my Latin is totally fucked up - I didn't recognized saltat and nisi anymore... sigh, 6 years of lessons completely lost :)
PS la.source has Cicero's text, paragraph 13 includes your quote
SOTW 0.8.24.18 - Second Act Beta!
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renke_
- Elder Druid
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- fabulaparva
- Elder Druid
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Re: SOTW 0.8.24.15 - Second Act Beta!
Heh, I used the simplified version, so the quote is not "accurate" as word for word, but still carries the general idea. Fret not, my signature should be more effed up than your Latin (since it's not a quote
)
Somewhat on topic: One of the arrows in the Ant-sewers doesn't throw a cutscene nor ants at you anymore (I think it did many versions ago):
When you click that arrow, there's a quick flash of the sewer background but nothing else... Then the game goes back to the dungeon map with the arrow to the queen. Not a major problem, just a tad confusing.
Somewhat on topic: One of the arrows in the Ant-sewers doesn't throw a cutscene nor ants at you anymore (I think it did many versions ago):
Spoiler:
#voteForVaelisPinUp
- jack1974
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Re: SOTW 0.8.24.15 - Second Act Beta!
Ah OK will check that. If you have a save in that exact moment please send, will be easier 
- fabulaparva
- Elder Druid
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Re: SOTW 0.8.24.15 - Second Act Beta!
In fact, I do. File sent.
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renke_
- Elder Druid
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Re: SOTW 0.8.24.15 - Second Act Beta!
I'm with you here, the condition and resulting effect is a logical consequence of the encounter situation - it makes a good story.yayswords wrote:Anyway, it did bring a smile to my face. This is what battlefield conditions should be about. Not just pick a resistance to be reduced for every single battle in the game. If something fitting can't be thought of, there needn't be a condition.
btw, are explosives a "fire based attack"?
- jack1974
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Re: SOTW 0.8.24.15 - Second Act Beta!
Problem is always the same: time. Doing custom battlefield conditions takes time. And this game is already waaayyyyyyyyyyyyyyyy longer than it should have beenrenke_ wrote:I'm with you here, the condition and resulting effect is a logical consequence of the encounter situation - it makes a good story.yayswords wrote:Anyway, it did bring a smile to my face. This is what battlefield conditions should be about. Not just pick a resistance to be reduced for every single battle in the game. If something fitting can't be thought of, there needn't be a condition.
No, since like in real life, using a flamethrower underwater wouldn't work, but for example proximity mines (not sure how are called, those used in naval warfare) still explode and do damage even underwaterrenke_ wrote: btw, are explosives a "fire based attack"?
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renke_
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Re: SOTW 0.8.24.15 - Second Act Beta!
I didn't meant more possible battlefield conditions but less - and used to accentuate special encounters.jack1974 wrote:Problem is always the same: time. Doing custom battlefield conditions takes time. And this game is already waaayyyyyyyyyyyyyyyy longer than it should have been :mrgreen:
Magnesium TorchNo, since like in real life, using a flamethrower underwater wouldn't work, but for example proximity mines (not sure how are called, those used in naval warfare) still explode and do damage even underwater :)
usable item, range all, single target has burning condition for 5 turns. can be thrown back.
I love user defined fixed items :P
- jack1974
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Re: SOTW 0.8.24.15 - Second Act Beta!
I want one of those now!!! 
- yayswords
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Re: SOTW 0.8.24.15 - Second Act Beta!
Even the resistance modifiers could be okay battlefield conditions, as long as they were used sparingly and reasonably. Not just "I gotta slap one on every battle so I'll pick the least stupid one".
If at first try it doesn't explode, it ain't Jack who wrote the code.
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oberonblu
- Young scout
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Re: SOTW 0.8.24.15 - Second Act Beta!
Hi, I hope this is the correct place for a bug report. Sorry, if it's not.
I'm starting to build up of items I sold, but they're remaining in my inventory with a quantity of 0. I first noticed this at the end of Act 1. At this point, I've got 4 weapons occupying space. There's the standard active button to sell the 0-quantity items, but button on the pop-up doesn't do anything. If it makes a difference on the code end, it's only happening so far with the weapon category.
Other than that, I downloaded yesterday and was up till 3am.
I discovered Loren back in the Spring, and SOTW is equally enjoyable with a unique story. (P.S. Shea needs some Saren armor! lol)
I'm starting to build up of items I sold, but they're remaining in my inventory with a quantity of 0. I first noticed this at the end of Act 1. At this point, I've got 4 weapons occupying space. There's the standard active button to sell the 0-quantity items, but button on the pop-up doesn't do anything. If it makes a difference on the code end, it's only happening so far with the weapon category.
Other than that, I downloaded yesterday and was up till 3am.

