Send them here: http://winterwolves.com/images/email.gif" style="max-width:100%">
Feel free to send me all the saves if you have several before the bosses or even before the final wave of dingirrans guards.
Not going to turn off the healing after waves in Nightmare because of the Threshold bug which resulted in very low stagger overall so even in that final battle things should be more difficult.
TroyenMay 08, 2014
I dunno, I didn't bother staggering them in the final battle. Since I was regaining SP after each battle, I just used my power abilities and mauled the front row pretty quickly. Double Attack + Axe Throw + Strike Through = over half of the entire enemy teams' health. The follow-up round cleans up the rest with maybe a third round to finish off the last 2 HP or something on one of the archers (which gives me time to heal my ranger, which they ALL focus, always).
I'm sure you've told me before, but it's 4AM and I can't think. Where are they stored on a Mac?
jack1974May 08, 2014
Now they're all stored under installation directory/game/saves
jack1974May 08, 2014
The work in progress for 0.8.6 - We (Anima and I) are retesting the battle using a new system
We did a backup of the old one, so it can be reverted anytime if doesn't work. Is a different system to calculate the damage, but it messes a bit with the battles and some values needs to be tweaked. I am also still waiting for the tent in the snow tile. I wanted to publish the new update with several bugfixes but first want to see if this new method is viable. I have redesigned the battles of the first act so many times that I'm "burned" though, just thinking to do it again makes me sik! So all the hopes are in Anima's hands
renke_May 08, 2014
As you're not interested in combat coding anymore a perfect time for a different change request
Would it be possible to activate the inventory screen on the "review your party" dialog? I admit (grudgingly) that Loren's in-fight equipment change was an immersion/story breaker but before a fight it should be okay to change underwear?
I like the pre-battle screen a lot as it gives valueable info, access to the inventory would be cool. Not cold but a cave? Switch Water to Earth bow. The pack of wolves brought a spider? Put on all the antidote rings. A ratman mage? Time to don the asbestos underwear.
"We did a backup of the old one, so it can be reverted anytime if doesn't work"? *shudder* RCS to the rescue!
jack1974May 08, 2014
Yes adding the access to inventory on the pre-battle screen shouldn't be a problem at all.
"We did a backup of the old one, so it can be reverted anytime if doesn't work"? *shudder* RCS to the rescue!
The fact is that the idea behind the change is good and could help later seasons coding. However, I put a lot of work in coding/balancing the first act, like 15-20 days, testing each skill and battle, and then had to do already two big changes (the removal of stat derivation and the wrong autoleveling) so I am really burned. Also need to follow a bit the other projects. However if Anima can fix the game/encounters to work I'd gladly use the new system
renke_May 08, 2014
No need to justify yourself - I was simply amused about this sentence after we talked about version control.
fabulaparvaMay 08, 2014
I'm not sure if this peculiarity has already been reported, but
If one starts the Necromancer quest and talks to Daronas at the inn and sees him in his "casualwear", he'll appear in that outfit on other quests, too, namely the pelt-stealing bandits quest. Two screenshots:
Necromancer quest started (but not finished), Daronas showing his softer side in the bandit hideout:
File "C:\Users\Gabe\Downloads\SOTW-0.8.5-all\SOTW-0.8.5-all\renpy\python.py", line 1382, in py_exec_bytecode
exec bytecode in globals, locals
File "game/script.rpy", line 2100, in <module>
File "game/RPG Framework/enviroment.rpy", line 700, in getActions
File "game/RPG Framework/character.rpy", line 902, in getAction
File "game/RPG Framework/ai.rpy", line 792, in getAction
File "game/RPG Framework/ai.rpy", line 17, in getAction
File "game/RPG Framework/ai.rpy", line 20, in getAction
File "game/RPG Framework/ai.rpy", line 20, in getAction
File "game/RPG Framework/ai.rpy", line 17, in getAction
File "game/RPG Framework/ai.rpy", line 20, in getAction
File "game/RPG Framework/ai.rpy", line 17, in getAction
File "game/RPG Framework/ai.rpy", line 467, in getAction
File "game/RPG Framework/ai.rpy", line 509, in test
ZeroDivisionError: integer division or modulo by zero
Windows-7-6.1.7601-SP1
Ren'Py 6.17.5.492
Seasons Of The Wolf 0.8.5
jack1974May 09, 2014
Yes thanks, should be fixed on next update!
jack1974May 09, 2014
I just published 0.8.6 which has an insane amount of bugfixes and improvements. In the end the new system was too hard to implement, however while Anima tried to implement it found a series of bug I left in the code so at least was worth it.
Didn't made in time to add the tent tile, but will do it in a next update, since is not a big deal anyway (just a cosmetic problem).
Now I think Nightmare is more balanced, should be less easier to beat I managed to win in Hard mode and was harder than before, though I didn't equip myself well to be honest
renke_May 09, 2014
Great timing - Weekend, bad weather AND a new sotw release
yayswordsMay 09, 2014
- Positioning all members in the back row will no longer work, they'll all end up in the front.
Hey, that's gonna cost me like two pre-Vaelis trap kills! A curse upon you!
BTW have you looked into wolf (maybe both but at least grey) AI. They sometimes use Defend when there's stuff to hit.
jack1974May 09, 2014
Ah, I need to change a bit the AI or attack, they do that only when they cannot damage the party
yayswordsMay 09, 2014
BTW this feels easier so far. With a druid/hunter party I was able to clear all traps and spawns on the first day. No reloads except to get an encounter instead of pelts. I think it's due to speed, I seem to always act first. I expected this party to suck pre-Vaelis.
Cleared the first night too, although not everything respawned. But I see no reason I would have failed since I got a level-up heal on the way
If I can open my inventory from the battle preparation screen, let me open it with hotkey too
jack1974May 09, 2014
Ah OK. Well let me know if bosses are tougher at least there has been changes again to core stuff (the damage calculation was wrong) so wasn't sure and didn't want to make it too hard again. But I can surely increase a bit the speed in Nightmare.
yayswordsMay 09, 2014
Killed Mormont with a somewhat crippled party. We were on ~70% health average and only used one ability. I wanted to try Leap Attack here but an aimed shot only brought his stagger to 3/12. His minions could be tougher, but Mormont himself doesn't need to be buffed I think. It was not an exciting battle.
Update: sent you the save
Also about abilities. When you select them it only shows Range/Area info if you have learned them. I once thought Perfect Balance could be cast on anyone - it says "the character's", not "the hunter's" - and only saw that it was a selfcast only spell after I had learned them. Not even while clicking abilities to potentially learn them after a level up can you see Range/Area.
jack1974May 09, 2014
Yes will fix the perfect balance texts.
As for Mormont and other fights I think the problem is that damage now is overall higher, so if you can start before enemies, the battle is easy. I tried some saves sent by people, and the snow spider fight is very hard because they have higher speed. I need to reduce a bit the damage overall I think, otherwise who starts first has too much advantage!
yayswordsMay 09, 2014
Yes, I can feel the tables being a bit turned. Now it's I taking out enemies before they can act.
Case in point, aimed shot + frost nuke killed the escaping bandit before anyone else could do anything. But again aimed shot was worth 3 points of stagger. I can't test your Leap Attack when enemies lose health faster than they fill stagger damn it