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Next game started really well(got a compound bow early), but now it's unplayable because I only have one action per turn, regardless of my condition.
Unfortunately, I still don't know exactly what causes this issue except that it typically involves long-term games. Simply exploring most of the map didn't seem to cause it for me, but maybe my tests weren't long enough.
I have heard of one example where this happened after the player crafted boiled water many times in succession. Does this sound familiar to anyone? I.e. "farming" water or tannin tea?
Once I can figure out how to cause the bug reliably, it's usually not hard to fix. But until then, I'm just stabbing in the dark :)
Still not sure why autosave would cause this and not regular save. Iirc, it's the same code used in both, just autosave uses it every turn.
Unless it's something outside the game interrupting the save process, and autosave just makes it more likely due to saving more often? E.g. Flash or a virus checker is changing the cookie location mid-save?
No smoking gun, but eventually, enough of these disparate clues should resolve into a clearer picture!
And speaking of save-scumming, do you use anything like an external save manager? I never really thought of it until your latest post. And I don't think such a thing would cause problems.
But depending on how the save manager works, and if it tried to copy/paste files while they were being written, I could see that very easily creating this problem!
Only thing, apart from the water crafting, which might be slightly off is that I moved a communal trash barrel fire from the campsite of one hex to the ground (to make more room there for my stuff in the campsite).
Save went kaputt when saving in near detroit, outside the gates on a hex adjacent to the junk market.
Save-game file shenanigans: copied it to a different folder using windows explorer repeatedly in a prior play (till the game killed of the character by gastroen<something>), but didn't do it in this attempt (had started a fresh game and played for ~5h or so in one run while waiting for some servers to do their job).
One suggestion as a band-aid:
Maybe move the old save file to the side first, then write the new and in case the new file being bigger (or not excessively smaller) after the save, compared to the backup, then it should be fine and the backup one could be unlinked.
In case the new save one isn't bigger (or excessively smaller, as the map is lost) dump the memory to a file in that folder and inform the user to send it to you for debugging?
One possible place to look: could it be that the file, at some point, exceeds the maximum configured storage space allocated by flash? I vaguely remember having seen a requester from flash asking me to give the app more room for the savegame...
Please hunt and exterminate that bug as it is really annoying for a save to be taken away by it, especially one of a game that runs good.
2 times out of 3 (dont remember what I was doing in third case) this happened while I was hunting deer and dogman with bow. Autosave was on.