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Re: SOTW 0.8.22.1 - Second Act Beta!

Posted: Wed Jul 23, 2014 5:16 pm
by fabulaparva
The Boss fight seems fine now, I'll try a few of the mobsters' too asap. :)

Re: SOTW 0.8.22.2 - Second Act Beta!

Posted: Wed Jul 23, 2014 5:26 pm
by jack1974
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 :mrgreen:

Re: SOTW 0.8.22.2 - Second Act Beta!

Posted: Wed Jul 23, 2014 5:47 pm
by fabulaparva
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?
Spoiler:
I'm sorry, but an uncaught exception occurred.

While running game code:
File "game/plot/map.rpy", line 1184, in script call
File "game/plot/sidequests.rpy", line 1088, in script call
File "game/script.rpy", line 2200, in script
File "game/script.rpy", line 2204, in <module>
File "game/RPG Framework/enviroment.rpy", line 752, in getActions
File "game/RPG Framework/character.rpy", line 986, in getAction
File "game/RPG Framework/ai.rpy", line 804, 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 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 468, in getAction
File "game/RPG Framework/ai.rpy", line 686, in test
IndexError: list index out of range

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

Full traceback:
File "game/plot/map.rpy", line 1184, in script call
File "game/plot/sidequests.rpy", line 1088, in script call
File "game/script.rpy", line 2200, in script
File "D:\Games\SOTW-0.8.22.1-all\SOTW-0.8.22.1-all\renpy\ast.py", line 756, in execute
renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
File "D:\Games\SOTW-0.8.22.1-all\SOTW-0.8.22.1-all\renpy\python.py", line 1382, in py_exec_bytecode
exec bytecode in globals, locals
File "game/script.rpy", line 2204, in <module>
File "game/RPG Framework/enviroment.rpy", line 752, in getActions
File "game/RPG Framework/character.rpy", line 986, in getAction
File "game/RPG Framework/ai.rpy", line 804, 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 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 468, in getAction
File "game/RPG Framework/ai.rpy", line 686, in test
IndexError: list index out of range

Windows-7-6.1.7601-SP1
Ren'Py 6.17.7.521
Seasons Of The Wolf 0.8.22.1

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:
[20:51:13] Start AI action request for Ratman Cleric A
[20:51:13] Request action from node Root
[20:51:13] Condition is True
[20:51:13] Request action from node EmergencyHeal
[20:51:13] Test: Characters are criticaly wounded.
[20:51:13] Condition is True
[20:51:13] Request action from node Critical
[20:51:13] Condition is False
[20:51:13] Request action from node Revive
[20:51:13] Condition is False
[20:51:13] Request action from node Position
[20:51:13] Condition is True
[20:51:13] Request action from node Heal
[20:51:13] Condition is False
[20:51:13] Request action from node SPReserve
[20:51:13] Condition is False
[20:51:13] Request action from AI action DefendAction
Spoiler:
[20:51:12] Ratman Mage A is KO.
[20:51:12] Shea hit Ratman Mage A for 6 Normal damage using Ranged Attack.
EDIT2: Can be continued by spamming the ignore-button for 5-6 times :P

Re: SOTW 0.8.21 - Second Act Beta!

Posted: Wed Jul 23, 2014 5:57 pm
by Jaeger
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 though :oops: Anyway, I made a wider range of difficulty options exactly for that :)
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.

Re: SOTW 0.8.22.2 - Second Act Beta!

Posted: Wed Jul 23, 2014 6:30 pm
by jack1974
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 :wink:
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.

Re: SOTW 0.8.22.2 - Second Act Beta!

Posted: Wed Jul 23, 2014 7:00 pm
by Jaeger
I found a bug.
Spoiler:
After kidnap Robinia quest, the the whole sequence plays again if you go back to the Kiduu mansion.

Re: SOTW 0.8.22.3 - Second Act Beta!

Posted: Wed Jul 23, 2014 7:46 pm
by jack1974
Which sequence? the quest from start? or something else?
edit: nevermind found it! thanks will fix on next update :)

Re: SOTW 0.8.22.3 - Second Act Beta!

Posted: Wed Jul 23, 2014 8:11 pm
by jack1974
Changed the colors of the MAIN movement arrows so they're easily recognizable (secret passages/teleporters still have the green arrow):
Image
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!! :shock:

Re: SOTW 0.8.22.3 - Second Act Beta!

Posted: Thu Jul 24, 2014 2:44 am
by nightshadengale
Spoiler:
Personally, my response to

"Jariel asked us to hang out in the bathhouse, but we can only get in through the steam tunnels, which are full of escaped slaves who we can't communicate with and who appear to think we're there to bring them in"

would have been along the lines of

"Maybe we should go back and see if he'll come out to look for us, since he knows we're coming"

rather than

"WHELP, I GUESS WE HAVE NO CHOICE BUT TO SLAUGHTER THEM ALL."


Maybe the lizardmen could be replaced with not-all-dead-yet giant ants?

Re: SOTW 0.8.22.3 - Second Act Beta!

Posted: Thu Jul 24, 2014 5:13 am
by yayswords
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.