Freeze on final level when entering the forge

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  • updated
  • Not Fixable

As in title. I had no problems raiding the area to the west with the matriarchs (crypt? necropolis?) but when I head east to take out the forge, the game locks up as soon as my army attempts to enter. It doesn't even get as far as breaking the doors down; as soon as they start bashing it immediately freezes and doesn't recover. Output log attached.


output_log.txt

Game Version:
Steam Public
Platform:
Windows

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Satisfaction mark by Shaolin Funk 6 years ago

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Shaolin Funk

Also my system info is as follows:


OS: Windows 10 x64

RAM: 16GB

CPU: Intel Core i7 6700-k

GPU: Geforce GTX 970 x2 (SLI)

WFTO build: 1.5.0f10

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Stefan Furcht
  • Pending Customer

Hello Shaolin,
I can not find any obvious harmful errors in the log you uploaded.
However we had reports about crashes from people using SLI or Crossfire solutions.
The game is not fully compatible with either yet and can crash for some people.
I would suggest trying to run the game on one card exclusively or temporary disable SLI while playing.

Let us know if this resloves the crash.

Cheers

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Shaolin Funk

Thanks for getting back to me so quickly.


I tried forcing it to single GPU rendering in NVIDIA Control Panel, but the outcome was the same - it still froze at the same point. However with a bit of experimenting I did find a way around the problem - by setting the rally point outside the doors instead of inside. There was a bit of slowdown, however after breaking the doors I was then able to get inside and set about breaking all the AI's stuff. My army is quite large as I have been converting all the incoming waves so I have well over 100 creatures at this point. I suspect it might be an issue with pathfinding so many entities at once. As I said it didn't happen when I went into the crypt area, however I have taken on a few more recruits since then so perhaps I've gone over a critical number. I can't think of any other explanation.

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Stefan Furcht

Hrm there is not articifal limitation to pathfinding.
All you'd get is more lag when you have more units.
So it's still a bit of a strange issue for us.

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Stefan Furcht
  • Under Review
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Shaolin Funk

I tried to replicate it by sending the same army into the main fort in the center by clicking behind the door and it didn't freeze, so I agree with you, it doesn't seem to be that. As you say, very strange.


I'd like to attach save files so you could try it yourself, but after I managed to get past that section I got overexcited and stupidly overwrote the save. Maybe tomorrow I'll try playing the level again from the start and see if I can replicate the bug.

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Stefan Furcht
  • Pending Customer

Let us know how it goes :)

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Shaolin Funk

Well I replayed the level and wasn't able to reproduce the bug. My army is much smaller this time as I decided to only convert the level 10 enemies and use the rest for spirits to level up my own creatures (love that mechanic btw!) and later as vampire food.

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Stefan Furcht

Hrm I would really like to know what went wrong but it's hard if we do not know how to trigger the issue.
I will let this report open for a while, please add further information when you get something like this again.
If not we may Decline the report after some time tagged as "Can not reproduce".
Cheers

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Shaolin Funk

OK I tried again and was able to reproduce it! And this time I've kept the save file so you can try it too. It seems to be related to having a large army and - strangely - destroying the bombards outside the entrance.


Steps to reproduce:


  1. Move the rally point to take out the 6 bombards - mining the sand opposite them makes this easier.
  2. Move the rally point behind the gates as shown in the screenshot.
  3. As soon as your units start bashing the gates, the game freezes.

If you skip step 1 and rush straight in, there's no problem. It only triggers if you kill the cannons first. That seems really strange and I suspect it's a red herring - probably it's because doing this causes your units to bunch up so that when you attack the gates so they all hit at once. Without knowing how your code is structured, my best guess is that a large number of creatures attacking a gate at the same time causes some kind of race condition or deadlock. It's possible that this only occurs with portcullises as I wasn't able to trigger this bug with either the wooden doors in the east or the wide metal doors in the center, however it's more likely that in both of those cases the attackers just weren't bunched up enough.


Actually forget the previous paragraph - while I was reading back what I wrote I had an idea to do an experiment, so I tried having my Archon take out the bombards while the rest of my army waited at the rally point, then had them rush in. The bug triggered even though they weren't bunched up, so it does look like it has a problem with the missing bombards. The last few lines of the output log seem to support that. I then tried a different experiment - I had only my beasts attack, taking out the bombards and then breaking down the gate and entering the forge. It was fine up to that point. Then I had the rest of my army run in and it froze. So it has nothing to do with attacking the gates, it happens when a large number of units try to enter the area after the bombards have been destroyed.


It's really weird that two seemingly unrelated conditions are required to trigger the bug. If it were one or the other I could guess at the cause, but for it to only happen when the bombards are destroyed and a large army enters the area - I have no idea. Good luck with this one.


output_log.txt

13 equilibrium_20161218214029

13 equilibrium_20161218214029.meta