i second that. sometimes the users themselves can rule out the cause by messing around with the game and taking a peek at the dlls' codes (which can be done with the dnspy tool) and even create fixes (like mods) or at least point out what could be done with the code
anyway, has anyone made any progress or have any observations related with this issue?
No progress - did a couple of clean installs, on stable and beta, some new debugging, but couldn't narrow it down...
On the stable save I was able to replicate this with no mods active (completely purged, albeit after a lot of time running said mods something might've been thrown off along the way by the mods themselves and the saves are doomed).
There is definitely something weird going on with "*tick()" functions/events and how they're stored in saves (or better yet, how they're NOT stored), though I couldn't pinpoint what exactly is causing the crash on my end and it's all so obscured by messy code... there are so many corners being cut to keep the code slim XD I do suspect something in the way the beta handles those events has exacerbated that problem because of the "save failed"...
On beta I wasn't running any mods but I can't replicate the issue since I'm running on the "save failed" issue in parallel, my campaign is dead on its tracks...


