Wildfrost

Wildfrost

A Bunch of Friendly Goobers!
 This topic has been pinned, so it's probably important
sunnaryisun  [developer] 9 Oct, 2024 @ 5:22am
Bug Reports!
If you've found a bug, please let me know! I'll do my best to fix them in a future update!
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Showing 1-15 of 77 comments
Gashadokoro 11 Oct, 2024 @ 8:18pm 
Some of the Leaders just cause the game to crash in a way that doesn't provide me a crash report. The two I've noticed so far are ??? and Coffee
sevenchaosemeralds 17 Oct, 2024 @ 10:01am 
Don't remember exactly how, but I was able to get the Bishop without losing the Knight. I THINK it happened by killing the last enemy with the Knight attack that also made it evolve. It was super cool to end up with both King and Queen on the same run though :p
sunnaryisun  [developer] 17 Oct, 2024 @ 10:28am 
Originally posted by sevenchaosemeralds:
Don't remember exactly how, but I was able to get the Bishop without losing the Knight. I THINK it happened by killing the last enemy with the Knight attack that also made it evolve. It was super cool to end up with both King and Queen on the same run though :p

Hehe ye, I just put out a HOPEFUL fix to it. Lmao that sounds like a really cool run!(Hopeful because the issue seems to be random if it occurs or not, so idk if it really fixed it or I was just unlucky to ever see it)
Meme stealer 19 Oct, 2024 @ 1:43pm 
can't start a new run after finishing one while this mod is active error log is : ArgumentNullException: Value cannot be null.
Parameter name: array
System.Array.IndexOf[T] (T[] array, T value) (at <75633565436c42f0a6426b33f0132ade>:0)
IArrayExt.Contains[T] (T[] array, T item) (at <45a525f6ad1345138253f54e018bb4e2>:0)
CardScriptRemovePassiveEffect.<Run>b__6_0 (CardData+StatusEffectStacks a) (at <6cfd501e41094c31bebddf2e7fcc442f>:0)
System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) (at <75633565436c42f0a6426b33f0132ade>:0)
CardScriptRemovePassiveEffect.Run (CardData target) (at <6cfd501e41094c31bebddf2e7fcc442f>:0)
FinalBossCardModifier.Run (CardData card) (at <6cfd501e41094c31bebddf2e7fcc442f>:0)
FinalBossGenerationSettings.RunScripts (CardData leader, System.Collections.Generic.IList`1[T] cards) (at <6cfd501e41094c31bebddf2e7fcc442f>:0)
FinalBossGenerationSettings.Process (CardData leader, System.Collections.Generic.IList`1[T] cards) (at <6cfd501e41094c31bebddf2e7fcc442f>:0)
BattleGenerationScriptFinalBoss.GetBaseEnemies (CardData[] cardList, System.Int32 seed, System.Collections.Generic.List`1[CardData]& enemiesCloned, System.Boolean& hasStoredCards, System.Boolean& hasLeader, CardData& leaderCloned, System.Boolean& hasBoss, CardData& bossCloned) (at <6cfd501e41094c31bebddf2e7fcc442f>:0)
BattleGenerationScriptFinalBoss.Run (BattleData battleData, System.Int32 points) (at <6cfd501e41094c31bebddf2e7fcc442f>:0)
CampaignPopulator+<Populate>d__5.MoveNext () (at <6cfd501e41094c31bebddf2e7fcc442f>:0)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <684fd32169ff40798327c75e99cfb4f0>:0)
sunnaryisun  [developer] 19 Oct, 2024 @ 2:51pm 
Originally posted by Meme stealer:
can't start a new run after finishing one while this mod is active error log is : ArgumentNullException: Value cannot be null.
Parameter name: array
System.Array.IndexOf[T] (T[] array, T value) (at <75633565436c42f0a6426b33f0132ade>:0)
IArrayExt.Contains[T] (T[] array, T item) (at <45a525f6ad1345138253f54e018bb4e2>:0)
CardScriptRemovePassiveEffect.<Run>b__6_0 (CardData+StatusEffectStacks a) (at <6cfd501e41094c31bebddf2e7fcc442f>:0)
System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) (at <75633565436c42f0a6426b33f0132ade>:0)
CardScriptRemovePassiveEffect.Run (CardData target) (at <6cfd501e41094c31bebddf2e7fcc442f>:0)
FinalBossCardModifier.Run (CardData card) (at <6cfd501e41094c31bebddf2e7fcc442f>:0)
FinalBossGenerationSettings.RunScripts (CardData leader, System.Collections.Generic.IList`1[T] cards) (at <6cfd501e41094c31bebddf2e7fcc442f>:0)
FinalBossGenerationSettings.Process (CardData leader, System.Collections.Generic.IList`1[T] cards) (at <6cfd501e41094c31bebddf2e7fcc442f>:0)
BattleGenerationScriptFinalBoss.GetBaseEnemies (CardData[] cardList, System.Int32 seed, System.Collections.Generic.List`1[CardData]& enemiesCloned, System.Boolean& hasStoredCards, System.Boolean& hasLeader, CardData& leaderCloned, System.Boolean& hasBoss, CardData& bossCloned) (at <6cfd501e41094c31bebddf2e7fcc442f>:0)
BattleGenerationScriptFinalBoss.Run (BattleData battleData, System.Int32 points) (at <6cfd501e41094c31bebddf2e7fcc442f>:0)
CampaignPopulator+<Populate>d__5.MoveNext () (at <6cfd501e41094c31bebddf2e7fcc442f>:0)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <684fd32169ff40798327c75e99cfb4f0>:0)



Thank you for reporting, I found the issue! Will update the mod now!
sunnaryisun  [developer] 23 Oct, 2024 @ 2:24am 
Raven is suddenly Bugged! FIXING RIGHT NOW!
the hollow knight 26 Oct, 2024 @ 12:49pm 
Selecting Coffee seems to crash the game, if I can reproduce it ill send the log here
sunnaryisun  [developer] 28 Oct, 2024 @ 12:25am 
Originally posted by hollow knight:
Selecting Coffee seems to crash the game, if I can reproduce it ill send the log here

Noted! thanks! :D
Noobly 29 Oct, 2024 @ 1:31pm 
The companion who turns into a rook (the one with 20 spice needed) will revert back at the end of the fight. They dont stay in their new form.
Last edited by Noobly; 29 Oct, 2024 @ 1:34pm
Genesis 29 Oct, 2024 @ 4:37pm 
game shows a crash log on launch with your mod
sunnaryisun  [developer] 29 Oct, 2024 @ 4:39pm 
Originally posted by Genesis:
game shows a crash log on launch with your mod


What does the crash log say?
sunnaryisun  [developer] 29 Oct, 2024 @ 4:40pm 
Originally posted by Noobly:
The companion who turns into a rook (the one with 20 spice needed) will revert back at the end of the fight. They dont stay in their new form.

That's very odd, I checked and all seems to be working fine, I'll look into it and implement it in my next update!
Genesis 29 Oct, 2024 @ 4:43pm 
Originally posted by sunnaryisun:
Originally posted by Genesis:
game shows a crash log on launch with your mod


What does the crash log say?
nvm, fixed the issue, was an issue with the sfx mod not being picked up at all

edit: not fixed, this is a pain but not an issue with your mod ;-;
Last edited by Genesis; 29 Oct, 2024 @ 4:44pm
YoSZee 6 Nov, 2024 @ 1:46am 
fix sweet points not showing the count
sunnaryisun  [developer] 6 Nov, 2024 @ 3:16am 
Originally posted by YoSZee:
fix sweet points not showing the count

Do you have the VFX mod enabled? :0
It's required for the sweetpoints to be displayed.
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