Re: Queen Of Thieves beta 0.7.5
Posted: Mon Aug 22, 2016 11:01 pm
by Thee Forsaken One
myoksy wrote:"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).
Re: Queen Of Thieves beta 0.7.5
Posted: Tue Aug 23, 2016 8:18 am
by 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
Re: Queen Of Thieves beta 0.7.5
Posted: Tue Aug 23, 2016 8:46 am
by 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!

Re: Queen Of Thieves beta 0.7.5
Posted: Tue Aug 23, 2016 9:18 am
by myoksy
jack1974 wrote: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?
Re: Queen Of Thieves beta 0.7.5
Posted: Tue Aug 23, 2016 10:24 am
by jack1974
No, that duel bug should have been fixed I hope!

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

Re: Queen Of Thieves beta 0.7.5
Posted: Tue Aug 23, 2016 2:39 pm
by Thee Forsaken One
myoksy wrote: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.
Re: Queen Of Thieves beta 0.7.6
Posted: Tue Aug 23, 2016 7:00 pm
by 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.
Re: Queen Of Thieves beta 0.7.6
Posted: Tue Aug 23, 2016 7:26 pm
by jack1974
myoksy wrote:item storage
a double-click for transfering stuff would be very nice
A lot of things would be nice!

Haha OK will try, I don't remember if I already tried and for some reason I didn't implement it.
myoksy wrote:
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.
myoksy wrote:
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.
myoksy wrote:
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.
Re: Queen Of Thieves beta 0.7.6
Posted: Tue Aug 23, 2016 7:29 pm
by 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
Re: Queen Of Thieves beta 0.7.6
Posted: Tue Aug 23, 2016 7:35 pm
by myoksy
jack1974 wrote:
myoksy wrote:
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
jack1974 wrote:
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)