle,Farasat Hashmal,left,Blue,.../NewBranch/4,1,
425 |   -------------------------------------------------
426 |   checking String(convertedParams) ( -1,Gavrielle Hashmal ) against relatedData (  ) for line 20: OnCharDeath,-1,Gavrielle Hashmal,Gavrielle Hashmal,[Player should not see this; CheckForMoreDialog is in the Actions.],SetString/DyingChar,Gavrielle Hashmal,SetString/DyingCharFirst,Gavrielle,SetVal/DyingY,=,-Y-,SetVal/DyingX,=,-X-,Run/ApplyDeathMode,CheckForMoreDialog/,.../EndConv,1,
427 |   -------------------------------------------------
428 |   checking String(convertedParams) ( -1,Scarlet Etoile ) against relatedData (  ) for line 21: OnCharDeath,-1,Scarlet Etoile,Scarlet Etoile,If I must meet my end, then I will meet it...with dignity...,ClearPortraits/,AddPortrait/Scarlet,Scarlet Etoile,right,Blue,IfStringGoTo/DeathMode,Casual,1,.../NewBranch/1,1,
429 |   -------------------------------------------------
430 |   checking String(convertedParams) ( -1,Scarlet Etoile ) against relatedData (  ) for line 22: OnCharDeath,-1,Scarlet Etoile,Scarlet Etoile,[Player should not see this; CheckForMoreDialog is in the Actions.],SetString/DyingChar,Scarlet Etoile,SetString/DyingCharFirst,Scarlet,SetVal/DyingY,=,-Y-,SetVal/DyingX,=,-X-,Run/ApplyDeathMode,CheckForMoreDialog/,.../EndConv,1,
431 |   -------------------------------------------------
432 |   checking String(convertedParams) ( -1,Lakshmi Bana ) against relatedData (  ) for line 23: OnCharDeath,-1,Lakshmi Bana,Lakshmi Bana,D...damn...

I guess this all had to end sooner or later...I just wish it'd been later...,ClearPortraits/,AddPortrait/Lakshmi,Lakshmi Bana,right,Blue,IfStringGoTo/DeathMode,Casual,1,.../NewBranch/1,1,
433 |   -------------------------------------------------
434 |   checking String(convertedParams) ( -1,Lakshmi Bana ) against relatedData (  ) for line 24: OnCharDeath,-1,Lakshmi Bana,Lakshmi Bana,[Player should not see this; CheckForMoreDialog is in the Actions.],SetString/DyingChar,Lakshmi Bana,SetString/DyingCharFirst,Lakshmi,SetVal/DyingY,=,-Y-,SetVal/DyingX,=,-X-,Run/ApplyDeathMode,CheckForMoreDialog/,.../EndConv,1,
435 |   -------------------------------------------------
436 |   checking String(convertedParams) ( -1,Zimmer Thrawn ) against relatedData (  ) for line 25: OnCharDeath,-1,Zimmer Thrawn,Zimmer Thrawn,I regret...nothing...,ClearPortraits/,AddPortrait/Zimmer,Zimmer Thrawn,right,Blue,IfStringGoTo/DeathMode,Casual,1,.../NewBranch/1,1,
437 |   -------------------------------------------------
438 |   checking String(convertedParams) ( -1,Zimmer Thrawn ) against relatedData (  ) for line 26: OnCharDeath,-1,Zimmer Thrawn,Zimmer Thrawn,[Player should not see this; CheckForMoreDialog is in the Actions.],SetString/DyingChar,Zimmer Thrawn,SetString/DyingCharFirst,Zimmer,SetVal/DyingY,=,-Y-,SetVal/DyingX,=,-X-,Run/ApplyDeathMode,CheckForMoreDialog/,.../EndConv,1,
439 |   -------------------------------------------------
440 |   checking String(convertedParams) ( -1,Meridian ) against relatedData (  ) for line 27: OnCharDeath,-1,Meridian,Meridian,W-what a cruel world...I hope the next one's better...,ClearPortraits/,AddPortrait/Meridian,Meridian,right,IfStringGoTo/DeathMode,Casual,1,.../NewBranch/1,1,
441 |   -------------------------------------------------
442 |   checking String(convertedParams) ( -1,Meridian ) against relatedData (  ) for line 28: OnCharDeath,-1,Meridian,Meridian,[Player should not see this; CheckForMoreDialog is in the Actions.],SetString/DyingChar,Meridian,SetString/DyingCharFirst,Meridian,SetVal/DyingY,=,-Y-,SetVal/DyingX,=,-X-,Run/ApplyDeathMode,CheckForMoreDialog/,.../EndConv,1,
443 |   -------------------------------------------------
444 |   checking String(convertedParams) ( -1,Rebecca Flare ) against relatedData (  ) for line 29: OnCharDeath,-1,Rebecca Flare,Rebecca Flare,D-defeated? Me? There must be...some mistake...,ClearPortraits/,AddPortrait/Rebecca,Rebecca Flare,right,Blue,IfStringGoTo/DeathMode,Casual,1,.../NewBranch/1,1,
445 |   -------------------------------------------------
446 |   checking String(convertedParams) ( -1,Rebecca Flare ) against relatedData (  ) for line 30: OnCharDeath,-1,Rebecca Flare,Rebecca Flare,[Player should not see this; CheckForMoreDialog is in the Actions.],SetString/DyingChar,Rebecca Flare,SetString/DyingCharFirst,Rebecca,SetVal/DyingY,=,-Y-,SetVal/DyingX,=,-X-,Run/ApplyDeathMode,CheckForMoreDialog/,.../EndConv,1,
447 |   -------------------------------------------------
448 |   checking String(convertedParams) ( -1,Teresa Dayo ) against relatedData (  ) for line 31: OnCharDeath,-1,Teresa Dayo,Teresa Dayo,[Go to appropriate branch.],ClearPortraits/,AddPortrait/Teresa,Teresa Dayo,right,Blue,IfStringGoTo/DeathMode,Casual,4,IfValGoTo/FarasatDead,=,1,1,GoTo/2,.../NewBranch/1,1,
449 |   -------------------------------------------------
450 |   checking String(convertedParams) ( -1,Teresa Dayo ) against relatedData (  ) for line 32: OnCharDeath,-1,Teresa Dayo,Teresa Dayo,Is this it? I still had so much left I...wanted to do...,,.../NewBranch/4,1,
451 |   -------------------------------------------------
452 |   checking String(convertedParams) ( -1,Teresa Dayo ) against relatedData (  ) for line 33: OnCharDeath,-1,Teresa Dayo,Teresa Dayo,Is this it? I still had so much left I...wanted to do...

Goodbye, Phoebe...,,.../NextBranch/,1,
453 |   -------------------------------------------------
454 |   checking String(convertedParams) ( -1,Teresa Dayo ) against relatedData (  ) for line 34: OnCharDeath,-1,Teresa Dayo,Phoebe Wittler,Teresa? Teresa!,ClearPortraits/,AddPortrait/Phoebe,Phoebe Wittler,left,Blue,.../NextBranch/,1,
455 |   -------------------------------------------------
456 |   checking String(convertedParams) ( -1,Teresa Dayo ) against relatedData (  ) for line 35: OnCharDeath,-1,Teresa Dayo,Teresa Dayo,[Player should not see this; CheckForMoreDialog is in the Actions.],SetString/DyingChar,Teresa Dayo,SetString/DyingCharFirst,Teresa,SetVal/DyingY,=,-Y-,SetVal/DyingX,=,-X-,Run/ApplyDeathMode,CheckForMoreDialog/,.../EndConv,1,
457 |   -------------------------------------------------
458 |   checking String(convertedParams) ( -1,Phoebe Wittler ) against relatedData (  ) for line 36: OnCharDeath,-1,Phoebe Wittler,Phoebe Wittler,[Go to appropriate branch.],ClearPortraits/,AddPortrait/Phoebe,Phoebe Wittler,right,Blue,IfStringGoTo/DeathMode,Casual,4,IfValGoTo/FarasatDead,=,1,1,GoTo/2,.../NewBranch/1,1,
459 |   -------------------------------------------------
460 |   checking String(convertedParams) ( -1,Phoebe Wittler ) against relatedData (  ) for line 37: OnCharDeath,-1,Phoebe Wittler,Phoebe Wittler,I've often wondered what it would feel like to die. The cold...it trickles in like water...,,.../NewBranch/4,1,
461 |   -------------------------------------------------
462 |   checking String(convertedParams) ( -1,Phoebe Wittler ) against relatedData (  ) for line 38: OnCharDeath,-1,Phoebe Wittler,Phoebe Wittler,I've often wondered what it would feel like to die. The cold...it trickles in like water...,,.../NextBranch/,1,
463 |   -------------------------------------------------
464 |   checking String(convertedParams) ( -1,Phoebe Wittler ) against relatedData (  ) for line 39: OnCharDeath,-1,Phoebe Wittler,Teresa Dayo,No, no no no—Phoebe! We still have to go exploring the ruins together, remember?! Oh god, don't die...,ClearPortraits/,AddPortrait/Teresa,Teresa Dayo,left,Blue,.../NextBranch/,1,
465 |   -------------------------------------------------
466 |   checking String(convertedParams) ( -1,Phoebe Wittler ) against relatedData (  ) for line 40: OnCharDeath,-1,Phoebe Wittler,Phoebe Wittler,[Player should not see this; CheckForMoreDialog is in the Actions.],SetString/DyingChar,Phoebe Wittler,SetString/DyingCharFirst,Phoebe,SetVal/DyingY,=,-Y-,SetVal/DyingX,=,-X-,Run/ApplyDeathMode,CheckForMoreDialog/,.../EndConv,1,
467 |   -------------------------------------------------
468 |   checking String(convertedParams) ( -1,Harriet Glaive ) against relatedData (  ) for line 41: OnCharDeath,-1,Harriet Glaive,, [Pick correct variation of her death monologue.],IfStringGoTo/CurrScene,Battle with Malcolm,1,GoTo/4,.../NextBranch/,1,
469 |   -------------------------------------------------
470 |   checking String(convertedParams) ( -1,Harriet Glaive ) against relatedData (  ) for line 42: OnCharDeath,-1,Harriet Glaive,Harriet Glaive,Malcolm, you pusillanimous fecal sac...,ClearPortraits/,AddPortrait/Harriet,Harriet Glaive,right,Blue,LightPortrait/Harriet,LavaLight,.../NextBranch/,1,
471 |   -------------------------------------------------
472 |   checking String(convertedParams) ( -1,Harriet Glaive ) against relatedData (  ) for line 43: OnCharDeath,-1,Harriet Glaive,Harriet Glaive,Looks like you won...after all...,MovePortrait/Harriet,120,0,90,FadePortrait/Harriet,50,90,SetString/DyingChar,Harriet Glaive,SetString/DyingCharFirst,Harriet,SetVal/DyingY,=,-Y-,SetVal/DyingX,=,-X-,Run/KillCharacter,.../NextBranch,1,
473 |   -------------------------------------------------
474 |   checking String(convertedParams) ( -1,Harriet Glaive ) against relatedData (  ) for line 44: OnCharDeath,-1,Harriet Glaive,Harriet Glaive,[Player should not see this; CheckForMoreDialog is in the Actions.],NextScene/,.../NextScene,1,
475 |   -------------------------------------------------
476 |   checking String(convertedParams) ( -1,Harriet Glaive ) against relatedData (  ) for line 45: OnCharDeath,-1,Harriet Glaive,Harriet Glaive,Malcolm, you pusillanimous fecal sac...is this what you wanted?

Looks like you won...after all...,SetString/CurrScene,-SCENE-,IfStringGoTo/CurrScene,Battle with Malcolm,2,ClearPortraits/,AddPortrait/Harriet,Harriet Glaive,right,Blue,IfStringGoTo/DeathMode,Casual,1,.../NextBranch/,1,
477 |   -------------------------------------------------
478 |   checking String(convertedParams) ( -1,Harriet Glaive ) against relatedData (  ) for line 46: OnCharDeath,-1,Harriet Glaive,Harriet Glaive,[Player should not see this; CheckForMoreDialog is in the Actions.],SetString/DyingChar,Harriet Glaive,SetString/DyingCharFirst,Harriet,SetVal/DyingY,=,-Y-,SetVal/DyingX,=,-X-,Run/ApplyDeathMode,CheckForMoreDialog/,.../EndConv,1,
479 |   -------------------------------------------------
480 |   checking String(convertedParams) ( -1,Tremolo Phalanges ) against relatedData (  ) for line 47: OnCharDeath,-1,Tremolo Phalanges,Tremolo Phalanges,What cruel irony...stealin' the rest of a thief's life away...,ClearPortraits/,AddPortrait/Tremolo,Tremolo Phalanges,right,IfStringGoTo/DeathMode,Casual,1,.../NewBranch/1,1,
481 |   -------------------------------------------------
482 |   checking String(convertedParams) ( -1,Tremolo Phalanges ) against relatedData (  ) for line 48: OnCharDeath,-1,Tremolo Phalanges,Tremolo Phalanges,[Player should not see this; CheckForMoreDialog is in the Actions.],SetString/DyingChar,Tremolo Phalanges,SetString/DyingCharFirst,Tremolo,SetVal/DyingY,=,-Y-,SetVal/DyingX,=,-X-,Run/ApplyDeathMode,CheckForMoreDialog/,.../EndConv,1,
483 |   -------------------------------------------------
484 |   checking String(convertedParams) ( -1,Harynx ) against relatedData (  ) for line 49: OnCharDeath,-1,Harynx,Harynx,Oh...I'm feeling so...very tired...,ClearPortraits/,AddPortrait/Harynx,Harynx,right,IfStringGoTo/DeathMode,Casual,1,.../NewBranch/1,1,
485 |   -------------------------------------------------
486 |   checking String(convertedParams) ( -1,Harynx ) against relatedData (  ) for line 50: OnCharDeath,-1,Harynx,Harynx,[Player should not see this; CheckForMoreDialog is in the Actions.],SetString/DyingChar,Harynx,SetString/DyingCharFirst,Harynx,SetVal/DyingY,=,-Y-,SetVal/DyingX,=,-X-,Run/ApplyDeathMode,CheckForMoreDialog/,.../EndConv,1,
487 |   -------------------------------------------------
488 |   checking String(convertedParams) ( -1,Lord Dakarai ) against relatedData (  ) for line 51: OnCharDeath,-1,Lord Dakarai,Lord Dakarai,Lord...Da...kaaaa...rrrrrrrrr.,ClearPortraits/,AddPortrait/Lord Dakarai,Lord Dakarai,right,IfStringGoTo/DeathMode,Casual,1,.../NewBranch/1,1,
489 |   -------------------------------------------------
490 |   checking String(convertedParams) ( -1,Lord Dakarai ) against relatedData (  ) for line 52: OnCharDeath,-1,Lord Dakarai,Lord Dakarai,[Player should not see this; CheckForMoreDialog is in the Actions.],SetString/DyingChar,Lord Dakarai,SetString/DyingCharFirst,LordDakarai,SetVal/DyingY,=,-Y-,SetVal/DyingX,=,-X-,Run/ApplyDeathMode,CheckForMoreDialog/,.../EndConv,1,
491 |   -------------------------------------------------
492 |   checking String(convertedParams) ( -1,Silithis Predat ) against relatedData (  ) for line 53: OnCharDeath,-1,Silithis Predat,Silithis Predat,Si arimat sas si-dama-duurat...asit Ambuur Zaris...asit ze ka...,ClearPortraits/,AddPortrait/Silithis Predat,Silithis Predat,right,IfStringGoTo/DeathMode,Casual,1,.../NewBranch/1,1,
493 |   -------------------------------------------------
494 |   checking String(convertedParams) ( -1,Silithis Predat ) against relatedData (  ) for line 54: OnCharDeath,-1,Silithis Predat,Silithis Predat,[Player should not see this; CheckForMoreDialog is in the Actions.],SetString/DyingChar,Silithis Predat,SetString/DyingCharFirst,Silithis,SetVal/DyingY,=,-Y-,SetVal/DyingX,=,-X-,Run/ApplyDeathMode,CheckForMoreDialog/,.../EndConv,1,
495 |   -------------------------------------------------
496 |   checking String(convertedParams) ( -1,Des Serret ) against relatedData (  ) for line 55: OnCharDeath,-1,Des Serret,Des Serret,Oso!

Si-dama-ho...azis zesit ho. Ferat duur...,ClearPortraits/,AddPortrait/Des Serret,Des Serret,right,IfStringGoTo/DeathMode,Casual,1,.../NewBranch/1,1,
497 |   -------------------------------------------------
498 |   checking String(convertedParams) ( -1,Des Serret ) against relatedData (  ) for line 56: OnCharDeath,-1,Des Serret,Des Serret,[Player should not see this; CheckForMoreDialog is in the Actions.],SetString/DyingChar,Des Serret,SetString/DyingCharFirst,Des,SetVal/DyingY,=,-Y-,SetVal/DyingX,=,-X-,Run/ApplyDeathMode,CheckForMoreDialog/,.../EndConv,1,
499 |   -------------------------------------------------
500 |   checking String(convertedParams) ( -1,Hee'la ) against relatedData (  ) for line 57: OnCharDeath,-1,Hee'la,Hee'la,Omisigah...

Gefang fes...si-dama-blud...,ClearPortraits/,AddPortrait/Hee'la,Hee'la,right,IfStringGoTo/DeathMode,Casual,1,.../NewBranch/1,1,
501 |   -------------------------------------------------
502 |   checking String(convertedParams) ( -1,Hee'la ) against relatedData (  ) for line 58: OnCharDeath,-1,Hee'la,Hee'la,[Player should not see this; CheckForMoreDialog is in the Actions.],SetString/DyingChar,Hee'la,SetString/DyingCharFirst,Hee'la,SetVal/DyingY,=,-Y-,SetVal/DyingX,=,-X-,Run/ApplyDeathMode,CheckForMoreDialog/,.../EndConv,1,
503 |   -------------------------------------------------
504 |   checking String(convertedParams) ( -1,Naila Hashmal ) against relatedData (  ) for line 59: OnCharDeath,-1,Naila Hashmal,Naila Hashmal,REPLACE WITH ACTUAL DIALOG.,ClearPortraits/,AddPortrait/Naila,Naila Hashmal,right,IfStringGoTo/DeathMode,Casual,1,.../NewBranch/1,1,
505 |   -------------------------------------------------
506 |   checking String(convertedParams) ( -1,Naila Hashmal ) against relatedData (  ) for line 60: OnCharDeath,-1,Naila Hashmal,Naila Hashmal,[Player should not see this; CheckForMoreDialog is in the Actions.],SetString/DyingChar,Naila Hashmal,SetString/DyingCharFirst,Naila,SetVal/DyingY,=,-Y-,SetVal/DyingX,=,-X-,Run/ApplyDeathMode,CheckForMoreDialog/,.../EndConv,1,
507 |   -------------------------------------------------
508 |   checking String(convertedParams) ( -1,Edwin Gabbergast ) against relatedData (  ) for line 61: OnCharDeath,-1,Edwin Gabbergast,Edwin Gabbergast,[Go to appropriate branch.],ClearPortraits/,AddPortrait/Edwin,Edwin Gabbergast,right,Blue,IfStringGoTo/DeathMode,Casual,4,IfValGoTo/ScarletDead,=,1,1,IfValGoTo/RecruitedScarlet,=,0,1,GoTo/2,.../NewBranch/1,1,
509 |   -------------------------------------------------
510 |   checking String(convertedParams) ( -1,Edwin Gabbergast ) against relatedData (  ) for line 62: OnCharDeath,-1,Edwin Gabbergast,Edwin Gabbergast,Bloody hell. I've had a bad run lately...haven't I...,,.../NewBranch/4,1,
511 |   -------------------------------------------------
512 |   checking String(convertedParams) ( -1,Edwin Gabbergast ) against relatedData (  ) for line 63: OnCharDeath,-1,Edwin Gabbergast,Edwin Gabbergast,Bloody hell. I've had a bad run lately...haven't I...,,.../NextBranch/,1,
513 |   -------------------------------------------------
514 |   checking String(convertedParams) ( -1,Edwin Gabbergast ) against relatedData (  ) for line 64: OnCharDeath,-1,Edwin Gabbergast,Scarlet Etoile,Edwin! No!!!,ClearPortraits/,AddPortrait/Scarlet,Scarlet Etoile,left,Blue,.../NextBranch/,1,
515 |   -------------------------------------------------
516 |   checking String(convertedParams) ( -1,Edwin Gabbergast ) against relatedData (  ) for line 65: OnCharDeath,-1,Edwin Gabbergast,Edwin Gabbergast,[Player should not see this; CheckForMoreDialog is in the Actions.],SetString/DyingChar,Edwin Gabbergast,SetString/DyingCharFirst,Edwin,SetVal/DyingY,=,-Y-,SetVal/DyingX,=,-X-,Run/ApplyDeathMode,CheckForMoreDialog/,.../EndConv,1,
517 |   -------------------------------------------------
518 |   checking String(convertedParams) ( -1,Oliver Spenks ) against relatedData (  ) for line 66: OnCharDeath,-1,Oliver Spenks,Oliver Spenks,REPLACE WITH ACTUAL DIALOG.,ClearPortraits/,AddPortrait/Oliver,Oliver Spenks,right,IfStringGoTo/DeathMode,Casual,1,.../NewBranch/1,1,
519 |   -------------------------------------------------
520 |   checking String(convertedParams) ( -1,Oliver Spenks ) against relatedData (  ) for line 67: OnCharDeath,-1,Oliver Spenks,Oliver Spenks,[Player should not see this; CheckForMoreDialog is in the Actions.],SetString/DyingChar,Oliver Spenks,SetString/DyingCharFirst,Oliver,SetVal/DyingY,=,-Y-,SetVal/DyingX,=,-X-,Run/ApplyDeathMode,CheckForMoreDialog/,.../EndConv,1,
521 |   -------------------------------------------------
522 |   checking String(convertedParams) ( -1,Sarn Kamina ) against relatedData (  ) for line 68: OnCharDeath,-1,Sarn Kamina,Sarn Kamina,REPLACE WITH ACTUAL DIALOG.,ClearPortraits/,AddPortrait/Sarn,Sarn Kamina,right,IfStringGoTo/DeathMode,Casual,1,.../NewBranch/1,1,
523 |   -------------------------------------------------
524 |   checking String(convertedParams) ( -1,Sarn Kamina ) against relatedData (  ) for line 69: OnCharDeath,-1,Sarn Kamina,Sarn Kamina,[Player should not see this; CheckForMoreDialog is in the Actions.],SetString/DyingChar,Sarn Kamina,SetString/DyingCharFirst,Sarn,SetVal/DyingY,=,-Y-,SetVal/DyingX,=,-X-,Run/ApplyDeathMode,CheckForMoreDialog/,.../EndConv,1,
525 |   -------------------------------------------------
526 |   checking String(convertedParams) ( -1,Siripent ) against relatedData (  ) for line 70: OnCharDeath,-1,Siripent,Siripent,REPLACE WITH ACTUAL DIALOG.,ClearPortraits/,AddPortrait/Siripent,Siripent,right,IfStringGoTo/DeathMode,Casual,1,.../NewBranch/1,1,
527 |   -------------------------------------------------
528 |   checking String(convertedParams) ( -1,Siripent ) against relatedData (  ) for line 71: OnCharDeath,-1,Siripent,Siripent,[Player should not see this; CheckForMoreDialog is in the Actions.],SetString/DyingChar,Siripent,SetString/DyingCharFirst,Siripent,SetVal/DyingY,=,-Y-,SetVal/DyingX,=,-X-,Run/ApplyDeathMode,CheckForMoreDialog/,.../EndConv,1,
529 | running getString( CharToEscape )
530 |      varStr = Emma Strider
531 |    --- done checking currBattleDialog ---
532 |           foundDialogTrigger = false
533 |      going through and auto-removing any dead characters without a dying monologue!
534 |        gainedExp = false; charAttacking = 68; chosenAttack = 0
535 | running applyExperience() for char 68
536 | running swimmingPenalties()
537 | running levelUpChars()
538 |        CLEARING DAMAGE QUEUE
539 | finished running clearDeadChars(); chosenAttack = 0
540 | running addStatusIndicators( Blinded )
541 | running addStatusIndicators( Blinded )
542 | running addStatusIndicators( Blinded )
543 | returning to rest pose internally, within Char!
544 | running newAnim( Rest ); currAnimType = Bow
545 |    bmpDataURL = Data/Characters/Rest/Bowman_M_Rest.png
546 | running loadSpriteSheet( Data/Characters/Rest/Bowman_M_Rest.png )
547 | ....main loop paused while graphics load for char 68, Zimmer Thrawn the Bowman....
548 | app:/Data/Characters/Rest/Bowman_M_Rest.png loaded within Char; maxFrames = 1; currAnimIsAttack = false; currAnimFrames = 42
549 | running addStatusIndicators( Blinded )
550 | called graphicsLoaded(); gotCharGraphics = 2143 / 190 (app:/Data/Characters/Rest/Bowman_M_Rest.png)
551 |      currAction = Attack; canLaunchAttack = false
552 | running addStatusIndicators( Blinded )
553 | running addStatusIndicators( Blinded )
554 | running addStatusIndicators( Blinded )
555 | running addStatusIndicators( Blinded )
556 | running addStatusIndicators( Blinded )
557 | running addStatusIndicators( Blinded )
558 | running addStatusIndicators( Blinded )
559 | running addStatusIndicators( Blinded )
560 | running addStatusIndicators( Blinded )
561 | running addStatusIndicators( Blinded )
562 | running addStatusIndicators( Blinded )
563 | running addStatusIndicators( Blinded )
564 |  . counting down attack camera; frames remaining until impact: -15; frames remaining until conclusion: 41
565 | running addStatusIndicators( Blinded )
566 |  . counting down attack camera; frames remaining until impact: -15; frames remaining until conclusion: 40
567 | running addStatusIndicators( Blinded )
568 |  . counting down attack camera; frames remaining until impact: -15; frames remaining until conclusion: 39
569 | running addStatusIndicators( Blinded )
570 |  . counting down attack camera; frames remaining until impact: -15; frames remaining until conclusion: 38
571 | running addStatusIndicators( Blinded )
572 |  . counting down attack camera; frames remaining until impact: -15; frames remaining until conclusion: 37
573 | running addStatusIndicators( Blinded )
574 |  . counting down attack camera; frames remaining until impact: -15; frames remaining until conclusion: 36
575 | running addStatusIndicators( Blinded )
576 |  . counting down attack camera; frames remaining until impact: -15; frames remaining until conclusion: 35
577 | running addStatusIndicators( Blinded )
578 |  . counting down attack camera; frames remaining until impact: -15; frames remaining until conclusion: 34
579 | running addStatusIndicators( Blinded )
580 |  . counting down attack camera; frames remaining until impact: -15; frames remaining until conclusion: 33
581 | running addStatusIndicators( Blinded )
582 |  . counting down attack camera; frames remaining until impact: -15; frames remaining until conclusion: 32
583 | running addStatusIndicators( Blinded )
584 |  . counting down attack camera; frames remaining until impact: -15; frames remaining until conclusion: 31
585 | running addStatusIndicators( Blinded )
586 |  . counting down attack camera; frames remaining until impact: -15; frames remaining until conclusion: 30
587 | running addStatusIndicators( Blinded )
588 |  . counting down attack camera; frames remaining until impact: -15; frames remaining until conclusion: 29
589 | running addStatusIndicators( Blinded )
590 |  . counting down attack camera; frames remaining until impact: -15; frames remaining until conclusion: 28
591 | running addStatusIndicators( Blinded )
592 |  . counting down attack camera; frames remaining until impact: -15; frames remaining until conclusion: 27
593 | running addStatusIndicators( Blinded )
594 |  . counting down attack camera; frames remaining until impact: -15; frames remaining until conclusion: 26
595 | running addStatusIndicators( Blinded )
596 |  . counting down attack camera; frames remaining until impact: -15; frames remaining until conclusion: 25
597 | running addStatusIndicators( Blinded )
598 |  . counting down attack camera; frames remaining until impact: -15; frames remaining until conclusion: 24
599 | running addStatusIndicators( Blinded )
600 |  . counting down attack camera; frames remaining until impact: -15; frames remaining until conclusion: 23
601 | running addStatusIndicators( Blinded )
602 |  . counting down attack camera; frames remaining until impact: -15; frames remaining until conclusion: 22
603 | running addStatusIndicators( Blinded )
604 |  . counting down attack camera; frames remaining until impact: -15; frames remaining until conclusion: 21
605 | running addStatusIndicators( Blinded )
606 |  . counting down attack camera; frames remaining until impact: -15; frames remaining until conclusion: 20
607 | running addStatusIndicators( Blinded )
608 |  . counting down attack camera; frames remaining until impact: -15; frames remaining until conclusion: 19
609 | running addStatusIndicators( Blinded )
610 |  . counting down attack camera; frames remaining until impact: -15; frames remaining until conclusion: 18
611 | running addStatusIndicators( Blinded )
612 |  . counting down attack camera; frames remaining until impact: -15; frames remaining until conclusion: 17
613 | running addStatusIndicators( Blinded )
614 |  . counting down attack camera; frames remaining until impact: -15; frames remaining until conclusion: 16
615 | running addStatusIndicators( Blinded )
616 |  . counting down attack camera; frames remaining until impact: -15; frames remaining until conclusion: 15
617 | running addStatusIndicators( Blinded )
618 |  . counting down attack camera; frames remaining until impact: -15; frames remaining until conclusion: 14
619 | running addStatusIndicators( Blinded )
620 |  . counting down attack camera; frames remaining until impact: -15; frames remaining until conclusion: 13
621 | running addStatusIndicators( Blinded )
622 |  . counting down attack camera; frames remaining until impact: -15; frames remaining until conclusion: 12
623 | running addStatusIndicators( Blinded )
624 |  . counting down attack camera; frames remaining until impact: -15; frames remaining until conclusion: 11
625 | runni
Title: Re: The early access bug reporting thread
Post by: kk6clope on January 15, 2015, 11:04:38 AM
Ho and an other bug. At the mission where you need to collect apples, the screen freeze and impossible to go to the next one
Title: Re: The early access bug reporting thread
Post by: CraigStern on January 15, 2015, 01:46:25 PM
Thank you for reporting these! I will look into them soon. :)

(Just a tip for the future: you can attach the log file itself to your post. The log should contain 999 lines of code, more than the text boxes on these forums can handle!)
Title: Re: The early access bug reporting thread
Post by: carlosfan666 on January 15, 2015, 04:21:27 PM
In the battle where emma escapes the fortress, if certain characters are on wooden bridge tiles where the bridge is dropped, when the bridge drops they permanantly die despite the game being in casual mode.  I had both archers, the crossbowman, and the shadowling on those tiles but only the archers were available for the apples mission, not the crossbowman or shadowling.
Title: Re: The early access bug reporting thread
Post by: kk6clope on January 16, 2015, 12:32:46 AM
Oups, i didn't noticed it  was possible to send a file haha my apologizes for the iceberge of text haha
This is my last log, i hope he will help you.
Title: Re: The early access bug reporting thread
Post by: kk6clope on January 16, 2015, 04:59:45 AM
Ho and sorry to announce you an other one. But in multiplayer, when you start the game, it happen an auto-win..
Seem the same bug as campaign  :) good luck !
Title: Re: The early access bug reporting thread
Post by: CraigStern on January 16, 2015, 03:37:47 PM
in multiplayer, when you start the game, it happen an auto-win..

Can you tell me what settings you had selected for the multiplayer match? How many players? Which map? Also, the log would help. :)
Title: Re: The early access bug reporting thread
Post by: kk6clope on January 19, 2015, 01:57:27 AM
Hi Craigstern !
Finally, since update, i could finish the " Collect Apples Mission". But after, i can't quipe Emma or Sabrina ( don't remember wich one) with sword and at the next mission, characters are invisible and so, can't play..
Good luck and have a good day
Title: Re: The early access bug reporting thread
Post by: kk6clope on January 20, 2015, 08:08:20 AM
Weird, i can equip with Throwing axes, but not all characters appear.. Start to think i made too much " replace update" and have to restart campaign from beginnng..
Title: Re: The early access bug reporting thread
Post by: kk6clope on January 20, 2015, 08:11:48 AM
Ho no, i tried something ! Crossbowman, Spear and Emma need to have Throwing Axes in Inventory for be able to use their weapon and mission can be launch without freeze
Title: Re: The early access bug reporting thread
Post by: CraigStern on January 20, 2015, 09:31:48 AM
Yeah, there's a problem with the game thinking characters have weapons equipped for items that don't actually exist in their inventories. I haven't yet figured out what is causing this, but I'm going to try to figure it out in the next few days.
Title: Re: The early access bug reporting thread
Post by: bugfartboy on January 27, 2015, 05:03:12 PM
When you click the next button after selecting a map for a Local Match, you just get an empty window with a non-functioning "Back" arrow.  I updated my installation roughly 30 minutes ago.
Title: Re: The early access bug reporting thread
Post by: Tunnel-Master on January 27, 2015, 08:24:20 PM
Hello again! I just finished playing the campaign all the way through for the first time and I took some notes as I went. Unfortunately, I also updated the game as I progressed and as updates were released, so some of the things closer to the beginning may have already been addressed. With that disclaimer in mind, here's the list of bugs and other observations that I had, roughly in the order that I noticed them:

1. Killing any character that has a death monologue doesn't seem to yield any experience. I noticed this first with Zash and Red, but the pattern held for any character that says something when you defeat them in gameplay, including Umber Gnawbone, who of course doesn't actually die.

2. I noticed a typo in the dialogue leading up to the mission where you free Meridian: "Is that where's they're keeping her..."

3. I found a couple more typos during the mission where Emma is escaping from Bloodbeard's fortress: before you start playing, Sabrina says, "If Emma trying fight her way out..." and when Gulch arrives during the mission itself, he says "... or is the fortress is being attacked?!"

4. Also, if you manage to defeat Gulch or Fera during that mission, neither one of them has a "death" monologue. (At least not with the version I was playing at the time.)

5. Some item drops don't occur on the spot where the target actually died but might be a space or two away - which can be problematic if you're trying to strategize how to retrieve items before the enemy can.

6. Moving characters across bridges can be glitchy: the highlighted path showing where the selected character would move often isn't visible but instead appears to be behind the bridge tiles.

7. Dropping an apple and then picking it up again during the apple-picking mission counts towards your eleven apples needed to finish the mission. (So in principle, you could probably complete the mission by dropping and retrieving one apple over and over again.)

8. If you chose not to speak to Lakshmi at the camp earlier in the game, then you have to listen to cricket noise throughout the battle with the hill bandits: after Emma first awakes from her nightmare, Lakshmi doesn't come in to cheer her up, and without that cutscene, it seems like the cricket noise is never terminated.

9. Occasionally, when your weapon breaks, your turn doesn't end and you may even be able to attack again: sometimes, you are not allowed to access your inventory after attacking, like normal for bowmen and cavaliers, but from time to time, you can equip a new weapon and use it to attack a second time. Even if you can't equip a new weapon, you can very often continue to move that character, even if they're a class that ordinarily can't do anything after attacking.

10. Another typo: the words "... psy pefense..." appear in the description of the power orb in your inventory.

11. Standing on the far end of a bridge may cause an enemy not to attack you if he is not also on the bridge; similarly, you may not be able to use shield effects on allies unless they're on the same bridge as you. I noticed this problem several times throughout the game (the hill bandit mission is particularly problematic), but I observed it with the most detail during the mission near the end of the game where you're gaining entry to the mines: there was a bronze golem on the stone bridge just in front of Sabrina and when the golem attacked her on his turn, she didn't counterattack. She also couldn't attack him on her next turn until she moved onto the bridge herself.

12. During the mission where you first encounter the Ebon Riders, characters can occasionally pass through the top spiked barricade on the bridge as if it were an empty space.

13. I've noticed that promoted characters - of all of the classes that I've seen so far and regardless of whether they're friend or foe - turn purple during their animations.

14. Items are sometimes duplicated in my inventory. I have had multiple grapple chains in earlier games, and in this playthrough, I ended up with several power orbs.

15. Leveling up Teresa can be challenging since there is no way to replace her weapon in the game (barring random drops in the missions where those occur, anyway): even though you primarily gain experience with her by building things, it seems like you don't actually obtain that experience until she attacks something, meaning that you only have 45 opportunities (I think) for her to actually level before her weapon breaks. It would be good if you can buy a new oversized wrench in Coria, or at least from Sarn Kamina. (Or perhaps have a guaranteed one in the crypt along with the golem parts?)

16. During the tavern fight in Coria, I had a character who couldn't walk through the righthand door of the double doors on the balcony; specifically, I think it was Sabrina, who was standing in the square above the righthand door and could only enter the balcony by walking around and through the door on the left.

17. Just before the next mission, Sabrina's portrait is up instead of Emma's when the latter starts addressing the roomful of thieves.

18. When fighting my way into the mines, I ran into some problems with enemy characters backstabbing my tent. It doesn't seem like this should be possible.

19. During the same mission, the game also periodically froze on me when enemies wandered into traps. These could be traps that were placed by me or the ones that were already there at the start of the mission.

20. Dodge -5 isn't indicated in the description for plated boots, even though equipping them appears to have that effect.

21. When you unequip an item - whether it's a weapon or a piece of armor - a "Strength -5" message flashes every time; thankfully, the character's strength doesn't actually decrease by 5.

22. Moving items around in your inventory is kind of clunky. It wasn't so problematic at first, but later in the game when you're likely to have a lot more items, I found that I really needed to organize my stuff to keep track of who had what and the process of organizing was difficult. I would love to be able to click and drag items instead of "dropping" them and giving them back to that character (if I wanted to keep all of their bandages together, for instance).

23. Characters' faces - especially those of shadowlings - can obstruct dialogue boxes and even block some of the words.

24. When the epilogue was playing at the end of the game, I saw what happened both if Sarn Kamina survived and if she had died. (Sarn Kamina had, in fact, survived.)

I think that's everything. It was a fun campaign! I'm looking forward to seeing how the end of the game looks with the rest of the cutscenes and so forth in place.

Peace out,
-TM
Title: Re: The early access bug reporting thread
Post by: CraigStern on January 27, 2015, 10:44:41 PM
Thanks guys! Lots of really helpful stuff here; I'll get to work on fixing it. :)
Title: Re: The early access bug reporting thread
Post by: bugfartboy on January 31, 2015, 03:57:43 PM
While introducing a friend to the game earlier, here are some things that I noticed:
1. If you end your turn without opening your inventory in the respective part of the tutorial, the game's dialog doesn't continue. Quitting or surrendering is your only way out.
2. Surrendering during the Tutorial breaks/freezes the game.
3. Blinded units can miss with mental attacks. (Log for this one attached. Not sure if intentional or not)


Unrelated
He was a fan of fire emblem, and certainly seemed interested in this.
Title: Re: The early access bug reporting thread
Post by: bum_199 on January 31, 2015, 10:18:48 PM
Hi i dont know if this is a bug or a windows 8 issue. i recently had to update to windows 8.1. ive noticed certain games especially older ones like when i run emulators dont run in full screen. telepath tactics has been doing this lately since the i had to get 8.1 . Its nearly full screen with black borders around the edge.  I think its related to resolution but cant figure it out. full screen is checked in telepath tactics. its worth noting the title screen takes up the whole screen though. on a separate note i have a question. i know telepath tactics will allow  pushing enemies. will we be able to pull enemies too or mod that in?
Title: Re: The early access bug reporting thread
Post by: bugfartboy on February 01, 2015, 11:28:44 AM
Hi i dont know if this is a bug or a windows 8 issue. i recently had to update to windows 8.1. ive noticed certain games especially older ones like when i run emulators dont run in full screen. telepath tactics has been doing this lately since the i had to get 8.1 . Its nearly full screen with black borders around the edge.  I think its related to resolution but cant figure it out. full screen is checked in telepath tactics. its worth noting the title screen takes up the whole screen though.
Any map that isn't big enough to fill your whole screen on its own will have a black border. The game doesn't zoom if it detects you're only using a small part of your screen. If you mean something else, a screen-shot would probably help.
on a separate note i have a question. i know telepath tactics will allow  pushing enemies. will we be able to pull enemies too or mod that in?
This is already coded and implemented into the game. Several characters gain the ability to pull others, some from a distance, and you can design custom abilities that pull if you wish.
Title: Re: The early access bug reporting thread
Post by: CraigStern on February 01, 2015, 04:11:01 PM
BFB is correct on all counts. :)

While introducing a friend to the game earlier, here are some things that I noticed:
1. If you end your turn without opening your inventory in the respective part of the tutorial, the game's dialog doesn't continue. Quitting or surrendering is your only way out.
2. Surrendering during the Tutorial breaks/freezes the game.

Good catch; I'm working on fixing that as we speak!

3. Blinded units can miss with mental attacks. (Log for this one attached. Not sure if intentional or not)

I actually caught this one during playtesting Thursday night; if you update, it should be fixed in the latest build of the game.
Title: Re: The early access bug reporting thread
Post by: kk6clope on February 02, 2015, 01:58:58 AM
Hi ! A little bug...In campaign When lord marakai promote, the character is invisible..
Title: Re: The early access bug reporting thread
Post by: kk6clope on February 02, 2015, 05:28:43 AM
Same for Mantis Knight and Great Black Sprigatt.
Title: Re: The early access bug reporting thread
Post by: CraigStern on February 02, 2015, 09:03:44 AM
Thanks! I'll look into that ASAP.
Title: Re: The early access bug reporting thread
Post by: kk6clope on February 02, 2015, 11:17:37 AM
Hooo, and that's same bug for all lizard warriors. Invisible and promoted " Machinist"... Good luck  ;) !
Title: Re: The early access bug reporting thread
Post by: bum_199 on February 02, 2015, 04:23:00 PM
i dont know if its planned but the game zooming on small maps would make it feel much more like full screen and be very welcome.
Title: Re: The early access bug reporting thread
Post by: bugfartboy on February 03, 2015, 02:08:18 PM
Using "Recruit Psy Healer" in Bases for Generals mode creates a null Psy Healer.  It's an easy fix, though.
-Edit:1-
When a flag is grabbed in Capture the Flag, the popup reads "Grabbed Swordsman".
-Edit:2-
Having one character pick up more than one flag in Capture the Flag mode, then clicking "Drop Flag" will cause one flag to be dropped, and the others to disappear.

Log files for each are attached in order listed.
Title: Re: The early access bug reporting thread
Post by: bugfartboy on February 04, 2015, 11:15:11 AM
I was testing out the attack "Laser Blast" with a new AOE pattern to allow it to hit 11 targets at once, as in previous games.  The AI used the attack correctly once, but the second time the AI aimed where units used to be and popped up "No Target".  I was then able to select the direction the enemy unit fired.
Title: Re: The early access bug reporting thread
Post by: rikafirst on February 15, 2015, 01:23:41 PM
Two bugs:

1) In the "rescue a black Spriggat" mission, I didn't recruit the Spriggat after I won.  I won by defeating all enemies, and I took long enough for the "slow" effect to wear off on the Spriggat carrier.

2) My characters now have an infinite spawning bandage.  It started on Sabrina and moved to Scarlet.  The character has three bandages in their inventory, and when those bandages are dropped in the inventory management screen, another character is selected, and then the first character is selected again, they have three bandages in their inventory again.

Log file is attached.
Title: Re: The early access bug reporting thread
Post by: rikafirst on February 15, 2015, 01:54:49 PM
New bug: when infiltrating the bandit camp, I can go to the second floor with the dice playing bandit, but can't travel to the third floor as the stairs transition doesn't seem to work.
Title: Re: The early access bug reporting thread
Post by: CraigStern on February 15, 2015, 05:28:40 PM
Thanks! I fixed the second of those bugs yesterday (http://sinisterdesign.net/forum/index.php?topic=1224.msg47550#msg47550); it should be in the next update. :)

You're actually not supposed to be able to go to the third floor in the bandit fortress; I should probably put something in the game that makes that clearer.

I'll look into that second one with not recruiting Meridian, though!
Title: Re: The early access bug reporting thread
Post by: Lord Mu on February 16, 2015, 04:35:08 PM
I was for many weeks unable to update the game, keeping getting "error #0". I uninstalled the game, but now cannot reinstall it, keeping getting "error #0".
Title: Re: The early access bug reporting thread
Post by: CraigStern on February 17, 2015, 08:05:10 AM
Ah! That one is actually covered on the site's FAQ (http://sinisterdesign.net/faq/):

Quote
6. I’m trying to install a game, but it keeps giving me Error #0. How do I fix that?

According to Adobe (http://forums.adobe.com/thread/899180), you can take care of that by using this Microsoft utility (http://support.microsoft.com/mats/Program_Install_and_Uninstall/en-us), then uninstalling Adobe AIR from your system, then downloading the latest version of AIR (http://get.adobe.com/air) and installing it again.
Title: Re: The early access bug reporting thread
Post by: carlosfan666 on February 17, 2015, 06:52:19 PM
In the battle against Archos, Sabrina and any character to the right and below her die upon deployment.
Title: Re: The early access bug reporting thread
Post by: bugfartboy on February 22, 2015, 04:59:45 PM
Not so much a bug, but the OnLoaded trigger isn't listed in the manual.


-EDIT-
Something interesting, to me: The game takes significantly longer to load NameSelection.xml (slightly modified from the one I PMed you a few months ago) every time I enter it.  It takes a few seconds the first time, longer the second time, and a very long time after that.  I've attached the log file from the second run.
Title: Re: The early access bug reporting thread
Post by: bugfartboy on February 23, 2015, 02:15:30 PM
Using very low RGB values in the <Light> do not show up, even with a high intensity value.
Title: Re: The early access bug reporting thread
Post by: bugfartboy on February 24, 2015, 11:02:09 AM
The manual is missing documentation regarding naming branches and the use of BNAME[].
Title: Re: The early access bug reporting thread
Post by: Sonicjumper on March 06, 2015, 12:28:58 AM
1. Pre-Bug Conditions - Unsure of the map name, but it is the map with the long stone bridge and first encounter with enemy mechanics, spriggats, and mentalists(image attached). Emma Strider had been attacked by a few dark spriggats and kinetically pulled into water, so she had several "Slowed" and "Softened" statuses (maybe this is another bug on its own). The following turn I had her swim out of the water, continued the rest of my turn, and the next turn is where the bug occurred.

2. Bug Description - After playing through about 10ish turns, I hovered over Emma Strider, the info box popped up, and then the screen froze. The music continued playing in the background for a few seconds until it also froze and sounds like its gargling null errors. A log file is attached from the time of the bug, and an image shows where the screen froze.

Game Version 0.456 (last downloaded 3/4/15)
Title: Re: The early access bug reporting thread
Post by: bugfartboy on March 09, 2015, 08:18:48 PM
You can't use ID tags in place of a character name when using -STAT:name,stat- in dialog.


I can't seem to get a character to retain it's name change, even though it was added to a roster and was currently on the map when the change occurred.  It will stick through that map, but revert to it's original once a new map is loaded.
Title: Re: The early access bug reporting thread
Post by: Tunnel-Master on March 15, 2015, 12:43:19 PM
Hello again. I'm running into a somewhat depressing bug in the campaign right now. During the mission where Sabrina is helping Emma escape from the fortress, when the bridge is supposed to be lowered, nothing actually happens: when you click after the guard finishes his dialogue, you hear the sound of splashing water but the dialogue box doesn't go away; when you click again, the dialogue box disappears but there's no stone bridge to be seen, and after that, it's pretty much impossible to select your characters and you have to abandon the mission. I've attempted this mission at least three times with version 0.456 and once more with version 0.899 and the outcome has been the same every time. Can you help? I'd like to see more of the completed game!
Title: Re: The early access bug reporting thread
Post by: CraigStern on March 15, 2015, 08:42:59 PM
Thanks Tunnelmaster! Just fixed it; I'll have it in the next update sometime tonight. :)
Title: Re: The early access bug reporting thread
Post by: Tunnel-Master on March 17, 2015, 12:48:08 AM
Fantastic. Thank you! I just finished the mission, so all is right with the world again.
Title: Re: The early access bug reporting thread
Post by: Tunnel-Master on March 22, 2015, 10:05:40 PM
Me again! Sorry to post again so soon. I'm still playing version 0.92. I've finished several more missions, but now I've noticed that the game hangs up during the bridge battle whenever Ebon Raban is about to move. This has happened twice now, so it appears to be a pattern.
Title: Re: The early access bug reporting thread
Post by: CraigStern on March 23, 2015, 02:06:55 PM
Hm. Got a log? ;)
Title: Re: The early access bug reporting thread
Post by: Tunnel-Master on March 23, 2015, 06:26:01 PM
Oh, right. I think this is the most recent one. (The timestamp looks about right, at least.) Good luck!
Title: Re: The early access bug reporting thread
Post by: CraigStern on March 23, 2015, 08:33:27 PM
Ah! I think that's one I actually just fixed the other day. I'm uploading a new build right now, but try updating in an hour or two. ;)
Title: Re: The early access bug reporting thread
Post by: bugfartboy on March 24, 2015, 08:41:36 AM
Unsure if it's a bug or a feature, but a few seconds after an OnAttackSelect trigger the character that triggered it deselects their attack, especially during the tutorial.  While it isn't that big of a deal, it's a little frustrating for scripts that depend on the trigger.
Title: Re: The early access bug reporting thread
Post by: Tunnel-Master on March 25, 2015, 07:41:59 PM
Well, as of version 0.94, I'm still running into that freezing bug in the bridge mission; and unfortunately, this last time, the game didn't seem to produce a log when it went south. :-/ In case it matters, I'm guessing that Ebon Raban is trying to charge his target when he's attempting to make his move (which is when the game's been freezing), but since there's still water separating them, he won't be able to reach them. I've seen those "can't reach target" messages in earlier playthroughs, but they haven't caused the game to hang up before.

This last observation isn't exactly a bug, but it's been happening pretty consistently to me since I started replaying this mission: almost every time that the Ebon engineer places his charges on the bridge, another Ebon character has been caught in the blast. It's usually a cavalier that attacks the charges before a mentalist or crossbowman has a chance to finish them off, although this last time, it was actually another mentalist who hadn't taken his turn before a different mentalist used gravity spike on the charges. And while the cavalier/mentalist who's caught in the blast has always survived the explosion, he's never able to swim out of the water after falling in, regardless of how much energy he has. While this is kind of amusing to watch and it's sort of doing the player a favor, it obviously isn't very realistic that the bad guys would so blatantly damage their own forces; but I don't know how much of a priority realism is for you at this point, on the eve of the release. Those are just my two cents.
Title: Re: The early access bug reporting thread
Post by: CraigStern on March 25, 2015, 09:08:15 PM
In case it matters, I'm guessing that Ebon Raban is trying to charge his target when he's attempting to make his move (which is when the game's been freezing), but since there's still water separating them, he won't be able to reach them.

Is this something that happens only when your characters make it toward the left end of the bridge? Or is he trying to charge right to hit Harynx or Meridian as they hover over the water, perhaps? (I just tested it with Scarlet below him on the bridge and couldn't get it to freeze.)

Do me a favor and hit L to force the game to generate a log if this happens again; it'll help me a lot with fixing it! :)
Title: Re: The early access bug reporting thread
Post by: Tunnel-Master on March 26, 2015, 07:07:00 PM
This one seems to be a real doozie. I tried a couple more times, but even tapping L didn't give me a log file; all that it gave me was a Windows error message. I'm attaching a screenshot of one of my hangups, but it's pretty much what you already guessed: I just have some character (in this case, Meridian) a few spaces to the right of the cliff that Ebon is perched on. I could give you the code of the error message, on the off chance that that's helpful?
Title: Re: The early access bug reporting thread
Post by: CraigStern on March 27, 2015, 09:39:35 AM
Ah! Got it. Thanks for the extra details. :)

If there's no log, it might be that the game's caught in an infinite loop of some kind. I'll look into this!
Title: Re: The early access bug reporting thread
Post by: Tunnel-Master on April 03, 2015, 08:43:58 PM
Thank you for resolving the infinite loop issue in the bridge mission. I was able to finish that mission to my satisfaction the other day. At one point along the way, I actually had three enemy characters get caught by the exploding charges, which prompted the Ebon mentalists to try to telekinetically pull their comrades out of the water to no avail. (You can see this yourself in the enclosed screenshot.) Perhaps if bad guys do end up falling through the bridge when the bomb goes off, can they at least be able to swim out of the water afterwards?

In the next mission, I've attempted to get the loot that the Coria Dog Dastard is carrying, but alas, the battle ends as soon as you kill him. (I was hoping to avoid this by keeping another bad guy alive to the end of the mission, but that didn't work out either.) What are your thoughts about that?
Title: Re: The early access bug reporting thread
Post by: bugfartboy on April 10, 2015, 08:35:42 PM
The map display does not update when a character or object's location is changed via edit window in the Map Editor.

I think it has something to do with leaving the spritetype parameter of the character blank, but the game froze and generated 470 log files before I forced it to close after I had a character launch Dark Vortex.  Here are the log files. (https://dl.dropboxusercontent.com/u/43455493/Logs.zip)


-EDIT-
Just changed the spritetype to Fencer and that fixed the issue.  The game doesn't like characters without an assigned sprite.
Title: Re: The early access bug reporting thread
Post by: bugfartboy on April 16, 2015, 08:35:00 AM
In multiplayer (Default mode at least) Barudit don't receive names.  From what I can tell, the CharNames file has names for race "Lizardman", but CharClasses still lists them as being of race "Lissit".
Title: Re: The early access bug reporting thread
Post by: CraigStern on April 17, 2015, 07:57:30 AM
In multiplayer (Default mode at least) Barudit don't receive names.

Thanks--I noticed that while we were playing matches at the release party last night!

I just fixed it; it'll be in the next update. (For now, if you want to fix it yourself, all you have to do is replace the two instances of Lizardman with Lissit in CharNames.xml in the multiplayer ruleset folder you're using. That should do it.)