Is the sprite set going to be limited to the one for sale at oryxdesignlab or is an expansion a possibility? Does oryxdesignlab take commissions?
I voted. Also, since they let you vote for 10 different projects it would be nice to be able to vote 10 times for a single project. Seems fair to me.
I think that Kazz might be right, at least in my case. I can't replicate the crash when loading the saved game. Besides a decline in performance after running for a while, it runs fine. Maybe something about saving and reloading is changing something? At the same time I tried to replicate the crash from a saved state I did successfully replicate the crash in a game running from start to end without any saving or loading.
I'm not sure what on my computer could be causing conflicts though. It's an up to date copy of Win 8.1 and I'm not doing anything unusual on it. I've tried killing any processes started at boot which aren't tied directly to the OS but it hasn't changed the outcome so far.
Along with auto-updating the equipment there should be some sort of heuristic to decide who gets what. A level 1 goblin shouldn't really get better gear than a level 10 Legendary Humanoid in most cases I would think. If a heuristic is implemented it would be nice to give the player some control over it, like being able to designate a group to always receive priority for better weapons and armor.
Okay. I sent it to your extremic.com address which I hope is the right place. The process of saving and reloading seems to have changed the behavior of the bug a bit but not removed it completely.
I agree that they're unfairly strong at the moment, but maybe they call for a new class of enemies? A priest class with bonuses against the undead might help even out the fight. I've seen people talking about having gods in Keeper mode, so maybe priests could be worked into that somehow.
I'll chime in to say that I've noticed this as well. Every time my game gets far enough to have taken over the map I find it's missing at least one tome.
I played a normal keeper game (i.e. not just stay in a hole the whole time) without enemy aggression on and ran into the same problem. It was a lot later this time though, as it only started going down after turn 21,000 but I'm not sure if that's related to the enemy aggression or if I was just lucky this play-through.
I'm still really not sure what could be triggering it. It seems related to how long the game has been going but it has a pretty wide range of crash times. I've played with dungeons of varying complexity, armies of different sizes, and nothing obvious is jumping out at me. From what I recall after starting to keep track of these crashes I was never doing anything very interesting at the time, just general dungeon/army maintenance stuff.
I ran the test two times, both for more than 18,000 turns, and didn't see a problem come up. At the end of both tests the frame rate was around 90 fps and the memory usage was nearly the same as it had been at the start. I did run these tests with aggressive enemies turned off which is different from how I normally play when I've seen this bug but I'm not sure if it could have an impact.
Neither of the first two tests caused it to crash within an hour. I ran the tests with the same number/type of background applications I usually have open, just in case that was influencing the tests but even with that there wasn't any sign of a problem. However, when I tried playing a game as normal I had it crash just shy of two hours in, near turn 18,000. I'm going to repeat the first two tests for a longer period of time when I'm able.
As for the third test, I've tried but I keep catching swords with my face within the first few minutes so I might have to get better at adventure mode to really test it. Unless you mean to just leave it running?
It's happened every time so far. Like I said though, this only started for me with version 8.
I'm not sure if it's the same problem but I'm seeing something similar. I can start a game and play for a while just fine. The only odd thing at the start of the game is that my screen is black until I first move the camera. However, at some point the game abruptly drops from about 60-80 fps down to 0-10. It hobbles along briefly but then crashes. This problem is with alpha 8 only, alpha 7 ran without any problems at all on the same machine.
Like weemcast I haven't been able to find something in particular to trigger this aside from just playing for an hour or so. I tried playing with a very small number of monsters and a small dungeon but didn't notice anything different from playing with a very large and complex dungeon and as many monsters as I could get. After seeing this post I tried running the game with the Windows Task Manager open at the same time but didn't see any obvious problems with memory use. It had a very small bump at the moment it crashed but otherwise stayed level while it ran.
The only other thing I noticed is that right before the fps tanks the minimap goes white and only shows the blue dot without any of the other features.
Specs: Fully patched version of Windows 8.1, 64 bit, i7, and a GTX 670.
I hope this is helpful.
I got an email from you on the 15th, when I first donated. Is that the one?
Congratulations. I'm looking forward to see what's next.
If I don't loose productivity from the excitement, Alpha8 should be out today 🙂
If getting a project funded isn't a good reason to do some non-productive celebrating, what is? 🙂