[Bug] Unit still alive after "dying"

Hell is a turn-based tactical skirmish strategy game developed by award winning developer Hunted Cow in partnership with Slitherine.

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VR_Nocturne
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[Bug] Unit still alive after "dying"

Post by VR_Nocturne » Wed Dec 17, 2014 8:10 pm

I had my Spearmen do their Lance attack. He hit twice, "killing" the demon squad in front of him and damange+knockback on the one behind.

However, the squad the Lance attack "killed" is still on the map. At first I thought it was just a graphics glitch...until the "dead" squad attacked on the demons' turn.

As you can see in the screenshot, the "dead" squad is still on the map and treated as active.

When I had the spearmen attack the "dead" squad, they got more XP as if they killed it again. Second attack granted more XP. "Dead" squad is still on the map.
UndeadDemon.jpg
Zombie Demons!!!!! Run!!!
UndeadDemon.jpg (39.51 KiB) Viewed 2458 times

VR_Nocturne
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Re: [Bug] Unit still alive after "dying"

Post by VR_Nocturne » Wed Dec 17, 2014 8:33 pm

Ugh - these zombies are more annoying because not only do they still get chances to kill my units, but now the game got stuck in a mini-loop when one zombie unit was routed and rallied like six times before the game finally moved on (and the unit is still broken even after succeeding on each Rally.

Plus they still exert their ZoCs.

I got 2 more zombie units when my catapult hit a clump with its flaming rock ability. It was a Cerber and a Hellion too...so that meant hoping they don't trample my Battle Priest and I lose a unit to a unit THAT SHOULD BE DEAD. GRRRRRRR.

zakblood
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Re: [Bug] Unit still alive after "dying"

Post by zakblood » Wed Dec 17, 2014 8:35 pm

try and save the game before it happens and afterwords etc and post in support

Tech Support then will have an idea why it's happening, the more info you can give them, the quicker it will be fixed :wink:

zip up the saves for them, and also in your doc's folder in my documents folder in the hell directory there will be a file called error, zip that one as well

VR_Nocturne
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Re: [Bug] Unit still alive after "dying"

Post by VR_Nocturne » Wed Dec 17, 2014 8:45 pm

zakblood_slith wrote:try and save the game before it happens and afterwords etc and post in support

Tech Support then will have an idea why it's happening, the more info you can give them, the quicker it will be fixed :wink:

zip up the saves for them, and also in your doc's folder in my documents folder in the hell directory there will be a file called error, zip that one as well
Only save I have before was several turns back :(

I can save the after though.

zakblood
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Re: [Bug] Unit still alive after "dying"

Post by zakblood » Wed Dec 17, 2014 9:30 pm

it may still help :wink:

chrisdhcs
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Re: [Bug] Unit still alive after "dying"

Post by chrisdhcs » Fri Dec 19, 2014 5:24 pm

Hello there!

Thanks for reporting this issue. If you have the after-save, that'd still help a lot to debug the cause. So if you could upload the save, that'd be really helpful.

Cheers,

chris.

(P.S. I'm one of the people who worked on Hell at Hunted Cow).

VR_Nocturne
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Re: [Bug] Unit still alive after "dying"

Post by VR_Nocturne » Fri Dec 19, 2014 6:18 pm

chrisdhcs wrote:Hello there!

Thanks for reporting this issue. If you have the after-save, that'd still help a lot to debug the cause. So if you could upload the save, that'd be really helpful.

Cheers,

chris.

(P.S. I'm one of the people who worked on Hell at Hunted Cow).
I have it; however, the forum says the file is too big in .zip format.

Do you use 7z format? It might be smaller and then I can upload it.

zakblood
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Re: [Bug] Unit still alive after "dying"

Post by zakblood » Sat Dec 20, 2014 4:30 pm

rar or zip and tech support has bigger allowance i think

VR_Nocturne
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Re: [Bug] Unit still alive after "dying"

Post by VR_Nocturne » Sat Dec 20, 2014 4:50 pm

zakblood_slith wrote:rar or zip and tech support has bigger allowance i think
It said it was too big.

I'll try rar later, but a 335K file being too big is just hard to deal with when dealing with a game save file.

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