Behold! ... A Bug

Status
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Nov 8, 2015
12
3
In Kara Quest I had Kara up on the sniper's tower.
I just cleared out the Lapriana Engineer's hallway and was heading back south across the courtyard.
I was standing at the tile in front of the door and I hadn't opened it yet.
I walked one tile south and got the error.


Code:
 Version: 0.9.092-PUBLIC-ANDROID#4723 Message: e.toLowerCase is not a function Stack:
TypeError: e.toLowerCase is not a function
    at file:///android_asset/www/main.11b9d31c.js:1:17826868
    at Array.forEach ()
    at e.value (file:///android_asset/www/main.11b9d31c.js:1:17826817)
    at e.value (file:///android_asset/www/main.11b9d31c.js:1:17827188)
    at T$ (file:///android_asset/www/main.11b9d31c.js:1:25356763)
    at window.tryProcKQ2CombatCourtyards (file:///android_asset/www/main.11b9d31c.js:1:26282552)
    at y.runOnEnter (file:///android_asset/www/main.11b9d31c.js:1:32009023)
    at OA (file:///android_asset/www/main.11b9d31c.js:1:18383536)
    at V (file:///android_asset/www/main.11b9d31c.js:1:10760828)
    at e.value (file:///android_asset/www/main.11b9d31c.js:1:17935442)
(01:33:23.817) (Core) info: GameState postLoad()
(01:33:24.532) (Serialization) info: Setting gameloading marker false
(01:33:29.581) (UserInterface) info: Pushing [I]"Main Text"[/I] to UI state stack, replacing with "Appearance".
(01:33:34.871) (UserInterface) info: Popping from [I]"Perks"[/I] and setting [I]"Main Text"[/I] as active state.
(01:34:05.662) (UserInterface) info: Pushing [I]"Main Text"[/I] to UI state stack, replacing with "Main Menu".
(01:34:08.615) (UserInterface) warning: Ensure we have good UI for waiting for data acquisition.
(01:34:08.643) (UserInterface) info: Pushing [I]"Main Menu"[/I] to UI state stack, replacing with "Save Load".
(01:34:08.643) (UserInterface) info: generateSaveMenuButtons()
(01:34:09.769) (UserInterface) info: Popping from [I]"Save Load"[/I] and setting [I]"Main Menu"[/I] as active state.
(01:34:11.097) (UserInterface) info: Pushing [I]"Main Menu"[/I] to UI state stack, replacing with "Options".
(01:34:15.198) (UserInterface) info: Popping from [I]"Options"[/I] and setting [I]"Main Menu"[/I] as active state.
(01:34:15.296) (Serialization) info: GameOptions have been saved.
(01:34:15.902) (UserInterface) info: Popping from [I]"Main Menu"[/I] and setting [I]"Main Text"[/I] as active state.
(01:34:57.275) (Core) warning: singleActivation() disabled function execution as it has already been activated.
(01:34:57.276) (Core) warning: singleActivation() disabled function execution as it has already been activated.
(01:35:34.800) (UserInterface) info: Pushing [I]"Main Text"[/I] to UI state stack, replacing with "Inventory".
(01:35:36.529) (UserInterface) info: Popping UI State back to MainText...
(01:35:36.529) (UserInterface) info: Popping from [I]"Inventory"[/I] and setting [I]"Main Text"[/I] as active state.
(01:36:07.507) (Serialization) info: ImageGalleryStateStorage has been saved.
(01:36:12.126) (UserInterface) info: Pushing [I]"Main Text"[/I] to UI state stack, replacing with "Codex".
(01:36:15.431) (UserInterface) info: Popping UI State back to MainText...
(01:36:15.431) (UserInterface) info: Popping from [I]"Codex"[/I] and setting [I]"Main Text"[/I] as active state.
(01:36:17.042) (UserInterface) info: Pushing [I]"Main Text"[/I] to UI state stack, replacing with "Codex".
(01:36:18.310) (UserInterface) info: Popping UI State back to MainText...
(01:36:18.310) (UserInterface) info: Popping from [I]"Codex"[/I] and setting [I]"Main Text"[/I] as active state.
(01:36:19.432) (UserInterface) info: Pushing [I]"Main Text"[/I] to UI state stack, replacing with "Main Menu".
(01:36:20.734) (UserInterface) info: Pushing [I]"Main Menu"[/I] to UI state stack, replacing with "Options".
(01:36:22.803) (UserInterface) info: Popping from [I]"Options"[/I] and setting [I]"Main Menu"[/I] as active state.
(01:36:22.891) (Serialization) info: GameOptions have been saved.
(01:36:23.785) (UserInterface) info: Popping from [I]"Main Menu"[/I] and setting [I]"Main Text"[/I] as active state.
(01:36:38.028) (Mapping) info: Moving Kattom to 1H34
(01:36:56.071) (Core) warning: singleActivation() disabled function execution as it has already been activated.
(01:36:57.430) (UserInterface) info: Pushing [I]"Main Text"[/I] to UI state stack, replacing with "Combat".
(01:37:08.566) (Creature) info: Status 'Psytuned Vitality Proc' already present on Angel
(01:37:11.243) (Creature) info: Status 'Psytuned Vitality Proc' already present on Angel
(01:37:13.361) (Creature) info: Status 'Psytuned Vitality Proc' already present on Angel
(01:37:14.155) (UserInterface) info: Popping UI State back to MainText...
(01:37:14.155) (UserInterface) info: Popping from [I]"Combat"[/I] and setting [I]"Main Text"[/I] as active state.
(01:37:17.114) (UserInterface) info: Pushing [I]"Main Text"[/I] to UI state stack, replacing with "Inventory".
(01:37:24.302) (Creature) warning: PlayerCharacter.hasFuckableNipples() was passed an invalid argument (Slender gray digits pump your nipple-cunts ‘til your hips spasm in response. Stretchy erotic flesh parts around the synth-slime’s goofy curiosity. [I]“The more I look, the more I find! You’re like a big ‘ol toybox, Angel!”[/I] the gooey cutie says, gradually wearing those orifices out until they bulge exquisitely around Rei’s plentiful girth.)
(01:37:24.303) (Creature) warning: PlayerCharacter.hasTailCunt() was passed an invalid argument (One more tentacle is needed so that your pussy is not left to stir alone in the cold. Rei drives it in without a second thought, making the appendage tense up and cum, dribbling fluids around the assiduous mass.)
(01:37:35.086) (UserInterface) info: Pushing [I]"Main Text"[/I] to UI state stack, replacing with "Combat".
(01:37:56.628) (UserInterface) info: Popping UI State back to MainText...
(01:37:56.628) (UserInterface) info: Popping from [I]"Combat"[/I] and setting [I]"Main Text"[/I] as active state.
(01:38:51.186) (UserInterface) warning: Ensure we have good UI for waiting for data acquisition.
(01:38:51.198) (UserInterface) info: Pushing [I]"Main Text"[/I] to UI state stack, replacing with "Save Load".
(01:38:51.198) (UserInterface) info: generateSaveMenuButtons()
(01:38:53.189) (UserInterface) warning: Ensure we have good UI for waiting for data acquisition.
(01:38:53.191) (UserInterface) info: generateSaveMenuButtons()
(01:38:54.259) (UserInterface) info: Popping from [I]"Save Load"[/I] and setting [I]"Main Text"[/I] as active state.
(01:39:19.805) (Serialization) info: ImageGalleryStateStorage has been saved.
(01:39:26.428) (Serialization) info: ImageGalleryStateStorage has been saved.
(01:39:27.154) (UserInterface) info: Pushing [I]"Main Text"[/I] to UI state stack, replacing with "Combat".
(01:39:29.063) (Creature) info: Status 'Psytuned Vitality Proc' already present on Angel
(01:39:34.172) (Creature) info: Status 'Psytuned Vitality Proc' already present on Angel
(01:39:39.881) (Creature) info: Status 'Psytuned Vitality Proc' already present on Angel
(01:39:45.252) (Creature) info: Status 'Psytuned Vitality Proc' already present on Angel
(01:39:55.959) (Creature) info: Status 'Psytuned Vitality Proc' already present on Angel
(01:46:04.375) (UserInterface) info: Popping UI State back to MainText...
(01:46:04.375) (UserInterface) info: Popping from [I]"Combat"[/I] and setting [I]"Main Text"[/I] as active state.
(01:46:10.584) (Creature) info: New key item applied to Angel: Hentai Magazine
(01:46:20.106) (Serialization) info: ImageGalleryStateStorage has been saved.
(01:46:20.828) (UserInterface) info: Pushing [I]"Main Text"[/I] to UI state stack, replacing with "Combat".
(01:46:26.494) (Creature) info: Status 'Psytuned Vitality Proc' already present on Angel
(01:46:31.159) (Creature) info: Status 'Psytuned Vitality Proc' already present on Angel
(01:46:33.035) (Creature) info: Status 'Psytuned Vitality Proc' already present on Angel
(01:46:35.141) (UserInterface) info: Popping UI State back to MainText...
(01:46:35.141) (UserInterface) info: Popping from [I]"Combat"[/I] and setting [I]"Main Text"[/I] as active state.
(01:46:37.668) (UserInterface) info: Pushing [I]"Main Text"[/I] to UI state stack, replacing with "Combat".
(01:46:39.752) (Creature) info: Status 'Psytuned Vitality Proc' already present on Angel
(01:46:42.920) (Creature) info: Status 'Psytuned Vitality Proc' already present on Angel
(01:46:45.317) (Creature) info: Status 'Psytuned Vitality Proc' already present on Angel
(01:46:47.569) (Creature) info: Status 'Psytuned Vitality Proc' already present on Angel
(01:46:50.587) (Creature) info: Status 'Psytuned Vitality Proc' already present on Angel
(01:46:51.378) (UserInterface) info: Popping UI State back to MainText...
(01:46:51.378) (UserInterface) info: Popping from [I]"Combat"[/I] and setting [I]"Main Text"[/I] as active state.
(01:46:55.043) (Serialization) info: ImageGalleryStateStorage has been saved.
(01:46:59.518) (UserInterface) info: Pushing [I]"Main Text"[/I] to UI state stack, replacing with "Combat".
(01:46:59.571) (Serialization) info: ImageGalleryStateStorage has been saved.
(01:47:04.029) (Creature) info: Status 'Psytuned Vitality Proc' already present on Angel
(01:47:06.743) (Creature) info: Status 'Psytuned Vitality Proc' already present on Angel
(01:47:09.157) (Creature) info: Status 'Psytuned Vitality Proc' already present on Angel
(01:47:12.016) (Creature) info: Status 'Psytuned Vitality Proc' already present on Angel
(01:47:20.320) (Creature) info: Status 'Psytuned Vitality Proc' already present on Angel
(01:47:31.951) (UserInterface) info: Popping UI State back to MainText...
(01:47:31.951) (UserInterface) info: Popping from [I]"Combat"[/I] and setting [I]"Main Text"[/I] as active state.
(01:47:31.953) (Creature) info: New key item applied to Angel: Key Card - R&D Security Pass
Reload Game
1
 
Nov 8, 2015
12
3
Tried it a few times. Without even going into the engineer hallway I get the error randomly walking around the courtyard.
 
Status
Not open for further replies.