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jack1974
Ah usually I put the check so that print those only if is in developer mode, should look :mrgreen:
renke_
and I saw 2 more wrongly colored arrows (blue instead of green, all on the edge of the map) - did you find a generic solution or do you have to fix every single one manually?
jack1974
No I found a solution now, since to change map I call a specific label, on next update should be all good!
Troyen
Since is 9PM here, is safe to say that will do the update with the new tiles tomorrow. More or less 12-16h from now (just in case someone is refreshing the page like mad lol)

Looks like it's about time to start madly refreshing the page!
jack1974
Wait I just woke up :lol: but I have the tiles now! Should be in a few hours. I also put an extra thing in south gate, a "gambling vendor" for the joy of yayswords: will randomly put prices on item by 50% higher or lower. But if you reload using the mousewheel trick the old item will disappear, so you need to guess if "the price is right" for each item :mrgreen:

Not sure how useful will be, but for example to find a good deals for potions yes.
yayswords
Sure. If only gold were the issue, eh.



My problem is trying to get armor/jewelry that particularly boosts speed, attack, defense or magic, but I have to contend with the higher probability that the game will random one of the fifteen different resistances instead.



Also mousewheel reload would make the item disappear anyway so I'm not sure what the twist is :) but I'm happy for an extra vendor.



It would be for the best if I had to choose between tons of yummy upgrades when I went to a shop. Right now in act 2 the shops only reset once and I only have the patience to roulette my way to like 3 useful items (in stacks though so several characters get them), meaning a lot of slots go through the entire act untouched unless I loot upgrades. I'm not really limited by gold. My characters could be way more powerful if stores weren't crammed with downgrades.



If I sell all my loot right now I'll have 7.4k gold. And that's after rouletting to a few nice upgrades and buying 5 Clearmind Potions. I need better shops :D
jack1974
Finally!

https://pbs.twimg.com/media/BuGIZLmCUAAd0Ho.jpg:large" style="max-width:100%">

one less thing to do. Now adding the families banners...
jack1974
https://pbs.twimg.com/media/BuGRMbHCIAAOWyq.jpg:large" style="max-width:100%">

adding the banners now... :)
jack1974
Was about to upload the new build but of course when you do things in a hurry you make errors :lol:

Will take another 3-4h to do things properly, the new banners were slowing down the game too much, plus noticed several other minor problems. Also I want to change the "Fatality" trait to give a +10% HP/SP after battle as discussed before. And meanwhile yaysword can finish fixing the families extra item text so doesn't break immersion :)
jack1974
https://pbs.twimg.com/media/BuHCcFqCAAAvW3z.jpg:large" style="max-width:100%">

Added the last skill. Called it "Restless" so I could use the Attacker icons, and use the Fatality one for the Attacker. A way to avoid the need to do another icon! :mrgreen:
yayswords
I think the people looking at that trait will want to get at least one ability restored to use in the next fight. Maybe the SP restoration could be 20 +1/level? Or 20 +10%.
renke_
not sure - I think this would be too high. The traits are imho small gimmicks and shouldn't be game-changing (though dual-wield does change the balance, at least with the current 100% value, but this should be different with the next update)
jack1974
I agree with Renke, already in that screenshot, character just level 14, you would recover already 15 SP which is almost enough for one of Chalassa special skills :) Putting it too high and everyone would get that trait (I still think most players will do!).
jack1974
Uploaded latest build, as always no real new content apart the new tilesets, but I fixed a lot of bugs and/or minor nitpicking stuff :) Was quite tired this morning when I did the update and hope I didn't do any "extra damage" :mrgreen:
yayswords
I am reporting in to say that Riley will not increase Krimm's anger bar by 150 come the end of the act. He happily introduced us to the south gate district, even though we'd been there before. On family slave quest right now (or rather should be returning to the arena). The change seems to be working fine. It is time to befriend Zazir.



Okay I really like him, for a pretty odd reason: His welcome dialogue is what I rollback to, so I don't have to load the FPS-raping city when I play roulette. Faster spins on the slot machine :D



Yeah I still have my FPS issues :)



Argh, the random prices means I can't just check the most expensive items assuming they will be the best :D
fabulaparva
Crash at the Ninim Forge. I clicked on a Fine-tagged item (I think it was a helmet the second time and the first time it happened it might've been a necklace) after browsing there a bit and selling one tiger pelt.




I'm sorry, but an uncaught exception occurred.



While running game code:

File "game/plot/map.rpy", line 1301, in script call

File "game/plot/scene01_ninim.rpy", line 1017, in script

File "renpy/common/000statements.rpy", line 426, in execute_call_screen

store._return = renpy.call_screen(name, *args, **kwargs)

File "game/gui.rpy", line 1458, in <module>

File "game/gui.rpy", line 1560, in <module>

File "game/script.rpy", line 165, in ItemDescribe

AttributeError: 'EmptySlot' object has no attribute 'canUse'



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



Full traceback:

File "game/plot/map.rpy", line 1301, in script call

File "game/plot/scene01_ninim.rpy", line 1017, in script

File "D:\Games\SOTW-0.8.24-all\SOTW-0.8.24-all\renpy\ast.py", line 1593, in execute

self.call("execute")

File "D:\Games\SOTW-0.8.24-all\SOTW-0.8.24-all\renpy\ast.py", line 1611, in call

renpy.statements.call(method, parsed, *args, **kwargs)

File "D:\Games\SOTW-0.8.24-all\SOTW-0.8.24-all\renpy\statements.py", line 144, in call

return method(parsed, *args, **kwargs)

File "renpy/common/000statements.rpy", line 426, in execute_call_screen

store._return = renpy.call_screen(name, *args, **kwargs)

File "D:\Games\SOTW-0.8.24-all\SOTW-0.8.24-all\renpy\exports.py", line 2103, in call_screen

rv = renpy.ui.interact(mouse="screen", type="screen", roll_forward=roll_forward)

File "D:\Games\SOTW-0.8.24-all\SOTW-0.8.24-all\renpy\ui.py", line 264, in interact

rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs)

File "D:\Games\SOTW-0.8.24-all\SOTW-0.8.24-all\renpy\display\core.py", line 2065, in interact

repeat, rv = self.interact_core(preloads=preloads, **kwargs)

File "D:\Games\SOTW-0.8.24-all\SOTW-0.8.24-all\renpy\display\core.py", line 2309, in interact_core

root_widget.visit_all(lambda i : i.per_interact())

File "D:\Games\SOTW-0.8.24-all\SOTW-0.8.24-all\renpy\display\core.py", line 306, in visit_all

d.visit_all(callback)

File "D:\Games\SOTW-0.8.24-all\SOTW-0.8.24-all\renpy\display\core.py", line 306, in visit_all

d.visit_all(callback)

File "D:\Games\SOTW-0.8.24-all\SOTW-0.8.24-all\renpy\display\core.py", line 306, in visit_all

d.visit_all(callback)

File "D:\Games\SOTW-0.8.24-all\SOTW-0.8.24-all\renpy\display\core.py", line 308, in visit_all

callback(self)

File "D:\Games\SOTW-0.8.24-all\SOTW-0.8.24-all\renpy\display\core.py", line 2309, in <lambda>

root_widget.visit_all(lambda i : i.per_interact())

File "D:\Games\SOTW-0.8.24-all\SOTW-0.8.24-all\renpy\display\screen.py", line 181, in per_interact

self.update()

File "D:\Games\SOTW-0.8.24-all\SOTW-0.8.24-all\renpy\display\screen.py", line 288, in update

self.screen.function(**self.scope)

File "D:\Games\SOTW-0.8.24-all\SOTW-0.8.24-all\renpy\screenlang.py", line 1239, in __call__

renpy.python.py_exec_bytecode(self.code.bytecode, locals=scope)

File "D:\Games\SOTW-0.8.24-all\SOTW-0.8.24-all\renpy\python.py", line 1382, in py_exec_bytecode

exec bytecode in globals, locals

File "game/gui.rpy", line 1458, in <module>

File "D:\Games\SOTW-0.8.24-all\SOTW-0.8.24-all\renpy\display\screen.py", line 621, in use_screen

screen.function(**scope)

File "D:\Games\SOTW-0.8.24-all\SOTW-0.8.24-all\renpy\screenlang.py", line 1239, in __call__

renpy.python.py_exec_bytecode(self.code.bytecode, locals=scope)

File "D:\Games\SOTW-0.8.24-all\SOTW-0.8.24-all\renpy\python.py", line 1382, in py_exec_bytecode

exec bytecode in globals, locals

File "game/gui.rpy", line 1560, in <module>

File "game/script.rpy", line 165, in ItemDescribe

AttributeError: 'EmptySlot' object has no attribute 'canUse'



Windows-7-6.1.7601-SP1

Ren'Py 6.17.7.521

Seasons Of The Wolf 0.8.24



Also, the very first map (twins' home vicinity) shows both green and blue arrow leading to the mountain area.
jack1974
Ah shoot, is the change I did to display the class for the usable items, but probably has some "side-effects". Will fix it now :)
yayswords
Zazir quickly made me a http://i.imgur.com/fhVgswT.png http://i.imgur.com/9GPIeT1.png!



Now I'm only sad that I'm halfway through the act and he probably won't get to restock before I'm done (the other shops already have). I liked the sign and introduction though. He might just be a sufficient goldsink for this act.



BTW shouldn't the ratmen up the quality of their gear in act 2? Not even masterwork for sale.
jack1974
Yes they were stuck at "Quality", I've upgraded them to Masterwork, though I'm already halfway uploading the shop usable item crash so won't show on this update :)
yayswords
Also...


- the unlockable Critical Hit trait gives +20% critical hit now

The one you removed? ;)



Having replayed the steam tunnel intro and been reminded of just how the lizardmen ended up there, I find myself a bit more sympathetic to gamesempie's side of the argument. Even if perhaps "innately monstrous", they're still just escaped slaves :(