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Re: SOTW 0.8.7e - First Act Beta preview!
Posted: Sat May 17, 2014 6:40 am
by jack1974
Mongoosechan wrote:If you enter the tavern without Vaelis in your party, there's still a conversation with him about jobs. Not sure if that's meant to happen or not.
Ah no, will change that ! I should also change it so that even the "other" sibling couldn't be present (since he/she can be captured at one point of the story).
Mongoosechan wrote:
In the tent encampment, Vaelis begins the conversation saying he wants to look around more, then after explaining about the Dingirrans, he says he's going to leave now. Maybe some interjections during the conversation about what they're seeing to make it seem like they're looking around, or a different reason. It seems a bit inconsistent the way it is now.
Will check, in the original story there were supposed to be several dingirran shops to visit. I guess I can automatically load the Dingirran vendor though to simulate the fact that player is looking around the wares.
Mongoosechan wrote:
When talking about the bear plan, I think the twin should say "tell me again why we agreed to this?', rather than 'Why again did we agree to this?". Or, to minimise changes, "Why, again, did we agree to this?
It also seems the twin talking about catching the bear should say "Well, that went exceptionally well, didn't it?", rather than "That went exceptionally fine
Yes will check those texts since your suggestions seems better
Troyen wrote:Quick question: the mac version is not 32-bit compatible, is it? (On Intel, not PowerPC)
No sadly, when Ren'Py got a big update 1-2 years ago the coder decided to remove 32-bit support because of some issues with the libraries. So I can't fix this problem for newer games. Older games of mine like Magic Stones works because is coded in C++ or Hanako's because they're using a custom build of Ren'Py. But yes, even looking at the official stats, basically nobody uses such mac systems anymore.
Re: SOTW 0.8.7f - First Act Beta preview!
Posted: Sun May 18, 2014 2:15 pm
by renke_
quick 0.8.7f playthrough - no new bugs I noticed ;)
Re: SOTW 0.8.7f - First Act Beta preview!
Posted: Sun May 18, 2014 2:18 pm
by jack1974
Thanks

next week will be able to focus on Act2 only

Re: SOTW 0.8.7f - First Act Beta preview!
Posted: Sun May 18, 2014 2:22 pm
by yayswords
I like the change to the physical resistances, assuming it only does that and doesn't also reduce chance to be affected in the first place. Does it?
Reducing paralysis to 1 turn is like reducing it to 0 btw
Also don't stealth update! I look for new posts, not changes to thread names :D
Re: SOTW 0.8.7f - First Act Beta preview!
Posted: Sun May 18, 2014 2:31 pm
by jack1974
Haha sorry was a small change

No it reduces only the duration, not the chances. Though probably you're right about paralysis... maybe I should leave the minimum turns to 2... ?
Re: SOTW 0.8.7f - First Act Beta preview!
Posted: Sun May 18, 2014 2:38 pm
by yayswords
Weakening and paralysis won't bother you at all with a 1 turn duration, slow presumably will, fear/tiredness will if someone attacks you before your turn. Plus maybe special moves that get unlocked.
The change is good but some non-urgent tweaking is needed. I'm not sure it's as simple as capping them at 2 when paralysis effects for example tend to last for only 3 turns. Are we just gonna get 33% (or maybe even just 17% because rounding up) resistance and then ignore it altogether?

Re: SOTW 0.8.7f - First Act Beta preview!
Posted: Sun May 18, 2014 3:19 pm
by jack1974
I don't know how to change this honestly, before it would prevent the condition from triggering, now always triggers but then there's this problem.
I guess I could use the old way with the physical conditions (so paralysis, weaken, etc) and the new one with the damage over time conditions (Frozen, Burned, etc). Otherwise I don't see any other solution...
Re: SOTW 0.8.7f - First Act Beta preview!
Posted: Sun May 18, 2014 3:23 pm
by yayswords
I say leave it for now, I'm sure there will be ten different interesting solutions posted long before the beta is over.
For example you could increase all paralysis durations by 1 turn but give all characters 25% free paralysis resistance on the easier difficulties.
Re: SOTW 0.8.7f - First Act Beta preview!
Posted: Mon May 19, 2014 10:31 am
by jack1974
I made the fix that will be live in next update. In practice minimum duration is now 2, except for DoT effects that is 1.
If anyone has a save at end of 1st act with Hunter please send them to me to test the new battles. I have two saves but are all Ranger/Druid

Re: SOTW 0.8.7f - First Act Beta preview!
Posted: Mon May 19, 2014 8:04 pm
by renke_
jack1974 wrote:If anyone has a save at end of 1st act with Hunter please send them to me to test the new battles.
just sent one - and gameplay without a druid is very different...