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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fabulaparva
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Re: SOTW 0.8.23 - Second Act Beta!

Post by fabulaparva »

There's always quite the cliche plot device that'll prevent them from going back after the first attack... the first group might have a wizard lizard, who upon dying launches a spell powerful enough to collapse some of the tunnel behind the heroes. Voila, exit blocked, now they have to move forward and take whatever comes at them, whether it's steam or lizardmen. :P
Oh well. I do agree that mauling through groups of lizards just to get a bath is a bit ... extreme, but I guess I*m twisted enough RPG-player that I didn't pay much attention to it until nightshadengale pointed it out. I was jus' marching on thinking: Quest: Gotta get to bathhouse. Lizardmen in the way (+XP)? Bring it on! Besides, already in act 1, the heroes were killing animals for pelt and poison glands left and right plus trying to enslave a poor polar bear cub. :(


Althea/Shea: "Wait, we mean you no harm!"
Lizardly shadow: "GRAH!"
Vaelis: "I don't think that's what she said."
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fabulaparva
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Re: SOTW 0.8.23 - Second Act Beta!

Post by fabulaparva »

On a different note:

In the Galanna area Trinket 'n' Treasures Boss-fight (Jariel's quest), the Galanna Battlemages sometimes heal troops that already are at full health. This seems to happen if one of their troops is at very low health and I then kill it just before their turn, so they cast their heal on someone else (with full HPs). Might happen on other occasions, too, but that's when I paid more attention to it.

Should we maybe have a separate thread for the silly stuff AI does or keep it here/in the skills-thread?
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yayswords
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Re: SOTW 0.8.23 - Second Act Beta!

Post by yayswords »

Protect still doesn't seem right. Now it gives two buffs, Guard and Protect, that do the same thing (according to tooltip). No mention of +attack :)
If at first try it doesn't explode, it ain't Jack who wrote the code.
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yayswords
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Re: SOTW 0.8.23 - Second Act Beta!

Post by yayswords »

As for plot nitpicking...

And so is the rest of my team!

Flashback Riley has a better staff than real Riley... 5 SPR o.o

Maybe the equipment for these events could be less random?
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 0.8.23 - Second Act Beta!

Post by jack1974 »

fabulaparva wrote:Besides, already in act 1, the heroes were killing animals for pelt and poison glands left and right plus trying to enslave a poor polar bear cub. :(
Yes, they consider lizardmen not much more than animals, and after seeing what they do to "normal animals" in act 1... :roll:
fabulaparva wrote:Should we maybe have a separate thread for the silly stuff AI does or keep it here/in the skills-thread?
Yes I think is better! They shouldn't heal party members that are already at full health for sure.
yayswords wrote:Protect still doesn't seem right. Now it gives two buffs, Guard and Protect, that do the same thing (according to tooltip). No mention of +attack :)
Is the change that I did last time, so that when moved in front row would miss the attack bonus. So the only problem should be that I forgot to update the texts :)
yayswords wrote:Flashback Riley has a better staff than real Riley... 5 SPR o.o

Maybe the equipment for these events could be less random?
Well BEFORE being captured he might be weaker as skills but maybe have better equipment. I mean is plausible from plot point of view. However I can check and make sure he doesn't have such powerful items :)
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jack1974
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Re: SOTW 0.8.23 - Second Act Beta!

Post by jack1974 »

Ok found the heal bug, the AI checks for a health value, but I put 90, thinking "90%". Instead means 90 HP :lol: so if a character has 78HP but is full health it will still heal him. I need to use another new function that checks for the percentage of health :)
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yayswords
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Re: SOTW 0.8.23 - Second Act Beta!

Post by yayswords »

I thought the 10 locations of Dingirra were: Family districts (4), both gates (2), neutral, market, ratmen and steam tunnels. I only have the tunnels left but I'm on 8/10 :( am I misremembering?

If I'm not, I'm pretty sure it's the south gate messing it up. I'm fairly certain I didn't go there while Riley was giving us his tour, and now when I go there (on family slave quest) he doesn't want to say anything about the area, and I guess the "new location discovered" happens in that dialogue. But of course that could happen with the north gate too, or even both, as you don't need to visit either of them to complete the invitations quest.
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jack1974
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Re: SOTW 0.8.23 - Second Act Beta!

Post by jack1974 »

Yes that scene happens only when Riley does the tour. I think I can make it appear the first time you go in the south/north gate anyway, will check (for the others not since could conflict with the main plot, but since you MUST visit all 4 families on the first tour, there isn't a problem).

Also, behold the Dingirra arena!!
Image
Expect to see it on next update 8)
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yayswords
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Re: SOTW 0.8.23 - Second Act Beta!

Post by yayswords »

Awesome! We need the update right now!

No but seriously, I think I'm managing to milk a little more xp out of the act. Krimm could ding level 17. Do you want Krimm to not ding 17 because RILEY WON'T TALK? What do you think she's gonna do to him if she finds out? I need that fix! Fix and then update!

yayswords buffed jack1974 with Eagle's Grace.

CODE!

Wait, I've already been there and not seen it now though :( will it work anyway?
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jack1974
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Re: SOTW 0.8.23 - Second Act Beta!

Post by jack1974 »

I took a break and went for a walk :mrgreen: I still need to get the PSD files from the artist and add them in the game, so probably will be ready in 5-6h :)
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