Vore War V43D: Last major bugfixes

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Re: Vore War V42B (updated 9/13/23)

Postby Flame_Valxsarion » Wed Aug 07, 2024 6:31 pm

PueraTheFox wrote:BTW When are y'all going to make a mac download link for the new versions? the newest version that has a linux and mac download is v39. so that's the most recent version I can even play. are you guys planning on adding this as an option at any point?

I will try my best
BoringKoboId wrote:is it just me, or do all the community map download links not work?

They don't. I'm sorry. You can thank Discord. I'm going to try and pack them into a .zip and put it next to the next release.
Azimuth11 wrote:Hello, is there a way to make it so that when its the AI's turn, you have more time to see what happens in the message logs by making it so that you have to manually pass each action so that you can actually read whats going on? Thanks!

Pressing the P key will pause everything, giving you a chance to scroll through and view things at your leisure
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Re: Vore War V42B (updated 9/13/23)

Postby Flame_Valxsarion » Thu Aug 08, 2024 7:29 pm

Version 43A is out. Eka's is refusing to let me update the main post, I'll update it when I can.

https://github.com/Flame-Valxsarion/Vor ... s/tag/V43A
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Re: Vore War V42B (updated 9/13/23)

Postby WhatTheNani » Thu Aug 08, 2024 11:41 pm

New version seems fun, lots of fun stuff to be played with, but unfortunately 3 turns in I've already hit a problem. At the start of the 3rd turn I got an exception, soon after 2 AI empires fought, and then after the battle concluded and I closed the post fight stats screen they just never continued with their turn. Also after the battle, and whenever I load in, the camera zooms in hard to the bottom left corner of the map.
Here is the exception text:
Spoiler: show
Exception: IndexOutOfRangeException: Index was outside the bounds of the array.
Version :43A
StrategyMode.RedrawArmies () (at <49dfb8a671914155963bb4d7c876f187>:0)
StrategyMode.Regenerate (System.Boolean initialLoad) (at <49dfb8a671914155963bb4d7c876f187>:0)
StrategyMode.BeginTurn () (at <49dfb8a671914155963bb4d7c876f187>:0)
StrategyMode.EndTurn () (at <49dfb8a671914155963bb4d7c876f187>:0)
StrategyMode.AI (System.Single dt) (at <49dfb8a671914155963bb4d7c876f187>:0)
StrategyMode.ReceiveInput () (at <49dfb8a671914155963bb4d7c876f187>:0)
GameManager.Update () (at <49dfb8a671914155963bb4d7c876f187>:0)

Also I have day and night alternating every turn, so turn 3 is the first transition from night to day. Don't know if that has anything to do with it, but I remember there being a number of AI breaking bugs around day/night cycle in previous versions, so figured I'd mention it.
Edit: Disabling day and night cycles caused the exception to no longer occur. Oh, and I forgot to initially mention it, but despite the fact I'm pretty sure I didn't add them at the start, I had an Aabayx empire show up with 0 villages or armies that was allied by default to the mice, and had a default army and garrison size of 4 (I always leave them at the default 16).

Also, I had a battle between the Scylla and Mermaids go on indefinitely because the mermaids were outhealing the Scylla's digestion. I had a reverse ramp going on (so it loses stacks while the predator has prey) and a low % max hp digestion on as well. Turning off the max hp digestion didn't seem to initially make a difference, turning off ramping didn't seem to initially make a difference, but upon putting all the sliders and numbers back to their default positions the scylla IMMEDIATELY began absorbing their previously 100% hp prey.

Edit 2: Had an exception again at the beginning of a turn, after which an AI empire won a battle then didn't continue their turn, and this time there was no day and night cycle involved.
Spoiler: show
Exception: IndexOutOfRangeException: Index was outside the bounds of the array.
Version :43A
StrategyMode.RedrawArmies () (at <49dfb8a671914155963bb4d7c876f187>:0)
StrategyMode.Regenerate (System.Boolean initialLoad) (at <49dfb8a671914155963bb4d7c876f187>:0)
GameMenu.CloseMenu () (at <49dfb8a671914155963bb4d7c876f187>:0)
GameMenu.ExitGame () (at <49dfb8a671914155963bb4d7c876f187>:0)
UnityEngine.Events.InvokableCall.Invoke () (at <780acbdfab1d441d95f18133007790cd>:0)
UnityEngine.Events.UnityEvent.Invoke () (at <780acbdfab1d441d95f18133007790cd>:0)
UnityEngine.UI.Button.Press () (at <bd392c1132fe447fbb1adf74b58b3be5>:0)
UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <bd392c1132fe447fbb1adf74b58b3be5>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <bd392c1132fe447fbb1adf74b58b3be5>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <bd392c1132fe447fbb1adf74b58b3be5>:0)
UnityEngine.EventSystems.EventSystem:Update()
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Re: Vore War V43B: Post-Vore Day Bugfix!

Postby Flame_Valxsarion » Fri Aug 09, 2024 4:35 am

V43B is out to address a few bugs from yesterday
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Re: Vore War V43B: Post-Vore Day Bugfix!

Postby WhatTheNani » Fri Aug 09, 2024 5:19 am

Hit a divide by 0 exception after recruiting a mercenary, taking their item and giving it to someone else, dismissing them, then attempting to go back to the world map, but it looks like that was probably solved in the B patch.

Edit: Nope, installed 43B, repeated the same steps, and got it again, so I'll slap it in down below.
Spoiler: show
Exception: DivideByZeroException: Attempted to divide by zero.
Version :43B
StrategyPathfinder.TurnsToReach (Vec2 start, Vec2 end, Army army, System.Int32 MPPerTurn) (at <14792efcb0bf451a89e775a219b0a1b7>:0)
StrategyPathfinder.TurnsToReach (Empire empire, Army army, Vec2i destination, System.Int32 MPPerTurn, System.Boolean flight) (at <14792efcb0bf451a89e775a219b0a1b7>:0)
StrategicUtilities.ProcessTravelingUnits (System.Collections.Generic.List`1[T] travelingUnits, Army army) (at <14792efcb0bf451a89e775a219b0a1b7>:0)
Recruit_Mode.CleanUp () (at <14792efcb0bf451a89e775a219b0a1b7>:0)
GameManager.SwitchToStrategyMode (System.Boolean initialLoad) (at <14792efcb0bf451a89e775a219b0a1b7>:0)
UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) (at <780acbdfab1d441d95f18133007790cd>:0)
UnityEngine.Events.CachedInvokableCall`1[T].Invoke (System.Object[] args) (at <780acbdfab1d441d95f18133007790cd>:0)
UnityEngine.Events.UnityEvent.Invoke () (at <780acbdfab1d441d95f18133007790cd>:0)
UnityEngine.UI.Button.Press () (at <bd392c1132fe447fbb1adf74b58b3be5>:0)
UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <bd392c1132fe447fbb1adf74b58b3be5>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <bd392c1132fe447fbb1adf74b58b3be5>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <bd392c1132fe447fbb1adf74b58b3be5>:0)
UnityEngine.EventSystems.EventSystem:Update()

Getting this at the beginning of the Scylla's turn every time (tried reloading a save 1 turn prior and it happens then as well), and it has the same effect of causing the ai to stop function the next time an AI completes a battle:
Spoiler: show
Exception: IndexOutOfRangeException: Index was outside the bounds of the array.
Version :43B
StrategyMode.RedrawArmies () (at <14792efcb0bf451a89e775a219b0a1b7>:0)
StrategyMode.Regenerate (System.Boolean initialLoad) (at <14792efcb0bf451a89e775a219b0a1b7>:0)
GameMenu.CloseMenu () (at <14792efcb0bf451a89e775a219b0a1b7>:0)
GameMenu.ExitGame () (at <14792efcb0bf451a89e775a219b0a1b7>:0)
UnityEngine.Events.InvokableCall.Invoke () (at <780acbdfab1d441d95f18133007790cd>:0)
UnityEngine.Events.UnityEvent.Invoke () (at <780acbdfab1d441d95f18133007790cd>:0)
UnityEngine.UI.Button.Press () (at <bd392c1132fe447fbb1adf74b58b3be5>:0)
UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <bd392c1132fe447fbb1adf74b58b3be5>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <bd392c1132fe447fbb1adf74b58b3be5>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <bd392c1132fe447fbb1adf74b58b3be5>:0)
UnityEngine.EventSystems.EventSystem:Update()
Last edited by WhatTheNani on Fri Aug 09, 2024 5:42 am, edited 1 time in total.
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Re: Vore War V43B: Post-Vore Day Bugfix!

Postby gigaredpanther » Fri Aug 09, 2024 5:33 am

Ooooh, biiig updates!

I love this game, but I've been having trouble finding a way to get it to run on Linux. (Yes, a Linux user that doesn't know how to compile source code. Cursed, I know.) I've had to resort to using a slow, clunky Windows VM that saps my will to live. :(
We get: To eat you
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Re: Vore War V43B: Post-Vore Day Bugfix!

Postby Flame_Valxsarion » Fri Aug 09, 2024 5:54 am

WhatTheNani wrote:Hit a divide by 0 exception after recruiting a mercenary, taking their item and giving it to someone else, dismissing them, then attempting to go back to the world map, but it looks like that was probably solved in the B patch.

Edit: Nope, installed 43B, repeated the same steps, and got it again, so I'll slap it in down below.
Spoiler: show
Exception: DivideByZeroException: Attempted to divide by zero.
Version :43B
StrategyPathfinder.TurnsToReach (Vec2 start, Vec2 end, Army army, System.Int32 MPPerTurn) (at <14792efcb0bf451a89e775a219b0a1b7>:0)
StrategyPathfinder.TurnsToReach (Empire empire, Army army, Vec2i destination, System.Int32 MPPerTurn, System.Boolean flight) (at <14792efcb0bf451a89e775a219b0a1b7>:0)
StrategicUtilities.ProcessTravelingUnits (System.Collections.Generic.List`1[T] travelingUnits, Army army) (at <14792efcb0bf451a89e775a219b0a1b7>:0)
Recruit_Mode.CleanUp () (at <14792efcb0bf451a89e775a219b0a1b7>:0)
GameManager.SwitchToStrategyMode (System.Boolean initialLoad) (at <14792efcb0bf451a89e775a219b0a1b7>:0)
UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) (at <780acbdfab1d441d95f18133007790cd>:0)
UnityEngine.Events.CachedInvokableCall`1[T].Invoke (System.Object[] args) (at <780acbdfab1d441d95f18133007790cd>:0)
UnityEngine.Events.UnityEvent.Invoke () (at <780acbdfab1d441d95f18133007790cd>:0)
UnityEngine.UI.Button.Press () (at <bd392c1132fe447fbb1adf74b58b3be5>:0)
UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <bd392c1132fe447fbb1adf74b58b3be5>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <bd392c1132fe447fbb1adf74b58b3be5>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <bd392c1132fe447fbb1adf74b58b3be5>:0)
UnityEngine.EventSystems.EventSystem:Update()

Getting this at the beginning of the Scylla's turn every time (tried reloading a save 1 turn prior and it happens then as well), and it has the same effect of causing the ai to stop function the next time an AI completes a battle:
Spoiler: show
Exception: IndexOutOfRangeException: Index was outside the bounds of the array.
Version :43B
StrategyMode.RedrawArmies () (at <14792efcb0bf451a89e775a219b0a1b7>:0)
StrategyMode.Regenerate (System.Boolean initialLoad) (at <14792efcb0bf451a89e775a219b0a1b7>:0)
GameMenu.CloseMenu () (at <14792efcb0bf451a89e775a219b0a1b7>:0)
GameMenu.ExitGame () (at <14792efcb0bf451a89e775a219b0a1b7>:0)
UnityEngine.Events.InvokableCall.Invoke () (at <780acbdfab1d441d95f18133007790cd>:0)
UnityEngine.Events.UnityEvent.Invoke () (at <780acbdfab1d441d95f18133007790cd>:0)
UnityEngine.UI.Button.Press () (at <bd392c1132fe447fbb1adf74b58b3be5>:0)
UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <bd392c1132fe447fbb1adf74b58b3be5>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <bd392c1132fe447fbb1adf74b58b3be5>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <bd392c1132fe447fbb1adf74b58b3be5>:0)
UnityEngine.EventSystems.EventSystem:Update()

Excellent, We're trying to figure these out now. Have a vague idea on where to start anyway.
gigaredpanther wrote:Ooooh, biiig updates!

I love this game, but I've been having trouble finding a way to get it to run on Linux. (Yes, a Linux user that doesn't know how to compile source code. Cursed, I know.) I've had to resort to using a slow, clunky Windows VM that saps my will to live. :(

I know, I'm sorry. Have a couple of mac users in here too. I need to get in touch with Auri and figure out how she used to build for other platforms, because I can't seem to get it to work for me
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Re: Vore War V42B (updated 9/13/23)

Postby Flame_Valxsarion » Fri Aug 09, 2024 8:43 pm

WhatTheNani wrote:. Oh, and I forgot to initially mention it, but despite the fact I'm pretty sure I didn't add them at the start, I had an Aabayx empire show up with 0 villages or armies that was allied by default to the mice, and had a default army and garrison size of 4 (I always leave them at the default 16).

Got this one figured out. Should be fixed in the next patch.
We forgot to update the team numbers when the mice were added, so they shared a default team with the aabayx. Not really an issue on its own, but when you open the map editor while in a game, it would add them into the game along with the mice
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Re: Vore War V43C: Terminid/Orca/DivideByZero fixes

Postby Flame_Valxsarion » Sat Aug 10, 2024 9:20 am

V43c released. Hopefully should've fixed the last of the critical game-breaking bugs. But please let me know if you all find any more!
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Re: Vore War V43C: Terminid/Orca/DivideByZero fixes

Postby n0ne » Sat Aug 10, 2024 11:26 pm

um, is the source zip file for 43c correct? I've downloaded a few times just in case and I seem to always end up with the source files for 43b.
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Re: Vore War V43C: Terminid/Orca/DivideByZero fixes

Postby WhatTheNani » Sun Aug 11, 2024 9:24 pm

Flame_Valxsarion wrote:V43c released. Hopefully should've fixed the last of the critical game-breaking bugs. But please let me know if you all find any more!

Was smooth sailing for quite a while, but ran into a pretty niche one. I enabled feral orcas as a monster spawn and then replaced them with Singularity in the cheat menu. Now when a group of them loses a battle it causes this exception and the battle never properly ends:
Spoiler: show
Exception: ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
Version :43C
System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <d7ac571ca2d04b2f981d0d886fa067cf>:0)
System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <d7ac571ca2d04b2f981d0d886fa067cf>:0)
ItemStock.TransferAllItems (ItemStock destination, System.Collections.Generic.List`1[Item]& foundItems) (at <a481ff462a46453cb06e31fc2d5edf8c>:0)
TacticalMode.LootItems (System.Int32 remainingDefenders, System.String& attackerReceives, System.String& defenderReceives) (at <a481ff462a46453cb06e31fc2d5edf8c>:0)
TacticalMode.VictoryCheck () (at <a481ff462a46453cb06e31fc2d5edf8c>:0)
TacticalMode.NewTurn () (at <a481ff462a46453cb06e31fc2d5edf8c>:0)
TacticalMode.EndTurn () (at <a481ff462a46453cb06e31fc2d5edf8c>:0)
TacticalMode.ReceiveInput () (at <a481ff462a46453cb06e31fc2d5edf8c>:0)
GameManager.Update () (at <a481ff462a46453cb06e31fc2d5edf8c>:0)

For some extra details: I also tried out numerous cheat traits on Singularities (Extraction, InfiniteReincarnation, and Infinite Assimilation) and noticed that getting rid of one in the race editor wouldn't remove it from already spawned monster pack Singularities. However, even manually removing them didn't seem to affect the exception, and it still happened with later spawns that didn't have the earlier removed traits. Also I only get the exception when the Singularity pack loses. Individuals can be digested just fine, and nothing happens if they win. And for what it's worth, if there's an AI fight and I choose "skip battle show stats" I get the exception and then all the units in the after battle battle screen look really bugged. One time I also went to reload a save, accidently hit the autosave battle file, went to watch the battle instead of skipping this time, and a bunch of units on the non-singularity side started out as corpses, while all the singularities started out at negative HP, then after they finished their turn the battle just stopped.
I'll probably try using another monster to replace with singularities just to test if its the singularities or the orcas, and I'll put in an edit if anything changes.
Edit: taking out feral orca monster spawns, and putting in Goodra then replacing them with Singularities stopped the bug. The goodra singularities haven't exhibited any issues.
Edit 2: Just had the exception come up again after a solo Abakhanskya ate a full group of Singularities.

On the topic of less game breaking bugs: I think mana shield is bugged. It seems to get more effective rather than less effective as the units mana gets close to 50%. Had a fight where a Bella with only a little over 50% mana became essentially immune to damage, with hits showing up as misses (or no effect in the case of power bolt) while the text log would show them doing damage. Then when said Bella cast too many spells and went below 50% mana the mana shield effect properly disappeared. Also just a balance idea, but I think mana shield might feel more balanced if it just reduced mana by the damage prevented to hp, instead of the damage taken to HP (so if a hit would have done 7 and gets reduced to 3 then the unit with mana shield takes 3 hp damage and 4 mana damage). As is, a unit with mana shield becomes borderline unkillable to anything without a monsterously high voracity stat that can't just eat it at near full hp and bypass the mana shield. This might be different if mana shield did properly get weaker the closer to 50% mana the unit is, though, it's just that that version is a little more difficult to conceptualize without seeing it or doing a bunch of math.

Oh, and a very minor bug, but if Singularity eats someone while the sprite is facing completely forward it makes the upper belly appear in the spot it would be if she was still facing sideways, so she ends up with a floating belly.
Last edited by WhatTheNani on Mon Aug 12, 2024 1:40 am, edited 1 time in total.
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Re: Vore War V43C: Terminid/Orca/DivideByZero fixes

Postby Dragonlord » Mon Aug 12, 2024 1:17 am

I've not run across anything game breaking thus far, but I have encountered a mess of visual bugs, especially among the mice. Singularity also doesn't seem to so her basic vore belly unless she's super bloated and even then it's only at the error show in the picture.

*edit: Oops, just found one. In battle edit of the royal mouse to go from gynomorph to herm and using her new cunny to unbirth an orca cause a lock up
*Edit: The bug seems to be somehow tied to the belly sprite mixed with the mouse's clothing, bv and cv seem to avoid it, as does using a mouse without clothes.
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Re: Vore War V43C: Terminid/Orca/DivideByZero fixes

Postby Flame_Valxsarion » Tue Aug 13, 2024 7:10 am

Dragonlord wrote:I've not run across anything game breaking thus far, but I have encountered a mess of visual bugs, especially among the mice. Singularity also doesn't seem to so her basic vore belly unless she's super bloated and even then it's only at the error show in the picture.

I'm honestly surprised you even got a belly to show up! I spent a good 10 hours staring blankly at the screen trying to figure out why only her human bellies werent appearing. But I did eventually get it sorted out. Will be in the next release.
The mice Layering issues have also all been addressed.
n0ne wrote:um, is the source zip file for 43c correct? I've downloaded a few times just in case and I seem to always end up with the source files for 43b.

I forgot to change the version number.... That said, the source release for 43c has the bug with the orca banners still in it. For now just download the zip from the main github page (top right green code button). You'll also get a few things that aren't released yet!
WhatTheNani wrote: Exception: ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
Version :43C
System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <d7ac571ca2d04b2f981d0d886fa067cf>:0)
System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <d7ac571ca2d04b2f981d0d886fa067cf>:0)
ItemStock.TransferAllItems (ItemStock destination, System.Collections.Generic.List`1[Item]& foundItems) (at <a481ff462a46453cb06e31fc2d5edf8c>:0)
TacticalMode.LootItems (System.Int32 remainingDefenders, System.String& attackerReceives, System.String& defenderReceives) (at <a481ff462a46453cb06e31fc2d5edf8c>:0)
TacticalMode.VictoryCheck () (at <a481ff462a46453cb06e31fc2d5edf8c>:0)
TacticalMode.NewTurn () (at <a481ff462a46453cb06e31fc2d5edf8c>:0)
TacticalMode.EndTurn () (at <a481ff462a46453cb06e31fc2d5edf8c>:0)
TacticalMode.ReceiveInput () (at <a481ff462a46453cb06e31fc2d5edf8c>:0)
GameManager.Update () (at <a481ff462a46453cb06e31fc2d5edf8c>:0)

Weird.... If I had to guess, it's because Singularity's items can't be dropped, but because you made her a wandering monster pack it's trying to do just that. Interesting. I'll look into this.
The ManaShield bug has also been fixed by the lovely CaneSugarCat! But I've yet to play with it myself so I can't speak to its balance
Last edited by Flame_Valxsarion on Tue Aug 13, 2024 6:39 pm, edited 1 time in total.
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Re: Vore War V43C: Terminid/Orca/DivideByZero fixes

Postby SammySmith1357 » Tue Aug 13, 2024 8:14 am

I found a rather annoying, somewhat game-breaking bug in 43C. I've been playing around with the new scout armies, but it seems like army movement points don't always refresh at the start of a new turn. In particular, the issue seems to pop up when an army doesn't use all its movement points on a turn, but they also didn't refresh when I captured a village.
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Re: Vore War V42B (updated 9/13/23)

Postby secretStairsUser » Tue Aug 13, 2024 6:14 pm

Pkmnguy6262 wrote:well...hate to say it..but the game currently is unplayable because your unable to recruit any soldiers, there is no option or button to recruit anything anywhere in the village menu. and even setting/changing the resolution does not fix anything. ive tried it 3-4 times and still have been unable to find a way to recruit units to have an army.....so i hope thatll get fixed in the future because its quiet a big issue...


i was getting this bug as well. what resolution are you in? it kept happening while trying to play in 16x10. however, running the game in 16x9 fixed it for me.
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Re: Vore War V43D: Last major bugfixes

Postby Flame_Valxsarion » Tue Aug 13, 2024 10:35 pm

V43D released. See that changelog!
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Re: Vore War V43C: Terminid/Orca/DivideByZero fixes

Postby WhatTheNani » Wed Aug 14, 2024 4:46 am

Flame_Valxsarion wrote:Weird.... If I had to guess, it's because Singularity's items can't be dropped, but because you made her a wandering monster pack it's trying to do just that. Interesting. I'll look into this.

So for what it's worth this isn't the only special mercenary I've turned into a wandering monster pack, but none of the others have given me this issue, ever. Also just to experiment I tried turning off monster spell book drops and it still gave me the error, and I tried going into unit editor and setting all the singularities items to "empty" and still got that error. I don't know if that would have any actual effect on them trying to give me drops or not, but thought I'd let you know.

Also just noticed that the weight gain % chance slider reverts to 0 every time I close the game.
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Re: Vore War V43D: Last major bugfixes

Postby Mappers » Sun Sep 01, 2024 2:23 pm

Anyone have suggestions for new player settings?
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Re: Vore War V43D: Last major bugfixes

Postby MercurialQuark » Tue Sep 03, 2024 8:40 am

I love Vore War and am glad to see there it is still receiving updates. My praise for how customizable the game is cannot be said in enough words and I have a few questions and some critique :3 (I am not a gamedev... yet, so I would not be able to help see some of the things I want implemented).

Question 1: Are there any plans to migrate the game to an engine like godot? Or is unity still easy enough to work with, with this kind of game?
Question 2: Is there any ui/tooltip improvements in the works? Many things are not explained well enough but you are able to figure most of them out as you fiddle with them.
Question 3: Would it be possible to have more complex town building or even have the tactical combat maps in cities more align to what you have built there?
Question 4: How exactly does the uniform/customization database work? As I understand it, I need to have saved a copy of a male/herm/female and gyno/mherm/andro/agenic version of uniforms I want to see spawn if it is a uniform I want all of those genders have the option of picking. Is that the same for customizations to allow gyno/mherm/andro/agenic characters of that race to appear with normal/herm slider?

Now for some critical hit criticism. I like to be able to have the popup to review other battles as they happen if I want to see how play out, but the popup completely stops turns from continuing unless I manually click to not review. I'd like to see the option to set how long popups stay on screen so if I'm just waiting for my turn I can do so with no input.

Having to on every battle re-organize my units into formation can be tedious and takes a lot of time as they are often very scattered. I would like to see the ability to set formations for my armies or even click and drag multi unit select with the ability to move them as one group.

A lot of the settings(especially noticeable with monster settings) do not stay set as you have saved them and revert to default or just turn off the moment you save and leave the menu which is annoying as I'd like certain monsters take and hold villages mixed in.

Overall I love the game a lot and want to see the game grow and have some of the depth of something akin to Dwarf Fortress(I can dream of the furry vore game with disposal with the breadth of simulation that Dwarf Fortress has :3)
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Re: Vore War V43D: Last major bugfixes

Postby Dragonlord » Fri Sep 06, 2024 11:06 pm

So just something I noticed recently. The wyvern MATRONS are an all male race. Just a small detail to call attention too.
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