Any one know how to unlock principal's last scene?
niedzviedz
Recent community posts
In which version is this quest? I encounter two bugs:
- first one is when you go to the end of alley, you cannot come back, because game push you to the end
- second scrolling (by mouse) i.e. quests doesn't work properly
- third minor issue is that, when your last save is on i.e. 3rd card and you try to save again or load, game starts from 1st card
I encounter an error while load save game (version 0.5.2):
InvalidOperationException: Sequence contains no matching element
System.Linq.Enumerable.First[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) (at <00000000000000000000000000000000>:0)
JourneySystem.Map.View.MapView.AttachModel (GameSystems.JourneySystem.Map.Model.MapModel model) (at <00000000000000000000000000000000>:0)
GameSystems.JourneySystem.JourneyModel.Load (GameSystems.JourneySystem.Battle.CreatureSettings playerCreature, GameSystems.JourneySystem.Battle.SquadSettings playerSquad, GameSystems.JourneySystem.JourneyModel+Data data) (at <00000000000000000000000000000000>:0)
Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) (at <00000000000000000000000000000000>:0)
GameSystems.JourneySystem.Map.Model.MapModel.Load (GameSystems.JourneySystem.Map.Model.MapModel+Data data) (at <00000000000000000000000000000000>:0)
Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) (at <00000000000000000000000000000000>:0)
GameSystems.JourneySystem.Map.Model.SquadModel.Load (GameSystems.JourneySystem.Map.Model.SquadModel+Data data, GameSystems.JourneySystem.Map.Model.MapModel map) (at <00000000000000000000000000000000>:0)
Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) (at <00000000000000000000000000000000>:0)
JourneySystem.Items.AssetState`1[T].Load () (at <00000000000000000000000000000000>:0)
Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) (at <00000000000000000000000000000000>:0)
Cores.Save.SaveExtensions.GetAssetAsync[T] (UnityEngine.AddressableAssets.AssetReferenceT`1[TObject] reference) (at <00000000000000000000000000000000>:0)
Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) (at <00000000000000000000000000000000>:0)
Cysharp.Threading.Tasks.AddressablesAsyncExtensions+AsyncOperationHandleConfiguredSource`1[T].HandleCompleted (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] argHandle) (at <00000000000000000000000000000000>:0)
DelegateList`1[T].Invoke (T res) (at <00000000000000000000000000000000>:0)
UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.Exception exception, System.Boolean releaseDependenciesOnFailure) (at <00000000000000000000000000000000>:0)
UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1[TObject].ProviderCompleted[T] (T result, System.Boolean status, System.Exception e) (at <00000000000000000000000000000000>:0)
UnityEngine.ResourceManagement.ResourceProviders.BundledAssetProvider+InternalOp.CompleteOperation () (at <00000000000000000000000000000000>:0)
UnityEngine.AsyncOperation.InvokeCompletionEvent () (at <00000000000000000000000000000000>:0)
--- End of stack trace from previous location where exception was thrown ---
Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].GetResult (System.Int16 token) (at <00000000000000000000000000000000>:0)
Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1[TStateMachine].GetResult (System.Int16 token) (at <00000000000000000000000000000000>:0)
Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder.AwaitUnsafeOnCompleted[TAwaiter,TStateMachine] (TAwaiter& awaiter, TStateMachine& stateMachine) (at <00000000000000000000000000000000>:0)
JourneySystem.Map.JourneyView.BeginJourney (GameSystems.JourneySystem.Battle.CreatureSettings playerCreature, GameSystems.JourneySystem.Battle.SquadSettings playerSquad, GameSystems.JourneySystem.JourneyModel+Data savedJourney) (at <00000000000000000000000000000000>:0)
Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetException (System.Exception error) (at <00000000000000000000000000000000>:0)
GameSystems.JourneySystem.JourneyModel.Load (GameSystems.JourneySystem.Battle.CreatureSettings playerCreature, GameSystems.JourneySystem.Battle.SquadSettings playerSquad, GameSystems.JourneySystem.JourneyModel+Data data) (at <00000000000000000000000000000000>:0)
Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) (at <00000000000000000000000000000000>:0)
GameSystems.JourneySystem.Map.Model.MapModel.Load (GameSystems.JourneySystem.Map.Model.MapModel+Data data) (at <00000000000000000000000000000000>:0)
Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) (at <00000000000000000000000000000000>:0)
GameSystems.JourneySystem.Map.Model.SquadModel.Load (GameSystems.JourneySystem.Map.Model.SquadModel+Data data, GameSystems.JourneySystem.Map.Model.MapModel map) (at <00000000000000000000000000000000>:0)
Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) (at <00000000000000000000000000000000>:0)
JourneySystem.Items.AssetState`1[T].Load () (at <00000000000000000000000000000000>:0)
Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) (at <00000000000000000000000000000000>:0)
Cores.Save.SaveExtensions.GetAssetAsync[T] (UnityEngine.AddressableAssets.AssetReferenceT`1[TObject] reference) (at <00000000000000000000000000000000>:0)
Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) (at <00000000000000000000000000000000>:0)
Cysharp.Threading.Tasks.AddressablesAsyncExtensions+AsyncOperationHandleConfiguredSource`1[T].HandleCompleted (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] argHandle) (at <00000000000000000000000000000000>:0)
DelegateList`1[T].Invoke (T res) (at <00000000000000000000000000000000>:0)
UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.Exception exception, System.Boolean releaseDependenciesOnFailure) (at <00000000000000000000000000000000>:0)
UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1[TObject].ProviderCompleted[T] (T result, System.Boolean status, System.Exception e) (at <00000000000000000000000000000000>:0)
UnityEngine.ResourceManagement.ResourceProviders.BundledAssetProvider+InternalOp.CompleteOperation () (at <00000000000000000000000000000000>:0)
UnityEngine.AsyncOperation.InvokeCompletionEvent () (at <00000000000000000000000000000000>:0)
--- End of stack trace from previous location where exception was thrown ---
Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].GetResult (System.Int16 token) (at <00000000000000000000000000000000>:0)
Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1[TStateMachine].GetResult (System.Int16 token) (at <00000000000000000000000000000000>:0)
Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder.AwaitUnsafeOnCompleted[TAwaiter,TStateMachine] (TAwaiter& awaiter, TStateMachine& stateMachine) (at <00000000000000000000000000000000>:0)
Cores.LocationManager.SwapOnMiniGame (Cores.CameraState cameraState, System.Func`1[TResult] runAction) (at <00000000000000000000000000000000>:0)
Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetException (System.Exception error) (at <00000000000000000000000000000000>:0)
JourneySystem.Map.JourneyView.BeginJourney (GameSystems.JourneySystem.Battle.CreatureSettings playerCreature, GameSystems.JourneySystem.Battle.SquadSettings playerSquad, GameSystems.JourneySystem.JourneyModel+Data savedJourney) (at <00000000000000000000000000000000>:0)
Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetException (System.Exception error) (at <00000000000000000000000000000000>:0)
GameSystems.JourneySystem.JourneyModel.Load (GameSystems.JourneySystem.Battle.CreatureSettings playerCreature, GameSystems.JourneySystem.Battle.SquadSettings playerSquad, GameSystems.JourneySystem.JourneyModel+Data data) (at <00000000000000000000000000000000>:0)
Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) (at <00000000000000000000000000000000>:0)
GameSystems.JourneySystem.Map.Model.MapModel.Load (GameSystems.JourneySystem.Map.Model.MapModel+Data data) (at <00000000000000000000000000000000>:0)
Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) (at <00000000000000000000000000000000>:0)
GameSystems.JourneySystem.Map.Model.SquadModel.Load (GameSystems.JourneySystem.Map.Model.SquadModel+Data data, GameSystems.JourneySystem.Map.Model.MapModel map) (at <00000000000000000000000000000000>:0)
Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) (at <00000000000000000000000000000000>:0)
JourneySystem.Items.AssetState`1[T].Load () (at <00000000000000000000000000000000>:0)
Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) (at <00000000000000000000000000000000>:0)
Cores.Save.SaveExtensions.GetAssetAsync[T] (UnityEngine.AddressableAssets.AssetReferenceT`1[TObject] reference) (at <00000000000000000000000000000000>:0)
Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) (at <00000000000000000000000000000000>:0)
Cysharp.Threading.Tasks.AddressablesAsyncExtensions+AsyncOperationHandleConfiguredSource`1[T].HandleCompleted (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] argHandle) (at <00000000000000000000000000000000>:0)
DelegateList`1[T].Invoke (T res) (at <00000000000000000000000000000000>:0)
UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.Exception exception, System.Boolean releaseDependenciesOnFailure) (at <00000000000000000000000000000000>:0)
UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1[TObject].ProviderCompleted[T] (T result, System.Boolean status, System.Exception e) (at <00000000000000000000000000000000>:0)
UnityEngine.ResourceManagement.ResourceProviders.BundledAssetProvider+InternalOp.CompleteOperation () (at <00000000000000000000000000000000>:0)
UnityEngine.AsyncOperation.InvokeCompletionEvent () (at <00000000000000000000000000000000>:0)
UnityEngine.Debug:LogException(Exception)
Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception)
Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetException(Exception)
JourneySystem.Map.<BeginJourney>d__22:MoveNext()
Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetException(Exception)
GameSystems.JourneySystem.<Load>d__29:MoveNext()
Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult)
GameSystems.JourneySystem.Map.Model.<Load>d__50:MoveNext()
Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult)
GameSystems.JourneySystem.Map.Model.<Load>d__3:MoveNext()
Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult)
JourneySystem.Items.<Load>d__7:MoveNext()
Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult)
Cores.Save.<GetAssetAsync>d__2`1:MoveNext()
Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult)
Cysharp.Threading.Tasks.AsyncOperationHandleConfiguredSource`1:HandleCompleted(AsyncOperationHandle`1)
DelegateList`1:Invoke(T)
UnityEngine.AsyncOperation:InvokeCompletionEvent()
Hello, Yes it's partially work, but before sleep is Friday, and save on black screen and load is also Friday. I found this solution:
1) Find your GameData in Documents/Gatolobo.
2) Back up your GameData.PHD file (we recommend the way the issue kicks in, you may be able to recover your saves)
3) Open Peach Hills Division Game and start a new game. Pause it with ESC
4) Without closing the game, press ALT+TAB to open your Windows Explorer with Documents/GatoLobo open. Restore your save files.
5) Return to the game. You can return to the main menu.
6) Load the game.
but some steps are missing / unclear.
1) ok
2) backup ok, but what else dalete?
3) ok
4) saves are in different location appdata\ ... restore, what for if nobody move them or delete them
5) 6) ok
Hello,
Thanks for the answer.
1) Ok.
2) I load old save and play this scene once more. For Rose I have to start from the beginning because I didn't have save state before her quest.
3) Maybe it should be good to display finished quests?
4) What about my video? Did You figured out what I mean about "jumping" highlight? It is visible on main menu, when I hold cursor in one place and it jumps up and down. Similar situation is when I talk to somebody.
Hello,
1) For example last save I have on 4 tab, and every time I want to save or load, the game show first tab, so I have to remember, that last one is 4 and manual switch to 4 tab. I think, in the earlier version of the game, it worked?
2) I recorded some movie for clarification:

and here

Yes. I have the same feeling. Every new version fighting is changed to worst. Right now this card system, every new adventure amount of card is reset, it should include the cards You have already collected. The bosses has HP above 100, and MC is only 60, so to fight them You have to collect all card from map, and shield every turn. MC should level, so HP will increases and action point also should increase.
I also found few errors:
- save / load doesn't remember last card, and start from 1
- when I talk to someone yellow highlight jumps from 1 line to last and so on (in this version 0.4.0.6 it probably repaired?)
- On fighting screen when I highlight amount of card with mouse (bottom left right side of screen) the information screen is not translated to English.
I have some picture on gallery with comment "closed" - what does it mean? I chose wrong decisions? To open I have to start from the beginning?
can those three scenes be unlocked in current version (48.6)?






