Thanks for posting this, we are checking it out. To my eyes it looks like the corruption condition we fixed in 1.12 is in your save game. Unfortunately the fix keeps the corruption from happening, but cant "repair" it (once the data is lost its lost). Im going to pass your save to a developer to make sure, but the good news is that new games started with 1.12 wont have this issue.
DerekPaxton
The patch turned me into a newt!
Yes, if you switch from the beta to the public option it will downgrade you (I believe)
We have created an opt-in beta for the 1.12 patch. It will be going out through the normal channels first but we wanted to make it available to players that may be running into the issues it resolves so they aren't inconvenienced. Please report any issues you notice with it in the FE Support forum. https://forums.elementalgame.com/438260/page/1/#3296347
I've updated the first post with a 1.12 beta patch.
Fixed, thanks.
Awesome, thanks for the feedback.
Definitly a lot of mod stuff still loading and throwing errors in the debug file. I suspect thats the source of your errors. I'd recommend you delete your "C:\Users\Owner\Documents\My Games\FallenEnchantress\" directory (it will recreate the next time you start the game). That will wipe out all the mods you have installed and reset your settings.
Can someone who isn't seeing city names post your debug.err so i can see if we are getting any errors related to rendering the names. Note: please go into the game and make sure you aren't seeing the city name (so that the error message will be written out) and then send the debug.err.
Fixed, thanks.
[quote who="jutetrea" reply="3" id="3295647"]Going to try it, just had a game that was working perfectly fine this morning and afternoon fail to load tonight. Seems it mostly loads - I see units/background all dark and then it just stops and hangs. If I can I'll attach debug.err - lots of stuff in there, can't really tell what's important. https://www.dropbox.com/s/it438k1mkvrsrai/121612_0833PM_debug.err That didn't seem to fix the
Strange, its working for me: http://screencast.com/t/BxlSy81g I'll play with some game options and see if we can figure out whats going on.
All of the xml for your savegame is stored in the save, not the datazip so editing your datazip wouldn't effect saves. In the olden days it took a lot of time to read in all the games xml (not literal i/o time, but translating all the strings to game entities). So the datazip was created to store all that xml in a form that the game could load more quickly. If your xml changes the datazip is rebuilt, making load times longer when the xml changes, but much faster for th
I am able to create a new custom faction and play with it without a crash. I wonder if it has to do with a specific ability that is being picked with the custom faction? If you could tell me exactly what options you pick when creating the custom faction that causes the crash I'm happy to try to repro it. Or if you want to attach the xml (from your my games/fallen enchantress/races/ directory) from your custom faction i'd love to check it out. I
If you can provide a save I'm glad to check it out. I've never seen it in hundreds of hours of playing unless i clicked on an enemy when i was trying to move. But if you do find a situation where it happens and can show a save beforehand I'd love to take a look.
*** Released *** Fixes Crash while loading saves (especially old version saves) Correctly sets the Heroic trait to cost 2 instead of 0 Removed the setting of arctic terrain from Vetrar's Howl (it was overwriting cities) <p style="padding-left:
ah, good point, thanks.
Fixed, thanks.
Short Answer: Try deleting your ..\FallenEnchantress\Data.zip file and see if that resolves the issue for you. If that doesn't fix it please link you AnimationPAcks.xml, Animations.xml and AnimationSubPacks.xml files. Long Answer: There are 3 xml files at work here. 1. AnimationPacks.xml This has the "M_Giant_Death_Animations" Animation subpack specified. This
I just tested it and it works fine for me. Is anyone else seeing this?
Worked fine for me, it started the alchemist quest when i stepped off it and back on. Anyone else able to repro the issue form this save?
[quote who="FlashXAron" reply="3" id="3291186"] ... it is in your Stardock ACCOUNT https://store.stardock.com/myaccount/products But don't be upset, because since I have installed that map my game always CRASHES when I am encounter any TROLL ... it worked without DLC, as I already have finished 2 full games with Version 1.02 ... So I have now to wait until the game will be updated to 1.1 and also that DLC ! [/quot
[quote who="Sentinemodo" reply="52" id="3291090"]hmm, question, is ranged dodge, equal at least to normal dodge? If not than the standard counter fro wraights would be to use archers, and or always hitting things, like (ogre hurl boulders) but may be they need even harder hit points reduction to have this viable. creating reall fragile but evasive units.[/quote] Yes, currently Dodge works against all attacks (ranged or melee) while Ranged Dodge just helps against
Making a spell which gives you a way to deal with unit with high spell resistance, and then making it not work on those same targets would be a mistake (imo). If shadowbolt was to good I would lower the damage or the amount of spell resistance it lowers, I wouldn't make it resistable (and I dont think it need to be nerfed).
From our perspective 1.1 means that it spends longer in QA and gets more attention. It is a significant update, as compared to a .01 update which is assumed to have a smaller risk level. In this case the memory fix is awesome but so big that when I asked the developer what was the chance it would introduce new bugs his answer was 100%. And he was right, we had lots of issues to fix with it. But that answer meant that there was no chance it was going out