Author Topic: CULT - Success!  (Read 18723 times)

Numeron

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Re: CULT - Success!
« Reply #15 on: March 23, 2016, 11:03:58 PM »
Ah yeah, I saw that too when testing the complete build - but because it was all built there was no console to print the exception to. I made a change which I think should spit out a log file but couldn't confirm that change works because after that I never reproduced the issue.

Can you please take a look at the game directory? There may be a new log folder there with a stack of info.

Glad you like it btw!

jere

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Re: CULT - Success!
« Reply #16 on: March 24, 2016, 01:57:15 AM »
Sent you an email.
Golden Krone Hotel -- available on Steam Early Access now

Numeron

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Re: CULT - Success!
« Reply #17 on: March 25, 2016, 01:19:59 AM »
Thanks Jere!

When attempting to move while affected by a net, there is some code which checks whether an interactable is in the next tile. If there is, it allows the move which will flow on to interact instead of actually move - otherwise the move is prevented. When dying, the same code moves creatures to a null tile which causes the above check to throw a null pointer.

I've added a new post-challenge download to the downloads page which fixes this issue. Everything else seems pretty stable so that's the only post-challenge change so far!