SOTW 0.8.24.18 - Second Act Beta!
- fabulaparva
- Elder Druid
- Posts: 761
- Joined: Sun May 04, 2014 9:58 pm
Re: SOTW 0.8.22.1 - Second Act Beta!
The Boss fight seems fine now, I'll try a few of the mobsters' too asap. 
- jack1974
- Pack leader
- Posts: 15095
- Joined: Thu Jun 16, 2005 4:43 pm
Re: SOTW 0.8.22.2 - Second Act Beta!
Thanks, in practice the problem was that there was no "emergency exit" to the Defend action, since originally it was not supposed to cause a buff. Now if they already have it, they just melee attack the party 
- fabulaparva
- Elder Druid
- Posts: 761
- Joined: Sun May 04, 2014 9:58 pm
Re: SOTW 0.8.22.2 - Second Act Beta!
WEll, the Boss in Dingirra still seems fine, also the mobsters (Galanna, Lugal, Kiduu, Gamesh) behaved as well, but.....I also tried the ratmen back in Ninim and it crashed there. It was an earlier save was from the battle configuration screen, does that mess it up?
EDIT: Also happens if I use a save from the options-screen (trainfight ratmen or trade). The battle can not be continued by clicking ignore.
AI and combat-logs just before the crash:
EDIT2: Can be continued by spamming the ignore-button for 5-6 times 
Spoiler:
EDIT: Also happens if I use a save from the options-screen (trainfight ratmen or trade). The battle can not be continued by clicking ignore.
AI and combat-logs just before the crash:
Spoiler:
Spoiler:
Last edited by fabulaparva on Wed Jul 23, 2014 6:14 pm, edited 1 time in total.
- Jaeger
- Druid
- Posts: 406
- Joined: Fri Jun 14, 2013 12:30 am
Re: SOTW 0.8.21 - Second Act Beta!
You managed to make use of healing items possible in Planet Stronghold. On the inventory menu, you can add a use button for healing items. If my party is wounded after a battle and I have no access to healing facilities, I would rather use potions that were stocked before the next battle rather wait to be actually in it, especially if my foes make the first move.jack1974 wrote:Will check that sprite, probably is how is composed on the fly (arms are a separate layer).
Using items and spells outside would be cool, I thought about it but not sure how to do that thoughAnyway, I made a wider range of difficulty options exactly for that
- jack1974
- Pack leader
- Posts: 15095
- Joined: Thu Jun 16, 2005 4:43 pm
Re: SOTW 0.8.22.2 - Second Act Beta!
Okay I give up with the AI. Not worth wasting even more time on that, will wait for the new AI and do the next act enemies smarter 
As for the items yes I managed to do that in Planet Stronghold but this is a different game. I should add a menu (since you can use the item to yourself or other party members) and also find a space in the GUI, etc etc. Not a small change at this point. Also, would break a bit the balance on many battles, so I don't think will add it. Maybe at the end of game if there's time.
As for the items yes I managed to do that in Planet Stronghold but this is a different game. I should add a menu (since you can use the item to yourself or other party members) and also find a space in the GUI, etc etc. Not a small change at this point. Also, would break a bit the balance on many battles, so I don't think will add it. Maybe at the end of game if there's time.
- Jaeger
- Druid
- Posts: 406
- Joined: Fri Jun 14, 2013 12:30 am
Re: SOTW 0.8.22.2 - Second Act Beta!
I found a bug.
Spoiler:
- jack1974
- Pack leader
- Posts: 15095
- Joined: Thu Jun 16, 2005 4:43 pm
Re: SOTW 0.8.22.3 - Second Act Beta!
Which sequence? the quest from start? or something else?
edit: nevermind found it! thanks will fix on next update
edit: nevermind found it! thanks will fix on next update
- jack1974
- Pack leader
- Posts: 15095
- Joined: Thu Jun 16, 2005 4:43 pm
Re: SOTW 0.8.22.3 - Second Act Beta!
Changed the colors of the MAIN movement arrows so they're easily recognizable (secret passages/teleporters still have the green arrow):

was a good idea, thanks
And with this, I'm off for today... been up until 6AM (not always working though) and now is 10PM!!

was a good idea, thanks
And with this, I'm off for today... been up until 6AM (not always working though) and now is 10PM!!
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nightshadengale
- Young scout
- Posts: 44
- Joined: Tue May 07, 2013 3:14 am
Re: SOTW 0.8.22.3 - Second Act Beta!
Spoiler:
- yayswords
- Elder Druid
- Posts: 1436
- Joined: Sat Jan 25, 2014 5:34 am
Re: SOTW 0.8.22.3 - Second Act Beta!
The Burning debuff from running over the steam vents really hasn't made me think twice about doing it. I mean, I don't run over them because I want the xp from the lizards, but even so that debuff does almost nothing. 3 turns, 4 HP damage? Pft. And yeah the resistance reduction, but still. I'd rather see a far more powerful debuff that lasts until you defeat the demon.
I think something went wrong with the Protect fix. It just gives 7+7 (caps at 10) turns of Guard, icon-wise.
Sudden Strike says it's supposed to deal normal damage, but neither my ranged nor my melee attack deals that damage. It does however do exactly double the damage of a ranged attack.
Pre-battle positioning for flashbacks. Can has? For Krimm's flashbacks I leave her alone in the frontline, at least for the animal battles, and now for Chalassa's... first she starts right in front of Ormond, I use her first turn to move her away, guards show up, and then she's BACK in front of him.
like rly.
I think something went wrong with the Protect fix. It just gives 7+7 (caps at 10) turns of Guard, icon-wise.
Sudden Strike says it's supposed to deal normal damage, but neither my ranged nor my melee attack deals that damage. It does however do exactly double the damage of a ranged attack.
Pre-battle positioning for flashbacks. Can has? For Krimm's flashbacks I leave her alone in the frontline, at least for the animal battles, and now for Chalassa's... first she starts right in front of Ormond, I use her first turn to move her away, guards show up, and then she's BACK in front of him.
like rly.
If at first try it doesn't explode, it ain't Jack who wrote the code.
