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Re: SOTW 0.75 - First Act Beta preview!

Posted: Fri May 02, 2014 7:58 pm
by jack1974
Franka wrote:The Ratmen shop is empty for me (don't know if it's a bug or intended to be possible).
Fixed the typos and the new location bug. As for the store, no, shouldn't be possible that is empty! was empty for ALL the item categories ? :shock:
A small cheat that will remove in final game: if you rollback the FIRST time you enter a shop, will "shuffle" the items so you get new ones. Try to rollback and forward with mousewheel several times, I tried and there was always some item in every category, so seems strange that you saw it empty!
Anima_ wrote:Chapter two is called chapter three, both in the chapter announcement and in the save descriptions.
Is Pounce supposed to be able to hit the back row? At least one grey wolf did it to Vaelis. And then nearly decimated my hunting party. Scary cheating heap of fleas.
Will fix the chapter name. As for the pounce, technical explanation that you can understand: I defined the wolf as BloodRedMageAI and the WolfPounce assigned as SecondSpellSkill/Overdrive. But the skill itself is defined as cRange = "Front". Is the problem the fact that uses MageAI ?

Re: SOTW 0.75 - First Act Beta preview!

Posted: Fri May 02, 2014 8:02 pm
by gamesempie
This isn't actually a bug I've encountered just something I'm worried about. We are required to distribute all attribute points upon leveling up before we can continue, but what about further in the game when it might not be possible to use all our attribute points because all of a character's attribute stats are between 20 and 40 meaning we can only spend an even number of stats but we are given an odd number. Just wanted to throw that out there as something to be careful of as further levels become accessible.

Re: SOTW 0.75 - First Act Beta preview!

Posted: Fri May 02, 2014 8:06 pm
by Anima_
I don't think the overdrive slot actually checks if the skills target is legal. Simply because the original overdrives had no illegal targets.
Will take a look at it tomorrow, might be rather easy to fix.

Re: SOTW 0.75 - First Act Beta preview!

Posted: Fri May 02, 2014 8:09 pm
by jack1974
gamesempie wrote:This isn't actually a bug I've encountered just something I'm worried about. We are required to distribute all attribute points upon leveling up before we can continue, but what about further in the game when it might not be possible to use all our attribute points because all of a character's attribute stats are between 20 and 40 meaning we can only spend an even number of stats but we are given an odd number. Just wanted to throw that out there as something to be careful of as further levels become accessible.
Ah. DOH :mrgreen:
Thanks for pointing this out! I totally didn't think about it haha. I think probably the easiest solution is to not FORCE the player to assign all the attribute point, but only the skill point. Unless someone has a better suggestion, but I think this is the only way :)
Anima_ wrote:I don't think the overdrive slot actually checks if the skills target is legal. Simply because the original overdrives had no illegal targets.
Will take a look at it tomorrow, might be rather easy to fix.
Thanks, worse case I'll remember to not put nasty attacks there :twisted:

Re: SOTW 0.75 - First Act Beta preview!

Posted: Fri May 02, 2014 8:18 pm
by renke_
category nit-picking/minor usability enhancement:

It would be imho better if the two elemental damage rows of the druid skills are sorted identical. Currently it's:
AoE: earth - fire - water - air
single: air - earth - fire - water

Re: SOTW 0.75 - First Act Beta preview!

Posted: Fri May 02, 2014 8:21 pm
by Franka
jack1974 wrote:
Franka wrote:The Ratmen shop is empty for me (don't know if it's a bug or intended to be possible).
As for the store, no, shouldn't be possible that is empty! was empty for ALL the item categories ? :shock:
A small cheat that will remove in final game: if you rollback the FIRST time you enter a shop, will "shuffle" the items so you get new ones. Try to rollback and forward with mousewheel several times, I tried and there was always some item in every category, so seems strange that you saw it empty!
My bad, I hadn't figured out you had to change item categories using the party inventory.

Re: SOTW 0.75 - First Act Beta preview!

Posted: Fri May 02, 2014 9:12 pm
by renke_
hmm, Purification is still not working as expected: Neither poisoned nor scared conditions are reduced (the two types I had so far while playing with the purifier)

Re: SOTW 0.75 - First Act Beta preview!

Posted: Fri May 02, 2014 9:32 pm
by Franka
Finished normal mode with lv6 druid and ranger. Difficulty seemed ok, didn't lose any fights. Those spiders were a bit scary though, their speed was over the top, and coupled with paralysis (which purification did not affect), the only option was to wait their SP out.

The polar bear looks like it ran face first into a brick wall, but I guess that's just the way it is.

A few more typos:

Dingirran Tent: "Those tents looks really out of place"
should be "look really"

Morran: "If they actually buy large quantities of things this times, we may make some good money!"
should be "this time,"

Re: SOTW 0.75 - First Act Beta preview!

Posted: Fri May 02, 2014 9:48 pm
by jack1974
renke_ wrote:hmm, Purification is still not working as expected: Neither poisoned nor scared conditions are reduced (the two types I had so far while playing with the purifier)
That's strange since scared should have been removed even in the previous version :? I guess will need to test it myself and find out why isn't working (hadn't time to test the change).

Re: SOTW 0.75 - First Act Beta preview!

Posted: Fri May 02, 2014 10:11 pm
by renke_
jack1974 wrote:That's strange since scared should have been removed even in the previous version :? I guess will need to test it myself and find out why isn't working (hadn't time to test the change).
Some missing effect/class inheritance?

Code: Select all

class PoisonBite(HurtSkill):
<snip>
cEffects = [PoisonedEffect1]
<snip>

class Purification(NaturesTouch1):
<snip>
cRemove = [<..>, PoisonedEffect, <..>]