jack1974
Aug 24, 2016
Yes, rarely but it's possible

myoksy
Aug 24, 2016
in the post-battle statistics the kill counter is off, introduced probably in 0.7.6 - I just had an encounter with 5 rats and killed 7 of them
jack1974
Aug 24, 2016
Haha well 7 should never happen. I wonder though if it's because of debuffs. Like if a target dies because has two debuffs from two different party members, maybe both get the kill credit?
myoksy
Aug 24, 2016
but something's different, with <= 0.7.5 one of my personal challenges was to win a fight without an "official" kill: a debuff kill was not counted
Anima_
Aug 24, 2016
If you use the original kill count system from Loren, then only direct kills are counted.
jack1974
Aug 24, 2016
Ah yes I didn't change that, so only direct kills. Not sure how you got that 7 number though, I didn't change that part at all since the beginning of the game

myoksy
Aug 24, 2016
it seems to be related to bleeding/frozen etc, but I don't recognize a pattern (and it's not that easy to follow a fight with only effects and the little status box). a post-fight save game is probably not helpful for debugging?
small totally easily fixable issue: the description of the bomb says something about a front row : )
jack1974
Aug 24, 2016
it seems to be related to bleeding/frozen etc, but I don't recognize a pattern (and it's not that easy to follow a fight with only effects and the little status box). a post-fight save game is probably not helpful for debugging?
So this happens because you're killing enemies with the damage over time only, right?
small totally easily fixable issue: the description of the bomb says something about a front row : )
Yes that's easy at least

myoksy
Aug 25, 2016
So this happens because you're killing enemies with the damage over time only, right?
iirc the counted overkills started when I got the first damaging skill (the freezing snowball spell thingy) but I did not pay close attention to all actions in the encounter - only the "whut? I had 3 foes and see 4 kills now" bafflement.
I will try to make this reproducable, bug reports with "hey coder! it's wrong!" do suck a lot. can I start the game with a debug option that writes out everything happening in an encounter?
jack1974
Aug 25, 2016
Yes if you press L key while in battle you should see "battle log enabled". Will write down all battle events in a file (one for each battle) like Combat-Log08-25-09-41.txt etc
I'm about to upload the new version now, but I didn't touch that part. I could honestly remove it - since the kills count doesn't impact experience gained. So honestly don't go mad over this, since it's not like has any particular use in the game itself

myoksy
Aug 25, 2016
I cannot reproduce the kill counter issue and have only one explanation. Let me look up today's excuse, ah, got it: The cause of the problem was piezo-electric interference.
Please don't remove the kill counter - it has no meaning game mechanics-wise, but is a nice gimmick for the player.
myoksy
Aug 25, 2016
catacombs, lvl 3, second room or so - if Joanne scouts she comes back and says ~ "Skeletons ahead, we can ambush them" but the fight is a normal one.
myoksy
Aug 25, 2016
would it be implementable to show the associated protector of an enemy with the Protect buff? This was with former games not a problem as front and back row were complete separate entities - but with the QoT system the knowledge about the buff giver has rather huge tactical impact
jack1974
Aug 25, 2016
Will fix the wrong ambush thing.
As for showing the protector, I think should be possible: I'll make some tests. I am thinking though how to represent it...?
myoksy
Aug 25, 2016
maybe in the tool tip of the buff? protected by <name of foe> on position <number>? the position is important, it would not help to read "guarded by skeleton warrior" if I have three of them against me : )
and I don't think the ambush is "wrong", it's mostly a nice little possibility to connect story and combat better
myoksy
Aug 25, 2016
and I don't think the ambush is "wrong", it's mostly a nice little possibility to connect story and combat better
iirc when one chooses Kira she already fights skeletons (maybe an encounter with less foes?) and Thalia flirts with them (got bitten and bleeds in the fight?)
jack1974
Aug 25, 2016
Yes each sister lead to a different outcome in that scene. The tooltip idea for the protect seems good, will try that

myoksy
Aug 25, 2016
how much XP should one loose when the ghost asks for knowledge? my party lost about half of the experience, this is rather harsh (at first I didn't realized that it was so much, a dialog alsong the line "the ghost took 1000 XP from every sister" would be very appreciated)
PS I like the lost eye battle outcome, though it's a rather mundane solution ; )
jack1974
Aug 25, 2016
In practice you lose all XP towards next level, doing any other combo could have side effect so I played safe. Which also means that you can trick the ghost, if for example you just leveled and are 50xp to next one

myoksy
Aug 25, 2016
I see ; )
in melvin.rpy:540 the text says "You are an interesting, woman, Joanne."
I am nearly sure that the first comma should be dropped