SOTW 0.8.24.18 - Second Act Beta!

The tale of the siblings Althea and Shea https://www.winterwolves.com/seasonsofthewolf.htm
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renke_
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Re: SOTW 0.8.18 - Second Act Beta!

Post by renke_ »

as I wrote before I'm fine with Chalassas illness and think it's a very strong story point - but it should be easier to realize before the fight (uh? what does this funny symbol mean?) that the char has some important changes ^^
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jack1974
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Re: SOTW 0.8.18 - Second Act Beta!

Post by jack1974 »

OK will add a text before the fight then :)
Please Note: Chalassa suffers from a magical disease. You can still use her in the next battles but she'll be considerably weaker.
renke_
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Re: SOTW 0.8.18 - Second Act Beta!

Post by renke_ »

what about a more in-game variant?

<player>: Chalassa, you are gravely ill! You're not in the condition to fight.
Chalassa: Maybe you are right, I don't feel good.

(or similar, for best results better check for grammar and typos ;))
CptnSmudge
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Re: SOTW 0.8.18 - Second Act Beta!

Post by CptnSmudge »

I am hitting a bug the first time I kill someone in Act 2. I can ignore the error, but the battle won't finish.
Spoiler:
I'm sorry, but an uncaught exception occurred.

While running game code:
File "game/plot/map.rpy", line 1096, in script call
File "game/plot/map.rpy", line 1566, in script call
File "game/plot/scene05_dingirra.rpy", line 224, in script call
File "game/plot/scene05_dingirra.rpy", line 455, in script call
File "game/script.rpy", line 2189, in script
File "game/script.rpy", line 2194, in <module>
File "game/RPG Framework/enviroment.rpy", line 766, in execute
File "game/RPG Framework/character.rpy", line 212, in die
File "game/script.rpy", line 78, in AddBattleField
File "game/RPG Framework/effects.rpy", line 63, in addTo
File "game/RPG Framework/character.rpy", line 64, in addEffect
KeyError: 'Default'

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

Full traceback:
File "game/plot/map.rpy", line 1096, in script call
File "game/plot/map.rpy", line 1566, in script call
File "game/plot/scene05_dingirra.rpy", line 224, in script call
File "game/plot/scene05_dingirra.rpy", line 455, in script call
File "game/script.rpy", line 2189, in script
File "C:\SOTW-0.8.18-all\SOTW-0.8.18-all\renpy\ast.py", line 756, in execute
renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
File "C:\SOTW-0.8.18-all\SOTW-0.8.18-all\renpy\python.py", line 1382, in py_exec_bytecode
exec bytecode in globals, locals
File "game/script.rpy", line 2194, in <module>
File "game/RPG Framework/enviroment.rpy", line 766, in execute
File "game/RPG Framework/character.rpy", line 212, in die
File "game/script.rpy", line 78, in AddBattleField
File "game/RPG Framework/effects.rpy", line 63, in addTo
File "game/RPG Framework/character.rpy", line 64, in addEffect
KeyError: 'Default'

Windows-7-6.1.7601-SP1
Ren'Py 6.17.7.521
Seasons Of The Wolf 0.8.18
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yayswords
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Re: SOTW 0.8.18 - Second Act Beta!

Post by yayswords »

Leif No-Tribe hit Shaman for 124 Normal damage using Throw Spear. <3

I suppose it is pretty okay if you take Protect on Krimm. Anyone else gets hit, Shaman can just resurrect.
If at first try it doesn't explode, it ain't Jack who wrote the code.
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jack1974
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Re: SOTW 0.8.18 - Second Act Beta!

Post by jack1974 »

CptnSmudge wrote:I am hitting a bug the first time I kill someone in Act 2. I can ignore the error, but the battle won't finish.
That happens only if you continue a game from a very old save/version (before I added Bleeding effects). Sorry but you should restart from beginning :oops:
yayswords wrote:Leif No-Tribe hit Shaman for 124 Normal damage using Throw Spear. <3

I suppose it is pretty okay if you take Protect on Krimm. Anyone else gets hit, Shaman can just resurrect.
Haha yes, well Leif is Krimm's brother so should be tough :)

I just got some new tile art from artist, I'm waiting to have all the new art including the Arena. He redid the family mansions so they are really BIG :lol:
Image
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yayswords
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Re: SOTW 0.8.18 - Second Act Beta!

Post by yayswords »

Okay he's gonna have to redo that. I'm gonna have to assume that the pillared structures are tall enough that a human can walk into them without crouching. The gaps of the smallest ones are at their tallest about 28 pixels, so let's say that's 2 meters, making 1 meter 14 pixels. The stairs are about 70 pixels tall, with 7 steps. That makes each step 10 pixels or 10/14=5/7~0.71 meters. IT MUST BE HELL TO ENTER AND EXIT!
If at first try it doesn't explode, it ain't Jack who wrote the code.
renke_
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Re: SOTW 0.8.18 - Second Act Beta!

Post by renke_ »

lol ;)

but didn't you see the lift entry behind the left palm?
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jack1974
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Re: SOTW 0.8.18 - Second Act Beta!

Post by jack1974 »

Lol yes, actually he should redo all Dingirra's tileset since is not right with the scale! :)
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jack1974
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Re: SOTW 0.8.18 - Second Act Beta!

Post by jack1974 »

On a more serious note, taking a bit more relaxed today (yesterday was one of the days I worked most this year, not just for SOTW but had to do several other things!).
Things I've fixed are a better item use screen:
Image
since the tooltip texts were going over the items before :mrgreen:
Also using a save from fabula I saw that the main 3 heroes are all level 16 at end of Act2, so unless someone somehow manages to reach level 17, I think will use that level as "base" for the next act, offering as said the option to autolevel all chars or not (player decides).
Taleweaver is redoing some text of Riley's quest so that you don't get immediately captured if you fail an "heroic feat" (:lol:) and I've also asked some other writer a help to make the drug dealing quest more interesting. Anyway, not big changes :)
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