IRONHIVE

IRONHIVE

 This topic has been pinned, so it's probably important
Mistalleks  [developer] Jun 8, 2024 @ 10:25am
Book of Woes — Bug Report Thread
Greetings, Ironlords!

Please, use this thread to report any bugs you encounter in IRONHIVE demo and beyond.

If it's a visual bug or a localization mistake — please drop a screenshot to imgur.com and leave a link to it here!

If you encounter a serious problem, like a freeze or crash — please attach your player log, you can find your player log here:
C:\Users\(YOUR PC USERNAME)\AppData\LocalLow\Wondernaut Studio

For ease of access to this folder you can press Win+R, copy and paste the code below and press Enter:
%appdata%\..\LocalLow\Wondernaut Studio

DISCLAMER!
The current demo will be available for a limited amount of time:
from June 8th till June 16th and will come back in July.

If you would like to contribute to the development of the game and continue playing the demo after it is disabled, please join our Discord server[discord.gg]. We will hold a closed beta access there.

Due to flooding happening in Brazil, we didn’t have enough time to polish the tutorial for IRONHIVE Demo. We would like to take some time to make your experience as the Ironlord unforgettable, which is why we are taking a step back to properly polish the demo. We apologize for the inconvenience of waiting a little longer before properly enjoying IRONHIVE.

Thank you for understanding and continued support! Your feedback will be instrumental in the game's success!
< >
Showing 1-15 of 22 comments
nAON Jun 9, 2024 @ 12:45pm 
Game softlocked after some citizens died after a Supply manage resources check

(on an unrelated note, there should be an 'Undo' button, or a way to view cards in deck/discard)

Screenshot:
https://imgur.com/a/cKxgtWG

Log:
Mono path[0] = 'D:/SteamLibrary/steamapps/common/IRONHIVE Demo/IRONHIVE_Data/Managed'
Mono config path = 'D:/SteamLibrary/steamapps/common/IRONHIVE Demo/MonoBleedingEdge/etc'
Loading player data from D:/SteamLibrary/steamapps/common/IRONHIVE Demo/IRONHIVE_Data/data.unity3d
Initialize engine version: 2021.3.11f1 (0a5ca18544bf)
[Subsystems] Discovering subsystems at path D:/SteamLibrary/steamapps/common/IRONHIVE Demo/IRONHIVE_Data/UnitySubsystems
GfxDevice: creating device client; threaded=1; jobified=0
Direct3D:
Version: Direct3D 11.0 [level 11.1]
Renderer: NVIDIA GeForce RTX 2060 (ID=0x1f15)
Vendor: NVIDIA
VRAM: 5955 MB
Driver: 31.0.15.5222
Begin MonoManager ReloadAssembly
- Completed reload, in 4.138 seconds
<RI> Initializing input.

<RI> Input initialized.

<RI> Initialized touch support.

The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object 'MGR_Books') is missing!
UnloadTime: 12.560100 ms
Language Source was up-to-date with Google Spreadsheet
Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 21.117800 ms
Unloading 448 unused Assets to reduce memory usage. Loaded Objects now: 875771.
Total: 369.934300 ms (FindLiveObjects: 81.312700 ms CreateObjectMapping: 15.412000 ms MarkObjects: 254.448300 ms DeleteObjects: 18.760800 ms)

GetDiskFreeSpaceEx failed with err 'The system cannot find the path specified.

'; path was C:/Users/nick7/AppData/LocalLow/Unity/Wondernaut Studio_IRONHIVE
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object 'MGR_Books') is missing!
Unloading 4 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 969.404500 ms
Unloading 1385 unused Assets to reduce memory usage. Loaded Objects now: 62893.
Total: 363.025100 ms (FindLiveObjects: 2.894000 ms CreateObjectMapping: 5.407300 ms MarkObjects: 351.887500 ms DeleteObjects: 2.835800 ms)

Unloading 5 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 4.849500 ms
Unloading 441 unused Assets to reduce memory usage. Loaded Objects now: 875857.
Total: 573.481700 ms (FindLiveObjects: 55.487800 ms CreateObjectMapping: 16.497100 ms MarkObjects: 496.388600 ms DeleteObjects: 5.107700 ms)

Coroutine couldn't be started because the the game object 'PFB_UI_Chain_1' is inactive!
Coroutine couldn't be started because the the game object 'PFB_UI_Chain_2' is inactive!
Coroutine couldn't be started because the the game object 'PFB_UI_Chain_3' is inactive!
Coroutine couldn't be started because the the game object 'PFB_UI_Chain_4' is inactive!
Coroutine couldn't be started because the the game object 'PFB_UI_Chain_5' is inactive!
Coroutine couldn't be started because the the game object 'PFB_UI_Chain_6' is inactive!
NullReferenceException: Object reference not set to an instance of an object
at UIBuildstatsCardGenerationBehavior.CheckIfActionResultCardsIsPopulated () [0x00090] in <b4a6f5fed2ad454b9a9b359f8adcd9cf>:0
at UIBuildstatsCardGenerationBehavior.UpdateCardOnBuild () [0x00006] in <b4a6f5fed2ad454b9a9b359f8adcd9cf>:0
at (wrapper delegate-invoke) <Module>.invoke_void()
at BuildBehavior.UpdateBuildEficiency () [0x0092c] in <b4a6f5fed2ad454b9a9b359f8adcd9cf>:0
at BuildBehavior.RemoveFunctionalCard (System.Int32 p_cardIndex, System.Boolean p_kill, System.Boolean p_upbateBuildUI) [0x00062] in <b4a6f5fed2ad454b9a9b359f8adcd9cf>:0
at MaintenanceKillWorkersActionConfig+<DoAction>d__4.MoveNext () [0x00254] in <b4a6f5fed2ad454b9a9b359f8adcd9cf>:0
at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <ae4a1ec73f6041bbadc2055c204f6096>:0
Mistalleks  [developer] Jun 10, 2024 @ 1:12am 
Originally posted by nAON:
Game softlocked after some citizens died after a Supply manage resources check

(on an unrelated note, there should be an 'Undo' button, or a way to view cards in deck/discard)

Screenshot:
https://imgur.com/a/cKxgtWG

Log:
Mono path[0] = 'D:/SteamLibrary/steamapps/common/IRONHIVE Demo/IRONHIVE_Data/Managed'
Mono config path = 'D:/SteamLibrary/steamapps/common/IRONHIVE Demo/MonoBleedingEdge/etc'
Loading player data from D:/SteamLibrary/steamapps/common/IRONHIVE Demo/IRONHIVE_Data/data.unity3d
Initialize engine version: 2021.3.11f1 (0a5ca18544bf)
[Subsystems] Discovering subsystems at path D:/SteamLibrary/steamapps/common/IRONHIVE Demo/IRONHIVE_Data/UnitySubsystems
GfxDevice: creating device client; threaded=1; jobified=0
Direct3D:
Version: Direct3D 11.0 [level 11.1]
Renderer: NVIDIA GeForce RTX 2060 (ID=0x1f15)
Vendor: NVIDIA
VRAM: 5955 MB
Driver: 31.0.15.5222
Begin MonoManager ReloadAssembly
- Completed reload, in 4.138 seconds
<RI> Initializing input.

<RI> Input initialized.

<RI> Initialized touch support.

The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object 'MGR_Books') is missing!
UnloadTime: 12.560100 ms
Language Source was up-to-date with Google Spreadsheet
Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 21.117800 ms
Unloading 448 unused Assets to reduce memory usage. Loaded Objects now: 875771.
Total: 369.934300 ms (FindLiveObjects: 81.312700 ms CreateObjectMapping: 15.412000 ms MarkObjects: 254.448300 ms DeleteObjects: 18.760800 ms)

GetDiskFreeSpaceEx failed with err 'The system cannot find the path specified.

'; path was C:/Users/nick7/AppData/LocalLow/Unity/Wondernaut Studio_IRONHIVE
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object 'MGR_Books') is missing!
Unloading 4 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 969.404500 ms
Unloading 1385 unused Assets to reduce memory usage. Loaded Objects now: 62893.
Total: 363.025100 ms (FindLiveObjects: 2.894000 ms CreateObjectMapping: 5.407300 ms MarkObjects: 351.887500 ms DeleteObjects: 2.835800 ms)

Unloading 5 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 4.849500 ms
Unloading 441 unused Assets to reduce memory usage. Loaded Objects now: 875857.
Total: 573.481700 ms (FindLiveObjects: 55.487800 ms CreateObjectMapping: 16.497100 ms MarkObjects: 496.388600 ms DeleteObjects: 5.107700 ms)

Coroutine couldn't be started because the the game object 'PFB_UI_Chain_1' is inactive!
Coroutine couldn't be started because the the game object 'PFB_UI_Chain_2' is inactive!
Coroutine couldn't be started because the the game object 'PFB_UI_Chain_3' is inactive!
Coroutine couldn't be started because the the game object 'PFB_UI_Chain_4' is inactive!
Coroutine couldn't be started because the the game object 'PFB_UI_Chain_5' is inactive!
Coroutine couldn't be started because the the game object 'PFB_UI_Chain_6' is inactive!
NullReferenceException: Object reference not set to an instance of an object
at UIBuildstatsCardGenerationBehavior.CheckIfActionResultCardsIsPopulated () [0x00090] in <b4a6f5fed2ad454b9a9b359f8adcd9cf>:0
at UIBuildstatsCardGenerationBehavior.UpdateCardOnBuild () [0x00006] in <b4a6f5fed2ad454b9a9b359f8adcd9cf>:0
at (wrapper delegate-invoke) <Module>.invoke_void()
at BuildBehavior.UpdateBuildEficiency () [0x0092c] in <b4a6f5fed2ad454b9a9b359f8adcd9cf>:0
at BuildBehavior.RemoveFunctionalCard (System.Int32 p_cardIndex, System.Boolean p_kill, System.Boolean p_upbateBuildUI) [0x00062] in <b4a6f5fed2ad454b9a9b359f8adcd9cf>:0
at MaintenanceKillWorkersActionConfig+<DoAction>d__4.MoveNext () [0x00254] in <b4a6f5fed2ad454b9a9b359f8adcd9cf>:0
at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <ae4a1ec73f6041bbadc2055c204f6096>:0

Sorry this happened! And thanks for the report, we'll thoroughly investigate this issue.
Flopol Jun 10, 2024 @ 12:19pm 
-When you recycle something else than material cards into scrap, the card does nothing but still takes away your 4 workforce.
-Storing extra ressources or a worker into a building increases supply and devotion upkeep without ever decreasing it when those are withdrawn
Dr. Clocknik Jun 11, 2024 @ 11:27pm 
Some instances of "Retrieve" are misspelled as "Retreave" in the English localization.
https://imgur.com/a/hxQJDLC
Last edited by Dr. Clocknik; Jun 11, 2024 @ 11:27pm
Mr.HAHA Jun 12, 2024 @ 6:51am 
Demo版本 語言設置無法切換至中文
neochaos12 Jun 14, 2024 @ 9:25pm 
- I accidentally turned a rumour card into scrap, thereby being locked out of the corresponding quest (can't remember the name, it was the advanced resource needed to upgrade supply production building to tier 3). Rumour cards should probably be immutable.
- After a rebellion situation caused my unit production buildings to stop, I was unable to resume them even though the situation had been resolved. The production buildings simply continued to request a worker to be added before production can resume, irrespective of how many workers I threw at it.

Edit: Just recalled another detail about the rumour card to scrap issue - after I accidentally clicked on the rumour card in the selection UI, I was unable to deselect it and was forced to go confirm my selection.
Last edited by neochaos12; Jun 14, 2024 @ 9:29pm
[FTI]Mizudori Jun 15, 2024 @ 6:42am 
Not sure what causes this bug but twice now a card will not snap into a collection box. When this happens it doesn't return to the hand to be used but gets stuck near the collection box. When this happens and you end turn a card in your new hand will be locked/stuck till you end your run.
canjowolf Jun 15, 2024 @ 2:18pm 
Originally posted by FTIMizudori:
Not sure what causes this bug but twice now a card will not snap into a collection box. When this happens it doesn't return to the hand to be used but gets stuck near the collection box. When this happens and you end turn a card in your new hand will be locked/stuck till you end your run.
I have also had this happen.
Dragoncito  [developer] Jun 17, 2024 @ 4:31am 
Originally posted by neochaos12:
- I accidentally turned a rumour card into scrap, thereby being locked out of the corresponding quest (can't remember the name, it was the advanced resource needed to upgrade supply production building to tier 3). Rumour cards should probably be immutable.
- After a rebellion situation caused my unit production buildings to stop, I was unable to resume them even though the situation had been resolved. The production buildings simply continued to request a worker to be added before production can resume, irrespective of how many workers I threw at it.

Edit: Just recalled another detail about the rumour card to scrap issue - after I accidentally clicked on the rumour card in the selection UI, I was unable to deselect it and was forced to go confirm my selection.

Hi! Thank you for the reports, I'll forward them to the developers! Could you also please share your player logs with us? They'd help us find the root of the issues.

You can find them here:
C:\Users\(YOUR PC USERNAME)\AppData\LocalLow\Wondernaut Studio
Last edited by Dragoncito; Jun 17, 2024 @ 5:29am
Dragoncito  [developer] Jun 17, 2024 @ 5:30am 
Originally posted by FTIMizudori:
Not sure what causes this bug but twice now a card will not snap into a collection box. When this happens it doesn't return to the hand to be used but gets stuck near the collection box. When this happens and you end turn a card in your new hand will be locked/stuck till you end your run.


Originally posted by Dr. Clocknik:
Some instances of "Retrieve" are misspelled as "Retreave" in the English localization.
https://imgur.com/a/hxQJDLC

Hawk eye! Thank you, I'll forward it to our developers.
fstsrm Jul 26, 2024 @ 10:30pm 
Removing production worker from a warehouse and it seems to break the ability to add workers back to the warehouse or add citizens to the habitation unit.
Last edited by fstsrm; Jul 26, 2024 @ 10:49pm
bitbullx Jan 26 @ 1:37pm 
Merged lvl 2 negotiations complex, based on description should give 3 cards on assignment https://imgur.com/1m0WtDj But incorrectly only gives 2 https://imgur.com/RD9okDY.
Mistalleks  [developer] Jan 29 @ 5:22am 
Thanks for the feedback! We're already working on a new build, and will include fixes for these issues there :mhwgood:
Zvonimir Mar 27 @ 11:01am 
After several people died in the game, it stopped functioning—clicking on anything had no effect.

Mono path[0] = 'D:/SteamLibrary/steamapps/common/IRONHIVE Demo/IRONHIVE_Data/Managed' Mono config path = 'D:/SteamLibrary/steamapps/common/IRONHIVE Demo/MonoBleedingEdge/etc' [Physics::Module] Initialized MultithreadedJobDispatcher with {0} workers. Initialize engine version: 2021.3.43f1 (6f9470916942) [Subsystems] Discovering subsystems at path D:/SteamLibrary/steamapps/common/IRONHIVE Demo/IRONHIVE_Data/UnitySubsystems GfxDevice: creating device client; threaded=1; jobified=0 Direct3D: Version: Direct3D 11.0 [level 11.1] Renderer: AMD Radeon(TM) Graphics (ID=0x1636) Vendor: ATI VRAM: 8115 MB Driver: 31.0.21921.1000 Begin MonoManager ReloadAssembly - Completed reload, in 0.191 seconds <RI> Initializing input. D3D11 device created for Microsoft Media Foundation video decoding. <RI> Input initialized. <RI> Initialized touch support. The referenced script on this Behaviour (Game Object '<null>') is missing! The referenced script on this Behaviour (Game Object '<null>') is missing! The referenced script on this Behaviour (Game Object '<null>') is missing! The referenced script on this Behaviour (Game Object '<null>') is missing! The referenced script on this Behaviour (Game Object '<null>') is missing! The referenced script on this Behaviour (Game Object '<null>') is missing! The referenced script on this Behaviour (Game Object 'MGR_Books') is missing! UnloadTime: 1.169700 ms The referenced script on this Behaviour (Game Object 'PNL_Baron') is missing! Unloading 6 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 9.500400 ms DontDestroyOnLoad only works for root GameObjects or components on root GameObjects. Unloading 484 unused Assets to reduce memory usage. Loaded Objects now: 1045214. Total: 548.383000 ms (FindLiveObjects: 130.150400 ms CreateObjectMapping: 26.584500 ms MarkObjects: 385.605500 ms DeleteObjects: 6.041900 ms) Coroutine couldn't be started because the the game object 'PFB_UI_Chain_1' is inactive! Coroutine couldn't be started because the the game object 'PFB_UI_Chain_2' is inactive! The referenced script on this Behaviour (Game Object '<null>') is missing! The referenced script on this Behaviour (Game Object '<null>') is missing! The referenced script on this Behaviour (Game Object '<null>') is missing! The referenced script on this Behaviour (Game Object '<null>') is missing! The referenced script on this Behaviour (Game Object '<null>') is missing! The referenced script on this Behaviour (Game Object '<null>') is missing! The referenced script on this Behaviour (Game Object 'MGR_Books') is missing! Unloading 4 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 965.312700 ms Unloading 888 unused Assets to reduce memory usage. Loaded Objects now: 78445. Total: 472.857300 ms (FindLiveObjects: 4.135200 ms CreateObjectMapping: 5.959400 ms MarkObjects: 460.607200 ms DeleteObjects: 2.154500 ms) Memory Statistics: [ALLOC_TEMP_TLS] TLS Allocator StackAllocators : [ALLOC_TEMP_MAIN] Peak usage frame count: [0-1.0 KB]: 823 frames, [8.0 KB-16.0 KB]: 3290 frames, [16.0 KB-32.0 KB]: 59 frames, [64.0 KB-128.0 KB]: 8 frames, [256.0 KB-0.5 MB]: 2 frames, [2.0 MB-4.0 MB]: 203744 frames, [4.0 MB-8.0 MB]: 15 frames Initial Block Size 4.0 MB Current Block Size 7.5 MB Peak Allocated Bytes 7.5 MB Overflow Count 9 [ALLOC_TEMP_Loading.AsyncRead] Initial Block Size 64.0 KB Current Block Size 104.0 KB Peak Allocated Bytes 102.9 KB Overflow Count 0 [ALLOC_TEMP_Loading.PreloadManager] Initial Block Size 256.0 KB Current Block Size 472.0 KB Peak Allocated Bytes 366.3 KB Overflow Count 63 [ALLOC_TEMP_Background Job.Worker 8] Initial Block Size 32.0 KB Current Block Size 36.0 KB Peak Allocated Bytes 32.1 KB Overflow Count 0 [ALLOC_TEMP_Job.Worker 6] Initial Block Size 256.0 KB Current Block Size 256.0 KB Peak Allocated Bytes 75.5 KB Overflow Count 0 [ALLOC_TEMP_Job.Worker 0] Initial Block Size 256.0 KB Current Block Size 256.0 KB Peak Allocated Bytes 74.0 KB Overflow Count 0 [ALLOC_TEMP_Background Job.Worker 10] Initial Block Size 32.0 KB Current Block Size 56.0 KB Peak Allocated Bytes 53.2 KB Overflow Count 1 [ALLOC_TEMP_Background Job.Worker 9] Initial Block Size 32.0 KB Current Block Size 32.0 KB Peak Allocated Bytes 54 B Overflow Count 0 [ALLOC_TEMP_Job.Worker 5] Initial Block Size 256.0 KB Current Block Size 256.0 KB Peak Allocated Bytes 74.0 KB Overflow Count 0 [ALLOC_TEMP_Background Job.Worker 14] Initial Block Size 32.0 KB Current Block Size 36.0 KB Peak Allocated Bytes 32.1 KB Overflow Count 0 [ALLOC_TEMP_Background Job.Worker 6] Initial Block Size 32.0 KB Current Block Size 36.0 KB Peak Allocated Bytes 32.1 KB Overflow Count 0 [ALLOC_TEMP_Job.Worker 4] Initial Block Size 256.0 KB Current Block Size 256.0 KB Peak Allocated Bytes 74.0 KB Overflow Count 0 [ALLOC_TEMP_ReadCacheIndex] Initial Block Size 64.0 KB Current Block Size 64.0 KB Peak Allocated Bytes 2.1 KB Overflow Count 0 [ALLOC_TEMP_Job.Worker 3] Initial Block Size 256.0 KB Current Block Size 256.0 KB Peak Allocated Bytes 74.0 KB Overflow Count 0 [ALLOC_TEMP_Background Job.Worker 12] Initial Block Size 32.0 KB Current Block Size 36.0 KB Peak Allocated Bytes 32.3 KB Overflow Count 0 [ALLOC_TEMP_EnlightenWorker] x 2 Initial Block Size 64.0 KB Current Block Size 64.0 KB Peak Allocated Bytes 54 B Overflow Count 0 [ALLOC_TEMP_Background Job.Worker 15] Initial Block Size 32.0 KB Current Block Size 36.0 KB Peak Allocated Bytes 32.9 KB Overflow Count 0 [ALLOC_TEMP_Background Job.Worker 1] Initial Block Size 32.0 KB Current Block Size 36.0 KB Peak Allocated Bytes 32.0 KB Overflow Count 0 [ALLOC_TEMP_Background Job.Worker 2] Initial Block Size 32.0 KB Current Block Size 36.0 KB Peak Allocated Bytes 32.9 KB Overflow Count 0 [ALLOC_TEMP_Background Job.Worker 7] Initial Block Size 32.0 KB Current Block Size 32.0 KB Peak Allocated Bytes 54 B Overflow Count 0 [ALLOC_TEMP_UnityGfxDeviceWorker] Initial Block Size 256.0 KB Current Block Size 256.0 KB Peak Allocated Bytes 42.3 KB Overflow Count 0 [ALLOC_TEMP_AssetGarbageCollectorHelper] x 7 Initial Block Size 64.0 KB Current Block Size 64.0 KB Peak Allocated Bytes 0 B Overflow Count 0 [ALLOC_TEMP_Background Job.Worker 5] Initial Block Size 32.0 KB Current Block Size 36.0 KB Peak Allocated Bytes 32.1 KB Overflow Count 0 [ALLOC_TEMP_Background Job.Worker 13] Initial Block Size 32.0 KB Current Block Size 36.0 KB Peak Allocated Bytes 32.1 KB Overflow Count 0 [ALLOC_TEMP_Job.Worker 1] Initial Block Size 256.0 KB Current Block Size 256.0 KB Peak Allocated Bytes 74.0 KB Overflow Count 0 [ALLOC_TEMP_Job.Worker 2] Initial Block Size 256.0 KB Current Block Size 256.0 KB Peak Allocated Bytes 75.7 KB Overflow Count 0 [ALLOC_TEMP_Background Job.Worker 3] Initial Block Size 32.0 KB Current Block Size 36.0 KB Peak Allocated Bytes 32.0 KB Overflow Count 0 [ALLOC_TEMP_Background Job.Worker 11] Initial Block Size 32.0 KB Current Block Size 32.0 KB Peak Allocated Bytes 54 B Overflow Count 0 [ALLOC_TEMP_Background Job.Worker 0] Initial Block Size 32.0 KB Current Block Size 36.0 KB Peak Allocated Bytes 32.0 KB Overflow Count 0 [ALLOC_TEMP_Background Job.Worker 4] Initial Block Size 32.0 KB Current Block Size 36.0 KB Peak Allocated Bytes 32.0 KB Overflow Count 0 [ALLOC_TEMP_BatchDeleteObjects] Initial Block Size 64.0 KB Current Block Size 64.0 KB Peak Allocated Bytes 54 B Overflow Count 0 [ALLOC_DEFAULT] Dual Thread Allocator Peak main deferred allocation count 22385 [ALLOC_BUCKET] Large Block size 4.0 MB Used Block count 1 Peak Allocated bytes 4.0 MB Failed Allocations. Bucket layout: 16B: 4 Subsections = 4096 buckets. Failed count: 2454651 32B: 19 Subsections = 9728 buckets. Failed count: 5178107 48B: 44 Subsections = 15018 buckets. Failed count: 10454014 64B: 120 Subsections = 30720 buckets. Failed count: 1294197 80B: 27 Subsections = 5529 buckets. Failed count: 187047 96B: 8 Subsections = 1365 buckets. Failed count: 365547 112B: 17 Subsections = 2486 buckets. Failed count: 960366 128B: 17 Subsections = 2176 buckets. Failed count: 2384082 [ALLOC_DEFAULT_MAIN] Peak usage frame count: [16.0 MB-32.0 MB]: 4046 frames, [64.0 MB-128.0 MB]: 203894 frames, [128.0 MB-256.0 MB]: 1 frames Requested Block Size 16.0 MB Peak Block count 4 Peak Allocated memory 180.5 MB Peak Large allocation bytes 136.0 MB [ALLOC_DEFAULT_THREAD] Peak usage frame count: [16.0 MB-32.0 MB]: 581 frames, [32.0 MB-64.0 MB]: 2937 frames, [64.0 MB-128.0 MB]: 203990 frames, [128.0 MB-256.0 MB]: 433 frames Requested Block Size 16.0 MB Peak Block count 7 Peak Allocated memory 187.0 MB Peak Large allocation bytes 160.0 MB [ALLOC_TEMP_JOB_1_FRAME] Initial Block Size 2.0 MB Used Block Count 1 Overflow Count (too large) 0 Overflow Count (full) 0 [ALLOC_TEMP_JOB_2_FRAMES] Initial Block Size 2.0 MB Used Block Count 1 Overflow Count (too large) 0 Overflow Count (full) 0 [ALLOC_TEMP_JOB_4_FRAMES (JobTemp)] Initial Block Size 2.0 MB Used Block Count 9 Overflow Count (too large) 2 Overflow Count (full) 0 [ALLOC_TEMP_JOB_ASYNC (Background)] Initial Block Size 1.0 MB Used Block Count 18 Overflow Count (too large) 0 Overflow Count (full) 0 [ALLOC_GFX] Dual Thread Allocator Peak main deferred allocation count 6 [ALLOC_BUCKET] Large Block size 4.0 MB Used Block count 1 Peak Allocated bytes 4.0 MB Failed Allocations. Bucket layout: 16B: 4 Subsections = 4096 buckets. Failed count: 2454651 32B: 19 Subsections = 9728 buckets. Failed count: 5178107 48B: 44 Subsections = 15018 buckets. Failed count: 10454014 64B: 120 Subsections = 30720 buckets. Failed count: 1294197 80B: 27 Subsections = 5529 buckets. Failed count: 187047 96B: 8 Subsections = 1365 buckets. Failed count: 365547 112B: 17 Subsections = 2486 buckets. Failed count: 960366 128B: 17 Subsections = 2176 buckets. Failed count: 2384082 [ALLOC_GFX_MAIN] Peak usage frame count: [128.0 KB-256.0 KB]: 1212 frames, [256.0 KB-0.5 MB]: 412 frames, [0.5 MB-1.0 MB]: 2422 frames, [1.0 MB-2.0 MB]: 1 frames, [2.0 MB-4.0 MB]: 5763 frames, [4.0 MB-8.0 MB]: 198131 frames Requested Block Size 16.0 MB Peak Block count 1 Peak Allocated memory 7.4 MB Peak Large allocation bytes 0 B [ALLOC_GFX_THREAD] Peak usage frame count: [32.0 MB-64.0 MB]: 207941 frames Requested Block Size 16.0 MB Peak Block count 4 Peak Allocated memory 49.8 MB Peak Large allocation bytes 0 B [ALLOC_CACHEOBJECTS] Dual Thread Allocator Peak main deferred allocation count 1320 [ALLOC_BUCKET] Large Block size 4.0 MB Used Block count 1 Peak Allocated bytes 4.0 MB Failed Allocations. Bucket layout: 16B: 4 Subsections = 4096 buckets. Failed count: 2454651 32B: 19 Subsections = 9728 buckets. Failed count: 5178107 48B: 44 Subsections = 15018 buckets. Failed count: 10454014 64B: 120 Subsections = 30720 buckets. Failed count: 1294197 80B: 27 Subsections = 5529 buckets. Failed count: 187047 96B: 8 Subsections = 1365 buckets. Failed count: 365547 112B: 17 Subsections = 2486 buckets. Failed count: 960366 128B: 17 Subsections = 2176 buckets. Failed count: 2384082 [ALLOC_CACHEOBJECTS_MAIN] Peak usage frame count: [1.0 MB-2.0 MB]: 737 frames, [2.0 MB-4.0 MB]: 133 frames, [4.0 MB-8.0 MB]: 3176 frames, [32.0 MB-64.0 MB]: 203894 frames, [64.0 MB-128.0 MB]: 1 frames Requested Block Size 4.0 MB Peak Block count 2 Peak Allocated memory 65.2 MB Peak Large allocation bytes 61.3 MB [ALLOC_CACHEOBJECTS_THREAD] Peak usage frame count: [8.0 MB-16.0 MB]: 551 frames, [32.0 MB-64.0 MB]: 8 frames, [64.0 MB-128.0 MB]: 2856 frames, [128.0 MB-256.0 MB]: 122 frames, [256.0 MB-0.50 GB]: 204353 frames, [0.50 GB-1.00 GB]: 51 frames Requested Block Size 4.0 MB Peak Block count 144 Peak Allocated memory 0.90 GB Peak Large allocation bytes 470.9 MB [ALLOC_TYPETREE] Dual Thread Allocator Peak main deferred allocation count 0 [ALLOC_BUCKET] Large Block size 4.0 MB Used Block count 1 Peak Allocated bytes 4.0 MB Failed Allocations. Bucket layout: 16B: 4 Subsections = 4096 buckets. Failed count: 2454651 32B: 19 Subsections = 9728 buckets. Failed count: 5178107 48B: 44 Subsections = 15018 buckets. Failed count: 10454014 64B: 120 Subsections = 30720 buckets. Failed count: 1294197 80B: 27 Subsections = 5529 buckets. Failed count: 187047 96B: 8 Subsections = 1365 buckets. Failed count: 365547 112B: 17 Subsections = 2486 buckets. Failed count: 960366 128B: 17 Subsections = 2176 buckets. Failed count: 2384082 [ALLOC_TYPETREE_MAIN] Peak usage frame count: [8.0 KB-16.0 KB]: 1215 frames, [16.0 KB-32.0 KB]: 198193 frames, [32.0 KB-64.0 KB]: 8533 frames Requested Block Size 2.0 MB Peak Block count 1 Peak Allocated memory 41.0 KB Peak Large allocation bytes 0 B [ALLOC_TYPETREE_THREAD] Peak usage frame count: [64.0 KB-128.0 KB]: 927 frames, [128.0 KB-256.0 KB]: 207014 frames Requested Block Size 2.0 MB Peak Block count 1 Peak Allocated memory 217.4 KB Peak Large allocation bytes 0 B
Zvonimir Mar 28 @ 6:00am 
https://imgur.com/a/KCE5MdI

When clicking the "ACQUIRE CARD" button in the game, nothing happens—the card is not acquired, but the "Remaining Actions" counter decreases as if the action was performed.
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