4.40 star(s) 20 Votes

silver24240

New Member
Nov 23, 2020
10
30
I don't think it's bugged, I was able to beat it just fine.

Destroying the wires is actually not mandatory as far as I understood, doing so will give you the chip and maybe make the fight easier. You just have to shoot the boss until he dies. :WeSmart:
I figured it out, I had the wrong loadout for the boss. Both the homing mites and charge shot don't seem to work on him, neither do assist weapons, so you really do have to spam the regular shot to deal damage
 
  • Heart
Reactions: Noonwraith

commandhat

Newbie
Nov 9, 2020
38
44
RegulusNSFW I'm playing on Linux and have run into a problem: Some kind of preload script will heavily freeze the game (and my PC) each time the game needs to preload a model. This makes the game unplayable at certain points (such as Molbon mission 1, barely 30 seconds in, the game preloads a bunch of tree, leaf, and enemy models and results in a very, very long low-FPS hang).

Arch linux, X11 on Plasma, nvidia-open via RTX3060. 16GB RAM.
 
  • Like
Reactions: Noonwraith

Noonwraith

Newbie
Oct 24, 2022
72
111
RegulusNSFW I'm playing on Linux and have run into a problem: Some kind of preload script will heavily freeze the game (and my PC) each time the game needs to preload a model. This makes the game unplayable at certain points (such as Molbon mission 1, barely 30 seconds in, the game preloads a bunch of tree, leaf, and enemy models and results in a very, very long low-FPS hang).

Arch linux, X11 on Plasma, nvidia-open via RTX3060. 16GB RAM.
For what it's worth, that hasn't been my experience on Debian 12, GNOME Wayland session, amdgpu kmod.
 

RegulusNSFW

Newbie
Mar 21, 2021
60
137
I figured it out, I had the wrong loadout for the boss. Both the homing mites and charge shot don't seem to work on him, neither do assist weapons, so you really do have to spam the regular shot to deal damage
Damn... I had hoped to avoid situations like this, but it seems a better fix is in order. In the last week of development I made some adjustments to all auto-targeting weapons (ie MITEs, Lana assist, ghosts, missiles), and some shorter range weapons like Rooster's beam, and Flame Wave. All of their sensors/scanners will be significantly extended in every boss fight. This should fix any range issues. It's definitely not intentional that you can have a load out that soft-locks you.


RegulusNSFW I'm playing on Linux and have run into a problem: Some kind of preload script will heavily freeze the game (and my PC) each time the game needs to preload a model. This makes the game unplayable at certain points (such as Molbon mission 1, barely 30 seconds in, the game preloads a bunch of tree, leaf, and enemy models and results in a very, very long low-FPS hang).

Arch linux, X11 on Plasma, nvidia-open via RTX3060. 16GB RAM.
Interesting... I'm not positive I will be able to fix this unless I am able to replicate it on my systems, but I'll look into a few things, and see if I can find it.
 

commandhat

Newbie
Nov 9, 2020
38
44
Damn... I had hoped to avoid situations like this, but it seems a better fix is in order. In the last week of development I made some adjustments to all auto-targeting weapons (ie MITEs, Lana assist, ghosts, missiles), and some shorter range weapons like Rooster's beam, and Flame Wave. All of their sensors/scanners will be significantly extended in every boss fight. This should fix any range issues. It's definitely not intentional that you can have a load out that soft-locks you.




Interesting... I'm not positive I will be able to fix this unless I am able to replicate it on my systems, but I'll look into a few things, and see if I can find it.
For what it's worth, using wine to play the Windows edition of the game does not do this, so I will use that for now.
 

tacosgrande

Newbie
Sep 29, 2018
56
31
Forgive me if this has been reported:

Saber: ....words words bask in its light and pillage
Missing punctuation.

I will put away my red pen now.
 

flowingsilver

Newbie
Apr 13, 2020
67
118
forgot to do it yesterday but to be fair, this did come out 2 days earlier than usual

btw this is the last version (except hotfixes, i'm assuming) until final release
 

Flugelbozz

Member
Nov 12, 2018
384
347
Linux version seems to coredump. I tried a bunch of cmdline parameters to hopefully fix it, but no change in behaviour and the log seems useless. Probably an issue on my end, hopefully someone can confirm

Code:
$ ./StarbreedDemo.x86_64 -force-vulkan -force-wayland -logFile -
[UnityMemory] Configuration Parameters - Can be set up in boot.config
    "memorysetup-bucket-allocator-granularity=16"
    "memorysetup-bucket-allocator-bucket-count=8"
    "memorysetup-bucket-allocator-block-size=4194304"
    "memorysetup-bucket-allocator-block-count=1"
    "memorysetup-main-allocator-block-size=16777216"
    "memorysetup-thread-allocator-block-size=16777216"
    "memorysetup-gfx-main-allocator-block-size=16777216"
    "memorysetup-gfx-thread-allocator-block-size=16777216"
    "memorysetup-cache-allocator-block-size=4194304"
    "memorysetup-typetree-allocator-block-size=2097152"
    "memorysetup-profiler-bucket-allocator-granularity=16"
    "memorysetup-profiler-bucket-allocator-bucket-count=8"
    "memorysetup-profiler-bucket-allocator-block-size=4194304"
    "memorysetup-profiler-bucket-allocator-block-count=1"
    "memorysetup-profiler-allocator-block-size=16777216"
    "memorysetup-profiler-editor-allocator-block-size=1048576"
    "memorysetup-temp-allocator-size-main=4194304"
    "memorysetup-job-temp-allocator-block-size=2097152"
    "memorysetup-job-temp-allocator-block-size-background=1048576"
    "memorysetup-job-temp-allocator-reduction-small-platforms=262144"
    "memorysetup-temp-allocator-size-background-worker=32768"
    "memorysetup-temp-allocator-size-job-worker=262144"
    "memorysetup-temp-allocator-size-preload-manager=262144"
    "memorysetup-temp-allocator-size-nav-mesh-worker=65536"
    "memorysetup-temp-allocator-size-audio-worker=65536"
    "memorysetup-temp-allocator-size-cloud-worker=32768"
    "memorysetup-temp-allocator-size-gfx=262144"
Mono path[0] = '~/Games/files/Starbreedv0.15Linux/StarbreedDemo_Data/Managed'
Mono config path = '~/Games/files/Starbreedv0.15Linux/StarbreedDemo_Data/MonoBleedingEdge/etc'
Preloaded 'lib_burst_generated.so'
Display 0 'DP-4"': 1920x1080 (primary device).
Unable to load player prefs
Desktop is 1920 x 1080 @ 144 Hz
free(): invalid pointer
Caught fatal signal - signo:6 code:-6 errno:0 addr:0x3e800002fbc
Obtained 33 stack frames.
#0  0x007f378be43920 in __sigaction
#1  0x007f378bea77bd in pthread_kill
#2  0x007f378be437ee in gsignal
#3  0x007f378be252d1 in abort
#4  0x007f378be26316 in perror
#5  0x007f378beb1e35 in timer_settime
#6  0x007f378beb74b4 in __libc_free
#7  0x007f369c5493e7 in std::__1::__function::__func<llvm::fuzzerop::SourcePred::SourcePred(std::__1::function<bool (llvm::ArrayRef<llvm::Value*>, llvm::Value const*)>, std::__1::nullopt_t)::{lambda(llvm::ArrayRef<llvm::Value*>, llvm::ArrayRef<llvm::Type*>)#1}, std::__1::allocator<{lambda(llvm::ArrayRef<llvm::Value*>, llvm::ArrayRef<llvm::Type*>)#1}>, std::__1::vector<llvm::Constant*, llvm::fuzzerop::SourcePred::SourcePred(std::__1::function<bool (llvm::ArrayRef<llvm::Value*>, llvm::Value const*)>, std::__1::nullopt_t)::{lambda(llvm::ArrayRef<llvm::Value*>, llvm::ArrayRef<llvm::Type*>)#1}<llvm::Constant> > (llvm::ArrayRef<llvm::Value*>, llvm::ArrayRef<llvm::Type*>)>::destroy_deallocate()
#8  0x007f378e5054af in _dl_exception_free
#9  0x007f378e5055c0 in _dl_exception_free
#10 0x007f378e50256d in _dl_catch_exception
#11 0x007f378e50cd49 in _dl_rtld_di_serinfo
#12 0x007f378e5024d1 in _dl_catch_exception
#13 0x007f378e50d0e7 in _dl_find_dso_for_object
#14 0x007f378bea1434 in dlmopen
#15 0x007f378e5024d1 in _dl_catch_exception
#16 0x007f378e502629 in _dl_catch_exception
#17 0x007f378bea0f23 in dlerror
#18 0x007f378bea14eb in dlopen
#19 0x007f3786cc22a3 in __glXGLLoadGLXFunction
#20 0x007f3786cc4b24 in __glXGLLoadGLXFunction
#21 0x007f3786cbe1d8 in glXChooseVisual
#22 0x007f378db74ad6 in UNITY_TT_RunIns
#23 0x007f378db7434f in UNITY_TT_RunIns
#24 0x007f378db43b49 in UNITY_TT_RunIns
#25 0x007f378db43695 in UNITY_TT_RunIns
#26 0x007f378d0a4ff8 in PlayerMain(int, char**)
#27 0x007f378d8269a5 in std::vector<std::pair<int, unsigned int>, std::allocator<std::pair<int, unsigned int> > >::operator=(std::vector<std::pair<int, unsigned int>, std::allocator<std::pair<int, unsigned int> > > const&)
#28 0x007f378d8264bf in std::vector<std::pair<int, unsigned int>, std::allocator<std::pair<int, unsigned int> > >::operator=(std::vector<std::pair<int, unsigned int>, std::allocator<std::pair<int, unsigned int> > > const&)
#29 0x007f378d094fe1 in PlayerMain(int, char**)
#30 0x007f378be273b5 in __libc_init_first
#31 0x007f378be27468 in __libc_start_main
#32 0x00000000201029 in (Unknown)
Aborted (core dumped)
 
  • Like
Reactions: Noonwraith

Flugelbozz

Member
Nov 12, 2018
384
347
what's the secret to doing siren's impreg? the first few targets cant seem to be all killed, my highest score there was 32, the rest of it is a similar theme, but i managed to get 256 after being really lucky.

every other impreg i can sort of see how to get a perfect score, but I can't see siren's one at all
 

Lari_x

New Member
Jul 17, 2023
10
4
what's the secret to doing siren's impreg? the first few targets cant seem to be all killed, my highest score there was 32, the rest of it is a similar theme, but i managed to get 256 after being really lucky.

every other impreg i can sort of see how to get a perfect score, but I can't see siren's one at all
Using her healing ability also increases the speed that shocks go out so you can nail a lot more that way. Beyond that they have a bit of range and can pass through enemies so they can hit more if you line them up properly. Other than those two deals there's no real secret to it.
 

Porn_Jesus

Forum Fanatic
Jun 21, 2017
5,807
5,781
Impreg trials got a bit easier with 10 points less required for each girl but it's by no means easy mode now unless you are a very skilled mofo.
 

GlassMi

Newbie
Mar 30, 2023
77
37
Really wanna try this but why are the screenshots so bad...
All of the reviews are good, they mention H scenes variety and yet there's nothing in the screenshots that's selling that
Imma try it but this game really needs to update it's screenshots, I would have hard passed based on those without the good reviews..
 

Mitsuna

Active Member
Jun 21, 2019
545
720
Linux version seems to coredump. I tried a bunch of cmdline parameters to hopefully fix it, but no change in behaviour and the log seems useless. Probably an issue on my end, hopefully someone can confirm

Code:
$ ./StarbreedDemo.x86_64 -force-vulkan -force-wayland -logFile -
[UnityMemory] Configuration Parameters - Can be set up in boot.config
    "memorysetup-bucket-allocator-granularity=16"
    "memorysetup-bucket-allocator-bucket-count=8"
    "memorysetup-bucket-allocator-block-size=4194304"
    "memorysetup-bucket-allocator-block-count=1"
    "memorysetup-main-allocator-block-size=16777216"
    "memorysetup-thread-allocator-block-size=16777216"
    "memorysetup-gfx-main-allocator-block-size=16777216"
    "memorysetup-gfx-thread-allocator-block-size=16777216"
    "memorysetup-cache-allocator-block-size=4194304"
    "memorysetup-typetree-allocator-block-size=2097152"
    "memorysetup-profiler-bucket-allocator-granularity=16"
    "memorysetup-profiler-bucket-allocator-bucket-count=8"
    "memorysetup-profiler-bucket-allocator-block-size=4194304"
    "memorysetup-profiler-bucket-allocator-block-count=1"
    "memorysetup-profiler-allocator-block-size=16777216"
    "memorysetup-profiler-editor-allocator-block-size=1048576"
    "memorysetup-temp-allocator-size-main=4194304"
    "memorysetup-job-temp-allocator-block-size=2097152"
    "memorysetup-job-temp-allocator-block-size-background=1048576"
    "memorysetup-job-temp-allocator-reduction-small-platforms=262144"
    "memorysetup-temp-allocator-size-background-worker=32768"
    "memorysetup-temp-allocator-size-job-worker=262144"
    "memorysetup-temp-allocator-size-preload-manager=262144"
    "memorysetup-temp-allocator-size-nav-mesh-worker=65536"
    "memorysetup-temp-allocator-size-audio-worker=65536"
    "memorysetup-temp-allocator-size-cloud-worker=32768"
    "memorysetup-temp-allocator-size-gfx=262144"
Mono path[0] = '~/Games/files/Starbreedv0.15Linux/StarbreedDemo_Data/Managed'
Mono config path = '~/Games/files/Starbreedv0.15Linux/StarbreedDemo_Data/MonoBleedingEdge/etc'
Preloaded 'lib_burst_generated.so'
Display 0 'DP-4"': 1920x1080 (primary device).
Unable to load player prefs
Desktop is 1920 x 1080 @ 144 Hz
free(): invalid pointer
Caught fatal signal - signo:6 code:-6 errno:0 addr:0x3e800002fbc
Obtained 33 stack frames.
#0  0x007f378be43920 in __sigaction
#1  0x007f378bea77bd in pthread_kill
#2  0x007f378be437ee in gsignal
#3  0x007f378be252d1 in abort
#4  0x007f378be26316 in perror
#5  0x007f378beb1e35 in timer_settime
#6  0x007f378beb74b4 in __libc_free
#7  0x007f369c5493e7 in std::__1::__function::__func<llvm::fuzzerop::SourcePred::SourcePred(std::__1::function<bool (llvm::ArrayRef<llvm::Value*>, llvm::Value const*)>, std::__1::nullopt_t)::{lambda(llvm::ArrayRef<llvm::Value*>, llvm::ArrayRef<llvm::Type*>)#1}, std::__1::allocator<{lambda(llvm::ArrayRef<llvm::Value*>, llvm::ArrayRef<llvm::Type*>)#1}>, std::__1::vector<llvm::Constant*, llvm::fuzzerop::SourcePred::SourcePred(std::__1::function<bool (llvm::ArrayRef<llvm::Value*>, llvm::Value const*)>, std::__1::nullopt_t)::{lambda(llvm::ArrayRef<llvm::Value*>, llvm::ArrayRef<llvm::Type*>)#1}<llvm::Constant> > (llvm::ArrayRef<llvm::Value*>, llvm::ArrayRef<llvm::Type*>)>::destroy_deallocate()
#8  0x007f378e5054af in _dl_exception_free
#9  0x007f378e5055c0 in _dl_exception_free
#10 0x007f378e50256d in _dl_catch_exception
#11 0x007f378e50cd49 in _dl_rtld_di_serinfo
#12 0x007f378e5024d1 in _dl_catch_exception
#13 0x007f378e50d0e7 in _dl_find_dso_for_object
#14 0x007f378bea1434 in dlmopen
#15 0x007f378e5024d1 in _dl_catch_exception
#16 0x007f378e502629 in _dl_catch_exception
#17 0x007f378bea0f23 in dlerror
#18 0x007f378bea14eb in dlopen
#19 0x007f3786cc22a3 in __glXGLLoadGLXFunction
#20 0x007f3786cc4b24 in __glXGLLoadGLXFunction
#21 0x007f3786cbe1d8 in glXChooseVisual
#22 0x007f378db74ad6 in UNITY_TT_RunIns
#23 0x007f378db7434f in UNITY_TT_RunIns
#24 0x007f378db43b49 in UNITY_TT_RunIns
#25 0x007f378db43695 in UNITY_TT_RunIns
#26 0x007f378d0a4ff8 in PlayerMain(int, char**)
#27 0x007f378d8269a5 in std::vector<std::pair<int, unsigned int>, std::allocator<std::pair<int, unsigned int> > >::operator=(std::vector<std::pair<int, unsigned int>, std::allocator<std::pair<int, unsigned int> > > const&)
#28 0x007f378d8264bf in std::vector<std::pair<int, unsigned int>, std::allocator<std::pair<int, unsigned int> > >::operator=(std::vector<std::pair<int, unsigned int>, std::allocator<std::pair<int, unsigned int> > > const&)
#29 0x007f378d094fe1 in PlayerMain(int, char**)
#30 0x007f378be273b5 in __libc_init_first
#31 0x007f378be27468 in __libc_start_main
#32 0x00000000201029 in (Unknown)
Aborted (core dumped)
It kept slightly freezing from time to time, but if I use -force-vulkan there is no problem. Did you forget
SDL_DYNAMIC_API=/usr/lib64/libSDL2-2.0.so? It's required if you want to use wayland with unity3d games.
 
May 21, 2018
220
931
How does one save this game? I played a couple of updates ago, unlocked the all the existing team after playing a couple of hours, but failed to find a manual save button. I assumed it had an autosave then, but the next time I launched the game, everything was gone, and that's kinda killed my mood to try it again.
 
4.40 star(s) 20 Votes