Page 66 of 103
Re: SOTW 0.8.24.6 - Second Act Beta!
Posted: Sat Aug 09, 2014 6:41 pm
by jack1974
I've gone around Dingirra killing everyone and it didn't respawn so far, so probably that was the reason. At least here seems fine

Re: SOTW 0.8.24.6 - Second Act Beta!
Posted: Sat Aug 09, 2014 7:09 pm
by yayswords
Do Lugal mercs have their heavy damage (like 50/turn) poison instead of the full-blown Manticore Poison?
Also, gave the Master of the Pits 0 gold. He still gloated and party still complained. :D
Cross Cut, will you ever be fine...
Okay so I noticed it can hit even the back row. When hitting the back row, it does almost no damage, I don't think the +30% defense can help that much (it wasn't a thief either). Right but the bigger problem. When I hit a back row mob, and check his health/max after, the max has gone down. It doesn't go down when I hit a front row mob.
Re: SOTW 0.8.24.6 - Second Act Beta!
Posted: Sat Aug 09, 2014 7:33 pm
by jack1974
Lugal use Ironwall Oil, you meant Kiduu bowman ?
Crosscut on back row shouldn't work (too powerful) will limit it only to front row. Though when I tried it was working in front row, strange... but you're right now doesn't work
edit: found the problem, copied badly from another skill, so right now has 60% chances of working. Will be fixed on next update

Re: SOTW 0.8.24.6 - Second Act Beta!
Posted: Sat Aug 09, 2014 10:07 pm
by Troyen
jack1974 wrote:I've uploaded a new build, I also found a way to optimize the map. I managed to play it even on my Android! was still slow, but at least PLAYABLE (before was crazy). It should be possible to load existing saves through a hack I made but let me know if you run into any issues

My laptop thanks you. I don't melt a hole in the table anymore. It's not even that old either, just a couple years. The arrows don't stutter anymore either.
I'm sure it'll even help my battery while playing.

Re: SOTW 0.8.24.6 - Second Act Beta!
Posted: Sun Aug 10, 2014 2:23 am
by yayswords
jack1974 wrote:Lugal use Ironwall Oil, you meant Kiduu bowman ?
Yes sorry. Kiduu something, can't swear it's the bowmen though. This thing where the mercs use a family special item isn't so rare, I think it happens like two times per fight :D
Crosscut on back row shouldn't work (too powerful) will limit it only to front row.
I agree
Strike Through damage prediction never seems to be correct for my dual wielding ranger. I always do less. Also I've noticed, though maybe this isn't new, that the damage prediction for a guarded target is actually the damage you will do to its protector. Could you go all the way and just display the damage numbers over the protector?
The Galanna district remains cursed

I'm so nice I don't kill them more than 3 times though.
Re: SOTW 0.8.24.6 - Second Act Beta!
Posted: Sun Aug 10, 2014 6:57 am
by jack1974
Troyen wrote:
My laptop thanks you. I don't melt a hole in the table anymore. It's not even that old either, just a couple years. The arrows don't stutter anymore either.
I'm sure it'll even help my battery while playing.

Yes for sure help also battery

It was really a lame coding on my part but when you're in a hurry is not simple to optimize code. I think I could also improve it further but have troubles with a math formula...
yayswords wrote:jack1974 wrote:Lugal use Ironwall Oil, you meant Kiduu bowman ?
Yes sorry. Kiduu something, can't swear it's the bowmen though. This thing where the mercs use a family special item isn't so rare, I think it happens like two times per fight :D
It's them, the other mercs have normal Poison attack so maybe you got confused by that

two times by fight maybe is a bit high, but I'll keep that (since is only for Hard+ difficulty)
yayswords wrote:
Strike Through damage prediction never seems to be correct for my dual wielding ranger. I always do less. Also I've noticed, though maybe this isn't new, that the damage prediction for a guarded target is actually the damage you will do to its protector. Could you go all the way and just display the damage numbers over the protector?

Heh, I don't know how to do that sorry. I'll need Anima's intervention
yayswords wrote:
The Galanna district remains cursed

I'm so nice I don't kill them more than 3 times though.
Strange, here works normally! anyway not a big problem

Re: SOTW 0.8.24.6 - Second Act Beta!
Posted: Sun Aug 10, 2014 7:06 am
by yayswords
The Lugal arrows are also being stubborn now. No "current map" excuse there. I'm not terribly bothered, but I hope I won't have to start a new game to avoid worse related bugs in act 3

Re: SOTW 0.8.24.6 - Second Act Beta!
Posted: Sun Aug 10, 2014 7:23 am
by jack1974
Well the fact is that it shouldn't change anything related to that. In summary, each hotspot in map has a condition that must be true, like "lugal_merc1<2" and so on. Before I had a single list with all of them, for all maps, and the game needed to search this huge list. Now, I copy only the current map part from the big list in a smaller list, and use that. So instead of looking in 100 items now looks in X items (only the map items, which is rarely more than 7-8).
But I copy each item as it is, so even including the condition, so it should still work as before...!
Re: SOTW 0.8.24.6 - Second Act Beta!
Posted: Sun Aug 10, 2014 7:24 am
by Troyen
Is there something similar you can do for battles? Those still lag a bit for me and definitely cause my computer to heat up.
Re: SOTW 0.8.24.6 - Second Act Beta!
Posted: Sun Aug 10, 2014 7:31 am
by jack1974
Yes even on Android they're slow. I am not sure since there's no list there

I think I could optimize the rendering part like I did for the map (I used a custom displayable in renpy which should run much faster). My biggest issue is that I have no clue how to use buttons together with that. For sure will try something though, but not sure I can speed it up much in this case
