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Re: SOTW 0.8.11 - Second Act Beta!
Posted: Sat Jul 12, 2014 7:17 pm
by Anima_
jack1974 wrote:
Ah actually the traits should be automatic but now that I think about it, I'm not sure I coded that

if you can send me that save I'll make sure it unlocks when you reach the required stats

I coded that, it should be in the characters level up code.
yayswords wrote:Wow this is serious, Anima used a smiley

It sure is, prepare your

and

smilies.

Re: SOTW 0.8.11 - Second Act Beta!
Posted: Sat Jul 12, 2014 7:25 pm
by Pace675
That worked! XD lol I durr out durning registering the game lol kept hitting go back instead of hitting return to register lol.
Re: SOTW 0.8.11 - Second Act Beta!
Posted: Sat Jul 12, 2014 7:37 pm
by Pace675
I do get something odd with my old saves the music is all a static buzz, but if I start a new game it plays music normally , no biggie more fun to see if I can break things, but I can send you that save if you want.
Re: SOTW 0.8.11 - Second Act Beta!
Posted: Sat Jul 12, 2014 8:13 pm
by jack1974
Static buzz? really strange bug! yes send the save, I want to check just for fun

Re: SOTW 0.8.11 - Second Act Beta!
Posted: Sat Jul 12, 2014 9:50 pm
by Themobboss
Got an error message in the steam tunnels
I'm sorry, but an uncaught exception occurred.
While running game code:
File "game/plot/map.rpy", line 1095, in script call
File "game/plot/scene11_dingirra_adventures_2.rpy", line 2262, 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 760, in execute
File "game/RPG Framework/skills.rpy", line 230, in execute
File "game/RPG Framework/skills.rpy", line 343, in hit
File "game/RPG Framework/skills.rpy", line 498, in hurt
TypeError: specialEffect() takes exactly 2 arguments (3 given)
-- Full Traceback ------------------------------------------------------------
Full traceback:
File "game/plot/map.rpy", line 1095, in script call
File "game/plot/scene11_dingirra_adventures_2.rpy", line 2262, in script call
File "game/script.rpy", line 2189, in script
File "C:\Users\Downloads\SOTW-0.8.11-all\SOTW-0.8.11-all\renpy\ast.py", line 756, in execute
renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
File "C:\Users\Downloads\SOTW-0.8.11-all\SOTW-0.8.11-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 760, in execute
File "game/RPG Framework/skills.rpy", line 230, in execute
File "game/RPG Framework/skills.rpy", line 343, in hit
File "game/RPG Framework/skills.rpy", line 498, in hurt
TypeError: specialEffect() takes exactly 2 arguments (3 given)
Windows-7-6.1.7601-SP1
Ren'Py 6.17.7.521
Seasons Of The Wolf 0.8.11
Re: SOTW 0.8.11 - Second Act Beta!
Posted: Sat Jul 12, 2014 11:36 pm
by yayswords
No no, we don't need to do anything if the traits are gained automatically. However that means we have 12 skills and 12 skill points, so "character build" is now just a matter of order in that regard. I think from a design perspective, the traits should require skill points

seeing as I just lost most my interest in figuring out skill builds.
Or well, whatever you do, it shouldn't be possible to get all skills in the end. Whether that means fewer skill points or more options.
Also not sure you saw it the first time but, even with all sound muted I hear some sound effects in combat.
The automatic traits did work. I wish I had known from the beginning of this beta (as in act 1). I would have raced to the stats ASAP, not just planned to get them when I felt it was time to devote a skill point to the trait
Krimm does not regain mana from Rage when she blocks attacks. Makes defense a little double edged.
OH EM GEE that was a generous reward Jariel. Go back to act one and teach those Ninim cheapskates how to appreciate a hero.
Re: SOTW 0.8.11 - Second Act Beta!
Posted: Sun Jul 13, 2014 1:16 am
by Pace675
Re: SOTW 0.8.11 - Second Act Beta!
Posted: Sun Jul 13, 2014 1:20 am
by yayswords
Yes he is.
I'm a little skeptical about MotP taking 1/3 my gold when I get back. I just keep making sure to have items to sell in my bags instead of gold, so I'm still as rich but
he can barely take anything. Don't spend it all in one place matey!
Speaking of which, I went to bet on the insect fight with a grand fortune of 1 gold coin. When I tried to bet 15 coins, it said I don't have that much but the plot continued as normal, and I won 45 anyway.
Krimm's kick is too damn good <3 three turns of the debuffs even on a boss. I really love Krimm. Her resource system is great. Maybe Rowinda's too but only had her for one fight.
I think thief front row tanking needs some thought. The initial idea is good, allowing hunters and presumably Jariel/Chalassa to be in the front row. But when you force an enemy archer into the front row it's only really exciting for the warrior in front of it, the rest do really meh damage. Maybe a surprise factor that doesn't let the thief damage reduction kick in until the thief's next turn?
Re: SOTW 0.8.11 - Second Act Beta!
Posted: Sun Jul 13, 2014 3:34 am
by Themobboss
I just encountered another bug. I've completed Chalassa's flashback mission but two fights later I had alerted Horus guards popping into normal group fights with mercs replacing the entire back row of enemies. When the fight was over it kicked me back into the end of Chalassa's flashback mission.
I've also noticed another issue with trying to buy stackable items from vendors. When I use the clicker to increase the amount of potions or whatever that I'm trying to buy it stops at one and locks up. The only way I can select more is to right click back to the options menu, then back into the game.
Re: SOTW 0.8.11 - Second Act Beta!
Posted: Sun Jul 13, 2014 5:12 am
by yayswords
Soo... Riley's quest. Nightmare mode. Did anyone beat that "fairly"? I found myself scrolling a lot so that his wild tricks would work and I could avoid most encounters (I fought two guard packs only). I didn't realize from square one that he had regular potions too, so I could have fought maybe 1-2 more guard packs. I also theorized that his attributes affected his success with his wild tricks but it seems down to blind luck.
When Chalassa wants to hear a story from us, I can only ask Krimm and Riley to recount the same stories they've already told.
Krimm is the weakest hitter of her story party unless you figure out to swap her weapon. Fire damage when the scorps have 95% resistance, really. I'm pretty sure Riley always got an earth damage staff too, which was perhaps the worst element for his quest.
Damage caps? I can get Chalassa's attack up to pretty crazy numbers (111), but Aimed Shot and Bleeding Strike never go above 49. Two targets with 61 and 35 defense respectively and both take 49 damage.