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Re: Loren version 1.3.0

Posted: Tue Mar 04, 2014 4:53 pm
by renke_
It's neither your nor renpy's fault, just ignore my rambling and use the current version of the framework :)

PS Chapter 2, when returning to the Citadel: instead of the interior background the error message "Image 'bg' can't take parameters 'castle int'. (Perhaps you got the name wrong?)"; this does work in chapter 1. [a little bit later: the only affected part is the "cut-scene" with Myrth and A-something (forgot the name of the wizard...), afterwards the citadel interior is shown without problems]

Re: Loren version 1.3.0

Posted: Tue Mar 04, 2014 5:19 pm
by jack1974
This is strange since is the same command, should find it! If you have a savegame where I can see that I'd be curious to check what's going on! :)

Re: Loren version 1.3.0

Posted: Tue Mar 04, 2014 5:51 pm
by renke_
mailed as described somewhere here in the forum

Re: Loren version 1.3.0

Posted: Tue Mar 04, 2014 6:59 pm
by jack1974
Thanks, fixed. Odd that this behaves differently from the previous version though! I think this Ren'Py release has still some well-hidden bugs (that will surely come out when I test SOTW! :lol:)

Re: Loren version 1.3.0

Posted: Thu Mar 06, 2014 9:43 am
by renke_
[loosely related to 1.3.0, more a long-time issue]

First I thought I had to file a question you would file under "argh! stupid customers!", but now it looks more like an inconsistency.

The inventory help includes the attractive hint that it would be possible to define two weapon setups - really great, as changing weapons in battle is rather fiddly but needed for better results (different damage types for different foes).

See this screen and compare it to your mock-up - did you notice the difference? :) It seems your help still mentions an out-dated implementation with two separate weapon configs but, at least since 1.2.9, the shipped version supports one melee and one ranged weapon slot.

Re: Loren version 1.3.0

Posted: Thu Mar 06, 2014 10:16 am
by jack1974
Ah no, the switch weapon was only in the early stages, isn't a change of version 1.3. It has always been like that since version 1.0 or earlier (I think we removed it because was causing lots of problems during beta, but is 2 years ago so maybe don't remember correctly). I simply forgot to update the quick help text in inventory!! :lol:

Re: Loren version 1.3.0

Posted: Thu Mar 06, 2014 2:37 pm
by Anima_
If I remember correctly it was because the testers were to lazy to switch between close and long range weapon setups and we decided to make the selection automatic :wink:
That shows how many people read the help text.

Re: Loren version 1.3.0

Posted: Thu Mar 06, 2014 6:13 pm
by renke_
Users are lazy and never ever read the guide :)

btw, new 1.3.0 bug: I now have 13 party members and the shop only displays 12 of them, currently Draco is missing - more than 12 displayed chars was possible with 1.2.9.

Re: Loren version 1.3.0

Posted: Thu Mar 06, 2014 6:49 pm
by jack1974
Ah yes found it, the portraits don't fill completely the space (one column is missing). Will fix it, thanks :)

Re: Loren version 1.3.0

Posted: Fri Mar 07, 2014 9:48 am
by renke_
Another case of nortfost*.

After chosing thief as class the game explains "that you can use Loren's Guard action to protect any Thief or Mage positioned in the back row". Unfortunately this is not exactly true as the Guard skill is not available to the player, according to rtfc Guard is not part of the skill tree but restricted to some NPC classes :)

*)
Spoiler:
no one reads the fucking on-screen text