SOTW 0.8.9 - First Act Beta preview!

The tale of the siblings Althea and Shea https://www.winterwolves.com/seasonsofthewolf.htm
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jack1974
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Re: SOTW 0.8.7g - First Act Beta preview!

Post by jack1974 »

The smith's name is Black :mrgreen: Mr. Black Smith.
renke_
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Re: SOTW 0.8.7g - First Act Beta preview!

Post by renke_ »

yayswords wrote:she will buy all your crap
crap? hey, this is high-quality loot - I even remove all the dried blood!11!
jack1974 wrote:The smith's name is Black :mrgreen: Mr. Black Smith.
how boring :P

nah, I believe she's build like a battle ship and called Maria. Say a soprano aible to pull through Wagner's Ring cycle in one take, with a physique like Caballe

----------- addition, more on topic ------------
with the new restistance model it would be appropriate to edit some skill description not "<condition> for n rounds" but "for up to n rounds"

----------- 2nd addition ------------
resistance calculation seems to be fishy: The skeleton mage has dark resistance of 80 % and Vaelis' dark sword still made 30 or so damage, not significantly less as against other foes with lower tolerance

----------- 3rd addition ------------
was the attack system changed? According to my "Attribute" overview page the attack value of all my party members is identical to the base value, though all are equipped with weapons giving attack bonux

----------- 4th addition ------------
an unconscious party member can be the speaker of the "yes, we won" line at the end of a battle

----------- 5th addition ------------
I think the item in the watchtower of the camp is fixed to level 1 - why not create an item on party level?
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jack1974
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Re: SOTW 0.8.7g - First Act Beta preview!

Post by jack1974 »

1) yes will change the descriptions
2) I think in Loren's time we agreed that the resistance worked with spells mostly, otherwise if you had a "wrong" item equipped you would do very low damage against enemies. I don't think I need to change this, but will do some tests
3) no I didn't touch that, the number in parenthesis should be the final value including the weapons, while the other is the base value from attributes
4) at end of fight, all members are automatically healed (by a low HP though). So there isn't any unconscious party member at end of each battle :wink:
5) yes that's a quick change, no problems :)
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Re: SOTW 0.8.7g - First Act Beta preview!

Post by renke_ »

jack1974 wrote:2) I think in Loren's time we agreed that the resistance worked with spells mostly, otherwise if you had a "wrong" item equipped you would do very low damage against enemies. I don't think I need to change this, but will do some tests
Loren was before my time ;) okay, feels a little bit weird but I can live with it: After all, it's ME doing more damage
jack1974 wrote:3) no I didn't touch that, the number in parenthesis should be the final value including the weapons, while the other is the base value from attributes
I thought in former releases the final attack value displayed in the attributes page is base attack + weapons attack bonus - but I remembered incorrectly, my old saves show also not this direct link between weapon stats and attack. So if there's a bug it's an old one ^^
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Re: SOTW 0.8.7g - First Act Beta preview!

Post by renke_ »

renke_ wrote:
jack1974 wrote:2) I think in Loren's time we agreed that the resistance worked with spells mostly, otherwise if you had a "wrong" item equipped you would do very low damage against enemies. I don't think I need to change this, but will do some tests
Loren was before my time ;) okay, feels a little bit weird but I can live with it: After all, it's ME doing more damage
I think in Loren the resistence was more perceivable, there's a reason why I have two pages of weapons in my saves and reequipped all the time.

Ranged weapon vs some daemon:
dark - resist - 25-28
air - critc 50-57
normal - n/a - 49-56

The low bonus of air compared to normal damage is shocking (never noticed this while playing ;)) but the dark crossbow was not at all effective compared to the air bow (all weapons have 22 dmg)
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jack1974
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Re: SOTW 0.8.7g - First Act Beta preview!

Post by jack1974 »

About the attack displayed in char screen: is correct because only displays the BASE attack. But since you can use a melee OR ranged weapon, it doesn't consider that. Indeed using your save, I had 26 (28) for Althea. 26 is the base attack, then I had two jewelry that gave me +2 attack in total. In the battle the calculation works correctly of course. I need to change the help text though :)

Regarding resistances, still using your save that sent me, I tested and:
Air weapon 14 base damage:
Enemy with 05% Air resistance and 44 Defense = 20-26
Enemy with 87% Air resistance and 42 Defense = 15-20

It's fine. We don't want to have players frustrated because enemy wit 90% air resistance makes your weapon less worthwhile than using bare hands :lol:
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Re: SOTW 0.8.7g - First Act Beta preview!

Post by renke_ »

jack1974 wrote:makes your weapon less worthwhile than using bare hands :lol:
hey, this is untrue! One time I inadvertently unequipped the only weapon and couldn't attack at all ;) [was funny though: Throw axe even without damage made the enemies mad at Vaelis]

But I see sense in your reasoning, let's forget my inquiry.
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yayswords
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Re: SOTW 0.8.7g - First Act Beta preview!

Post by yayswords »

Error, happens every time it's the skellymage's turn.
Spoiler:
I'm sorry, but an uncaught exception occurred.

While running game code:
File "game/plot/map.rpy", line 702, in script call
File "game/plot/sidequests.rpy", line 1259, in script call
File "game/script.rpy", line 2100, in script
File "game/script.rpy", line 2104, in <module>
File "game/RPG Framework/enviroment.rpy", line 717, in getActions
File "game/RPG Framework/character.rpy", line 950, in getAction
File "game/RPG Framework/ai.rpy", line 795, in getAction
File "game/RPG Framework/ai.rpy", line 17, in getAction
File "game/RPG Framework/ai.rpy", line 17, in getAction
File "game/RPG Framework/ai.rpy", line 20, in getAction
File "game/RPG Framework/ai.rpy", line 20, in getAction
File "game/RPG Framework/ai.rpy", line 20, in getAction
File "game/RPG Framework/ai.rpy", line 20, in getAction
File "game/RPG Framework/ai.rpy", line 20, in getAction
File "game/RPG Framework/ai.rpy", line 20, in getAction
File "game/RPG Framework/ai.rpy", line 20, in getAction
File "game/RPG Framework/ai.rpy", line 467, in getAction
File "game/RPG Framework/ai.rpy", line 506, in test
File "game/RPG Framework/skills.rpy", line 636, in predict
File "game/RPG Framework/skills.rpy", line 336, in hit
File "game/RPG Framework/skills.rpy", line 404, in hurt
AttributeError: 'SkeletonMage' object has no attribute 'gear'

-- Full Traceback ------------------------------------------------------------

Full traceback:
File "game/plot/map.rpy", line 702, in script call
File "game/plot/sidequests.rpy", line 1259, in script call
File "game/script.rpy", line 2100, in script
File "C:\Users\Albert\Desktop\SOTW-0.8.7-all\renpy\ast.py", line 756, in execute
renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
File "C:\Users\Albert\Desktop\SOTW-0.8.7-all\renpy\python.py", line 1382, in py_exec_bytecode
exec bytecode in globals, locals
File "game/script.rpy", line 2104, in <module>
File "game/RPG Framework/enviroment.rpy", line 717, in getActions
File "game/RPG Framework/character.rpy", line 950, in getAction
File "game/RPG Framework/ai.rpy", line 795, in getAction
File "game/RPG Framework/ai.rpy", line 17, in getAction
File "game/RPG Framework/ai.rpy", line 17, in getAction
File "game/RPG Framework/ai.rpy", line 20, in getAction
File "game/RPG Framework/ai.rpy", line 20, in getAction
File "game/RPG Framework/ai.rpy", line 20, in getAction
File "game/RPG Framework/ai.rpy", line 20, in getAction
File "game/RPG Framework/ai.rpy", line 20, in getAction
File "game/RPG Framework/ai.rpy", line 20, in getAction
File "game/RPG Framework/ai.rpy", line 20, in getAction
File "game/RPG Framework/ai.rpy", line 467, in getAction
File "game/RPG Framework/ai.rpy", line 506, in test
File "game/RPG Framework/skills.rpy", line 636, in predict
File "game/RPG Framework/skills.rpy", line 336, in hit
File "game/RPG Framework/skills.rpy", line 404, in hurt
AttributeError: 'SkeletonMage' object has no attribute 'gear'

Windows-7-6.1.7601-SP1
Ren'Py 6.17.5.492
Seasons Of The Wolf 0.8.7
Also: I damage cap at 65 against like everything in the world except Mormont's mage, where it caps at 47. Intended?

(I don't cap at all against Mormont himself but not expecting to :P)

Another error, same fight, think it was mage's turn. This one I could not ignore past; it repeated on me. I think he was missing enough mana to cast anything (he had 23 I believe).
Spoiler:
I'm sorry, but an uncaught exception occurred.

While running game code:
File "game/plot/map.rpy", line 702, in script call
File "game/plot/sidequests.rpy", line 1259, in script call
File "game/script.rpy", line 2100, in script
File "game/script.rpy", line 2104, in <module>
File "game/RPG Framework/enviroment.rpy", line 717, in getActions
File "game/RPG Framework/character.rpy", line 950, in getAction
File "game/RPG Framework/ai.rpy", line 795, in getAction
File "game/RPG Framework/ai.rpy", line 17, in getAction
File "game/RPG Framework/ai.rpy", line 17, in getAction
File "game/RPG Framework/ai.rpy", line 20, in getAction
File "game/RPG Framework/ai.rpy", line 20, in getAction
File "game/RPG Framework/ai.rpy", line 20, in getAction
File "game/RPG Framework/ai.rpy", line 20, in getAction
File "game/RPG Framework/ai.rpy", line 20, in getAction
File "game/RPG Framework/ai.rpy", line 20, in getAction
File "game/RPG Framework/ai.rpy", line 20, in getAction
File "game/RPG Framework/ai.rpy", line 467, in getAction
File "game/RPG Framework/ai.rpy", line 506, in test
File "game/RPG Framework/skills.rpy", line 636, in predict
File "game/RPG Framework/skills.rpy", line 336, in hit
File "game/RPG Framework/skills.rpy", line 404, in hurt
AttributeError: 'SkeletonMage' object has no attribute 'gear'

-- Full Traceback ------------------------------------------------------------

Full traceback:
File "game/plot/map.rpy", line 702, in script call
File "game/plot/sidequests.rpy", line 1259, in script call
File "game/script.rpy", line 2100, in script
File "C:\Users\Albert\Desktop\SOTW-0.8.7-all\renpy\ast.py", line 756, in execute
renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
File "C:\Users\Albert\Desktop\SOTW-0.8.7-all\renpy\python.py", line 1382, in py_exec_bytecode
exec bytecode in globals, locals
File "game/script.rpy", line 2104, in <module>
File "game/RPG Framework/enviroment.rpy", line 717, in getActions
File "game/RPG Framework/character.rpy", line 950, in getAction
File "game/RPG Framework/ai.rpy", line 795, in getAction
File "game/RPG Framework/ai.rpy", line 17, in getAction
File "game/RPG Framework/ai.rpy", line 17, in getAction
File "game/RPG Framework/ai.rpy", line 20, in getAction
File "game/RPG Framework/ai.rpy", line 20, in getAction
File "game/RPG Framework/ai.rpy", line 20, in getAction
File "game/RPG Framework/ai.rpy", line 20, in getAction
File "game/RPG Framework/ai.rpy", line 20, in getAction
File "game/RPG Framework/ai.rpy", line 20, in getAction
File "game/RPG Framework/ai.rpy", line 20, in getAction
File "game/RPG Framework/ai.rpy", line 467, in getAction
File "game/RPG Framework/ai.rpy", line 506, in test
File "game/RPG Framework/skills.rpy", line 636, in predict
File "game/RPG Framework/skills.rpy", line 336, in hit
File "game/RPG Framework/skills.rpy", line 404, in hurt
AttributeError: 'SkeletonMage' object has no attribute 'gear'

Windows-7-6.1.7601-SP1
Ren'Py 6.17.5.492
Seasons Of The Wolf 0.8.7
And the skeleton mage is in fact mr. Black Smith! No but really I think you broke this single mob in more ways than stat derivation broke hunters :D
If at first try it doesn't explode, it ain't Jack who wrote the code.
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Re: SOTW 0.8.7g - First Act Beta preview!

Post by renke_ »

yayswords wrote:Error, happens every time it's the skellymage's turn.
hmm, with my test-run yesterday (new game) the mage was able to perform his voodoo without errors. Maybe compatibility for older saves is b0rken again?
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yayswords
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Re: SOTW 0.8.7g - First Act Beta preview!

Post by yayswords »

It's not an old save :)
If at first try it doesn't explode, it ain't Jack who wrote the code.
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