Ah usually I put the check so that print those only if is in developer mode, should look
renke_Aug 02, 2014
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?
jack1974Aug 02, 2014
No I found a solution now, since to change map I call a specific label, on next update should be all good!
TroyenAug 03, 2014
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!
jack1974Aug 03, 2014
Wait I just woke up 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
Not sure how useful will be, but for example to find a good deals for potions yes.
yayswordsAug 03, 2014
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
Was about to upload the new build but of course when you do things in a hurry you make errors
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
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!
yayswordsAug 03, 2014
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_Aug 03, 2014
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)
jack1974Aug 03, 2014
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!).
jack1974Aug 03, 2014
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"
yayswordsAug 03, 2014
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
fabulaparvaAug 03, 2014
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
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.
jack1974Aug 03, 2014
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
yayswordsAug 03, 2014
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