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jack1974
http://i.imgur.com/HqJcFa8.jpg" style="max-width:100%">

the thing is that in this game the numbers are so small that often you don't notice it. The calculations probably were off, as I said after 321089 gazillion tweaks I did, so tomorrow I'll remove all references to AOE and change them to "hit 3 targets".

Obviously no time to do any other tweaks, also considering most people will play it on Easy or as VN Mode :lol:
myoksy
okay, I believe that Strike Through is different : P
jack1974
No it's the same, they use same identical code, but in practice internally starts with 50% damage on sides, then somehow the damage becomes higher and close to 100%. Will look and see if is possible to keep the AOE and do 50% damage for real (as expected) or not.
jack1974
OK I managed to implement AOE correctly:

http://i.imgur.com/y7mezwe.jpg" style="max-width:100%">

I'll need to test a bit since I have changed the damage calculations, so need to make sure the other skills work as intended, but so far so good :)
jack1974
OK made the update, it's another important one since the AOE change will impact the game quite a bit. It's obviously harder, since now AOE is a "real AOE". Before was bugged since in practice you could hit 3 characters and do almost 100% damage on all of them :lol:

Of course the change also impact AI, so even the AOE attacks of the computer will be "weaker" (but in reality just "as should always have been"!).

I kept Joanne Sparks damage as it was though, didn't nerf it :)
myoksy
excellent, I will take a look (but probably not today, hammock, coffee and book are waiting : ))
jack1974
No problem :) taking a break today too! thanks
myoksy
MakeCombat sounds like an important core functionality.... (first combat in a new game, merchant house, ex-merc noticed that PC wanted to steal the key)



I'm sorry, but an uncaught exception occurred.



While running game code:

File "game/robbery.rpy", line 1131, in script call

File "game/plot/rooms.rpy", line 520, in script call

File "game/plot/rooms.rpy", line 176, in script call

File "game/script.rpy", line 1516, in script

File "game/script.rpy", line 1516, in <module>

NameError: name 'MakeCombat' is not defined



-- Full Traceback ------------------------------------------------------------



Full traceback:

File "game/robbery.rpy", line 1131, in script call

File "game/plot/rooms.rpy", line 520, in script call

File "game/plot/rooms.rpy", line 176, in script call

File "game/script.rpy", line 1516, in script

File "/home/renke/Downloads/QoT-0.8.1-all/renpy/ast.py", line 806, in execute

renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)

File "/home/renke/Downloads/QoT-0.8.1-all/renpy/python.py", line 1577, in py_exec_bytecode

exec bytecode in globals, locals

File "game/script.rpy", line 1516, in <module>

NameError: name 'MakeCombat' is not defined



Linux-4.6.6-300.fc24.x86_64-x86_64-with-fedora-24-Twenty_Four

Ren'Py 6.99.10.1227

Queen Of Thieves 0.8.1
jack1974
Haha OK, that was the change to calculate the XP with new method. Better fix this now :)
myoksy
and the crash surfaced another bug ; )



the auto save was the first level up (assigning skill points) - on the tab "skills" I see the point left but the portraits don't have the overlay text
jack1974
I think it's because of the crash (you probably just clicked "Ignore" and skipped the fight, right?) so you couldn't put the sisters on the battlefield. Now only the characters who took part in the combat will get XP. I just tried to do a level up here and worked fine, so I think it's because of the crash.
myoksy
ah, okay. I think the issue is a different one: normally on level up a text on the portraits says "Skill/Attribute point available" (or so) - this seems not to be the case for the first skill point directly before the initial robbery mission.
jack1974
I think in the new version should work :)
myoksy
I just tried it with my growing collection of QoT releases : )



the text "assign skillpoints" for the pre-robbery level-up screen was displayed until 0.8.0 and vanished in 0.8.1.
jack1974
Well it's not a big deal - since if you try to go on, the messagebox will pop-up asking you to assign the skillpoints. I'm not going to touch that again for such a minor thing :)
myoksy
but but but The Consistency : P



[you're right, it's a meh whatever thingy. but now you're aware of it]



new bug! new bug!



the amount of consumables in the shop is only displayed for > 1. e.g. if you own two vitality potions the icon in the vendor list shows 2 and the details have "<bla> (2 owned)" but if you have only one it's identical to zero (no number in the vendor list and the details state only the name without an owned amount)
jack1974
The potion amount was working like this since I've implemented the feature, so probably since a week at least :lol: I can force showing 1 even if not sure how important it is.
myoksy
the difference between 0 and 1 resurrection potions is insignificant? [and I am so very much sorry that I don't instantaneous notice every dissonance : D]
jack1974
No, I meant that I thought in the shop wasn't needed a number if was 1, but indeed thinking about it now, it doesn't make much sense :mrgreen:

I don't even know why I did it like that in the first place!
myoksy
I don't even know why I did it like that in the first place!

ah, the excellent Italian wine : )



first feedback for the changed AoE damage formula: I like it. Before I used Wreak Havoc without thinking more or less every time as initial warrior action - and this is not useful anymore and more planning is needed (the nuclear first-strike option is anyway so ... inelegant)