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myoksy
start screen: wobbling heads are weird



gem screen: unselect of the empty socket is great! how complicated is it to add this functionality to filled sockets and selected gems in storage?



crash with new game (intro, before visiting the tavern):



eta: the screen before was mainStory:301



I'm sorry, but an uncaught exception occurred.



While running game code:

File "game/script.rpy", line 2258, in script

File "game/script.rpy", line 2258, in <module>

NameError: name 'lvl5_mushrooms' is not defined



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



Full traceback:

File "game/script.rpy", line 2258, in script

File "/home/renke/Downloads/QoT-0.7.5-all/renpy/ast.py", line 1648, in execute

if renpy.python.py_eval(condition):

File "/home/renke/Downloads/QoT-0.7.5-all/renpy/python.py", line 1606, in py_eval

return py_eval_bytecode(code, globals, locals)

File "/home/renke/Downloads/QoT-0.7.5-all/renpy/python.py", line 1601, in py_eval_bytecode

return eval(bytecode, globals, locals)

File "game/script.rpy", line 2258, in <module>

NameError: name 'lvl5_mushrooms' 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 0.7.5
myoksy
ignoring as workaround does the trick, and it happens every time entering the [strike]world[/strike] village map
jack1974
Haha of course I forgot to declare that variable by default (originally wasn't needed). Will do a quick update to fix this. As for the gem thing, need to try, though I think the main issue was with the unselected sockets.
myoksy
though I think the main issue was with the unselected sockets.

yes but : )



the new gem screen has a much better usability, though the selecting is still annoying. I very often click on a filled socket to look at the values of the slotted gem to decide if I want to replace it. and then I have no chance* but to replace it (even when I don't want to) or close the window.



* I'm aware of the undo. but this is sooooo clunky : D
jack1974
Yes, will try to make it work better. I just fixed the map bug, I know it's bad habit but I didn't update the version number (I don't think many people downloaded the earlier version anyway). Will do the sockets tomorrow and also the more varied random encounters in mercenary area.
myoksy
I didn't update the version number (I don't think many people downloaded the earlier version anyway)

<sysadmin>ARGH! programmers! this is SO wrong and creates SO many problems! administration would be SO nice without coders and users.</sysadmin>
myoksy
city map:



as soon as one sister is selected it's not possible anymore to collaps all heads.



tiberius.rpy:1350:



"It was true most were." Is this valid English? I think I understand it (something like "It was true almost everywhere.") but imo the sentence is b0rken.



Disease Bite:



Sometimes Diseased jumps from 10 rounds to 5 rounds. I see this not the first time and think it happens when the PC was not diseased and attacked twice in a row: The first bite results in 10 diseased, the second lowers it to 5. (maybe a wrong value in a max stacking setting?)



Sell prices:



I was selling the intitial clothes of Joanna and the price is displayed wrong: The sell window says e.g. "Sell Magic Pants for 0" (but I got the expected 50). Some fallout from the discount cheat? (also true for Thalia's stuff)
jack1974
city map:



as soon as one sister is selected it's not possible anymore to collaps all heads.

Actually it should never happen that there isn't at least one head up. But I could have all down indeed now that I think about it, if someone doesn't want to do any romance talk...



Need to ask writer :)

Disease Bite:



Sometimes Diseased jumps from 10 rounds to 5 rounds. I see this not the first time and think it happens when the PC was not diseased and attacked twice in a row: The first bite results in 10 diseased, the second lowers it to 5. (maybe a wrong value in a max stacking setting?)

Yes you're right, should be 5 max :)

Sell prices:



I was selling the intitial clothes of Joanna and the price is displayed wrong: The sell window says e.g. "Sell Magic Pants for 0" (but I got the expected 50). Some fallout from the discount cheat? (also true for Thalia's stuff)

Yes another copy-paste bug. Thanks for spotting :)
myoksy
Actually it should never happen that there isn't at least one head up.

I was totally sure that all heads are down when the map is displayed the first time but was wrong and deleted my first reply ; ) [and while testing this I saved on the map and reloaded the game: all heads are down. my memory is not COMPLETELY rubbish. ha!]



to nit-pick: at least one of the merchant mansion layouts allow the ex-mercenary with chest twice. Not sure if this should be possible.
jack1974
I think happens if you save/reload while in the map, need to check :)

Will also look at the merchant, I didn't use the new system in it, since there wasn't enough variations to justify it, but maybe need to take a better look.
Thee Forsaken One
"It was true most were." Is this valid English? I think I understand it (something like "It was true almost everywhere.") but imo the sentence is b0rken.

Spoke to a professional editor and they say it's valid English. I'm going to modify some of the text around it to make it clearer (And insert a missing comma).
myoksy
Never before heard/read this grammatical construct, but then my English sucks : )



But as I have a chance to ask the creator - I don't get the meaning of this internal monologue of Joanna in a scene with Tiberius:


He could be a friend but it was hard to actively dislike him. How Thalia managed it she did not know.

As this is in my third play-through and I kind of know the personalities* I think it should mean something like 'while he's likable and attractive she cannot casually flirt with him'. But this is an unqualified guess and I honestly cannot parse the sentence.



* my revised two-word classifications are Unlikable Cop, Maiming Flirt and Confused Thinker : P
jack1974
I did the gem socket click changes, and indeed was better :)

Now doing some more variety of enemies for the mercenary area, then I think apart for bugs, the game should be feature complete! 8)

https://pbs.twimg.com/media/CqiBpddWgAAeoZS.jpg" style="max-width:100%">
myoksy
and indeed was better

I lie only when it's absolutely essential ; )



and seeing the screen shot I should maybe add military robberies to my program, the opponents look like the encounters are tactically more interesting. it _is_ not possible anymore to get 6 duels in a row, isn't it?
jack1974
No, that duel bug should have been fixed I hope! :lol:

Just uploaded the new version. There's also the possibility to stumble in a fully random setup in the mercenary, like you could encounter even 4 healers (well that would be very hard since is random but in theory possible).

I also included tamed beasts like brown bears, giant spiders, etc :)
Thee Forsaken One
He could be a friend but it was hard to actively dislike him. How Thalia managed it she did not know.

Yeah it shouldn't be friend. That's the issue.
myoksy
item storage



a double-click for transfering stuff would be very nice



revisits of robbery targets



from a story POV it feels wrong that houses remain in a half-plundered state indefinitely (don't know if this was discussed already, could be part of the game mechanics/balancing)



damage calculation



something's b0rken with damaging debuffs. a target with 19 HP has Bleeding and Frozen as effects. Bleeding (described in the tooltip as 10% damage) removes 1HP/round, Frozen (7.5%) 2HP/round.





not a real CR/FR/BR but an observation: when one is unlucky the transition from merchants to nobles (gems!) around level 5 is hard. the Random Number God is in my current game very bad-tempered and gives me in lvl 2 of the catacombs full sets of skeleton warriors since days and the noble mansions are full of snake pits. my former games were much more smooth, mostly because of early gem treasures when robbing nobles.
jack1974
item storage



a double-click for transfering stuff would be very nice

A lot of things would be nice! :wink: Haha OK will try, I don't remember if I already tried and for some reason I didn't implement it.

revisits of robbery targets



from a story POV it feels wrong that houses remain in a half-plundered state indefinitely (don't know if this was discussed already, could be part of the game mechanics/balancing)

While doing it was undecided if to make each target unavailable after you exit, but I thought that some missions could take more than one attempt, and removing it would have lead to some save-scumming anyway :) I don't want to change this now though since could screw up the balance.

damage calculation



something's b0rken with damaging debuffs. a target with 19 HP has Bleeding and Frozen as effects. Bleeding (described in the tooltip as 10% damage) removes 1HP/round, Frozen (7.5%) 2HP/round.

You need also to consider the target's resistance though. Maybe the target has some elemental resistance ? Should check if happens consistently with different enemies.

not a real CR/FR/BR but an observation: when one is unlucky the transition from merchants to nobles (gems!) around level 5 is hard. the Random Number God is in my current game very bad-tempered and gives me in lvl 2 of the catacombs full sets of skeleton warriors since days and the noble mansions are full of snake pits. my former games were much more smooth, mostly because of early gem treasures when robbing nobles.

You're playing at which difficulty? in Normal I think the game it's even too easy (with the right party skills/build). In Nightmare... well they asked for it :)

I still think should be possible to stumble into a Noble with some easy accessible treasure that will contain a gem.
myoksy
crash when clicking on the "use item" symbol of a PC



I'm sorry, but an uncaught exception occurred.



While running game code:

File "game/robbery.rpy", line 1075, in script call

File "game/plot/rooms.rpy", line 875, in script call

File "game/plot/rooms.rpy", line 179, in script call

File "game/script.rpy", line 1613, in script

File "game/script.rpy", line 1617, in <module>

File "game/RPG Framework/enviroment.rpy", line 789, in getActions

File "game/RPG Framework/character.rpy", line 746, in getAction

File "game/gui.rpy", line 1432, in execute

File "game/gui.rpy", line 1432, in execute

File "game/gui.rpy", line 1440, in execute

File "game/gui.rpy", line 1442, in execute

File "game/gui.rpy", line 1443, in execute

File "game/RPG Framework/character.rpy", line 799, in getItemSkills

AttributeError: 'int' object has no attribute 'cRange'



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



Full traceback:

File "game/robbery.rpy", line 1075, in script call

File "game/plot/rooms.rpy", line 875, in script call

File "game/plot/rooms.rpy", line 179, in script call

File "game/script.rpy", line 1613, in script

File "/home/renke/Downloads/QoT-0.7.6-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-0.7.6-all/renpy/python.py", line 1577, in py_exec_bytecode

exec bytecode in globals, locals

File "game/script.rpy", line 1617, in <module>

File "game/RPG Framework/enviroment.rpy", line 789, in getActions

File "game/RPG Framework/character.rpy", line 746, in getAction

File "/home/renke/Downloads/QoT-0.7.6-all/renpy/exports.py", line 2475, in call_screen

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

File "/home/renke/Downloads/QoT-0.7.6-all/renpy/ui.py", line 277, in interact

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

File "/home/renke/Downloads/QoT-0.7.6-all/renpy/display/core.py", line 2425, in interact

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

File "/home/renke/Downloads/QoT-0.7.6-all/renpy/display/core.py", line 2693, in interact_core

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

File "/home/renke/Downloads/QoT-0.7.6-all/renpy/display/core.py", line 396, in visit_all

d.visit_all(callback)

File "/home/renke/Downloads/QoT-0.7.6-all/renpy/display/core.py", line 396, in visit_all

d.visit_all(callback)

File "/home/renke/Downloads/QoT-0.7.6-all/renpy/display/core.py", line 396, in visit_all

d.visit_all(callback)

File "/home/renke/Downloads/QoT-0.7.6-all/renpy/display/screen.py", line 386, in visit_all

callback(self)

File "/home/renke/Downloads/QoT-0.7.6-all/renpy/display/core.py", line 2693, in <lambda>

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

File "/home/renke/Downloads/QoT-0.7.6-all/renpy/display/screen.py", line 396, in per_interact

self.update()

File "/home/renke/Downloads/QoT-0.7.6-all/renpy/display/screen.py", line 565, in update

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

File "game/gui.rpy", line 1432, in execute

File "game/gui.rpy", line 1432, in execute

File "game/gui.rpy", line 1440, in execute

File "game/gui.rpy", line 1442, in execute

File "game/gui.rpy", line 1443, in execute

File "<screen language>", line 1443, in <module>

File "game/RPG Framework/character.rpy", line 799, in getItemSkills

AttributeError: 'int' object has no attribute 'cRange'



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

Ren'Py 6.99.10.1227

Queen Of Thieves 0.7.6
myoksy


damage calculation



something's b0rken with damaging debuffs. a target with 19 HP has Bleeding and Frozen as effects. Bleeding (described in the tooltip as 10% damage) removes 1HP/round, Frozen (7.5%) 2HP/round.

You need also to consider the target's resistance though. Maybe the target has some elemental resistance ? Should check if happens consistently with different enemies.

I think rats don't have resistances, but will look more closely



You're playing at which difficulty? in Normal I think the game it's even too easy (with the right party skills/build). In Nightmare... well they asked for it :)

I still think should be possible to stumble into a Noble with some easy accessible treasure that will contain a gem.

normal, all my games. and the first to play-throughs were leisurely, in line with your target group (at least how I think you define your market : )). the main difference are next to no gems and they make a huge difference. as I said before: only an observation. (though I'm not sure I would be so relaxed if this had been my first experience with this game : P)