Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Thank you for the notes, I’ll be sure to fix all the small stuff!

It's a little confusing that there's a hvc.exe and a LaunchHyperCoven.exe. I opened hvc.exe

I will blame this on the fact that you’re a dev! Normal people would never opt for the cryptic three letter exe?! Really, I just renamed these files because everybody missed the launcher… and now this.)

What does the yellow bar in the spawn circle mean? Seems meaningless?

It should align with that specific Circle next spawning a unit. Or do you mean the yellow bar on the King? It just stays at 100% when on a fully captured Coven, yes. I think I will just hide it…

Is it expected that the golems refuse to move?

No. But they have a pretty large collision box. Maybe that was the issue?

The select all won't select all the ones I want to now. Maybe because there's too many? No.. there's some other bug going on. I think it's got worse as I get further into my playthrough. Small numbers of troops won't all select at once.

Very odd… there is a general limit of how many units can be selected: 48. (Bottom bar will be full.) That wasn’t the issue, was it? With "select all" do you mean drawing a rectangle around units, or do you mean doubleclicking a unit?

Takes quite a long time to cache 200MB of assets, that seems like a lot! Is it from multiple music tracks?

The web version is actually limited to just 1 track, to save space… A bunch of units’ spritesheets are very heavyweight, e.g. Golem or Spider. A single one easily amounts to 200+MB alone when fully uncompressed. Web version uses very expensive compression to keep the whole bundle within itch’ limits.

What does the yellow bar in the spawn circle mean? Seems meaningless?
It should align with that specific Circle next spawning a unit.

So sometimes that coven would be at the max spawn but the yellow bar would keep scrolling.

Is it expected that the golems refuse to move?
No. But they have a pretty large collision box. Maybe that was the issue?

ok yeah they got stuck between their spawn circles and a ledge.

Very odd… there is a general limit of how many units can be selected: 48. (Bottom bar will be full.) That wasn’t the issue, was it? With "select all" do you mean drawing a rectangle around units, or do you mean doubleclicking a unit?

Sometimes it was with a small number of units and would still happen. I think I saw it repro with double click and drawing.

A bunch of units’ spritesheets are very heavyweight, e.g. Golem or Spider. A single one easily amounts to 200+MB alone when fully uncompressed.

dang that's wild, low-poly low-res 3d is so small in comparison

Sometimes it was with a small number of units and would still happen. I think I saw it repro with double click and drawing.

Finally figured this, funny issue, the unit partially inherits character of "being an artifact" from an exhausted (destroyed) artifact, because specifically the cache keeping artifacts-per-coven was not cleaned up. So, like Artifacts, the unit then can not be included in group-selections. Issue did not come up before last week, because Artifacts used to have 5000 HP and not be consumed. Anyhow this caching was always near-useless and waiting to introduce bugs, guess I will get rid of it altogether.

So sometimes that coven would be at the max spawn but the yellow bar would keep scrolling.

The spawn progress goes on. If you managed to lose a unit in time and no longer be at max spawn when bar is full, the spawn would happen.

That makes sense as to why it only started happening later, good find.

If you managed to lose a unit in time and no longer be at max spawn when bar is full, the spawn would happen.

Ah I see. I wonder if there's a way to communicate that to the player. Like "Readying spawn" "No room" "Spawn successful" text by the bar.