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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 :evil:

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 :P 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... :oops:
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 :o
yayswords wrote: The Galanna district remains cursed :P 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 :P 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 :(