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Re: SOTW 0.8.24.15 - Second Act Beta!

Posted: Tue Aug 26, 2014 5:03 pm
by renke_
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

Re: SOTW 0.8.24.15 - Second Act Beta!

Posted: Tue Aug 26, 2014 5:34 pm
by fabulaparva
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 :P)

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:
Image
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.

Re: SOTW 0.8.24.15 - Second Act Beta!

Posted: Tue Aug 26, 2014 5:53 pm
by jack1974
Ah OK will check that. If you have a save in that exact moment please send, will be easier :)

Re: SOTW 0.8.24.15 - Second Act Beta!

Posted: Tue Aug 26, 2014 6:12 pm
by fabulaparva
In fact, I do. File sent.

Re: SOTW 0.8.24.15 - Second Act Beta!

Posted: Tue Aug 26, 2014 6:16 pm
by renke_
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.
I'm with you here, the condition and resulting effect is a logical consequence of the encounter situation - it makes a good story.

btw, are explosives a "fire based attack"?

Re: SOTW 0.8.24.15 - Second Act Beta!

Posted: Tue Aug 26, 2014 6:30 pm
by jack1974
renke_ wrote:
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.
I'm with you here, the condition and resulting effect is a logical consequence of the encounter situation - it makes a good story.
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:
renke_ wrote: btw, are explosives a "fire based attack"?
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 underwater :)

Re: SOTW 0.8.24.15 - Second Act Beta!

Posted: Tue Aug 26, 2014 6:42 pm
by renke_
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:
I didn't meant more possible battlefield conditions but less - and used to accentuate special encounters.
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 underwater :)
Magnesium Torch
usable item, range all, single target has burning condition for 5 turns. can be thrown back.

I love user defined fixed items :P

Re: SOTW 0.8.24.15 - Second Act Beta!

Posted: Tue Aug 26, 2014 6:45 pm
by jack1974
I want one of those now!!! :)

Re: SOTW 0.8.24.15 - Second Act Beta!

Posted: Wed Aug 27, 2014 12:53 am
by yayswords
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".

Re: SOTW 0.8.24.15 - Second Act Beta!

Posted: Wed Aug 27, 2014 3:07 am
by oberonblu
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)