Your comments

Actually I'm going to keep it separate and investigate as a separate issue. For now.

Thanks for the report I'm going to merge this with a related topic

Hi Paolo,


As you're running on OS X it's likely that the majority of solutions in the thread linked above will not apply. Beyond what you've already provided we'll require a full log from you and depending on what turns up there we might have to escalate your ticket to CoherentUI's developers.


Please read this topic: How to: Submit a Bug Ticket and please update us with all the relevant information including a log from after you've launched the game.


Cheers,


Lee

That's an improvement at the very least, the next time you get a reboot can you chuck us across a new output log that might indicate if something has changed on our side.


My suspicion is now there must be something happening Unity or Middleware side if you saw an improvement after a patch because we didn't make any changes in our code that were likely to affect you which means that the updates we did to these third party aspects must have brought a change.


@Stefan any thoughts?

Awesome news, I'm marking this as complete now :)

Great news, sounds like you're back in again? :)

Took a quick look at the Output Log. Unfortunately it seems Stacktrace information was dropped so this suggest Unity just failed to get information on your crash before it died, this can happen sometimes and is unfortunately very unhelpful in helping us diagnose the crash. I'd advise keeping your eyes open for another crash.


It's good news that the situation has changed with moving over to a new drive but that could suggest there's an issue with your hard drive so I'd recommend giving that a check before something truly bad happens :)


With regards to the CPU usage on Vsync that's surpising but potentially not unexpected, as the game would be running at much lower FPS whe vsync is turned on potentially that could easily keep your CPU utilisation down.

Hi Knightenterprises,


This issue is currently being investigated but unfortunately I cannot provide an ETA at this time. Current attempts to replicate the issue internally have been met with similar output that Bohser mentioned above, I will be bringing this issue directly to the attention of the code team on Monday when we're all back in the office.


Depending on severity the issue may justify a hotfix otherwise it may be rolled into the next patch (1.5) I'll have more news for you in the coming days.


Cheers,


Lee

Hmmm not seen any reports of this and I've not experience it in game personally. This is something we'd have to take some time to review. If you could provide specific examples of scenarios where this occurs or screenshots of dungeon layouts etc. this would help us replicate. :)

Hi Simeonw,


By design it should behave thusly:


  • Selecting things, casting unit target spells, tagging tiles, placing rooms should all act at the finger/pickaxe point this is because either they interract with a tile at the maximum height or with an object in the field.
  • Placing things (units, parts, potions, artefacts), placing defences &constructs, spells that target tiles, aoe effects all interract at the base of the beam because they interract with tiles at ground level as opposed to at the top level.
  • Shouldn't be any exceptions to these two rules as far as I know so I'd be very interested in knowing what they are.

Quite some time ago everything followed the top rule but we received a huge number of complaints on the accuracy of placing things into the scene so we reached this compromise which the majority of players seem content with.


I can't remember exactly what happened around this time as we're talking around 2 years ago now but if I recall there was a long discussion with the code team and at this was the only solution at time.


On a fundamental level though I agree with you and I'd love to see us find a way to once again make the interaction with the dungeon feel more consistent but by this point with the vast majority of users familiar with the current system even if it was possible to change it would not be fair to do so.


However if we ever do a sequel this is one of the topics I would be sure to raise :)


Cheers,


Lee

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