Windows Mac Linux Web Forums Blog Support

New version 0.8c now online

Fantasy RPG game with comic style art

New version 0.8c now online

Postby jack1974 » Sun Mar 11, 2012 9:55 am

The download link is:
http://www.winterwolves.com/download.ph ... G-0.8c.zip

This is a sort of unexpected update, but I decided to upload it, since it should fix most (if not all) the issues people raised on the 0.8a thread.
This means it doesn't add new content, however you should see major changes like:
- Mages doing LOT of damage (resistances, enemy defenses and equipped gear bonuses still apply, of course)
- Hard difficulty level should be HARD, but not IMPOSSIBLE :lol:
- several other bugfixes (see that thread)
User avatar
jack1974
Pack leader
 
Posts: 5589
Joined: Thu Jun 16, 2005 4:43 pm

Re: New version 0.8c now online

Postby jack1974 » Sun Mar 11, 2012 12:41 pm

I also found out the main culprit of the "Hard too hard" difficulty mode: the enemy speed was scaling up by level too much, so they could move more times than they should. So obviously the battles were harder, since enemies could attack/move faster. I have fixed it now (I reuploaded same 0.8c file).
User avatar
jack1974
Pack leader
 
Posts: 5589
Joined: Thu Jun 16, 2005 4:43 pm

Re: New version 0.8c now online

Postby Korval » Sun Mar 11, 2012 1:24 pm

Warrior starting Will is only 5...

I thought (per 0.8a thread) you planned to change starting Will for both Thief/Warrior to 8 to better align with the back-story?
Korval
Young scout
 
Posts: 88
Joined: Tue Feb 28, 2012 2:47 am

Re: New version 0.8c now online

Postby jack1974 » Sun Mar 11, 2012 1:31 pm

Yes, it should be 8 indeed. But also, I found a bug in the armors, I was displaying only the negative values, that's why maybe you were pissed (they also had bonus). Well I think I need to recheck everything again and reupload. Bah this is getting insane :(
User avatar
jack1974
Pack leader
 
Posts: 5589
Joined: Thu Jun 16, 2005 4:43 pm

Re: New version 0.8c now online

Postby Korval » Sun Mar 11, 2012 2:00 pm

jack1974 wrote:Yes, it should be 8 indeed. But also, I found a bug in the armors, I was displaying only the negative values, that's why maybe you were pissed (they also had bonus). Well I think I need to recheck everything again and reupload. Bah this is getting insane :(


Welcome to SW development! (kidding :>)

Besides I wasn't pissed (i.e., angry), just communicating a general feeling. I want my enchanted gear to feel like it's really good and not a mixed blessing (it's good for fights A&B, but bad for fight C). If compare to P:S, some of the armor was *less* good for some fights, but I don't believe any armor was actually detrimental to wear. My strong preference is that items don't have debuffs...

Items need a scrub...
Leather Armor (listed as Leather Armor) Defense 6
Leather Shoulderpads (listed as Medium Armor) Defense 8

I would think they should both be the same armor type (either both leather armor or both medium armor). The chest piece should be much higher defense than 6 as the chest armor covers a LOT more of the body than the shoulders do...

As a general rule of thumb, chest armor of a given type should have the highest defense value compared to other slots (shoulder, wrist, boots, helm, etc)

Prices on armor seem to have taken a jump in the Citadel... Leather Shoulders for example have roughly doubled...
Korval
Young scout
 
Posts: 88
Joined: Tue Feb 28, 2012 2:47 am

Re: New version 0.8c now online

Postby jack1974 » Sun Mar 11, 2012 2:15 pm

Yes I have raised prices a bit of everything ,because now enemies drop precious gems more often (so you get more gold when you loot in practice). I think I have swapped the values (both of defense and price) for the Leather Armor/Shoulderpads! I put them back in the right order now, I know too that Chest piece should be the one with high value indeed :)
About the armors with negative values, I left some with them, but most armors now have only positive buffs. Now have to wait 1h to reupload 0.8d... :lol:
User avatar
jack1974
Pack leader
 
Posts: 5589
Joined: Thu Jun 16, 2005 4:43 pm

Re: New version 0.8c now online

Postby Korval » Sun Mar 11, 2012 2:30 pm

Draco - debuff % are still listed as 10%/20%/30%... You intended to give these a boost I believe (30/40/50?).

Auto-Assign - if you click on this, it can't be undone. I would prefer this allocate the points, but the player can still remove them, just as if assigned manually.

Draco/Dora - seem to be missing a talent point. At level 3 they have only 2 talents... Lora and the PC have 3 as of level 2.

BTW - Huge improvement with the magic! Draco feels like he actually contributes to fights now...

Level up - mouseover buttons for str/skill/will - change "damage" to "attack power"

level up - mouseover button Will - update the formula for Mage = 10 + 0.9 * (Will + (Skill/2))
Still shows the old formula
Korval
Young scout
 
Posts: 88
Joined: Tue Feb 28, 2012 2:47 am

Re: New version 0.8c now online

Postby jack1974 » Sun Mar 11, 2012 2:56 pm

No I have raised the Thief debuff only, since the Mages attack on several targets, and they do the "advanced condition" (attribute penalty+damage each turn) I thought they would become too strong. Even with 10% only, I often get the Burning condition on enemies. I actually am doing a playthrough at Hard difficulty, and I had to restart the battles only a few times, while at Normal I never had to redo a single battle :)

Will check all the other issues you found, thanks.

BTW added shaking effect on target(s) hit, looks much nicer now. I also asked a friend artist to make some battle effects for the spells.
User avatar
jack1974
Pack leader
 
Posts: 5589
Joined: Thu Jun 16, 2005 4:43 pm

Re: New version 0.8c now online

Postby jack1974 » Sun Mar 11, 2012 3:16 pm

Regarding the talent/skill point yes, it's right. I mean I know they miss one, but with the two playstyle is a bit of a mess to synchronize all characters, since some come at level 2, which means in standard they should get 1 skill, in tactics not. In general, it's not like every character is the same, Apolimesho for example starts with 25 Will and it's the highest value early in the game, and so on.

I reuploaded an updated 0.8c, didn't had time to change the number, it should have the right start Will value for Warrior.

From now on though I'm going to focus on adding content, and upload a new version only when I have also new stuff beside bugfixes/updates, otherwise I'm never going to finish the game ! :cry:
User avatar
jack1974
Pack leader
 
Posts: 5589
Joined: Thu Jun 16, 2005 4:43 pm

Re: New version 0.8c now online

Postby peregrin » Sun Mar 11, 2012 8:23 pm

This version is much improved, good job! A few things:

  • For elf/thief/hard/standard mode, I have been unable to use `Poison Dagger I' on confused enemies (due to `Knock Down I').
  • While the shaking animation when getting hit is great, a `miss' is still indicated with red splotches looking like blood. How about a couple of parallel line-arcs instead, like a cartoon swing that missed?
  • Quest log doesn't tell you whether you're looking at completed or in-progress quests (green vs. red bookmark isn't highlighted). I may have mentioned that before in e-mail but explained it poorly.
  • Exception during the third scripted fight (first fight after spending the night in the inn). This is after restoring in town (prior to the inn) from updated 0.8c after saving in non-updated 0.8c while hitting a Bandit who was close to zero HP:

    Full traceback:
    File "/home/user/fun/games/ww/beta/LorenRPG-all/renpy/execution.py", line 265, in run
    node.execute()
    File "/home/user/fun/games/ww/beta/LorenRPG-all/renpy/ast.py", line 632, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide)
    File "/home/user/fun/games/ww/beta/LorenRPG-all/renpy/python.py", line 977, in py_exec_bytecode
    exec bytecode in globals, locals
    File "game/script.rpy", line 1639, in <module>
    File "game/RPG Framework/enviroment.rpy", line 629, in execute
    File "game/RPG Framework/skills.rpy", line 192, in execute
    File "game/RPG Framework/skills.rpy", line 138, in note
    File "/home/user/fun/games/ww/beta/LorenRPG-all/renpy/exports.py", line 1535, in call_screen
    rv = renpy.ui.interact(mouse="screen", type="screen", roll_forward=roll_forward)
    File "/home/user/fun/games/ww/beta/LorenRPG-all/renpy/ui.py", line 237, in interact
    rv = renpy.game.interface.interact(**kwargs)
    File "/home/user/fun/games/ww/beta/LorenRPG-all/renpy/display/core.py", line 1798, in interact
    repeat, rv = self.interact_core(preloads=preloads, **kwargs)
    File "/home/user/fun/games/ww/beta/LorenRPG-all/renpy/display/core.py", line 2036, in interact_core
    root_widget.visit_all(lambda i : i.per_interact())
    File "/home/user/fun/games/ww/beta/LorenRPG-all/renpy/display/core.py", line 246, in visit_all
    d.visit_all(callback)
    File "/home/user/fun/games/ww/beta/LorenRPG-all/renpy/display/core.py", line 246, in visit_all
    d.visit_all(callback)
    File "/home/user/fun/games/ww/beta/LorenRPG-all/renpy/display/core.py", line 246, in visit_all
    d.visit_all(callback)
    File "/home/user/fun/games/ww/beta/LorenRPG-all/renpy/display/core.py", line 248, in visit_all
    callback(self)
    File "/home/user/fun/games/ww/beta/LorenRPG-all/renpy/display/core.py", line 2036, in <lambda>
    root_widget.visit_all(lambda i : i.per_interact())
    File "/home/user/fun/games/ww/beta/LorenRPG-all/renpy/display/screen.py", line 155, in per_interact
    self.update()
    File "/home/user/fun/games/ww/beta/LorenRPG-all/renpy/display/screen.py", line 247, in update
    self.screen.function(**self.scope)
    File "/home/user/fun/games/ww/beta/LorenRPG-all/renpy/screenlang.py", line 1166, in __call__
    renpy.python.py_exec_bytecode(self.code.bytecode, locals=_scope)
    File "/home/user/fun/games/ww/beta/LorenRPG-all/renpy/python.py", line 977, in py_exec_bytecode
    exec bytecode in globals, locals
    File "game/gui.rpy", line 1536, in <module>
    AttributeError: 'Bandit' object has no attribute 'canFight'

    While running game code:
    File "game/locations.rpy", line 13, in script call
    File "game/locations.rpy", line 13, in script call
    File "game/locations.rpy", line 13, in script call
    File "game/locations.rpy", line 13, in script call
    File "game/locations.rpy", line 13, in script call
    File "game/locations.rpy", line 13, in script call
    File "game/locations.rpy", line 13, in script call
    File "game/locations.rpy", line 13, in script call
    File "game/locations.rpy", line 13, in script call
    File "game/locations.rpy", line 13, in script call
    File "game/locations.rpy", line 13, in script call
    File "game/locations.rpy", line 13, in script call
    File "game/locations.rpy", line 13, in script call
    File "game/locations.rpy", line 13, in script call
    File "game/locations.rpy", line 13, in script call
    File "game/locations.rpy", line 13, in script call
    File "game/locations.rpy", line 183, in script call
    File "game/plot/chapter1.rpy", line 1552, in script call
    File "game/script.rpy", line 1639, in script
    File "game/script.rpy", line 1639, in python
    File "game/RPG Framework/enviroment.rpy", line 629, in python
    File "game/RPG Framework/skills.rpy", line 192, in python
    File "game/RPG Framework/skills.rpy", line 138, in python
    File "game/gui.rpy", line 1536, in python
    AttributeError: 'Bandit' object has no attribute 'canFight'


- peregrin
peregrin
Young scout
 
Posts: 8
Joined: Sat Mar 10, 2012 3:11 pm

Next

Return to Loren The Amazon Princess

Who is online

Users browsing this forum: biscuit and 1 guest

Sports Tickets